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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 180204 times)

PizzaInSpace

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #330 on: January 12, 2024, 05:12:02 PM »

any idea of an estimate when this patch will be released?
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Nettle

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #331 on: January 12, 2024, 05:36:09 PM »

You know the drill - when it's ready™.
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #332 on: January 12, 2024, 11:44:54 PM »

In about one to three Alex time units.
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Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #333 on: January 12, 2024, 11:56:36 PM »

Every time you ask, Alex finds a new bug he has to fix before release.
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Gris

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #334 on: January 13, 2024, 01:09:39 AM »

In about one to three Alex time units.

So Basically 1 to 3 months. Alex basically released version 0.96a within 3 and a half month (or 4 months Im not so sure ?) after the patch notes. Could be more because this update is very big. He's not kidding it might become 97.0a if it takes too long.

Or

This Update Might be swallowed and thrown in the abyss (Ironic) gone forever by COMSEC Since the tensions in our Real World (Modern Earth). I hope Alex should hurry and finish the next update and evade the Hegemony. Thank you.  :'(
« Last Edit: January 13, 2024, 01:44:54 AM by Gris »
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #335 on: January 13, 2024, 04:05:29 AM »

In about one to three Alex time units.

So Basically 1 to 3 months. Alex basically released version 0.96a within 3 and a half month (or 4 months Im not so sure ?) after the patch notes. Could be more because this update is very big. He's not kidding it might become 97.0a if it takes too long.

Or

This Update Might be swallowed and thrown in the abyss (Ironic) gone forever by COMSEC Since the tensions in our Real World (Modern Earth). I hope Alex should hurry and finish the next update and evade the Hegemony. Thank you.  :'(
Alex will be fineeeeeeeeee don't worry about it~
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Gris

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #336 on: January 13, 2024, 04:11:04 AM »

In about one to three Alex time units.

So Basically 1 to 3 months. Alex basically released version 0.96a within 3 and a half month (or 4 months Im not so sure ?) after the patch notes. Could be more because this update is very big. He's not kidding it might become 97.0a if it takes too long.

Or

This Update Might be swallowed and thrown in the abyss (Ironic) gone forever by COMSEC Since the tensions in our Real World (Modern Earth). I hope Alex should hurry and finish the next update and evade the Hegemony. Thank you.  :'(
Alex will be fineeeeeeeeee don't worry about it~

How Will Alex Preserve and continue the game if the internet or the website got down? Thank you.
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #337 on: January 13, 2024, 04:29:34 AM »

How Will Alex Preserve and continue the game if the internet or the website got down? Thank you.
Well in terms of preservation it shouldn't be that hard considering all you need is the files and ANY key. Pretty sure Sseth's key still works after all this time. Just save the files locally and a key. (Bonus points for one or more backups!)
If the internet were to go down i doubt it would be for long as at this point it is pretty much a very important thing used by pretty much almost everyone. Even then i doubt it would be down to begin with.
If the website were to be gone? Another website can be made i guess.

But this is not really the thread to discuss such things i think.
You probably worry too much.
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Jackundor

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #338 on: January 13, 2024, 04:47:04 AM »

man, need to pay more attention bc i only read this now and iit has so much cool stuff in it

i'd like to make 2 suggestions though:
1. Give Tigra City an Industry that produces something. it currently doesn't have any wich is weird
2. Add a colony structure that acts as a previous stage to the commerce industry but just adds the independent market. ot would be nice to be able to sell some loot and such, or buy some weapons, without having to commit to an industry
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Dadada

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #339 on: January 13, 2024, 06:07:01 AM »

Every time you ask, Alex finds a new bug he has to fix before release.
This.
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PixiCode

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #340 on: January 13, 2024, 03:09:16 PM »

https://fractalsoftworks.com/forum/index.php?topic=23745.105 Here's an older thread about the Vanguard, to show I did do some research on the forum's opinions of Vanguard before making the post. I had a few thoughts I wanted to share about the Vanguard and this is too small of a post to make for its own thread imo, so I decided to put it here.

