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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 351519 times)

Gotcha!

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #405 on: May 11, 2019, 11:08:50 AM »

Looking good so far.
Only 4 industries max, eh? Ouch. :o (I understand why it was changed though.)
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #406 on: May 11, 2019, 11:12:12 AM »

Hi Alex!

It seems that CombatEngineLayers.JUST_BELOW_WIDGETS layer is still below a bunch of really important world-space non-widget assets, like particles (from explosions, hits, and the like).  It seems like the usual renderInWorldSpace() method renders above such things, but also above quite a few UI elements, while a layered renderer at JUST_BELOW_WIDGETS is indeed below those unwanted UI elements, but also below particles of any sort.

This is problematic for the distortion shader, since I have to choose between not distorting particles (really problematic for a lot of reasons) or distorting a significant subset of UI elements.

Great update, as a whole, though!

Thank you for letting me know - going to take a look!

Alright! Fixed this up and sent you a PM.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #407 on: May 11, 2019, 11:12:55 AM »

Looking good so far.
Only 4 industries max, eh? Ouch. :o (I understand why it was changed though.)

Yeah! Kind of has to be a low-ish max limit, otherwise a high colony size still means "get everything"...
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #408 on: May 11, 2019, 11:33:27 AM »

More feedback from 1 playthrough: Early game lasts a lot longer now, which is great. Found/recovered ships are much more valuable, which is great. I have only done a few bounties when they are convenient (IE in the area I'm exploring) but I have killed a good number of pirate stations at this point. I suspect I need to go around killing a few of the lower level bounties in order to bump them up to the difficulty/reward levels that are sufficient, but thats ok.

I've just started my first colony this playthrough, and its much more satisfying than before. Because I can't just plop down all the industries I want I'm planning out what will go on which colony, and trying to be very careful not to attract faction attention yet (got a low hazard gas giant, rich farm terran, and ultrarich rare ore barren in the same system!). I really want setting up an integrated supply chain to be worth it! :D

Combat AI: Things are quite smooth and the AI is playing well. Carrier AI seems fixed based on my tutorial condor's behavior, which is great! (Also, did you tweak bomber AI? The piranhas are actually working a little!) The new escort behavior is very very nice, and makes the enemy AI seem more competent. Remnants in particular have gone up another notch in difficulty because of it, as its no longer nearly so easy to pick off their frigates with destroyers.

One question: I found a lone Legion XIV (non-recoverable, sadly) and none else in its constellation... has that clustering been removed? Its probably a good call, as finding a recoverable 3 would have catapulted me immensely.
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Volfgarix

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #409 on: May 11, 2019, 11:47:38 AM »

Found/recovered ships are much more valuable,
Weren't they always usable? Zombie fleets were and are a thing after all.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #410 on: May 11, 2019, 11:57:06 AM »

More feedback from 1 playthrough: Early game lasts a lot longer now, which is great. Found/recovered ships are much more valuable, which is great. I have only done a few bounties when they are convenient (IE in the area I'm exploring) but I have killed a good number of pirate stations at this point. I suspect I need to go around killing a few of the lower level bounties in order to bump them up to the difficulty/reward levels that are sufficient, but thats ok.

I've just started my first colony this playthrough, and its much more satisfying than before. Because I can't just plop down all the industries I want I'm planning out what will go on which colony, and trying to be very careful not to attract faction attention yet (got a low hazard gas giant, rich farm terran, and ultrarich rare ore barren in the same system!). I really want setting up an integrated supply chain to be worth it! :D

Combat AI: Things are quite smooth and the AI is playing well. Carrier AI seems fixed based on my tutorial condor's behavior, which is great! (Also, did you tweak bomber AI? The piranhas are actually working a little!) The new escort behavior is very very nice, and makes the enemy AI seem more competent. Remnants in particular have gone up another notch in difficulty because of it, as its no longer nearly so easy to pick off their frigates with destroyers.

