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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 03:49:25 PM »
Insulated Engine Assembly's S-mod bonus is a smuggler's dream come true. Why is this the thing I'm most excited about?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
I might be the only idiot, but in my early runs I used to pick it for the Burn increase and the Sensor buffs, not realizing that I made civilian ships eat into my fleetwide buffs with their DP despite never using them in combat.I fully agree that once you go over the 240 DP cap for fleetwide abilities the mod can definitely be more harmful than helpful. And in such a situation I probably wouldn't use it. But like I said it doesn't have to be the type of mod that you use all the time.
Well why would I bother myself with civilian hogs when I can achieve a similar result with customized non-civilian logistics ships, except also getting a passable combat backup? Especially in a world where phase ships exist?Some of the biggest strengths of civilian ships are that they are easy to find as well as relatively cheap to purchase and maintain. Sure in an endgame fleet you could use rarer and more costly logistic ships but that's not the point of the mod IMO. The point is to take something useful and common, but with crappy downsides, and to shore up it's weaknesses. I don't think the mod is designed to make a freighter or tanker into a combat ship. It's designed to make them less of a liability and to make your fleet not a giant target on the overworld map, especially during the early and mid game.
Fixed issue that could cause the AI to fire too many HE missiles at an overloaded target despite being aware that it was overkill
Missions only: removed random post-battle capture