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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 599537 times)


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Starsector 0.8a (Released) Patch Notes
« on: December 03, 2016, 10:36:56 AM »

Blog post/download links here.

Hotfix (RC19), April 21, 2017

  • Trading/refitting at market will stop your fleet
  • Reduced speed of REDACTED frigates by 30
  • Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing down

  • Added "enableSoundFilters" setting to settings.json

  • Fixed another similar load-game issue
  • Fixed issue with being unable to learn multiple modspecs without reopening the cargo screen
  • Fixed issue w/ autofit stripping out built-in weapons
  • Fixed issue w/ post-combat recovery sometimes producing d-hulls with no d-mods
  • Fixed neutral, abandoned stations showing transponder-related text on interaction
  • Fixed issue with REDACTED sometimes not deploying all their reserves and making battle unwinnable
  • Fixed issue with procurement mission occasionally making target market permanently non-interactive
  • Fixed "show system info" from map not working when docked at market
  • Right-click to drop picked up cargo stack works again

Hotfix (RC18), April 21, 2017

  • Fixed issue w/ "salvage ships" tutorial step not advancing properly sometimes
  • Made "quick save" and other instructions in tutorial more prominent (flashing, larger font)
  • Fixed issue with certain skill effects applying after points in the skill were spent and then refunded
  • Fixed "strip" command removing d-mods from certain d-hulls
  • Fixed issue with jar files from mods not loading
  • Fixed "market info/trade" button being enabled on uninhabited planets
  • Fixed occasional issue where a save could get into a state where it would not load
  • Fixed a "Fatal: null" crash
  • Equipped fighter wings now properly contribute to ship buy/sell cost
  • Fixed course being laid in repeatedly for despawned derelict ship
  • Fixed issue with patrol continuously interacting with player w/o asking to perform a scan
  • Laying in course to a nebula from the system detail screen now works
  • Sustained Burn will now work in-system when your fleet is out of fuel
  • Skipping the tutorial after you've started one campaign no longer requires restarting the game
  • Added missing % sign to "Command & Control" rank 2 description
  • Fixed several other typos

Changes as of April 20, 2017

  • "Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicator
  • Hull Modspec items show a dimmed "display" area when hullmod is already known
  • Changed markets to always have some hullmods for sale instead of a very small chance for each hullmod to be available
  • Fleet screen: added "number of d-mods" indicator to each ship
  • Made modspecs cheaper
  • Bumped up XP for discovery and salvage
  • Markets with fuel, supplies, and crew will have some on the open market even if there is unmet demand (i.e not required to use black market in this case)
  • Reduced chance for phase ships to be found in smaller enemy fleets
  • Small chance of a heavily-degraded Afflictor in pirate fleets (can easily be pressured/chased down by starter Wolf; runs out of peak time very quickly)
  • Laid-in course now shown on map

  • Added "reduces effect of d-mods" fleetwide effect to one of the industry skills
  • Added "deployment cost reduction also applies to maintenance" industry skill effect
  • Increased magnitude of "fewer d-mods on recovered ships" skill effect; now also affects own ships
  • "Post-battle salvage" bonuses are now just overall salvage bonuses

  • Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
  • Falcon: increased burn level to 9
  • Tempest: increased Terminator drone speed, now armed with Ion Pulser

  • Advanced combat tutorial: added mention of "hold fire" and "pull back fighters" controls
  • Fleet command tutorial: revamped to match state of game; added "avoid" and "eliminate" order sections
  • Stopped using roman numerals in ship names
  • Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run

  • (Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate markets
  • Fixed Salamander missile AI not tracking phase ships the same way as normal missile AI
  • Fixed bug where d-hull-modified deployment cost was only rounded for display and not consumption

