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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 364986 times)

CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #240 on: October 13, 2012, 01:43:17 PM »

HEY, NEW PATCH NOTES!!!!:D

EDIT:
Hmm...maybe I should check the main page more often and not just the New bar. ;D Guess I missed a lot of conversation.
Anyways, changes to the command UI sound promising. :) No saying what'll happen when we get it, though.

And so, the command UI change was the big suprise?  Or are we all still waiting eagerly to unwrap it? :)

And I can see why Industry is a bit tough right now.  It'll come into play when faction politics and station invasions come in.  When those are in, I can see a motherlode of new skill for it. :)
For now, I can see a few skills, being "Metal Alloys" (Hardened Steel, provides a slight armor boost to all ships, maybe 5%), "Salvage" (Scavenger, get more weapons, supplies, and fuel after battle.  Maybe a slight boost to credits), and for the upfront stat increase, maybe sell for more and buy for less in the stations?
« Last Edit: October 13, 2012, 01:53:46 PM by The Soldier »
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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #241 on: October 13, 2012, 01:50:27 PM »

Hrm, so combat bonus is attack damage? Aaaaand tech bonus is op limit?  :D  no.... what would tech give you.   Hrmm....
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #242 on: October 13, 2012, 01:53:43 PM »

Hmm...maybe I should check the main page more often and not just the New bar. ;D

And so, the command UI change was the big suprise?  Or are we all still waiting eagerly to unwrap it? :)

Oops, updated the news too. Yep, this is the "bonus".

Hrm, so combat bonus is attack damage? Aaaaand tech bonus is op limit?  :D  no.... what would tech give you.   Hrmm....

Not bad, 2 for 2.
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #243 on: October 13, 2012, 01:55:41 PM »

Well, this is nice. Not much has happened to the command UI since the caveman days, now you're giving a little boost. :) I look forward to the character UI, I want my industry. >:D
(read my last post for a few suggestions, if you feel the need to)

EDIT:
Think the command UI deserves a blog post?  It's not much, but then again, it going to affect how I send out my bombers and fighters into a wall of flak, so yea. :)
« Last Edit: October 13, 2012, 01:58:47 PM by The Soldier »
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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #244 on: October 13, 2012, 01:58:32 PM »

Not bad, 2 for 2.
Booyeah! Let's hear it for wild speculation, haha.

Well I for one cannot wait to spec madly into technology and see what monstrosities I can make appear. :D
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #245 on: October 13, 2012, 02:01:29 PM »

And good lord, thank you for the assignment change, "...ETA to the target" makes life so much easier. :) I found that it sometimes send a broadsword wing to intercept a talon while a thunder is right next to it.
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #246 on: October 13, 2012, 02:07:16 PM »

Think the command UI deserves a blog post?  It's not much, but then again, it going to affect how I send out my bombers and fighters into a wall of flak, so yea. :)

Yeah, I'm thinking about writing one about it. Also: disagree about it not being much :) It's an important aspect of the game, and it's getting a major usability upgrade - at least, so I dearly hope.
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #247 on: October 13, 2012, 02:23:03 PM »

For me, (I know this may sound very bad of a commander), I just send an intercept or engage for everything.  ;D  With this, I'll give it thought! :D
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BillyRueben

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #248 on: October 13, 2012, 02:32:14 PM »

Control groups (Ctrl-1, etc), persistent between battles in the campaign

Awesome. Can these control groups be adjusted out-of-combat as well, or do you need to be in an engagement to change them? Does a control group have any affect on ship movement, positioning, and/or AI?

EDIT: Perhaps a little more clarity on my second question. If I have a few ships that belong to control group 1, will they stay near each other on their own and/or attack the same targets? Or is this purely a management change and has no affect on the AI?

Improved ship armor schematic graphics, especially for fighters (smoother, not pixelated)

Cool. It needed the visual upgrade. It was difficult to read. I'm hoping the combat UI will get a little more "sexy" before the full release.
« Last Edit: October 13, 2012, 02:36:42 PM by BillyRueben »
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Psycho Society

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #249 on: October 13, 2012, 02:32:46 PM »

From what I understand this is merging the current assignment system with the old classic RTS style move order commands? So we can tell a battle group to go somewhere and they'll make an assignment for themselves. Should add a degree of flexibility to the game without making your ships dependent on micromanagement.
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #250 on: October 13, 2012, 02:51:25 PM »

Control groups (Ctrl-1, etc), persistent between battles in the campaign

Awesome. Can these control groups be adjusted out-of-combat as well, or do you need to be in an engagement to change them? Does a control group have any affect on ship movement, positioning, and/or AI?

EDIT: Perhaps a little more clarity on my second question. If I have a few ships that belong to control group 1, will they stay near each other on their own and/or attack the same targets? Or is this purely a management change and has no affect on the AI?

These can only be managed during combat, and are just a shortcut to selecting specific ships or groups of ships - no effect on the AI whatsoever.

But if, for example, you know you want a specific 3 fighter wings to escort your flagship, it'd be useful for that - just press the # and right-click the flagship.


From what I understand this is merging the current assignment system with the old classic RTS style move order commands?

Yeah - basically, issuing RTS-style orders will do sensible things within the current assignment system's framework. Which has also been revamped in terms of the details, but is still conceptually the same.
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CrashToDesktop

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #251 on: October 13, 2012, 03:13:18 PM »

Night has fallen...end of the new patch notes rave ;D for now, at least, wist we all go and defend our honorable, or not-so-honorable, names in Corvus. :)
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intothewildblueyonder

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #252 on: October 13, 2012, 07:06:21 PM »


Miscellaneous:
    Disabled ships repaired after battle now lose their hull mods and vents/capacitors

Why was this change made, what is its pupose?

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K-64

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #253 on: October 13, 2012, 07:18:22 PM »

Likely to prevent exploits with OP bonuses with skills
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Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #254 on: October 13, 2012, 09:26:33 PM »

Miscellaneous:
    Disabled ships repaired after battle now lose their hull mods and vents/capacitors

Why was this change made, what is its purpose?

Closing a loophole by which you could (unreliably, and causing other UI issues) get a hull mod you would otherwise not have access to.
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