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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 639229 times)

PCCL

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #645 on: April 14, 2017, 03:58:43 PM »

fair enough, wasn't planning on more than say 10, just to breathe some life into the otherwise dead space
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Voyager I

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #646 on: April 14, 2017, 04:18:10 PM »

So, after jumping into the game for a bit to get ready for 0.8, I was reminded what crazy *** enemy phase frigates / Hyperions are to fight against.  Without going too deeply into it right here, one of the more insulting things about them was that the reward for enduring their shenanigans was usually a 300cr frigate bounty.  With the changes to salvage, you'll at least have a decent shot at getting your hands on some of your own, even if it might cost a king's ransom to get them back into working order.

PS there still needs to be some counterplay to these little @*!#ers other than "huddle your fleet in a ball and wait for their CR to run out".
« Last Edit: April 14, 2017, 11:12:48 PM by mendonca »
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Toxcity

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #647 on: April 14, 2017, 05:54:49 PM »

In the current version you can use beams (particularly burst beams) to really punish or deny phase frigates/hyperion.

Next version fighters will be much more of a persistent threat to phase ships. Talons (with swarmers + vulcans) could easily punish an afflictor or keep it at bay. Shade will have trouble dealing with shielded fighters while attacking larger ships.

As for hyperion, waiting it out may be all that can be done without making a hard-counter to these types of ships.
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Coriantumr

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #648 on: April 15, 2017, 02:56:02 AM »

this progressive dumbing-down of the game is starting to disturb me honestly. sensors were not too complex before. it wasn't perfect for many reasons, but tying strength directly to hull size? any reasonable person wouldn't understand it, physically it doesn't make sense and it's not good for the game, either.

Tying sensor strength directly to hull size is probably the most realistic. Get as high-tech as you want, but your sensor resolution will have hard physical limitations based on aperture size. A small ship with one sensor won't see nearly as far as a large ship with multiple sensors, even if the sensors are identical. A large ship can spread out its sensors further than a small ship, combine their data, and achieve what is called 'aperture synthesis' which delivers resolution based on the spread of individual sensors (imagine faking a giant radar dish using a swarm of small radio receivers).

Unrelated - I don't think I've ever anticipated any game release as much as I'm anticipating this upcoming starsector patch.
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Jonlissla

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #649 on: April 15, 2017, 05:16:45 AM »

I don't think I've ever anticipated any game release as much as I'm anticipating this upcoming starsector patch.

I'm checking the twitter on a almost hourly basis. Seriously, the hype is immense. Exploration, planet interaction, new REDACTED faction and ships and weapons, UI and QoL improvements across the board. It feels like this update is on par with the release of the campaign map.
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Psyonicg

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #650 on: April 15, 2017, 03:27:42 PM »

I have to agree. Been checking the Reddit/official site like three times a day!
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Midnight Kitsune

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #651 on: April 15, 2017, 04:03:17 PM »

I have to agree. Been checking the Reddit/official site like three times a day!
The discord is the most active place besides the forums
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cjuicy

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #652 on: April 15, 2017, 05:42:15 PM »

We have a reddit????
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Linnis

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #653 on: April 15, 2017, 08:02:55 PM »

checking Starsector status, my current addiction.

The top news "in-dev patch notes for Starsector 0.8a (4/13/17); New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17)"

the two position between the blog and patch switched I almost got an heart attack
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CrashToDesktop

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #654 on: April 15, 2017, 08:20:17 PM »

We have a reddit????
We have a Discord?
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Tartiflette

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #656 on: April 15, 2017, 10:43:38 PM »

A Discord channel, a sub-reddit, a Something Awful thread, regular 4Chan threads (well, less so these days since there isn't much to talk about) and threads on several other forums...
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arcibalde

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #657 on: April 16, 2017, 02:06:38 AM »

You know, when you put it like that, it seems that there is legion of us  ;D
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Deshara

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #658 on: April 16, 2017, 02:39:05 AM »

or, a legion of places for 40 of us to go lol
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SainnQ

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #659 on: April 16, 2017, 02:50:17 AM »


There is.
Gib update! D:
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