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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: Starsector 0.54.1a (Released) Patch Notes  (Read 181071 times)

Alex

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Starsector 0.54.1a (Released) Patch Notes
« on: December 16, 2012, 10:02:49 AM »

This version is out - you can download it here.

Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Changes as of January 04, 2013

Miscellaneous:
  • Changed game name to "Starsector"
  • New sounds for character screen, UI buttons

Modding:
  • Added to ShipAPI:
    • List<ShipAPI> getDeployedDrones();
    • ShipAPI getDroneSource();

Changes as of January 03, 2013

Miscellaneous:
  • Redesigned character tab/skill UI (screenshot)
  • Sound FX (except for UI ones) no longer play in the title screen (in preparation for having a music track there)
  • Replaced some UI sound effects, new sound effects for the command UI
  • Tachyon Lance:
    • Reduced base EMP damage and flux cost
    • Now applies EMP-emitter-like effect to target ship, causing widespread system failures
  • Ion Cannon: now has a chance to apply a similar cascading EMP effect on hit
  • Added Prometheus-class supertanker (shows up in Hegemony convoy occasionally)
  • Aurora: changed shields to Omni, 180 degree (same as Odyssey)
  • High Energy Focus: changed to increase damage by 50%, increase weapon and engine damage taken by 100%, can keep shields on, 5 seconds active/5 second cooldown, no flux cost
  • New graphics for Light and Heavy Neelder - more in line with the style of the hulls they tend to be mounted on
  • Whiteout from explosions will no longer hide dialog windows
  • Tutorials:
    • Should no longer crash if enemy ships are destroyed before they're supposed to be
    • Can use left/right arrow keys to navigate the instructions
    • The two Wasp wings in the command tutorial are now much harder to kill, so they won't die and make the "escort Hammerhead" step un-achievable
  • Added a few values to settings.json:
    • undecoratedWindow - set to true to turn off the caption bar and borders around the window, if running in windowed mode.
    • windowLocationX, windowLocationY - starting location of the window, so it doesn't always have to be in the center of the screen. Useful with twinview or when using undecorated windows, which are more difficult to move.

Modding:
  • Added "alwaysAnimate" option to .wpn files - plays weapon animation regardless of whether the weapon is firing
  • Added "DECORATIVE" weapon slot type (doesn't show up in weapon groups/can't be fired, can be assigned "weapons" using the "builtInWeapons" field in the .ship file)
  • Added BeamEffectPlugin (specify implementation class with "beamEffect" in .wpn file, see tachyonlance.wpn for example)
  • Added OnHitEffectPlugin (specify implementation class with "onHitEffect" in .proj file, see ioncannon_shot.proj for example)
  • Added EveryFrameWeaponEffectPlugin (specify implementation class with "everyFrameEffect" in .wpn file, see sensordish.wpn for example)
  • Fixed bug with CombatEngineAPI.getAsteroids() not working
  • Added CombatEntityAPI.setAngularVelocity()
  • Added ViewportAPI - provides methods to convert between screen and world coordinates (useful for interpreting mouse clicks, for example)
  • Added to CombatEngineAPI:
    • ViewportAPI getViewport()
    • float getMapWidth()
    • float getMapHeight()
    • CombatEntityAPI spawnAsteroid();
    • CombatEntityAPI spawnEmpArc() // picks its own target, can set range/sound/visual parameters
  • Added to MutableShipStatsAPI:
    • StatBonus getEnergyWeaponFluxCostMod()
    • StatBonus getBallisticWeaponFluxCostMod()
    • StatBonus getMissileWeaponFluxCostMod()
    • MutableStat getBeamWeaponFluxCostMult()
  • Added to SectorAPI:
    • List<StarSystemAPI> getStarSystems() // returns just the one atm
  • Added to WeaponAPI:
    • float getArcFacing()
    • float getArc()
    • void setCurrAngle(float angle)
    • AnimationAPI getAnimation() (provides direct control over playing the animation, if any)
  • Added to ShieldAPI:
    • boolean isWithinArc(Vector2f point)
  • Added to FleetMemberAPI:
    • String getHullId()
    • MutableShipStatsAPI getStats()
  • Added to CargoStackAPI:
    • CargoAPI getCargo()
  • Weapons with recoil will no longer enter the "out of ammo" visual state if they have regenerating ammo

