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Author Topic: Starsector 0.7.1a (Released) Patch Notes  (Read 291569 times)

miljan

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #420 on: December 15, 2015, 01:08:03 PM »

Any update on next 0.7.2v?
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #421 on: December 15, 2015, 02:13:37 PM »

Any update on next 0.7.2v?

Taking a little more time with it because 0.7.1a seems to be in a decent place (still some issues, definitely, but nothing super-immediate) and using this as an opportunity to work in some "bonus" things.
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Gothars

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #422 on: December 15, 2015, 03:44:00 PM »

work in some "bonus" things.


Oh my, when you say something like that I immediately have ten voices in my head who shout over each other "Waaah, could he mean sinking ships/codex overhaul/enlarge llustrations/fighterascarrierweapons/operation time/station battles/yadayada...!"

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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #423 on: December 15, 2015, 03:53:44 PM »

That's quite the list! I'd be hard-pressed to think of all those things that quickly :)
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Wyvern

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #424 on: December 15, 2015, 04:08:49 PM »

work in some "bonus" things.
Oh my, when you say something like that I immediately have ten voices in my head who shout over each other "Waaah, could he mean sinking ships/codex overhaul/enlarge llustrations/fighterascarrierweapons/operation time/station battles/yadayada...!"
Mudskipper variant hulls with phasing cloaks!
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Wyvern is 100% correct about the math.

Mudanzas Valencia

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #425 on: December 15, 2015, 04:18:10 PM »

as of right now the game is basically "complete" to me with enough mods, particularly SS+ and omnifactory, so any new additions are just bonuses. I just ask for mod oriented optimization for 7.2
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Megas

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #426 on: December 15, 2015, 04:22:52 PM »

I like to see industry, outposts, and a fully fleshed out skill set.  I do not see that much happening until after 0.7.2.
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Taverius

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #427 on: December 15, 2015, 06:37:29 PM »

I might have missed this being mentioned - its quite minor - the Hound Luddic variant is missing the [Luddic Path] in the name.
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No faction is truly established without a themed Buffalo (TAG) variant.

Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #428 on: December 15, 2015, 06:41:52 PM »

I might have missed this being mentioned - its quite minor - the Hound Luddic variant is missing the [Luddic Path] in the name.

Thanks - added that in.
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Clockwork Owl

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #429 on: December 15, 2015, 07:09:47 PM »

Luddic Path doesn't consider Volturnian Lobster illegal. Doesn't sound right, I'd say. Was it a mistake?
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #430 on: December 15, 2015, 07:30:01 PM »

That's got no gameplay effect, doesn't it? I mean, aside from showing up in the intel tab. Still, it probably should.
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Clockwork Owl

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #431 on: December 15, 2015, 07:35:29 PM »

Well, let's consider it like a typo.
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Alex

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #432 on: December 15, 2015, 07:51:20 PM »

Fair enough :) Added.
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SpacePoliticianAndaZealot

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #433 on: December 18, 2015, 02:26:45 PM »

I wish to be able to join battles on pirates' side with my transponder turned off. Could we get that for the next update, please?  :)
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BHunterSEAL

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Re: Starsector 0.7.1a (Released) Patch Notes
« Reply #434 on: December 18, 2015, 04:02:41 PM »

Another small request--it'd be nice to be able to click on a notification and be taken to the full story in the Log screen, regardless of what filter is set on the Intel tab. Depending on how I'm playing at the moment, I either have the map filter set to Prices or Bounties, so it's a little annoying having to switch to All in order to read an event description. Not a huge deal, but something that comes up every few minutes while playing.
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