Changes as of April 13, 2017

  • Planets with ruins will now have orbital junk, like regular markets (but no radio chatter)
  • Person-bounty fleets now marked as "mission important" (i.e. will show indicator on map/campaign when visible)
  • Can no longer scuttle, sell, or store the last ship in your fleet
  • Control-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacity
    • Another ctrl-click will take the rest, if desired
    • Mostly meant to make topping off on fuel quick and easy
  • Control-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above it
    • Another click will transfer the rest
  • Added slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
  • Fuel:
    • Reduced price to 25 credits (from 50)
    • Roughly doubled amount available
    • Increased proportion of fuel from salvage, battle salvage, and scuttling
    • Reduced ship fuel capacity, generally by around half
      • Cargo ships tend to have a bit more
      • Carriers a bit less
    • Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use)
  • Reduced cargo capacity somewhat, especially of combat ships above frigate level
    • A fleet with many larger ships is more likely to want to bring freighters along
    • A fleet with mostly frigates is largely unaffected compared to before
  • Attempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialog
  • Scavenge ability:
    • Chance of an accident starts low and increases with subsequent operations in same debris field
    • As do the losses from an accident
  • Updated sensor range calculation
    • One fleet's sensor profile is added to another fleet's sensor range to get the detection range
    • Skills/abilities/terrain etc still modify this combined range, as before
    • Ships contribute 30/60/90/150 to sensor strength and profile, based on ship size
      • Added to a base fleet strength/profile of 300
    • Only the 5 ships with the highest profile and strength are used, can be different set for each
    • Adjusted various related hullmods; of particular note:
      • High Resolution Sensors give a flat +60 to sensor strength
      • Phase Field sets the ship's profile to 0
    • Maximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleet
    • Overall:
      • Slightly increased detection ranges, most impactful for smaller fleets
      • Easier-to-gauge impact of specific ships, since it's linear
  • New inventory icons for fuel and supplies
  • Added campaign tutorial:
    • Introduces major gameplay elements and goes through active abilities
    • High-level, involves doing a multi-stage mission to get out of new starting star system
    • Can be skipped; if skipped starts player with similar resources/standing as if they did it
  • New game creation:
    • Added button to randomly generate a name
    • Added button to randomly a pick portrait
    • Re-did starting options
      • Starting ship: Wolf or Wayfarer
      • Second ship: Kite with officer, or Shepherd with heavy machinery
      • Difficulty: normal or easy
      • Tutorial: do or skip
    • Easy difficulty now:
      • Reduces damage taken by all ships on your side by 25%
      • Increases sensor range by 500
      • Increases all salvage (combat and non-combat) by 50%
  • Added visual indicator for mission-important entities in campaign screen
  • Added "survey planet" mission
  • Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)
  • In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction threshold
    • Still makes outfitting recovered ships mostly free as they can't start with more CR than that
    • Prevents some potential exploits
  • Improved fleet AI: computes better intercept point when pursuing another fleet
  • Reduced use of Emergency Burn by AI fleets, especially during pursuit
  • Running a salvage operation or scavenging will now bring your fleet to a stop
  • Added UI indicators to debris fields to make them easier to spot
  • Solar Shielding: modified description to mention that it also protects against hyperstorms
  • Campaign music will now stop while surveying a planet or otherwise interacting with it
  • Radar now shows hyperspace terrain (does not show any other kind of terrain)

  • Shepherd:
    • Added Salvage Gantry as built-in hullmod; +10% potential salvage
    • Increased fuel capacity
  • Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range

  • Disabled buttons will now flash when they fail-to-be-activated using the shortcut key

  • Added secondary faction color for fleet circle indicators
    • "secondaryUIColor":[<color>],
    • "secondarySegments":<integer>,
    • Only used by the fleet/station/entity/etc circles, nothing else
  • Ship tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system name
  • reportBattleFinished() now properly called when battle ends, both for autoresolve and player battles

  • Fixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)
  • Fixed another campaign-game level memory leak