Bugfixing:
  • Fixed ship AI bug that caused it to fire off lots of missiles at phase ships (due to those being technically unshielded)
  • Fixed bug with shield-to-shield ship collision detection (some collisions were missed and resulted in shield-hull collisions instead)
  • Fixed bug that allowed the reinforcements dialog to be opened while in full retreat by pressing 'G' in the combat screen
  • Fixed bug that would not allow autopilot to override the "hold fire" setting
  • Fixed bug where using "Transfer Command" without deploying your flagship first would result in not getting your character's bonuses to piloted ships for the rest of the battle
  • Adjusted calculation for size of friend-or-foe indicator in the command UI
  • Fixed bug with character skills not immediately affecting non-combat-related stats on the campaign level
  • Certain type of ship info tooltip is no longer too short (has the correct amount of space to fully fit the hullmods on a ship)


Changes as of December 16, 2012

Miscellaneous:
  • Can right-click to decrease skills in the character tab, instead of having to hit reset
  • Refit screen: now shows phase cloak upkeep/activation instead of shield data for phase ships
  • Switched "Hardened Shields" and "Frontal Shield Generator" hullmods in the Applied Physics skill
  • Guardian PD:
    • Fixed bug with it not acquiring new targets rapidly enough, despite being a PD weapon
    • Reduced OP cost to 22
    • Increased the number of charges to 10
    • Reduced damage and flux generation by a third

Ship AI:
  • Fixed bug that frequently prevented the AI from firing missiles on an overloaded or venting enemy ship
  • Adjusted Sabot firing range to account for 2nd stage projectile
  • Improved overload avoidance from incoming kinetic damage
  • Turning away from an enemy frigate will no longer automatically cause it to close in
  • Improved logic for deciding when to vent
  • Will set unguided missiles in turrets to autofire if the ammo count is high enough

Modding:
  • .skill files are now merged with the core files by default instead of replacing them
  • Beam and burst beam weapons can now be animated (but the glow sprite can not, must remain the same for all frames)
  • New instances of every CombatEnginePlugin are now created per battle, rather than single instances persisting throughout the entire game
  • Added CombatEngineAPI.isInCampaign()
  • Added MutableCharacterStatsAPI.addXP(long xp)
  • "length":0 now works properly for ballistic projectiles
  • Skill and aptitude spreadsheets can now be fully replaced by mods
  • Added SectorEntityToken.setFaction(String factionId)
  • Fixed bug with BeamAPI.didDamageThisFrame() and BeamAPI.getDamageTarget() not working at all
  • Added to FluxTrackerAPI:
    • void setHardFlux(float minFlux);
    • void setCurrFlux(float currFlux);
  • Added ShipAPI.getShipTarget()
  • Added ShipVariantAPI.getDisplayName(), some other methods
  • Added CombatEntityAPI.setOwner(int owner)
  • Added CombatEntityAPI MutableShipStatsAPI.getEntity()
  • Added DerivedWeaponStatsAPI (for things like dps, sustained dps, etc), WeaponAPI.getDerivedStats()
  • Added WeaponAPI.getShip()
  • Added CombatEntityAPI.getAngularVelocity()
  • Added WeaponAPI.getLocation();
  • Fixed spawnProjectile() not working if the ShipAPI argument was null.
  • Added CombatEntityAPI.setFacing()
  • Added ShipAPI.getSystem()
  • Added ShipAPI.getWingLeader()
  • Added ShipAPI.isWingLeader()
  • Added DamagingProjectileAPI.get/setSource()
  • Added WeaponAPI.setAmmo()
  • Mission list can now be empty in total conversions

