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Author Topic: Starsector 0.6.1a (Released) Patch Notes  (Read 158473 times)

Alex

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Starsector 0.6.1a (Released) Patch Notes
« on: September 19, 2013, 07:35:15 PM »

This version is out - you can download it here.


Changes as of October 02, 2013

Miscellaneous:
  • After a loss, enemy will try to disengage if all it has in reserves are civilian ships, even if the player's fleet is all out of CR
  • Adjusted "peak active performance" so that inactive (but deployed) drones do not cause it to tick down
  • When encountering a neutral fleet that's outnumbered, replaced "Let them go" option with "Leave", picking which doesn't cause the faction to go hostile
  • Fixed up Prometheus sprite so that damage decals don't show up outside the ship in a few places
  • Retreating fighter wings no longer receive replacement fighters from carriers
  • Autofiring strike weapons will not fire at fighters or frigates (except for the AM Blaster, which will fire on frigates but not fighters)
  • Admiral AI: won't create "fighter rendezvous" assignment unless there is at least 1 flight deck for every pair of wings deployed (and will cancel it as appropriate)
  • Ships no longer lose CR for retreating during an "escape" type battle. (Still lose CR for being deployed; just no longer a double hit.)
  • In combat, ships in an AI fleet trying to escape may turn to fight if they're caught up with
  • Overall improved "escape" admiral AI (handling a delaying action, ordering retreats at appropriate times)
  • Harrying an enemy fleet now counts as a hostile action and triggers a speed boost to the loser/speed penalty to the aggressor. "Let them go" does not.
  • A weaker enemy fleet may decide to stand and fight (rather than trying to escape) if caught by a faster and stronger fleet
  • Burst PD lasers and the Guardian PD System will only fire at non-missiles and non-fighters if at maximum charges
  • Augmented Engines: increased in-combat speed bonus slightly, gives a Maximum Burn bonus of +2 (was: +1)
  • Marines: reduced supply consumption by a factor of 5
  • Base chance for a ship to be repaired after combat (and to become boardable, or simply repaired if friendly) increased to 20% (was: 5%)
  • Field Repairs perk: reduced bonus to ship repair chance to 30% (50% total, base + perk)
  • Ships using Burn Drive, Maneuvering Jets, or another engine-enhancing system can not suffer a flameout due to engine damage while the system is active - at least a single engine will remain active. A full flameout can still happen due to a collision mid-burn, though.
  • Battles where at least one side has less than 41 deployment points total will not have objectives, except for escape battles, which always have objectives
  • Supply deliveries capped to 10000 units of each per station, fuel to 3000, crew to 2000, marines to 1000
  • Changed fuel color in fleet member tooltip to default yellow (instead of the orange-red that made it look like it had a penalty)
  • Added option to transfer command to a different ship right before an engagement


Modding:
  • Fixed bug where a fringe jump point would not be properly generated for a system without any planets
  • Added LocationAPI.removeScriptsOfClass(Class c) and SectorAPI.removeScriptsOfClass(Class c)
  • Took out FleetGoal.DEFEND. Use FleetGoal.ATTACK instead, as the behavior is equivalent
  • Added ShipAPI.getFullTimeDeployed() (returns total time deployed, as opposed to peak-effectiveness-drain-only time returned by getTimeDeployed())
  • Fixed bug that caused all transient CampaignPlugins to be removed every time the game was saved
  • Fixed bug where an EveryFrameScript would not run while paused, even if runWhilePaused() returned true
  • Fixed bug where if there were more than 10 star systems in the game, some would not be advance()ed without the player being present inside
  • Added FleetMemberAPI.getDeployCost() - returns value in range 0,1 that's the CR deployment cost for this fleet member
  • Weapons with the "PD" hint and ammo regeneration will only fire at non-missile targets if they're at full charge. If they have the "ANTI_FTR" hint, they'll also expend all their charges on fighters
  • Added "ANTI_FTR" hint to Burst PD, Heavy Burst PD, and Guardian PD
  • Ships with 0 minimum crew should now work (have a "crew fraction" of 1.0 for CR purposes)
  • SoundPlayerAPI.playLoop() now properly updates the pitch of the playing loop if it changes

