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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 554995 times)

Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #90 on: March 15, 2013, 07:03:24 PM »

That sounds a bit like asking for a difficulty setting that disables shields...

You'll probably be able to at least mostly disable it via mods, though.
I hope so :)
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #91 on: March 15, 2013, 08:14:25 PM »

mod disable definely will be possible, expecting that it will be possible without black TOS violating magic.

for combat phase, i expect entire stages definition will be changeble by replacing mission definition inside battleplugin, othervice it will be very very limited.
« Last Edit: March 16, 2013, 03:39:29 AM by RawCode »
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Uomoz

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #92 on: March 16, 2013, 03:46:21 AM »

Well, I look forward to the release, however, is there anyway to have a kind of difficulty setting that disables the C.R features?

Where I already heard that? Oh yes, accidents.
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #93 on: March 16, 2013, 05:38:31 AM »

I mean, I just don't like the ammo requirement, so an option to disable that would be lovely :)
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A person who's never made a mistake, never tried anything new
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #94 on: March 16, 2013, 02:44:13 PM »

I think it's pretty pointless to complain about quality of life features in a game with such an enormous and active modding community... Just mod it out if it bothers you in the future, or someone else will. Besides, hopefully the features will make the game more interesting overall and you won't even remember why you were so bothered in the first place.
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K-64

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #95 on: March 16, 2013, 02:46:14 PM »

That depends on whether or not the feature will be hardcoded or not. Since if it is, I'd hope nobody does try to mod that aspect.
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #96 on: March 16, 2013, 02:53:25 PM »

That's true, but since CR is a stat based mechanic there is very little reason why we wouldn't eventually be able to access most aspects of it. Alex is TC friendly after all.
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K-64

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #97 on: March 16, 2013, 02:54:25 PM »

There is that, yeah.
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #98 on: March 16, 2013, 03:11:47 PM »

Since, I think, nobody has yet, I just want to say that I love all the small stuff in the patch notes. The stuff on this list alone will get rid of most of what I find a bit annoying atm.

  • Player can retreat their flagship by pressing "enter" when within 2000 pixels of the retreat border and facing towards it. Retreat popup dialog is gone.
  • X button in the top right corner and Alt-F4 now close the game
  • Scrollbars are now draggable/clickable/etc
  • Phase Skimmer will now face towards the mouse cursor when it comes out of the skim, unless there's a target set, in which case it'll point towards the target. Phase Teleporter behavior is unchanged.
  • Added "shield arc" indicator to refit screen
  • Increased top speed and acceleration for most frigates
  • Pre-combat ship tooltips now only show essential information, can be expanded to show full information by pressing F1
  • Ships traveling over their top speed (due to zero-flux coasting, for example) will automatically engage maneuvering thrusters to slow down
  • Flux bar now shows some activity when the flux level is at 0 while flux is being generated and dissipated at a faster rate

Oh by the way, will Objective bonuses affect frigates now? Possible even fighters?
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sdmike1

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #99 on: March 16, 2013, 04:59:57 PM »

Since, I think, nobody has yet, I just want to say that I love all the small stuff in the patch notes. The stuff on this list alone will get rid of most of what I find a bit annoying atm.

  • Player can retreat their flagship by pressing "enter" when within 2000 pixels of the retreat border and facing towards it. Retreat popup dialog is gone.
  • X button in the top right corner and Alt-F4 now close the game
  • Scrollbars are now draggable/clickable/etc
  • Phase Skimmer will now face towards the mouse cursor when it comes out of the skim, unless there's a target set, in which case it'll point towards the target. Phase Teleporter behavior is unchanged.
  • Added "shield arc" indicator to refit screen
  • Increased top speed and acceleration for most frigates
  • Pre-combat ship tooltips now only show essential information, can be expanded to show full information by pressing F1
  • Ships traveling over their top speed (due to zero-flux coasting, for example) will automatically engage maneuvering thrusters to slow down
  • Flux bar now shows some activity when the flux level is at 0 while flux is being generated and dissipated at a faster rate
Not to make the obligatory +1 but, my post is an obligatory +1 :)
« Last Edit: March 16, 2013, 08:31:46 PM by sdmike1 »
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Griffinhart

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #100 on: March 16, 2013, 07:57:35 PM »

Scrollbars are now draggable/clickable/etc

\o/

-- Griffinhart
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JT

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #101 on: March 16, 2013, 11:55:59 PM »

Yeah, forgot to mention how much I like the disengagement feature myself. It really, really channels the Star Trek "go to warp"/Star Fleet Battles "disengage by acceleration" concept.
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xanderh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #102 on: March 17, 2013, 02:51:40 AM »

Agree with everyone else on the "disengage" part. It kinda gets in the way right now, and after the change, it won't anymore.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #103 on: March 18, 2013, 12:37:45 PM »

Oh by the way, will Objective bonuses affect frigates now? Possible even fighters?

Maybe. May have to tweak some stuff, though - it gets a little insane when speed-boosting skills and the frigate speed increase combine, so a potential extra +50 to speed is... a lot.
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Wyvern

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #104 on: March 18, 2013, 12:46:45 PM »

Maybe change the percentage speed bonus to a flat bonus based on hull size?  Compare to, for example, unstable injector - for a slow capital ship, the skill (even maxed) adds maybe +3 top speed, versus +20 for the hull mod, while a zippy frigate gets notably more benefit (even in comparison to the increased benefit from the hull mod).  And then it wouldn't get quite so silly in combination with an increase to base frigate speeds.
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