As for the planet size, I think it's unfortunate that your colonies will never be as large as the core world ones. Probably doesn't matter for gameplay, but it feels bad.
That's quite subjective, so: fair enough! I just don't think it makes in-fiction sense.
There's one thing I've been meaning to bring up that slipped my mind - filter options. Will we get more of them? I'm specifically thinking of two cases. First is where I've surveyed all the planets in the sector and want to know where all the vast ruins are. Scrolling through the list and trying to spot them all is a pain. Second is rather mod-oriented, but when I'm mounting weapons on my ships I'd like to be able to filter for weapons that match the tech category of the ship, and filter for tech category when mounting weapons in general.
Hmm, maybe - I've been meaning to have another look at the planet screen, but honestly that's been low-priority and I'm not sure when/if that'll happen. Weapons-wise, that seems less likely; the UI for that would be tricky and it's not really a "functional" category, just visual.
Added unique capital-class ship that can be acquired by the player. Good luck.
Reading this, I'm getting a bad omen that something big and scary is coming on top of the hinted end-game threat...
Hmmm.
Overall, I had no plans to update the game since my current campaign is going pretty well (I am the type of player that does one, extremely long playthrough. Not so fond of having to restart). But after reading the changelog... I'm starting to contemplate my decisions.
Well, it's not out yet - these are in-dev notes - so you don't quite have to worry about it
![Smiley :)](https://fractalsoftworks.com/forum/Smileys/default/smiley.gif)
>Added a number of story-related missions and a hint of an endgame threat
I have a feeling that there's way more effort put into this, than this simple entry implies.
(Yeah, that's... very accurate.)
Just get rid of manoeuvrability penalty! It has no point, it just makes it hard to use on ships that benefit from it the most.
Ah - I think it's thematic, and can be countered in many ways. I'd rather the hullmod be strong enough to warrant it; I think that's more interesting. Hmm - maybe upping to 25% and reducing the hullmod cost might be a more interesting way to go, actually, since 10% is mostly thematic anyway. Will likely leave it as-is for now, though.
>Xyphos has no range now
Any particular reason for that change?
Yes, but - please bear with me - I forget exactly what it was.
>Onslaught: Added built-in Heavy Ballistics Integration
I've got a feeling that there's an issue not with Onslaught and Conquest, but with large ballistic weapons instead...
It really does seem weird players prefer to use medium weapons when large slots are available. When on the other hand, you'd do anything to have a large energy mount instead of the medium one. I think the biggest problem are flux costs, where the majority of ships that can mount these weapons, really cannot use them decently. I'm not saying all of the large ballistics are bad, but half of them are either unusable or extremely niche where you could only fit them on one ship, and it's not even low tech.
To me it seems like a clear-cut case of "HBI goes on ships where the large mounts point every which way so you can actually justify putting large weapons in all of them".
Ruins in core systems now start out as explored
Will Tia, Duzahk, and Penelope's still have searchable ruins (should they generate any)?
I believe so, yeah.
Nanoforges: add Pollution when installed; becomes permanent after three months
Is this going to be permanent as in absolutely final, or will you be able to 'upgrade' to a better version of the same thing later?
Hmm, I don't quite understand the question. The Pollution condition will be permanent and nothing removes it, if that's what you're asking.
Hammerhead:
Fixed slight alignment issue for left medium hardpoint, this is Very Important
Highest priority change. Consider highlighting in notes to reflect importance.
(Yeah, good call probably.)
It's not that I need to see colonies 100+ times more populous than Chico everywhere, I just don't want colonies to hit a complete brick wall when it comes to growth when there's not really any reason why it shouldn't be able to keep growing. Growing very slowly because of the 10^x curve, sure, but growing surely all the same.
I mean, they stop regardless of the system, the question is just when that happens.
A bigger concern with this change is that it'll have some kind of unexpected result that leads to me having to babysit my colonies even more than they currently need it. To name one thing, fleet size and ground defence strength are both tied to colony size, and I have no idea if a size six colony can defend itself against a -3/-50% pirate raid without me needing to drop everything and rush to it's aid every single time. Sure, Alpha Cores to boost stuff, but than I'd have the Hegemony and their extra buff ships knocking down my doors instead. And Alpha Cores aren't exactly burning holes in my stockpile anyway. Alternatively, Red Planet, but I'd like that to not be a requirement before I start putting down colonies that can defend themselves. And especially with all these profitability nerfs I probably won't have millions of credits burning holes in my pockets for a very long time either anyway...
Incidentally, with Pather cells now fixed is there any way to stop their constant attempts at sabotage beyond riding out to destroy their bases every...what was it, 230-365 days I think? Because that's another thing that might end up getting me caught in a cycle of babysitting, if Pathers keep blowing up my Orbital Works and whoops, -3/-50% pirate raid pops up before however long it takes to get fixed.
Fair! More of a reason to tweak those mechanics, though, than it is to allow stuff that makes no in-fiction sense. (Also, there's an item that boosts fleet sizes *a lot*, so I'm pretty sure it'll be doable anyway. But I need to have a look at the frequency of expeditions etc, regardless, so those things become an "interesting event" that you interact with and aren't so frequent that it's a chore.)