Awesome! I love reading these, thank you for taking the time :)

One question: I found a lone Legion XIV (non-recoverable, sadly) and none else in its constellation... has that clustering been removed? Its probably a good call, as finding a recoverable 3 would have catapulted me immensely.

I hadn't touched it, but maybe I should have another look. Whether it would cluster or not... depends, so you probably just got "lucky".
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #411 on: May 11, 2019, 02:18:52 PM »

Found/recovered ships are much more valuable,
Weren't they always usable? Zombie fleets were and are a thing after all.

They were always usable, but when you could just buy a pristine one for not much, their weaker stats became a liability while costing lots of fuel to go anywhere.
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Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #412 on: May 11, 2019, 03:40:09 PM »

Some comments:

Like Thaago says, early game lasts longer.

Shrike (P) is useful for bullying pirates early, if I have Loadout Design 3 to scrap enough OP for something decent, if not great.  (Without that perk, it is too OP starved to have a decent loadout.)

My game is at the end of cycle 206, and the majority of the person bounties are in the 80k-100k range, which is doable with my fleet of destroyers and frigates.  Last release, almost all of the bounties would be 150k+ by the end of 206, but not now.  So far, this is an improvement.  I just built a colony on a Terran planet with modest resources.  I will see if colony before endgame is a useful option this time.

Noticed some lore NPCs running the capitals of various factions, and some have all three colony skills like an alpha core.

Culann is run by an alpha core, at least according to Luddic Path.  Alpha core gives +10 to pather interest.  (Did not know that before.)  The administrator appears to be a human with all three skills, but Pathers say it is run by AI core.

Noticed sleeper cells appear at 7 interest, and active cells at 8.

Found the pather base bar option.  It is a different style than pirates, and it is not free.  Makes sense in context.
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Dark.Revenant

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #413 on: May 11, 2019, 03:43:17 PM »

Culann is run by an alpha core, at least according to Luddic Path.  Alpha core gives +10 to pather interest.  (Did not know that before.)  The administrator appears to be a human with all three skills, but Pathers say it is run by AI core.

Very good catch.  That's intentional, actually.
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eidolad

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #414 on: May 11, 2019, 05:12:49 PM »

Little thing but the options menu at planets is listing:

>> (dev) dump memory
>> (dev) options

// the options are greyed out...which is best because I'm just like that Mangalore soldier in Fifth Element who sees the red button on their new rifle...and MUST PUSH IT.

edit:  nope, they are active because I just had to push one.
« Last Edit: May 11, 2019, 05:39:03 PM by eidolad »
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Zhentar

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #415 on: May 11, 2019, 07:14:30 PM »

 :o I think Alex might be reading this thread!!!!
Spoiler
[close]
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ANGRYABOUTELVES

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #416 on: May 11, 2019, 07:46:09 PM »

Quote
Culann is run by an alpha core, at least according to Luddic Path.  Alpha core gives +10 to pather interest.  (Did not know that before.)  The administrator appears to be a human with all three skills, but Pathers say it is run by AI core.
Is it calling itself "Second Vegan" for you too? Of course it's vegan, it can't eat, but that just makes me wonder where the First Vegan is.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #417 on: May 11, 2019, 08:43:54 PM »

Little thing but the options menu at planets is listing:

>> (dev) dump memory
>> (dev) options

// the options are greyed out...which is best because I'm just like that Mangalore soldier in Fifth Element who sees the red button on their new rifle...and MUST PUSH IT.

edit:  nope, they are active because I just had to push one.

You've got devMode turned on somehow - well, the only way is via settings.json. These options would not show up otherwise.
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eidolad

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #418 on: May 11, 2019, 08:47:55 PM »

thanks...methinks I will backup current dir and do clean install in fresh dir
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Dark.Revenant

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #419 on: May 11, 2019, 10:43:07 PM »

Buffalo2 and Shrike don't appear to have gotten price revisions.  They seem incredibly cheap for destroyers, comparable more to frigates.
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