Changes as of March 23, 2017

  • Added several salvage-related themes for procedurally-generated star systems (e.g. "ruins", etc)
  • Added new mission to encourage/reward exploration
  • Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies
  • May now receive distress calls while traveling through the Sector
  • Ejecting cargo:
    • Creates "cargo pods" that will drift away and be lost within a few days
    • Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
      • Only in-system, not in hyperspace
    • Can put crew in cargo pods ("cryosleep" etc)
  • Person bounties:
    • Increased maximum concurrent to 5 (was: 3)
    • Increased base reward to 30k (was: 20k)
    • Added random component to reward
    • Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting
  • Can click minimap in intel message detail to switch to map tab showing location that was on miniamp
  • Surveying planets now generates a "Survey Data" commodity
    • Ranges in quality from Class 1 through Class 5 depending on planetary conditions found
    • High-class data is extremely valuable
  • Added a "lay in course" feature
    • To activate, "lay in course" from map
    • Works across star systems, i.e. can lay in course for specific planet while in another system
      • Will pick optimal jump-points and update next waypoint automatically
    • Shows info re: where you're going (direction, fuel, distance, time)
    • Can divert from it and then resume autopilot easily
  • Planets that don't already have related jump points (i.e. gas giant gravity wells) get "nascent" gravity wells in hyperspace
  • Transverse Jump ability:
    • Jump into systems using nascent gravity wells
    • Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
    • Unlocked by level 3 Navigation skill
  • Neutrino Detector ability (requires Sensors skill)
    • Detect entities anywhere in-system
  • Remote Survey ability
    • Gain preliminary survey information for all nearby planets
    • Unlocked by level 1 Surveying skill
  • Rare Ore renamed to "Transplutonics"
  • Increased maximum player fleet size to 30
  • Improved scuttle dialog; scuttling now also yields heavy machinery
  • Added stand-alone stations to the intel "planets" tab
    • E.G: station around Jangala isn't included there since it's part of the Jangala market
    • Kanta's Den *is* included since it's the main entity comprising its market
  • Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with
  • Enemy fleet commanders now have access to fleet-level skills such as "Coordinated Maneuvers" and "Electronic Warfare"
    • Number of enemy officers capped by the commander's Officer Management
    • Likelihood and level/presence of these skills varies by faction; i.e. pirates are less likely to have them, and if they do they'll be lower level
    • Officer skills for AI fleets are picked appropriately for carriers (while still using the same "select 1 skill" process the player uses)
  • Added multiple special events that occur during salvage operations
  • Debris fields generated by battles now sometimes yield recoverable (but badly damaged) ships
  • Battles now generate derelict ships that slowly drift away, can be salvaged, and are eventually lost
  • Adjusted fleet compositions so that beam-focused Wolf variants don't show up in smaller fleets as often

Ship recovery
  • Destroyed and disabled ships have a high chance of being recoverable after combat
  • Recoverable ships get permanent d-mods (Compromised Armor, Degraded Engines, etc)
  • Deployment supply cost of ships reduced by 20% (multiplicative) per d-mod
  • Enemy ships get more d-mods, own ships get 1 extra d-mod each time they're recovered
  • Several ways to ensure ships are always recoverable:
    • Reinforced Bulkheads (ship it's installed on)
    • Damage Control skill (ship piloted by person w/ skill)
    • Fleet Logistics skill (all ships piloted by officers in fleet)
  • Ships with (D) mods can be restored at a market, for a high price based on the amount of damage (up to around 4x base with 4 d-mods)
    • This includes both damaged ships and ships that normally have dmods, such as Luddic Path frigates with Ill-Advised Modifications

Ship autofit
  • Pick a "target" variant from a configurable set and it will automatically create a fit using what's available
  • Will use similar weapons if exact ones in target variant aren't available
  • Multiple options (buy from market, allow black market purchases, etc)
  • Replaces "manage variants" in refit screen
  • "Select next ship with unspent ordnance points" button in refit screen
  • Unspent ordnance points now also shown on ship list in refit screen
  • Option to quickly spend any unspent points for a ship without fully refitting it
Will spend points on vents, capacitors, and some general-purpose hullmods

Refit screen
  • "Add hullmod" dialog:
    • Added tabs to filter hullmods by category (All, Offensive, Defensive, Engines, Special)
    • Added "hide already installed hullmods" checkbox
    • Added indicator to show which hullmods are already installed
    • Improved overall readability and adjusted color scheme to be more in line with rest of game
  • Made some miscellaneous visual improvements
  • Added filters (by type and source) to weapon and fighter picker dialogs
    • Improved readability of items in dialog
    • Added "PD" indicator and weapon range to each item
  • Weapon tooltip now shows EMP damage for MIRV-style weapons

  • Added progress bar to game saving
  • Windows will no longer think the application is not responding while loading or saving a game
  • Ship ordnance points increased across the board by 0-20%, around 10% in most cases
    • Some ships increased more or less of an increase for balance reasons; examples:
    • Harbinger: 80 -> 95
    • Apogee: 135 -> 140
  • Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
    • Mostly applicable for recovered ships - spending their free OP will not tank their CR
  • Reduced deployment and maintenance cost of Buffalo Mk.2 to 4 supplies (was: 6)
  • Fixed frame rate drop when opening interaction dialog that could occur at larger fleet sizes
  • Removed CR reduction for hull damage taken in combat
  • Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
  • Weapons with recoil now retract their barrels while ship is venting
  • Reduced game startup time
  • Ships given the "Retreat" command will now turn to face pursuing enemy ships and perform more of a fighting retreat
  • Added "Direct Retreat" command for a best-speed retreat
  • Added workaround for issue with some recent versions of NVIDIA drivers causing game to not start
  • "Harass" assignment: ships will now make sure to stay outside enemy weapon range

