[I will likely be updating this post in the coming months]
For anyone who would like to test the work-in-progress LTA update for the for the current version of Starsector there will be a link below!
You can go here for the newest LTA Beta update (LTA 0.7.1 BETA1), but please be aware this is not a finished release!
There are definitely going to be bugs I have not yet ironed out, so I do not reccomend adding this beta to an ongoing save, though it should not crash your game to do so.
Huge thanks to Dark.Revenant for giving permission for me to use the Dickersons fleet scripts from underworld as a base for the Thunderbirds Highfleet.
Here's a list of some of the new content:
Spoiler
A custom-fitted Highfleet now orbits and protects Tech Duinn, providing a mid-to-end-run challenge. It also currently respawns slightly stronger each time it dies, adding regular pirates to its ranks.
At least 8 new vessels to fly!
Several new weapons and wings!
Many Thunderbirds ships now come with secret drone fighters if you install a hangar bay.
Many small balance tweaks and changes, I'll make a proper list of these for the proper changelog.
More consistent fleet weights for ships, hopefully now lower-tier epattcud vessels will not show up so often.
Two new missions!
Admiral Laureli.
Some unique dialogue responses.
I'm attaching a list of some of the major known issues below:
Known Issues:
Spoiler
The Onslaught [TB] can sometimes spawn with its arms script broken, I'm still investigating this but it seems to happen when a player joins a fight after it loses a significant portion of its hull in an autobattle.
The Tech Duinn Thunderbirds Highfleet currently doesn't stay by Tech Duinn consistently when it spawns in a system and the player is not there, it will often get distracted by stable points being captured by enemy factions offscreen.
This often causes problems in Nexerelin when pirates can be invaded, as the Highfleet is calculated into the fleets defending the system when an invasion force is generated.
More pressingly, the most powerful fleet in LTA roaming too freely around Magec means the player can get ambushed very easily when using ships with low burn speeds.
The Tech Duinn Thunderbirds Highfleet also sometimes just... Loses all its premade fits? It can happen on save load, and on fleet generation. I still do not know what causes this, but it makes the fight easier than intended.
The Tech Duinn Thunderbirds Highfleet currently spawns with a salvage rig as its flagship, despite my attempts to set it to being the Onslaught in the code, the rest of the fleet generates correctly, but it will always spawn with a single low fp rig or tug.
Gargoyle missiles continue to track targets after their fuel runs out. I'm debating keeping some version of this in as it introduces a 50% chance for the missile to "bounce" off of other missiles?
When calculating the timed life of Gargoyle drones, sometimes the code misunderstands how long a "second" is, causing some drones to lose cr faster or slower than they should. I think I have fixed this, but if its still present I would love to know.
The Shepherd[TB] has somehow aqcuired the spinning ship problem that plagued vanilla shepherds a while back, making it struggle to retreat when it needs to at low cr.