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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 641496 times)

OzOnyx

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1185 on: April 24, 2017, 02:48:32 PM »

Here is a sample of the graphical glitches I am talking about.

It can be shapes like this one that to me they look like they get a texture stretched, or they can have solid colours. They happen all the time in battles, from one to multiple times, but I have seen them out of battles only 1-2 times.

I'm getting a similar thing. When I play fullscreen it's usually like that but if I play borderless window the whole screen flashes.

I've got a 1080 with newest drivers
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Dri

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1186 on: April 24, 2017, 03:03:20 PM »

I've noticed the flash a few times when blocks of text are on screen and on the planet in the background when in survey menus/markets.

Never seen it in combat though...or maybe I just wasn't paying close enough attention.
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Deshara

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1187 on: April 24, 2017, 03:07:45 PM »

I have noticed this version appears to use more AA than the previous did, maybe it's using too much for some people's graphics cards? If you're getting screen flicker try force-disabling anti-aliasing in your NVidia Control Panel, if you can
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Dri

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1188 on: April 24, 2017, 03:17:52 PM »

I have a 980 Ti and the guy above has a GTX 1080...so I really don't think it has anything to do with AA being too intensive.
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1189 on: April 24, 2017, 03:18:03 PM »

Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build a whirl?
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ahrenjb

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1190 on: April 24, 2017, 03:31:16 PM »

Stabilizing caches is too expensive. Looks like this has already been addressed by others, so I won't wheeze on about it.

I'm not sure what the disconnect so many people are having with the Colossus sprite is. I think it's amazing. Looks old. Looks tough. Looks like a bulk freighter. One of my favorite things about it is actually the turret mounts. They look actually recessed or carved into the hull, while in my opinion too many of the ships look great, but the weapons look like they're just sitting on top. Every place there's a turret on the Colossus, it looks like it's supposed to be there. Like the ship was designed that way.

As much as I hate to admit this, because it feels like I'm asking for my favorite toy to be taken away, I think the Spark (I think that's the name, the little [REDACTED] one with the burst laser) interceptor is OP. A single drover with a carrier skilled officer and two wings of these will completely dominate 3-5 frigates. In fact, most of the time now when fighting smaller fleets I'll just deploy a pair of herons or drovers equipped with them, open up the command screen, sit back and watch all the red indicators disappear into white circles. Two wings of them will destroy most frigates in a single pass or so. It's incredibly satisfying to watch, and I'm certainly going to be fitting an Astral with a full load of them as soon as I get my hands on one.

Since we're talking about carriers, now that I've had the chance to play with them more I don't think I'll have a fleet without one again. In 0.7.2a, I would use carriers to provide escort fighters for ships with poor PD at most. They didn't feel particularly effective no matter how many wings you had, and every wing took up valuable fleet space. Now they are easier to command, feel more effective, and including a carrier in my fleet isn't a huge commitment of my available ship slots. The Drover is a FANTASTIC little ship. With two decent wings and its ship system, you can put a lot of power on the field. It's quick enough to stay out of trouble, and when fitted with 2 x Dual Machine Guns and 2 x Salamanders, is one of the most survivable ships in my fleet.

The new content has been fun too, even if it's obviously just a teaser of things to come. I'm so glad we're getting to the actual content phase of development now. I had a fleet consisting of 3 capitals, 5 cruisers, and 5 destroyers completed wiped by a full blown [REDACTED] [REDACTED] with a max level [REDACTED] commander. That was a surprise. It's been a while since I found anything I couldn't dominate with a single capital plus a handful of support vessels.

I can say that I haven't run into any obvious bugs, which is typical of FSW in general.

Availability of certain hulls and weapons is still a matter of arcana and luck, but the new salvage mechanics play perfectly into that.

That's enough long winded drivel for now. Truth is, as much as I like the release and all the great things it adds, there isn't a whole lot to say about it. That's a good thing, though, because it's the best version of "more of the same". Same game, same feel, bigger better and more complete than ever before. Another (few) rungs on the ladder to being a complete game. I'm going to try to keep my proselytizing to a minimum until release though.
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1191 on: April 24, 2017, 03:59:19 PM »

some feedback on Kumari Aru and its Beholder Station:
Spoiler
  • i love it! the beautiful shrine painting, heavy music, and well-written flavor text combine into an amazing atmosphere. i think i might actually start my first Luddic campaign now. ^_^
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
  • there's a typo in the text when choosing the "visit" option at the Beholder Station: "approaches to escorts you"
[close]
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Whyeven

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1192 on: April 24, 2017, 04:01:55 PM »

First things first, great update, great game, thanks Alex.

Apologies if the question has been answered already, but my search skills are terrible.

About scan / survey missions: the rewards seem to stay proportionate to the distance of the target system relative to your overall travel distance potential, meaning when just starting you may get a derelict ship scan mission in a system barely outside of the core, which given your terrible fuel total will still manage to be just within a round trip range, and that will pay something between 50 and 90k, very approximately.

Fast forward to the lategame, you now have a Prometheus and your round trip range is about the broad side of the sector - scan / survey missions will still pay 50 to 120k, but this time the 100k pay range is like 1300 fuel units away instead of 80.

These don't seem to scale up at all, compared to bounties which steadily go up with fleet power or number of bounties cleared, I'm not too sure, but they definitely go up and can still earn you enough to keep the lights on (generally). As a result the payouts in scan missions seem a bit too high for the effort in the early game, and taper off quickly to the point of not being worth it in the lategame.
Is the pay to distance ratio intended to stay like this, should it go up in reward, should the baseline start from lower so they reach the current ceiling?