  • Now start with 2 skill selections at level 1
  • Max out with 7 level 3 skills at levl 20
  • Limited to 10 skills total

Skill overhaul
  • Aptitudes and skills limited to 3 levels
  • Both increased using "character points", player gains 1 per level
  • Each skill level has a perk, skills generally do not have bonuses that increase with level
  • Aptitudes no longer have a direct effect but only unlock higher levels for governed skills
  • Combat skills more focused on defense and overall weaker than before
  • All percentile reductions from skills are now multiplicative
  • Combat skills:
    • Combat Endurance
    • Missile Specialization
    • Ordnance Expertise
    • Target Analysis
    • Damage Control
    • Impact Mitigation
    • Defensive Systems
    • Evasive Action
    • Advanced Countermeasures
    • Helmsmanship
  • Leadership skills:
    • Command & Control
    • Officer Management
    • Coordinated Maneuvers
    • Fleet Logistics
    • Fighter Doctrine
    • Carrier Command
    • Wing Commander
    • Strike Commander
  • Technology Skills:
    • Gunnery Implants
    • Power Grid Modulation
    • Electronic Warfare
    • Loadout Design
    • Sensors
    • Navigation
  • Industry
    • Safety Procedures
    • Recovery Operations
    • Field Repairs
    • Surveying
    • Salvaging
  • Removed navigation requirement for using star jump-points
  • Combat objectives:
    • No longer give command points for capturing
    • Starting command points set to 5
    • Nav Buoy
      • Gives +5% top speed
    • Related skill: Coordinated Maneuvers
      • +1-4% top speed per ship deployed, based on size
      • 10-20% maximum based on skill level
        • Does not affect fighters
      • Coordinated Maneuvers and Nav Buoy combined total limited by maximum (base 10% w/o skill)
    • Sensor Array renamed to Sensor Jammer
      • Gives +5% ECM rating
      • Total value compared for each side, losing side's weapon range reduced by the difference
      • Related skill: Electronic Warfare
      • +1-4% ECM rating per ship deployed, based on size
      • 10-20% maximum range effect based on skill level
        • Does not affect fighters
    • Command points now regenerate at a rate of 1 every 120 seconds
      • Comm Relay increases regeneration rate by 25%

New/adjusted hullmods:
  • All percentile reductions applied by hullmods are now multiplicative
    • Most already were; this is just cleanup to ensure consistency
    • Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
  • Flux Coil Adjunct, Flux Distributor:
    • Cost 4/8/12/20 ordnance points
    • Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
    • Available from the start
  • Generally reduced penalties from d-mods
  • ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
  • Expanded Missile Racks:
    • Now increases missile ammo by 100% (was: 75%)
    • Ordnance point cost increased substantially
    • One-shot Reaper torpedo launcher now has a 5 second cooldown
  • Degraded Engines: reduced sensor signature penalty, reduced movement penalty
  • Accelerated Shields: no longer available from start
  • Expanded Magazines: no longer available from start
  • Reinforced Bulkheads: available at campaign start
  • Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
  • New hullmods:
    • Expanded Deck Crew
    • Recovery Shuttles
    • Nav Relay
    • ECM Package
    • Operations Center

  • Omen: added built-in ECM and ECCM Package
  • Tempest: increased shield arc to 120 degrees (was 90)
  • Apogee: replaced ship system with Active Flare Launcher (2x)
  • Conquest:
    • Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
    • Reduced OP by 30 (relative to higher, rebalanced value)
  • Aurora: changed non-front-facing medium turret from energy to synergy
  • Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
  • Added Legion-class low-tech battlecarrier

  • Sabot SRM:
    • Now fires a spread of 5 warheads
    • Each deals 200 kinetic and 400 EMP damage
      • When hitting hull/armor, EMP damage may arc for another 400 EMP damage
  • Hellbore Cannon:
    • Halved rate of fire
    • Reduced flux cost to 750/shot (was: 825)
    • Adjusted visuals for muzzle flash, shot, and impact (more prominent)
    • Overall: low dps, very high per-shot damage, very low flux cost
  • Mjolnir: increased flux/shot to 500 (was: 400)
  • Storm Needler:
    • Reduced flux cost/shot to 65 (was: 75)
    • Increased shot speed, added a bit of inaccuracy
    • Removed windup time
    • Reduced range to 700 (was: 800)
  • Guardian PD: reduced OP cost to 18 (was: 22)

