1
Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: August 15, 2019, 07:14:24 PM »is this mods permanently dead or will you be coming back to it?
and could someone else take over?
It's dead Jim.
Starsector 0.96a is out! (05/05/23); Blog post: Wormholes and Sundry - Getting Around the Sector (08/31/23)
is this mods permanently dead or will you be coming back to it?
and could someone else take over?
Seems like a cool mod, looking forward to trying it when I can
It's still actively being developed. It's just that translating a chinese mod of that size is a ton of work and not many can even do it.
0.9 update is being worked on. Don't count on a translation just yet, though.
Damn near everything.
According to DR, he's gonna change a lot of stuff for the next update, both for II and Knights Templar. That's why it's taking so long to update.us
I guess to cut down on the extreme amount of specialization. We already can do a lot with ships and fits, throwing a fully equipped officer ultra-designed for one particular role might be a bridge too far. Plus, technically, it's not that horrible if you pre-set what kind of pilot you want to have. Rarely, if ever, you'll be thrown in a corner choosing between a level 1 skill you don't want and another level 1 skill you can't do anything with on that character.
ONE MORE QUICK PATCH, this should be it and shouldn't break saves.
8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.
Thank You, keep up the great work!
I miss my nevermore :\
By already maxed out, do you mean skills that are already at 3, or already as high as you want them? If the first, you sure that they were already maxed, and not you're being given the choice to max them?