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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639372 times)

Embercloud

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #495 on: March 28, 2017, 03:47:47 AM »

"Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with"

Does this mean no more cheap marines from there?
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Sy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #496 on: March 28, 2017, 05:25:00 AM »

Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.
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Embercloud

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #497 on: March 28, 2017, 05:34:40 AM »

Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.

So you use crew for that now?
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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #498 on: March 28, 2017, 06:31:11 AM »

Does this mean no more cheap marines from there?
Marines won't be used for capturing ships in 0.8 anyway, they'll just be a trade commodity. maybe they'll get new uses for exploration or industry stuff at some point though.

So you use crew for that now?
Basically. See this blog for more details: http://fractalsoftworks.com/2017/01/20/ship-recovery/ (TL;DR: Ship Salvaging, which uses supplies and crew, now replaces boarding)
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Megas

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #499 on: March 28, 2017, 07:38:37 AM »

"Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with"

Does this mean no more cheap marines from there?
Probably, even if marines are no longer needed for seizing ships, being able to buy thirty marines per month at 233 credits each that can be resold for 1000 minus tariffs elsewhere is still easy money.  Not to mention other occasional useful bargains found at their black markets.  The easiest fix is to remove exploits with decivilized markets is to remove them.  Makes enough sense, things are too unstable or chaotic for a marketplace.
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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #500 on: March 28, 2017, 10:31:11 AM »

New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion
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Mysterhay

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #501 on: March 28, 2017, 10:35:14 AM »

New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion

Two forward facing large ballistics, FIVE medium missiles AND the 4 wings?? I'm already scared to face that particular variant with an officer on board!

Rambo wolf pack incoming  ;D
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SafariJohn

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #502 on: March 28, 2017, 10:38:30 AM »

Those 5 medium mounts are composite.

Is that Core Variant box an indicator or a checkbox? Can we share variants between characters now without mucking about in code?
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #503 on: March 28, 2017, 10:57:32 AM »

New Alex Tweet with new ship! https://twitter.com/amosolov/status/846772589959806981
Looks like Alex has shown some mercy and given us the pic of the Legion
Huh, it's quite unlike anything I expected to weld together.  Despite being low-tech, it's got a very midline feel to it, and almost a high-tech layout.  I half-expected it to have a giant flight deck down the center, reminiscent of the then-ancient Earth-bound aircraft carriers.
« Last Edit: March 28, 2017, 11:04:37 AM by The Soldier »
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Gothars

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #504 on: March 28, 2017, 11:14:20 AM »

Let's continues the discussion about the new ship in the thread Dri opened: http://fractalsoftworks.com/forum/index.php?topic=11707.msg200335;boardseen#new
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Serenitis

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #505 on: March 29, 2017, 01:48:26 AM »

Is there a reason Sabots are going back to a spread shot?
They were changed to single because most of the spread usually missed entirely making them weak, if not useless.
And I don't think EMP will make up for that. (How does a solid lump of metal generate EMP anyway?)
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Tartiflette

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #506 on: March 29, 2017, 02:07:01 AM »

Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.
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TaLaR

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #507 on: March 29, 2017, 02:56:01 AM »

Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.

Any AI piloted ship. Player can teleport, skim, phase, tempo-shell or simply bait in a fast ship.
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Tartiflette

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #508 on: March 29, 2017, 03:15:57 AM »

And that's an even worse point about them! It is still a broken weapon in both player hands and AI control. And that means only a handful of ships are viable for the player against that weapon. And it incentive that AI baiting and kiting playstyle Alex is trying to make less viable. And the single best fleet possible by a wide margin is to spam them on Vigilances/Ventures.

The fleet building tournament clearly showed that only very specialized loadouts can counter a sabot spam, and those loadouts can't do much anything else. Since the AI fleets won't have those fleets, as a player it's just a "I win the game" button.
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SainnQ

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #509 on: March 29, 2017, 04:21:14 AM »

Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?

I never used them alot in my gameplays I was too busy enjoying other mod weaponry from Diable & the likes of Neutrino
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