  • Proximity Charge Launcher: projectile speed increased to 100 (from 50)
    • Mainly for REDACTED reasons, not to improve it as a generic ship weapon
  • Ship AI:
    • Fixed some issues with AI being overly careful around enemy fighters
    • Improved logic for spacing out larger ships
    • Fixed issue with "eliminate" and "engage" ordered against stations

  • Game will throw an error message when running with any version of Java other than 7
    • allowAnyJavaVersion to override this
  • Game will now fail to load on Windows if jarfile filename case doesn't match that of the actual jarfile
    • On Linux, will crash while trying to load misnamed jarfile instead of
  • Game now checks for duplicate ids in various csv files being loaded, e.g. rules, person_names, etc
    • Will throw an error when found; helps prevent hard-to-track-down "duplicate rule id, so it's quietly not doing anything" bugs
  • ALL_SHIPS_IN_FLEET skill effects do not apply to fighters
  • MissionDefinitionAPI.getDefaultCommander(FleetSide side)
    • Can be used to give fleet-affecting skills to mission sides
  • Station weapons now render above all station modules
  • Fixed issue where mods were unable to override colors in settings.json
  • WeaponGroupAPI:
  • WeaponAPI removeWeapon(int index);
    • void addWeaponAPI(WeaponAPI weapon);
  • Skills can unlock campaign abilities ("ABILITY_UNLOCK" effect type)
  • Added several values to faction doctrine that configures how commander skills are generated
    • Commander skills are skills such as officer management, electronic warfare, etc
  • Added player level cap to settings.json; "playerMaxLevel"
  • Mirv behavior spec: added "spreadInaccuracy" that applies even when evenSpread = true
  • Edit Variants: added checkboxes to force maximum combat skill levels on each side of simulation
  • Name of "defense" for hull in ship tooltip now properly uses name of right-click system if it's not phase cloak
  • Built-in hullmods can now influence the OP cost of weapons

  • Fixed issue where post-combat salvage would only contain half the cargo that should have been looted from the enemy fleet (affected just cargo from trade fleets and such, not basic supplies/equipment/fuel drops)
  • Fixed issue that caused black market weapons to not use the proper range of factions to pick from
  • Fixed memory leak that was caused by opening the refit screen, exiting it, and then reloading a save without unpausing the game
  • Added workaround for occasional issue with wrong aspect ratio on multiple-monitor systems

Changes as of December 03, 2016

  • Added options to new game creation
    • Sector size (small or medium)
    • Sector age (old, average, young, mixed)
    • Random seed used to generate sector
      • Can be copied from character tab in existing game
      • Can be used to replay the same sector or shared
    • Added procedurally generated constellations and expanded map (about 16x previous area, ~200 star systems maximum right now)
  • Deep hyperspace now functions similarly to nebula (slows down smaller fleets, fleets inside are less visible)
    • The slow-down effect is up to 30% (vs 50% for nebula)
  • Campaign map overhaul
    • Two tabs, "sector" and "system"
    • Sector tab can be viewed while inside a star system
    • Max zoom in sector tab is set to always be enough to fit full map on screen
    • Zooming now centers on cursor
    • Holding shift while zooming zooms faster
    • Double-clicking tab (or shortcut) instantly centers and zooms out to maximum
    • Star and planet names are now laid out to reduce overlap
    • Added set of filters/configuration options for maps
      • "Starscape" mode - a "real space" view of the sector
      • Toggle star/constellation names on/off
      • Show fuel range visually
      • Show what you've explored
      • Show inhabited star systems
    • Clicking on map icon presents a context menu; can lay in a course, view planet info, or switch to system map depending on what's clicked
    • Added controls to quickly switch back and forth between planet info (in intel tab) and map
    • Added new map to planet intel tab; allows for quicker selection of data for known star systems
    • Replaced intel tab map where events are displayed with new map
    • Reworked minimap that shows a star's relative location to the player (shown in mission list, planet list, etc)
      • Now shows star and arrow from player's direction, arrow length depends on distance
      • Detailed info (fuel cost to reach, distance, days to reach) on mouseover
  • Added new ability: "Sustained Burn"
    • Increases maximum burn by 10
    • Reduces acceleration and sensor range, increases range at which fleet is detected
    • Activation results in fleet slowing down and stopping before sustained drive mode is engaged
    • Intended for long-range travel while creating a vulnerability if hostile fleets are around
  • Added new ability: "Scavenge"
    • Recover supplies, weapons, and other valuables from debris fields
    • Risk of accidents resulting in small losses of crew; mitigated by having heavy machinery
  • Battles leave behind short-duration debris fields that can be scavenged
  • Exploration
    • Can find and salvage derelicts from the various stages of the Sector's history
    • Salvage:
      • Entities have a "salvage rating" that determines whether you can salvage them w/ current skill
      • If not, can be demolished for a smaller reward
  • Planet surveying
    • Enter star system to find out what planets are in it
    • Perform a preliminary (free) survey to assess planet's hazard rating and full survey cost
    • Perform full survey (using heavy machinery, crew, and supplies) to uncover planetary conditions such as ore deposits and ruins
  • New intel sub-tab to keep track of planets
  • Revamped economy simulation - better results, faster updates, better performance
  • Revamped market info screen for better readability
  • Can now avoid solar flares/corona by hiding behind planets
  • Venture, Shepherd, Apogee: added built-in "Surveying Equipment" hullmod
  • Construction Rig:
    • Renamed "Salvage Rig"; hullmod is "Salvage Gantry"
    • Increases base salvage from derelicts by 25% up to a fleetwide maximum equal to the salvage rating
    • Increases post-battle salvage by up to 10% based on the portion of the battle the Salvage Rig spent deployed
  • Odyssey, Conquest: increased burn level by 1
  • Added "X ordnance points left" indicator to ships in fleet view for unspent OP
  • Added campaign radar
  • Added visual ping for new sensor contacts in main view
  • Luddic Path Brawler: replaced damper field with ammo feeder
  • Hullmods can now be acquired from a "Modspec" item
    • Dropped by enemies
    • Found as salvage
    • Bought on markets
  • Added music for the Sindrian Diktat
  • Added market music for Tri-Tachyon
  • Changed "suspend repairs" key to "D"
  • Changed when ships have a chance to suffer an accident
    • Was: 0% CR and not mothballed
    • Now: less than 10% CR, not mothballed, and repairs suspended or fleet out of supplies
  • Heavy Mauler, Hypervelocity Driver: now tier 3 (were tier 2)