Bugfixing:
  • Stability improvement for computers with integrated graphics cards
  • Hyperspace texture will stretch properly when displayed on monitors with a resolution greater than 2048 in either dimension
  • Should no longer be possible for fighters to get stuck in an invisible, "landing on carrier" state when the carrier is no longer in play for any reason
  • Fixed issue where AI-controlled pursuing ships would always try to go up when they couldn't see an enemy, even if they were already near the top of the map.
  • Fixed bug where Plasma Cannon shots would hit friendly drones and fighter when fired by the AI
  • Fixed bug where your view would be stuck to the targeted ship if you pressed R, then Z, then R again to clear the target
  • Fixed bug where CR did not affect the stats displayed in the refit screen
  • Fixed crash bug caused by pressing "enter" (to activate travel drive) when the player's ship is disabled
  • Fixed some bugs with improper CR values being displayed in tooltips, esp. relating to the "Run Simulation" option
  • Fixed bug where the losing fleet got a speed penalty and the winning fleet got a speed boost (the opposite of what was intended), also fixed some cases where the bonus/penalty weren't being applied at all
  • Fixed bug where clicking very quickly on "Leave" in the encounter dialog registered as multiple selections of that option
  • Fixed bug where the hour in the day would get reset to 0 on game load
  • Fixed bug where an accident could cause the loss of crew even if there was no crew left
  • Fixed bug where an accident could restore some hull integrity instead of doing damage
  • Fixed bug where sometimes one less than the selected quantity would actually be picked up by shift-clicking clicking and dragging to select the quantity
  • Shift-clicking on a stack on the right side of the screen now properly picks up only 1 item


Changes as of September 19, 2013

Miscellaneous:
  • Removed weapon mount information from fighter tooltip (not relevant since they can't be refitted)
  • Text in the bottom of the ship info in the fleet panel now always on instead of only on mouse-over
  • Ship price always visible in buy/sell tabs, does not require mouseover
  • Various convoys that bring in ships now have a 30% for each ship brought in to be a fighter, rather than 60%
  • Using right-click to create an escort assignment will not pull in any more ships than explicitly assigned, unless/until some of the assigned ships leave the battlefield
  • Added "A" shortcut to repair ships at stations
  • Admiral AI: less likely to order a full retreat while it has a military-grade capital ship on the field
  • Frigate CR:
    • "Peak performance" changed to "peak active performance", only reduced while ship is doing something - firing weapons, using shields, using a system/has drones deployed, etc. Not reduced while just moving.
      • So: no hiding to wait out another ship's CR, and no penalty for using a frigate as a command ship and only engaging targets of opportunity
    • New hullmod: "Hardened Subsystems". Increases peak active performance time by 50% and reduces subsequent CR degradation rate by 50%.
  • Augmented Engines and Unstable Injector are now mutually exclusive
  • Sensor Array and Nav Buoy bonuses now apply to frigates and fighters
  • Nav Buoy:
    • Top speed bonus reduced to +15
    • Also lets ships ignore nebula interference, map-wide (i.e. zero-flux boost and normal maneuverability inside a nebula)
  • Slightly reduced top speed on most frigates to account for the above (by less than <10% on average)
  • The "load game" dialog will only show a TC's save games if, and only if, the game is running with that TC enabled
  • Reduced brightness of damage decal on fighters, they don't look quite so molten when damaged and retain more of their original texture
  • Adjusted daily fighter supply costs - some lowered, some raised
    • A wing costs a little more than a frigate per day, to account for lack of extra repair expenses and being much harder to permanently lose
    • Some examples: Talon: 2/day, Wasp/Gladius/Warthog/Thunder: 3/day
  • All fleets (including the player's) now start with CR at the maximum level

Modding:
  • Global.getCombatEngine() now works in title screen
  • Fixed bug that caused a crash if the start location was in hyperspace
  • Fixed bug where ModPlugin.onEnabled() was getting called on every game load and the parameter was also false
  • Game no longer hangs when a fighter's "CR to deploy" is set to 0. Capped to 0.25%.
  • Admiral AI will properly retreat non-frigates that suffer from CR loss during combat
  • Added to ShipAPI:
    • boolean isInsideNebula();
    • void setInsideNebula(boolean isInsideNebula);
    • boolean isAffectedByNebula();
    • void setAffectedByNebula(boolean affectedByNebula);

