Nice, thank you so much
No problem
I used to play with as many traits as possible with the old version and thought it just got removed, maybe you should keep the option in the config by default and just keep it on 1 by default.
That's exactly what I'll do once I'm confident that the setting works properly with values other than 1
I guess it really is just weird rng. most of my ships were all well-known or famous at the time so it certainly wasn't an issue of those frigates having a disproportionate chance of being chosen for a perk reroll. That aside, I really like the bar events and would like to increase their frequency. they seem to be related to the trait sidegrades by the look of things but I'm no exactly sure how.
One of the events is functionally identical to the sidegrade opportunities that randomly pop up, just with additional prose. That's the only way they're related, really.
is it related to the average additional bar events setting by any chance?
The "averageAdditionalBarEvents" setting will increase the total number of events you're likely to see when visiting a bar. To make a particular type of starship legends event more likely you'll want to change the values in the "barEventChanceMultipliers" section.
Also, I have display ship xp set to true(both options) but I'm not quite sure where to view it. doesn't seem like it comes up in the reports either.
You can see XP details in the reputation hullmod tooltip. You should also be able to see a new column in the battle reports that shows the amount of XP each ship earned from the battle.
I'm noticing that crew loyalty is very hard to build up, but extremely easy to lose.
Thanks for the feedback! I agree with a lot of it, but there are a few things about the loyalty system that I don't do a very good job of explaining anywhere. The main thing is that it requires exponentially more XP for loyalty to improve at higher loyalty, making it difficult to achieve high loyalty levels, but very easy to recover from low loyalty levels. (At least, that's the goal.)
Loyalty Level | XP Required to Improve |
Mutinous | 800 |
Openly Insubordinate | 4000 |
Insubordinate | 20000 |
Doubtful | 100000 |
Indifferent | 500000 |
Confident | 1500000 |
Loyal | 4500000 |
I tried to balance this so that players of average skill will generally keep most of their ships somewhere between insubordinate and loyal. Unfortunately, that's a very difficult thing to do without a significant amount of data to analyze, so it's bound to be off. Different playstyles also complicate this. Another related problem is that loyalty is harder to maintain early game due to smaller battles yielding less XP. This is something I want to address at some point, but I haven't settled on a solution yet.
Loyalty reduction can also be reduced or even negated under the right circumstances. Weak ships that participate in battles involving strong opponents are far less likely to lose loyalty, as well as ships with any hullmod or skill that reduces crew casualties (e.g. Reiniforced Bukheads, Damage Control, Containment Procedures)
I know all that doesn't address every point you brought up in spite of being rather longwinded and rambley, but I do appreciate you taking the time to give feedback, and I'll keep it in mind when I consider future changes