  • Orbital station combat mechanics; content using these TBD/REDACTED
  • Venting now stops weapons from reloading/recharging for two seconds; will resume if still venting after the time elapses
  • Renamed "Search & Destroy" to "Full Assault!"
  • Ordering a full assault will make ships much more aggressive
    • Useful for pursuit and cleanup
    • Pressing the button again toggles this off (and uses a command point)
  • Changed Intercept assignment
    • Now named "Eliminate"
    • Ships assigned to it will behave more aggressively
  • Added new officer personality: "Reckless"
    • A more aggressive version of aggressive; always behaves as if "search & destroy" was on
  • Weapons will not reload for the first two seconds of venting or being overloaded
  • Added cruiser-sized carrier - Mora-class, low tech
  • Weapons
    • Added "Hammer Barrage" large missile weapon
    • Added "Devastator Cannon" large ballistic weapon
    • Added "Heavy Mortar" medium ballistic weapon
    • Thumper: now fires 1-second burst of 20 shots (100 frag damage each), 3 second delay between bursts
    • LRPD Laser: increased turn speed to match PD Laser
    • Atropos torpedo: damage reduced to 1250 (from 2000), speed reduced to 400 (from 500)
      • OP cost reduced to 4 (dual) and 2 (single)
    • Squall MRLS:
      • Changed AI to two-stage approach (first stage aims, second stage burns forward)
      • Changed engine and explosion color to be more white for consistency w/ kinetic damage
      • Increased turn rate
      • Reduced hitpoints
    • Flamed-out missiles now have a 50% chance to bounce off harmlessly on impact
  • Hullmods
    • Auxiliary Thrusters now available at game start; reduced OP cost for capitals to 25(from 30)
    • Unstable Injector
      • Removed acceleration bonus and engine damage penalty
      • Now reduces weapon range by 25%
      • Reduced OP cost
    • Augmented Engines
      • Removed in-combat speed bonus
      • Reduced cost
      • Renamed to "Augmented Drive Field"
    • Dedicated Targeting Core: reduced cost
    • Integrated Targeting Unit:
      • Reduced cost to match DTC
      • Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
  • Added status indicator for when peak performance time is not going down due to nearby enemy presence being too weak
  • Significant performance improvements
  • The missiles fired by certain anti-fighter missile weapons (Swarmer, Locust, etc) will change targets to closer fighters so that they can be used effectively vs a fighter swarm, hitting multiple targets
  • Ships can now break apart (and become "destroyed") when disabled
    • Destroyed ships can't be boarded post-battle
    • Raised base boarding chance to compensate
    • Salvage from destroyed ships is now the same as for disabled ships
    • Pieces of debris can be shot at and broken apart further
  • Armor value for damage reduction no longer goes below 5% of base armor value
  • Fighters:
    • Now mounted on carriers as "weapons", costing OP
    • New combat control to order fighters to "regroup" or "engage"
      • Bound to Z by default, "view target" moved to T
    • Complete rebalance of fighter stats, carriers
    • Reduced peak time for carriers a bit
    • Fighter balance overhaul; 2 new fighter types
  • EMP ship system energy damage increased to 100 (from 25)
  • Omen:
    • Increased armor to 125 (from 50)
    • Increased maximum flux to 2500 (from 2200)
    • Increased shield arc to 360 degrees
  • Damper Field: now reduces damage by 67% (was: 75%)
  • Accelerated Ammo Feeder: now reduces ballistic flux cost by 50% (was: 30%)
  • Hammerhead:
    • Ordnance points increased by 5
  • Astral: increased armor to 900 (was: 500)
  • Shepherd:
    • "Borer" drones now handled as built-in fighter wing; stats the same but now 6 instead of 5 and replacements aren't limited
    • Ship system is now "Maneuvering Jets"
  • Tempest:
    • "Terminator" drone now a built-in fighter wing, 1 drone, uses AM blaster
    • Ship system is now "Active Flare Launcher"
      • Modified to have unlimited uses and slightly improved flare speed
  • Aurora:
    • Increased speed to 80 (was 70)
    • Reduced max flux by 20%
    • Reduced deployment cost to 30 (was 35)
    • New ship system: "Plasma Jets", short-duration high-effect version of maneuvering jets with a focus on speed rather than maneuverability
    • Goal is to make the Aurora fit in with the high-tech approach of "lower weapon range, but able to dictate engagements"
  • Heron: reduced top speed to 80 (was 90)
  • Ship AI:
    • Improved venting logic (able to vent while taking insignificant damage)
    • Improved escort AI behavior
    • Bombers will try to stay behind carriers while not cleared to engage
    • Will now autofire hardpoint weapon groups if they don't have many weapons in them
  • Removed the following assignments:
    • Fighter Rendezvous
    • Strike Base
    • Rally Carrier
    • Recon
    • Strike
  • Optimized performance of proximity fuse weapons (e.g. flak)