Bugfixing:
  • Selecting "no" in the "do you want to exit the game?" dialog from combat, in iron mode, no longer exits the game
  • Disabled fighter wings can no longer be repaired after battle the way regular ships can. Still get repaired if the fleet has carriers.
  • Fixed a number of typos
  • Fixed crash caused by repeatedly pressing the "F" key while clicking on a fleet member
  • Fixed being able to select a fleet member from a fading out fleet screen (again, caused by repeatedly pressing "F" while clicking)
  • Fixed issue with shuttle pod (the one used to transfer command) occasionally showing up at stations
  • Fixed bug where missiles (and other non-flux-using weapons) could be fired while venting
  • Fixed bug that could cause savegames not to load
  • Fixed "0-crew stacks" bug. For good this time.
  • Fixed crash when creating a new game with a character name that ends with a space
  • Fixed fog of war bug that showed up when a single fighter wing would pursue a single escaping enemy
  • CR overlay in combat properly updates when frigates lose CR
  • Removed extraneous "CR" label above "flux" on target reticule
  • Fixed bug with 0.0 shield flux/damage displayed on the refit screen for a ship with a Front Shield Generator hullmod
  • Option to repair fleet properly grayed out after performing repairs at station
  • Fixed bug where battle objectives stopped revealing the area around them while the game was paused
  • Sensor array properly shows that it grants a damage bonus instead of a range bonus
  • Player fleet will no longer try to follow the location of a target that jumped elsewhere
  • Fixed issue where an AI-controlled fleet would engage and then immediately retreat without deploying anything
    • Would occur when the only available ships were freighters, most visible with the Pirate Plunder Fleet and other convoys
    • Fix is twofold:
      • Mothballed ships don't count against the maximum fleet size that can try to escape
      • If the number of freighters is so large that it exceeds the maximum escape deployment battle size, some freighters will be deployed for battle
  • Loading a variant with a built-in hullmod will no longer warn the player the that built in hullmod is unavailable
  • Maximum burn level now properly updates when selling Ox-class tugs at the station, while at the station (previously required game to be unpaused to update)
  • Ships bought from stations now always start at 50% CR
  • Fixed crash for selecting only civilian ships for pursuit with the "second in command" option
  • Mothballed carriers no longer recover lost fighter wings after battle
  • Fixed how CR and maximum CR are handled when a ship's crew is under strength
« Last Edit: October 03, 2013, 12:51:07 PM by Alex »
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Alex

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #1 on: September 19, 2013, 07:36:10 PM »

More to come, both in the way of bugfixing and tweaks! Just wanted to let you guys know what's done at this point.
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xenoargh

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #2 on: September 19, 2013, 07:55:15 PM »

W.O.W.
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BillyRueben

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #3 on: September 19, 2013, 07:55:24 PM »

  • Nav Buoy:
    • Also lets ships ignore nebula interference, map-wide (i.e. zero-flux boost and normal maneuverability inside a nebula)

So that's a pretty big deal. Especially now that the bonus applies to the frigates and fighters.
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icepick37

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #4 on: September 19, 2013, 07:55:28 PM »

Whoo! Like most of this.  :D

Will miss dual engine upgrades, but I TOTALLY get it, haha.
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TimeDiver

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #5 on: September 19, 2013, 08:05:06 PM »

One more 'holy ***!' for the echo chamber, but now for a slight c-c-c-combo breaker!

This is likely the wrong forum to post this, but based on the following response of yours to a now-months-old topic:

No, that doesn't work. There's no concept of "admiral" in the mission fleets. ... maybe there should be. I'll see if I can make some time to take a look at that at some point :)

So, as of now, any skill with "fleetwide" effects won't work like this, either, since those only work for the admiral. Only "piloted ship" effects will apply.

This is directly related to my own question in the 'Misc modding questions...' topic; didn't realize it at the time, though. *facepalm*

All that said, has any further thought/coding gone into that, Alex?
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Ishman

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #6 on: September 19, 2013, 08:09:05 PM »

Changes as of September 19, 2013

  • Frigate CR:
    • "Peak performance" changed to "peak active performance", only reduced while ship is doing something - firing weapons, using shields, using a system/has drones deployed, etc. Not reduced while just moving.
      • So: no hiding to wait out another ship's CR, and no penalty for using a frigate as a command ship and only engaging targets of opportunity
    • New hullmod: "Hardened Subsystems". Increases peak active performance time by 50% and reduces subsequent CR degradation rate by 50%.



This should fix a lot of my issues with high-tech frigate usage.
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Alex

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #7 on: September 19, 2013, 08:14:18 PM »

All that said, has any further thought/coding gone into that, Alex?

No. It's one of those low-priority items that, well, I'm not sure when/if I'll find the time for it.

So that's a pretty big deal. Especially now that the bonus applies to the frigates and fighters.

Yeah. The idea is to have its impact on direct combat reduced a little while keeping/improving the impact it has on large ship mobility. Seems like a more interesting choice that way.