Also also:- When recovering ships after combat:
- In an officer was in command, they will be reassigned back to that ship
Typo
.
Thank you, fixed!
not going to lie, i see that post and feel even more now that "SOON TM" cant come soon enough, I had just started a new game a few days ago after putting it down for a while, you know to not burn out. and now this tease drops. and i just want to get my hands on it just that much more now. I mean if you need us to beg I'm sure many of us will get on our knees and shamelessly cry and beg lol.
I am very curious to see all the changes realized, especially the character level progression and all the things that go with that.
![Cheesy :D](https://fractalsoftworks.com/forum/Smileys/default/cheesy.gif)
Added Revenant-class phase hybrid freighter/tanker
Alex I'm having such a hard time imagining this thing and I love it.
Phase ships gotta do something weird, right? It's their motif!
I could go through the entire list and nitpick but overall I think all the changes and additions are great. Its gonna be fun to go in blind to good ol' vanilla and experience new stuff once again.
Cool! If something in particular does seem "off", I definitely don't mind hearing about it.
I remmeber reading somewhere that you said you would look into pirate fleets their composition and behavior in general as in at the moment they do not "feel" like pirates but more like a zombie faction - they have alot of ships, theyre bad and theyre suicidical to kill you, rather than being raiders trying to profit.
Hmm, I'm fairly sure I didn't say anything that specific. If I was talking about fleet composition, then it feels likely that this is covered by fleets being less top-heavy etc. As much as what you're saying makes sense, you also kind of just need some enemies to blow up, so... I mean, I'm not opposed to nods in that direction here and there, but just in general, going for a "real" pirate feel has downsides, I think.
Also someway to permanently deal with pather cells (such as destroying the faction as a whole or maybe a dedicated industry required either per planet or system) rather than the periodically having to destroy their bases.
Being able to deal with them permanently doesn't seem like a good idea. Going to look at the frequency of these types of events (and, in fact, I think I might've made some tweaks already; not sure if it's in the patch notes or not.)
most importantly however... RELEASE WHEN?
When ready!
Cool, cool, cool
Thanks for keeping spoilers to a minimum!
(I try! Have to spoil things sometimes, though, since it's kind of tough to not show off stuff that might get some attention... just in general, doing any sort of "marketing" (even in a broad sense) and "not spoiling things" are... not entirely at odds, but somewhat at odds.)
I like that there are now more unique industry items to find while exploring. The "unique stuff to find" was really not enough for all the "places to find stuff in". (I also wouldn't mind if there were some really unique stuff to find for the explorer who's currently not that interested in founding a colony, like hulls and weapons.)
Who's to say there isn't?
![Smiley :)](https://fractalsoftworks.com/forum/Smileys/default/smiley.gif)
Arrrph, I am a Pillaging Phase Pirate now! ![Grin ;D](https://fractalsoftworks.com/forum/Smileys/default/grin.gif)
Excellent, excellent!
Mhh, is there even enough difference left between "moving slowly" and "going dark" to warrant them being separate options? Seems like turning off your transponder and moving slowly archives almost the same thing as going dark. Minus the 50% detection range reduction, which could just be added to moving slowly.
I just had the though that it might be cool if only "go dark" would extend the phase field of phase ships around the entire fleet (and more effectively), but it would cost them CR at a slow rate. So without phase ships in your fleet there would be no "go dark" option and "move slowly" would take over that function.
"Go dark" is a bit easier to use for a longer period, just usability-wise, and it auto-toggles the transponder off, so that's more convenient, too. "Move slowly" is more of a thing you do intermittently. Still, I get what you're saying, hmm.
but... There is no good alternative to flaks in large slot (outside mods anyway). Devastator is horrible PD.
It did get buffed. And if it costs as much as regular flak, I'm not sure that I can agree that it's worse there. Regardless, it's certainly not worse *not*, it deletes fighter wings.
* What are the maximum colonies player can own, and maximum admins he can hire?
2 and 2, with +1 to each from a skill.
* With max player colony size at 6, do we get the cute size 7 images at size 6, or are they reserved for NPC colonies?
Ahh, good catch! Made those show up at 6 (and moved the small image to only show up at size 3, instead of 3 and 4).
Yeah as Histidine mentioned, the graph comparing the LN and Railgun came to mind. Just loading up the simulator with a ship with 2 LNs and then 2 Railguns will show you a drastic difference. Sure the Railgun is more versatile but who cares about that when you have a Sabot in gun form almost. Also every other Needler weapon is the most expensive on OP in their respective tier, so this would just look wrong. I agree with Foof, 8 OP for both would be perfect, 7 is too low for such elite weapons.
Also I kinda forgot about Mk IX, surprised there weren't any changes to it when most of the people agree it's very underwhelming. It really doesn't justify having 1.15 efficiency, sure the dmg/shot is respectable for a kinetic weapon but it's also wildly inaccurate. I'm glad Devastator got some love tho, one meh large ballistic less ![Smiley :)](https://fractalsoftworks.com/forum/Smileys/default/smiley.gif)
Hmm, I will keep it in mind. Wasn't really thinking about the Mark IX - it kind of seems the default, cheap, and somewhat subpar option. I'll give it a look.
