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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 370562 times)

Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #360 on: July 09, 2012, 01:17:28 PM »

Alex, will you fix the combat music looping forever in this upcoming version?
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sdmike1

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #361 on: July 09, 2012, 01:18:23 PM »

Is it time for Assassin's Creed: Corvus?
/photoshops a silly cloak onto a ship
/\
 l
we need this mod, just have a bunch of weaponry with a range of like 10 when phase ships come out

Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #362 on: July 09, 2012, 01:35:25 PM »

Alex, will you fix the combat music looping forever in this upcoming version?

Technically, since is says *right where you would mod combat music in* that it doesn't work, it not working is not a bug and therefore not something that can be "fixed".

However, I fully intend for it to work in a future version :)
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #363 on: July 09, 2012, 01:36:38 PM »

But will it be this upcoming version? It's crucial for me to know, since alot of my mods music tracks are dependent on it ;)
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #364 on: July 09, 2012, 02:55:20 PM »

I'll probably get to it when combat tracks are in the game (which isn't the next release), but we'll see.
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #365 on: July 09, 2012, 02:56:42 PM »

Awwww :(

Wait, so there'll be combat tracks in the game? :o

How epic will they be, on a scale from 1-10? Or is that information you cannot disclose?  Or is that top-secret information that, if you disclosed it to me, i'd have to be shot on sight? :D
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #366 on: July 09, 2012, 02:58:41 PM »

Note: I said tracks, not music. The rest, :-X
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James Sullivan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #367 on: July 09, 2012, 05:30:52 PM »

This could also be BLOG worthy... A whole new topic to discuss at length.

It's almost as if Alex reads the forums.  :P

I'm sure it's actually a coincidence. It's a damn great topic for a blog post.

Looking forward to more options with music as that's something that I want to work on for mods personally. A couple patches away actually gives me time to get to grips with music editing for this game..
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Cosmitz

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #368 on: July 10, 2012, 05:34:12 AM »

Hey, i might be late to the party but:

"Removed key binding for raising flux on purpose"

Why? I actually really used that. :(
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Faiter119

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #369 on: July 10, 2012, 06:28:12 AM »

Hey, i might be late to the party but:

"Removed key binding for raising flux on purpose"

Why? I actually really used that. :(

Yeah i did aswell ;(
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #370 on: July 10, 2012, 07:11:07 AM »

Hey, i might be late to the party but:

"Removed key binding for raising flux on purpose"

Why? I actually really used that. :(

Because that's the button for ship systems now.
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Cosmitz

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #371 on: July 10, 2012, 09:16:16 AM »

But the functionality remains, just reassigned to another key right?
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #372 on: July 10, 2012, 09:20:32 AM »

But the functionality remains, just reassigned to another key right?
No.  He completely removed it.
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Psycho Society

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #373 on: July 10, 2012, 10:36:45 AM »

I always considered that function to be for testing anyways. It was extraneous, adding flux only allows you to 'game' energy weapons.
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BillyRueben

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #374 on: July 10, 2012, 11:57:47 AM »

Which you can do anyway by just firing off a few of your energy weapons before you are in range.

Besides, my trouble with energy weapons is trying to dissipate flux, not generate it.
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