Will miss dual engine upgrades, but I TOTALLY get it, haha.

Don't worry, the Hound is still the fastest frigate :) Along with the Tempest, that is.


@Ishman: Hmm. Having looked at that thread, it seems like that doesn't affect it much, does it? (Important note: the "etc" includes the peak performance ticking down while the ship has non-zero flux. So, any type of damage-dealing is still controlled by peak performance.) But perhaps I'm missing another aspect of what you were talking about.
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Vind

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #8 on: September 19, 2013, 08:17:58 PM »

Excellent changes.
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leonvision

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #9 on: September 19, 2013, 08:21:11 PM »

cool,  maybe ill finally get my Sunder now.

also, Alex, what are you opinions on a update dedicated on adding more hulls and weapons into the game. i know the game's still in Alpha and mostly focused on adding more mechanics and features in the game right now, but having more hulls and weapons to play with would be nice.
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Histidine

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #10 on: September 19, 2013, 08:42:29 PM »

Quote
Sensor Array and Nav Buoy bonuses now apply to frigates and fighters
Yay!
Quote
"Peak performance" changed to "peak active performance", only reduced while ship is doing something - firing weapons, using shields, using a system/has drones deployed, etc. Not reduced while just moving.
I assume AI Tempests are smart enough to keep their Terminators in pocket until actually in combat? :P
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Musaab

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #11 on: September 19, 2013, 08:42:35 PM »

Not only do I appreciate the awesome game, but also the meticulous patch notes :)
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Ishman

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #12 on: September 19, 2013, 08:54:26 PM »

@Alex: a lot of the limiting factor in my experience was getting between fights counting against them in any battle worth deploying them in. 180 seconds + CR degrade time of combat is acceptable for such a mobile damage dealing platform. Their utility in being of any benefit to the rest of your fleet is still missing, of course, but if you just want to kill things dead and don't need support for your piloted vessel of choice, they feel okay.


A different matter is how expensive I think they are for what you get out of them, but that's balance tweaking and something to be looked at once you've gotten the important matters out of the way - like entire game mechanics such as Economy. Once you do get around to it however, I feel that for the campaign play these should be fearsome monsters that are rarely seen deployed in combat - an Abrams M1A1 intervening in the squabbles of T-55, T-62, and T-72s - Ruinously expensive, but utterly superior to everything else.
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Alex

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #13 on: September 19, 2013, 09:03:37 PM »

also, Alex, what are you opinions on a update dedicated on adding more hulls and weapons into the game. i know the game's still in Alpha and mostly focused on adding more mechanics and features in the game right now, but having more hulls and weapons to play with would be nice.

I'd rather not get into that until more features are in place. The trouble with having more content is you've got to update all of it when as features come along.

Not only do I appreciate the awesome game, but also the meticulous patch notes :)

:)


I assume AI Tempests are smart enough to keep their Terminators in pocket until actually in combat? :P

I... uh. Ok, changed it so that peak time only decreases while at least one drone is actually doing something. That's nicer, anyway.

@Alex: a lot of the limiting factor in my experience was getting between fights counting against them in any battle worth deploying them in. 180 seconds + CR degrade time of combat is acceptable for such a mobile damage dealing platform. Their utility in being of any benefit to the rest of your fleet is still missing, of course, but if you just want to kill things dead and don't need support for your piloted vessel of choice, they feel okay.

Ah, I see. Fair enough. I just don't want it to get to the point where you can spend half an hour kiting a fleet to death - but, given that it'll take more than half of a Tempest's peak time just to take out a single Onslaught that's not fighting back, I don't think that's going to be a problem.

A different matter is how expensive I think they are for what you get out of them, but that's balance tweaking and something to be looked at once you've gotten the important matters out of the way - like entire game mechanics such as Economy. Once you do get around to it however, I feel that for the campaign play these should be fearsome monsters that are rarely seen deployed in combat - an Abrams M1A1 intervening in the squabbles of T-55, T-62, and T-72s - Ruinously expensive, but utterly superior to everything else.

Hmm. Balance will be worth another look, for sure. The Hyperion is already pretty fearsome, though - that's the idea behind it, total superiority in combat, with major drawbacks outside of it.
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Midnight Kitsune

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Re: Starsector 0.6.1a (In Development) Patch Notes
« Reply #14 on: September 19, 2013, 09:18:28 PM »

Are Augmented engines going to get a buff now that you can't use them with Unstable Injector? Because I think most people will take the injector over the engines as the injector is the same price, you start with it and it adds +100 percent acceleration.
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