Bugfixing:
  • Fixed terrible, terrible bug where some fleetwide ship stats bonuses (armor, hull, & flux capacity) would show up on the tooltip but not actually apply in combat. Piloted-ship-only bonuses worked fine.
  • Fixed bug that resulted in a crash when choosing the "more info" option on a variant that was exported and subsequently loaded.
  • Fixed multiple pinging sound bug when mousing over some disabled buttons in the various trade screens
  • Fixed bug allowed certain character bonuses to remain after assigning skill points and then pressing "Reset"
  • Fixed bug that erroneously removed the "Front Shield Emitter" and "Omni Shield Emitter" hullmods from a design when any other hullmod was removed
  • Fixed bug where entering the simulator (or combat) and quickly going back to the campaign would result in the combat track playing in the campaign
  • Fixed bug with save date being displayed incorrectly on non-English-locale machines
  • Fixed display bug on ship tooltip showing an incorrect (doubled) travel speed bonus
  • Fixed skill tooltip showing "aptitude level reached" when in fact it wasn't, but there were no more skill points
  • Fixed tooltip bug where damage by beam weapons was incorrectly shown as multiplied by the number of barrels the beam weapon has (only affected Guardian PD System)
  • Fixed bug where the engine boost bonus from "Maximum Power" wouldn't update on transferring command, until the bonus was lost and then regained
  • Fighter wings ordered to retreat will no longer cancel the retreat to instead repair at a carrier
  • Fixed bug involving tooltips for items partially hidden from view inside a scrollable area
« Last Edit: January 04, 2013, 05:38:10 PM by Alex »
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ValkyriaL

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #1 on: December 16, 2012, 10:31:12 AM »

I love you... in a friendly way :-[
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Gaizokubanou

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #2 on: December 16, 2012, 10:50:10 AM »

Note: these do not reflect a lot of design and prototyping work that's been going on behind the scenes, as those aren't ready to be discussed quite yet, and won't be in 0.54.1a at any rate.

Oh you know how to tease your fanbase sir.  Almost too well ;D
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MCWarhammer

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #3 on: December 16, 2012, 10:55:07 AM »

How much is the Guardian PD's damage being nerfed.
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ValkyriaL

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #4 on: December 16, 2012, 11:01:44 AM »

By 1/3, 33.3%
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Faiter119

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #5 on: December 16, 2012, 11:25:15 AM »

I take it the changes to the Guardian makes it better?
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Sonlirain

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #6 on: December 16, 2012, 11:27:38 AM »

I take it the changes to the Guardian makes it better?

They should be better at PD but worse at killing craft.
Altho they will still suck uneless they stop shooting several times at already destroyed targets.
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Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #7 on: December 16, 2012, 11:32:52 AM »

Altho they will still suck uneless they stop shooting several times at already destroyed targets.

That's the "Fixed bug with it not acquiring new targets rapidly enough, despite being a PD weapon" part.

Overall it's a pretty massive buff.
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arcibalde

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #8 on: December 16, 2012, 11:49:45 AM »

Me like  ;D
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BillyRueben

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #9 on: December 16, 2012, 11:58:52 AM »

I love you... in a friendly way :-[
Me like  ;D

Reading these comments, there must be some fun stuff in the modding section (which I don't read). Everything I read was mostly AI and bug fixes (and a buff that hopefully makes the Guardian PD useful).
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arcibalde

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #10 on: December 16, 2012, 12:10:15 PM »

Reading these comments, there must be some fun stuff in the modding section (which I don't read). Everything I read was mostly AI and bug fixes (and a buff that hopefully makes the Guardian PD useful).
Not mine. Mine is for AI  ;D I'm especially happy for this one:
Quote
    Will set unguided missiles in turrets to autofire if the ammo count is high enough
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xenoargh

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #11 on: December 16, 2012, 12:13:14 PM »

Totally awesome changelog.  Great work!
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CrashToDesktop

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #12 on: December 16, 2012, 12:49:43 PM »

Ah, been waiting for right-clicking to remove skill points. :)
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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #13 on: December 16, 2012, 01:12:27 PM »

Man, now if only I could put two Guardians on an Astral... :)
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hadesian

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #14 on: December 16, 2012, 01:15:51 PM »

mushkinmanapproves!
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Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.
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