  • Contact for procurement mission will no longer initiate comms when player is being sought by patrols
  • Fixed visual issue with scrolling area shadows when over bright backgrounds
  • Removed crew experience levels
    • Base CR for ships is 70%
    • Stat improvements start at above 70% (was: 60%)
  • Added damage type information to weapon tooltip (i.e. "200% vs armor, 50% vs shields")

  • StarSystemAPI
    • void initNonStar() method for locations not centered on a star
    • getHyperspaceAnchor() now returns a SectorEntityToken
  • CombatEngineAPI
    • boolean inFastTimeAdvance()
  • Added spawnProjectile() method with an extra parameter for the projectile spec id
  • Added applyDamage() method with extra parameter that controls whether it plays a sound
  • ShipAPI:
    • PersonAPI getCaptain()
  • Added SUSPEND_RECOIL weapon render hint, forces recoil sprite to still be rendered but not moved by recoil
  • .skill files from mods are now merged with base vanilla skill files. For skill effects, only works for hullmod unlocks.
  • ShieldAPI:
    • void setCenter(float x, float y)
  • FactionAPI:
    • String pickRandomShipName()
  • ModPlugin:
    • void onNewGameAfterProcGen()
  • Fixed bug in RelationshipAPI.ensureAtBest/Worst()
  • Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
  • Added "UNBOARDABLE" ship type hint
  • Abilities now defined in abilities.csv instead of abilities.json
    • Same basic data, plus cooldown information, icon name, and AI plugin class
  • Added "tags" to abilities that govern how abilities interrupt/disable each other
    • Example:
      • Emergency Burn has tags: burn+, stealth-, sensors-
      • Active Sensor Burst has: burn-, stealth-, sensors+
      • They're incompatible because they have a pair (two pairs, actually) of opposite tags
      • One is disabled while the other one is active
    • For toggle abilities, incompatible abilities are simply turned off on activation, but not disabled
  • Fixed issue with ship contrails showing from hidden nozzles
  • Added HIDE_IN_CODEX ship spreadsheet hint
  • newGameCreationEntryPoint, newGameSectorProcGen plugins: new instance created on every new game, so can store data in data members if needed
  • Added "short" field to hull_mods.json, used for description in skill tooltip