And thanks again for your work!
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1193 on: April 24, 2017, 04:30:16 PM »

Stabilizing caches is too expensive. Looks like this has already been addressed by others, so I won't wheeze on about it.

Yep, already halved the cost in the dev build.

Spoiler
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
[close]

... good point.


First things first, great update, great game, thanks Alex.

Thank you!

About scan / survey missions: the rewards seem to stay proportionate to the distance of the target system relative to your overall travel distance potential, meaning when just starting you may get a derelict ship scan mission in a system barely outside of the core, which given your terrible fuel total will still manage to be just within a round trip range, and that will pay something between 50 and 90k, very approximately.

Fast forward to the lategame, you now have a Prometheus and your round trip range is about the broad side of the sector - scan / survey missions will still pay 50 to 120k, but this time the 100k pay range is like 1300 fuel units away instead of 80.

These don't seem to scale up at all, compared to bounties which steadily go up with fleet power or number of bounties cleared, I'm not too sure, but they definitely go up and can still earn you enough to keep the lights on (generally). As a result the payouts in scan missions seem a bit too high for the effort in the early game, and taper off quickly to the point of not being worth it in the lategame.
Is the pay to distance ratio intended to stay like this, should it go up in reward, should the baseline start from lower so they reach the current ceiling?

The idea behind these missions is that they get you out into the fringe, where you'll find other things. A larger fleet will be able to take better advantage of the opportunities these present, to a point. You also don't *have* to go on a scan or survey mission with a large fleet - for the reasons you point out, it's probably inadvisable unless it's just a part of your itinerary. If you're running a large fleet, it's just not the right tool for that job.

Which isn't to say there couldn't be other jobs that a large fleet is right for - and, in fact, clearing REDACTED systems is one, and there could be others, including other missions. But I'm not sure it would make sense for these specific mission types to adapt themselves to your fleet size; that seems a little backwards to me. I think it makes more sense to have something that requires a degree of specialization, rather than "no matter what fleet size you go out there with, you'll get your exact same ratio of fleet-size-to-reward".

With bounties, there's increasing challenge (after every couple you do) for an increasing payout. The "increasing challenge" part doesn't map as nicely to survey or scan missions. Not to say that it couldn't, but since those play a "lead you into the fringe" role in the first place, I'm not super concerned about them being a staple throughout the entire game. Frankly, it'll be more interesting to transition into something else to do.
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Weltall

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1194 on: April 24, 2017, 04:31:09 PM »

Thanks for your kind words! And for the bug reports; everything duly noted.

About the flickering issue - hmm. So part of the problem is I can't reliably reproduce it on my system, and when it *does* happen, it's nowhere near as pronounced as, say, in Weltall's video. The most I've seen myself is a very intermittent flickering of an icon, or a bit of text getting brighter for a split second, or some such - and it doesn't happen at all on most runs of the game.

However, I've made a small tweak that could potentially resolve the issue. Would someone who runs into this on a more regular basis mind giving this build a whirl?

Had 4 battles and not one flicker. With the normal one I would constantly get flickering, so it really feels it was fixed. It is almost 3 am here and tomorrow I need to wake early, so I can't test further today, but obviously I will be playing testing more tomorrow. Thanks a lot Alex!
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1195 on: April 24, 2017, 04:32:55 PM »

Had 4 battles and not one flicker. With the normal one I would constantly get flickering, so it really feels it was fixed. It is almost 3 am here and tomorrow I need to wake early, so I can't test further today, but obviously I will be playing testing more tomorrow. Thanks a lot Alex!

!!! That's awesome news, thank you so much for testing! Sorry about your impending lack of sleep :)
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Weltall

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1196 on: April 24, 2017, 04:38:41 PM »

!!! That's awesome news, thank you so much for testing! Sorry about your impending lack of sleep :)

I should be the one thanking you for reaching out to help =) You are always welcome and always glad I can help in any way. As for the lack of sleep, Starsector is really worth it. Can't help getting absorbed and forgetting about time XD Thanks once more =)
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Deshara

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1197 on: April 24, 2017, 04:41:15 PM »

some feedback on Kumari Aru and its Beholder Station:
Spoiler
  • i love it! the beautiful shrine painting, heavy music, and well-written flavor text combine into an amazing atmosphere. i think i might actually start my first Luddic campaign now. ^_^
  • since Kumari Aru is a holy place of (and presumably well protected by) the Luddics, it seems rather unfitting that i can do a normal survey on it, and then sell the data to anyone who might be interested in starting some resource extraction or manufacturing industry there. it should probably just have a bit of text similar to the various abandoned stations within the systems that can't really be interacted with.
  • there's a typo in the text when choosing the "visit" option at the Beholder Station: "approaches to escorts you"
[close]

uhh, they should probably ATTACK you if you attempt to survey the planet
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1198 on: April 24, 2017, 04:59:07 PM »

uhh, they should probably ATTACK you if you attempt to survey the planet
Spoiler
there's no military base or fleet there though. i think it's "well protected" more in the political sense: defile it, and you (and your people) will face the full force of Ludd's Holy Wrath.
[close]
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Deshara

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1199 on: April 24, 2017, 05:01:07 PM »

uhh, they should probably ATTACK you if you attempt to survey the planet
Spoiler
there's no military base or fleet there though. i think it's "well protected" more in the political sense: defile it, and you (and your people) will face the full force of Ludd's Holy Wrath.
[close]

Spoiler
you don't need a military market to keep a strike fleet in dark mode nearby :-)
[close]
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