VANGUARDS
(I striked out what is no longer worth discussing because it has been addressed via rugged construction change in 0.96)
I think they're actually just fine in battle; I've had good success using them against high-end Ordos, even. Just have to bring enough of 'em; they work in packs - if you deploy one or two, sometimes they'll do something and sometimes they'll run into a few HILs and fizzle out, but if you have a bunch it averages out into consistent good performance - and they synergize well with other Vanguards. It's just the recovery cost that's too high, making this a still-winning-but-too-expensive proposition.

I was thinking about the Vanguard recently and a thought occurred to me. What if the top speed of the Vanguard was higher, say 155 like the omen?

I think the vanguard still struggles a little too hard even when it is mixed with other vanguards or other ships that can draw fire or hide behind when beams are involved. Beam damage resistance would 'fix' this but probably open a different can of worms, and was already discussed before anyway. A top speed buff to the vanguard might be an interesting experiment, though. This would play into the use case listed by Alex here - packs that can move in and move about. Obviously they have burn drive, but burn drive AI is pretty cautious about using it to approach too much, the vanguard's burn drive is used more for point capture, rapidly redeploying on the battlemap and chasing fleeing enemies than offensive approaches when in AI hands. I think. A higher top speed would also improve its role as an escort, for those who like using vanguards as escorts.

I had this thought because I've been on a starsector hiatus for a few months and thought the vanguard already had a high speed for a frigate. And, it sort of does, but 135 was lower than I thought it was. Bringing its top speed to be similar to the Omen would sort of be like mirroring the sorts of roles an Omen can fulfill, but with a low tech variant that does it in a very different manner.

Well, that was all I had to mention, just throw that thought out there.
« Last Edit: January 13, 2024, 03:14:57 PM by PixiCode »
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Nettle

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #341 on: January 13, 2024, 03:36:35 PM »

Vanguard is already one of the most potent frigates in the game, why would it need buffs right now?
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TheLaughingDead

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #342 on: January 13, 2024, 04:39:43 PM »

Vanguard is already one of the most potent frigates in the game, why would it need buffs right now?
I think its value-per-DP is lower than other elite frigates (which are almost all High-Tech save the Monitor). It just gets deleted by any kind of Large Energy (though especially by Tachyon Lances or HILs, naturally). I find they are decent in the mid-game when I'm fighting faction bounties though!
The losses cost less than they otherwise might due to Rugged Construction, but balancing the campaign bonus where something is "cheap to lose" versus the combat bonus where something "doesn't get lost in the first place" has always been a tricky problem. Just like how Hull Restoration is always getting buff requests, losing ships is psychologically less satisfying even if logistically those losses are negligible. There is also something of a qualitative difference, because even if you ultimately come out ahead in credits, it can take more time to restock on fuel, supplies, crew, or even just to fix up your fleet before the next engagement, compared to not losing those ships in the first place. I can see why someone would call for a Vanguard buff, when it is partially balanced around this trade-off.
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FooF

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #343 on: January 13, 2024, 06:26:16 PM »

Re: Vanguards.

Unlike Tempests, Omens, or Scarabs, Vanguards can actually punch up. Like way up. If a Vanguard gets behind a Cruiser, it can absolutely wreck it single handedly. The delay in repairing is about the only legitimate complaint I see. It does take supplies, time, and crew to keep them tip-top but Field Repairs and Blast Doors exist. I get that the top High Tech frigates don't need skills to stay relevant but I don't think the Vanguard is necessarily lacking because of it. If they can't hang in Double Ordos...sure, they're not S-tier, but if they're fine in 99% of rest of the game (which I think they are), they're fine.



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Lawrence Master-blaster

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #344 on: January 13, 2024, 09:08:11 PM »

I mean, from an Ordo perspective Vanguards are completely useless.
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