  • Fixed bug where it was possible for another dialog to open after exiting a campaign game
  • Fixed bug where ships with certain systems (i.e. flare launcher) would never be picked for combat assignments
  • Fixed bug where mothballed ships could suffer from an accident if other ships in the fleet were at 0% CR
  • Fixed bug where a patrol could do transponder-on cargo scan right after a transponder-off one
  • Fixed bug where a patrol far from their home market would care about your transponder status if you interacted with them
  • Fixed issue with fleet state after attempting to use a jump point but being moved away from it before being able to jump
  • Fixed bug where it was occasionally possible for a retreating phase ship to leave the entire battle running in slow-time
  • Fixed minor collision detection bug when checking whether exact bounds contain a point
  • Fixed ship AI issue where heavier (by internal mass value) frigates would not try to avoid collisions with lighter ones
  • Fixed issue where using "Fast Missile Racks" immediately after firing some types of missiles
  • Trying to activate an out-of-ammo shipsystem will no longer turn off the zero-flux speed boost
  • Fixed bug with phase ships not properly considering the incoming DPS from fast-firing weapons

« Last Edit: April 21, 2017, 03:44:53 PM by Alex »


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #1 on: December 03, 2016, 10:39:52 AM »

A few notes:

1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.

2) These notes are not as thorough as usual, especially in the "Modding" section. The other sections, basically just assume they're missing a lot of minor stuff.


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #2 on: December 03, 2016, 10:45:54 AM »

I'm so moist right now :D
Please don't take me too seriously.

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #3 on: December 03, 2016, 10:55:29 AM »

*Finishes reading post*

*rolls over, lights a cigarette*


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #4 on: December 03, 2016, 11:12:47 AM »

1) This doesn't mean the release is imminent, though naturally it's getting fairly close. There are a few things to work through before then - one or two I'd probably call big features, a lot of content creation, and a good amount of playtesting. And a few modability improvements.
Given the changes to Hullmods, I would bet one of those "big features" is the still unconfirmed Skill revamp...

Edit: Speaking of readability and overlap, could we have the info card of weapons in markets and inventory appear next to the weapon rather than on top of it?
« Last Edit: December 03, 2016, 11:27:47 AM by Tartiflette »


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #5 on: December 03, 2016, 11:13:10 AM »

yes thank you god for this gift of patch notes

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #6 on: December 03, 2016, 11:21:40 AM »

No changes to flak?

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #7 on: December 03, 2016, 11:25:30 AM »

  • Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
You caught this one when moving stations around with systems?


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #8 on: December 03, 2016, 11:27:20 AM »

Given the changes to Hullmods, I would bet one of those "big features" is the still unconfirmed Skill revamp...


No changes to flak?

Nope. "Not much if anything gets through" is flak working as intended. The window of opportunity for using missiles etc is overloads, being distracted by something else (another ship, decoy flares), etc. Plus it now gets a newly important threat to counter in fighters.

No changes to Proximity Charge Launcher?

No. It's always been a bit of an oddball; probably needs another look but I wouldn't want to make it too good.

You caught this one when moving stations around with systems?

Caught it when someone reported it a while back :)


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #9 on: December 03, 2016, 11:32:12 AM »

Ohshit its of happening


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #10 on: December 03, 2016, 11:42:11 AM »

Update hype! Looking forward to messing with all these new mechanics!
~Aura be with you


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #11 on: December 03, 2016, 11:43:57 AM »

Huzzah!  It's happening!

Time to read this.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #12 on: December 03, 2016, 11:51:39 AM »



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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #13 on: December 03, 2016, 12:01:14 PM »

Wowza, some pretty big bombshells in here—big nerfs to combat speed boosting hullmods and the killing of "vent spamming" jump out in particular!

What exactly does the tier increase for HM and HVD mean? Does that relate to when you can unlock them via commission? Also, wow, a lot of new ballistic weapons—is the Devastator that flak looking weapon you teased months ago?

Was hoping you'd reveal a brief bit about the new hulls other than the Mora, but, there is always next iteration of them notes.


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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #14 on: December 03, 2016, 12:03:19 PM »


If I weren't in a building with 15 other men who were all sleeping, I'd be laughing like this maniac... He'll do it for me though..
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