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Author Topic: Starsector 0.54.1a (Released) Patch Notes  (Read 182084 times)

Alex

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #90 on: January 03, 2013, 12:43:18 PM »

Will they show up if given the SHOW_IN_CODEX tag? I can think of a few potential greeble objects that it would be nice to have lore articles on.

Hmm. Without checking on it, I want to say they will.

How difficult would it be to implement a property in the projectile file that makes non-PD weapons fire at it? I believe we could fake turrets right now using custom projectiles and a combat plugin, but only PD weapons would try to take them out.

It's pretty ill-suited overall - we'd be talking total hack land.

And major features are what makes this game fun. I say it's worth the time and effort :D

Nice try, but come now, that's not even close to being a good argument for spending time on this particular thing. More an argument for spending more time on the game, which I of course agree with :)
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mendonca

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #91 on: January 03, 2013, 12:47:49 PM »

Nice patch notes, thanks Alex! I'm genuinely surprised at the range and depth of added stuff!

Must ... resist ... further deplorable comment ...
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CrashToDesktop

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #92 on: January 03, 2013, 12:48:22 PM »

I think there's a simpler way to go for deployable turrets/mines.  You could try adding to/modifying the drone file (I think it's core files, so it'll have to be in a patch for it to be, er, legal) so that the drone doesn't disapear when the mother ship is destroyed.  From there, we can work things out. :)

EDIT:

God, I got ninj'd twice in about 2 seonds.  LOL
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arcibalde

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #93 on: January 03, 2013, 12:52:17 PM »

NICE  ;D ;D
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Sproginator

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #94 on: January 03, 2013, 12:59:53 PM »

I think there's a simpler way to go for deployable turrets/mines.  You could try adding to/modifying the drone file (I think it's core files, so it'll have to be in a patch for it to be, er, legal) so that the drone doesn't disapear when the mother ship is destroyed.  From there, we can work things out. :)

EDIT:

God, I got ninj'd twice in about 2 seonds.  LOL

Good idea, and a method to kill all movement after a certain amount of time from deployment
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Tarran

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #95 on: January 03, 2013, 02:54:57 PM »

Hooray, High Energy Focus now seems like less of a timing-based ability that only the extremely quick of hand can make use of*.

*Not actually sure how much people made use of it.

In addition, thank goodness for explosions not covering windows. :P

Also, I'm intrigued in the new Needler sprites. Mind showing them?
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Gothars

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #96 on: January 03, 2013, 04:07:21 PM »

Also, I'm intrigued in the new Needler sprites. Mind showing them?


Can we see a sneaky screenshot of the new Needler designs?

Sorry, not just now. You'll see them soon(tm) enough, though!

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The game was completed 8 years ago and we get a free expansion every year.

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Dri

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #97 on: January 03, 2013, 04:15:39 PM »

The high energy focus was godly anytime you could outrange the enemy and thus have little need for shields.

This change is a nerf to a ship with good PD and targeting unit/perks for extra range.
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Wyvern

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #98 on: January 03, 2013, 04:24:03 PM »

But it's a buff for any time you're fighting multiple targets or at close range - and at least for me, those happen a lot more often.

Plus, if your defenses (kiting and PD) are strong enough that you don't need shields, then you should be able to win the fight handily anyway; the new HEF implementation may make that win happen a bit more slowly, but I wouldn't consider that a meaningful nerf.

As I mentioned over in the HEF thread, this, for me, takes the HEF from "ship systems I tend to forget I have" to "defining feature for the hulls it's installed on".
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Dri

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #99 on: January 03, 2013, 04:41:30 PM »

Yeah, its not a terrible nerf to be certain and I'd say its a buff for the Aurora which didn't have a large energy mount for better range... I'm just gonna miss my max range setup Odyssey with twin plasma cannons.

But honestly, with accelerated shields, you could drop the HEF and put up shields in ~1 second anyways... now I gotta wait 5 seconds before I can turn it back on. :'(
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Wyvern

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #100 on: January 03, 2013, 04:46:12 PM »

now I gotta wait 5 seconds before I can turn it back on. :'(
  • 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
Bold added to quote from Alex.
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Gothars

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #101 on: January 03, 2013, 05:17:26 PM »

Well, for the AI it is certainly a buff.
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Dri

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #102 on: January 03, 2013, 05:36:05 PM »

I meant turning the focus back on once dropped, not worried about the shields.
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silentstormpt

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #103 on: January 03, 2013, 05:37:19 PM »

I kinda think you guys havent seen what the DECORATIVE new weapon types are for  ::)
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CrashToDesktop

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Re: Starfarer 0.54.1a (In Development) Patch Notes
« Reply #104 on: January 03, 2013, 05:38:52 PM »

Blinking lights! :D Finally, ships can have some form of activity on them.
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