EDIT: Maybe I missed it, but you forgot to add that the High tech blueprint package now has Fury instead of Apogee.
Ah yeah, one of those things that didn't make the notes - there's lots of minor stuff like that.
You've outdone yourself again, Alex! It's difficult to pick my favorite aspect of these patch notes, but the story points system in particular seems like something the genre as a whole has been missing: a way for the player to directly say "this, here, is what's most meaningful to my playstyle."
Not such a fan of the changes to colonies, though. Putting a hard cap on colony size basically forces the player to play "wide" rather than "tall" (in the parlance of 4X games).
Thank you!
Re: colonies - I don't think that's actually true, and in fact I don't think changing the colony size limit has many *gameplay* ramifications at all! Not in the presence of items that boost production, and story-point based industry improvements. You can do basically the same things as before, some maybe a bit worse, some a bit better. It's literally just a "number got smaller for feel reasons" sort of thing, mostly. I mean, colony income *will* be less - but not because of the size change, but rather because of the removal of the stability bonus to income.
(Well, if you build like 50+ colonies with AI Cores etc for income, then that will have less income than before because there won't be enough booster items to go around. But that's kind of a degenerate case that I'm not concerned about, if that makes sense.)
One last question: with the introduction of megaprojects, is there a chance we'll eventually see some kind of terraforming option introduced into the base game?
Maybe! Nothing I'd call a plan, but if it looks necessary for story reasons, or there's something particualrly compelling about it that comes up. This isn't something I'm actively aiming for, though.
Not much to comment this time around, looking solid. Thank you for your hard work.
Good luck with the playtests Alex, I know they can be quite time consuming.
Thank you! (And, ah, need to get through a number of things before even getting to those...)
Can we tell production not to build these extra weapons (i.e., build empty hulls)? Often, when I can build ships, I have more than enough weapons on hand, or I order the extra weapons I want too without relying on weapons provide by some random variant.
You can't, no. You can however sell them and weapon sell price is a lot better now. I'd also imagine weapon stockpiles will be a bit lower because selling looted weapons can be a significant portion of your income.
In current version, I've noticed that with -10% range (level 1 ECM skill) AI still performs decently, but with -20% (maxed ECM skill) AI just gives up and gets mulched into paste without too much of an issue - it becomes really skittish and can't fight back outside of capitals and fighters.
So here's the question - what is the max range debuff without any skills in next update?
Hmm, interesting, I'll need to keep an eye on it. The max debuff is 20%, but deployed ships grant a flat +2% each. Gunnery Implants also grants +6%/+3% when in frigate/destroyer. Given both of these, it'll be a lot easier to hit the limit if you have smaller ships on hand, which also means they have a shorter range, which may go some ways towards alleviating this.
On another note, High Scatter Amplifier. Is it still there? If it is, its 50% range decrease is pretty punishing for energy point defence weapons. Will you do anything about that?
It's still there. There's a tradeoff with using it; I'm not sure that's something that needs anything done about.
On that note, should producing fighters/weapons also generate supplies/fuel/crew like ship production does?
Since it does that, I'm going to go with "yes"
![Smiley :)](https://fractalsoftworks.com/forum/Smileys/default/smiley.gif)
IIRC that's "free" anyway, I don't think you pay for it.
Bombardments will cause other in-system colonies to stops trading with the player for some time, depending on their relationship with the bombarded colony
Does that mean if I sat bomb an annoying core world, that my own colonies within a system will stop trading with each other?
Hmm? No, it's just the usual "your recent hostile actions around <market> blah blah" and you can't buy/sell things there for a while.
Added a new, very rare and powerful enemy
What does "very rare" mean? Limited spawns like Legion14s, or (re)spawns rarely like rare drops (e.g., high-end uniques) in a Diablo game?
I'll just say that it's not farmable.
This is feels like an early christmas present. Can't wait to test it all out and start a new vanilla run. Really like the look of the new officer mechanics and i'm excited for the new raiding and marines.
Thank you
![Cheesy :D](https://fractalsoftworks.com/forum/Smileys/default/cheesy.gif)
Really looking forward to getting it out there, actually - super excited about it!
Question re: "Revenant"
This is such an odd combination of attributes I'm trying to wrap my head around it. I imagine a phase logistic ship has higher maintenance and you pay a premium for both the reduced sensor profile and the ability for a phase ship to escape from battle.
It's also a tanker/freighter hybrid meaning it likely won't be as good as dedicated freighters or fuel tankers in those specific tasks but something like 2/3rds as good as either in both categories (i.e a Destroyer-sized ship would have 200 cargo and 400 fuel capacity). I suppose if you have a phase fleet, you'll just want to keep adding more and more of these ships.
The real questions I have is whether or not its combat worthy and/or if it's counted as "next size up" like other phase ships in terms of logistical profile. Will I want a Revenant in my fleet if I'm not going "all phase?" Does it offer anything that having both having a Buffalo and Phaeton wouldn't?
You're mostly on the right track here, yeah. It's not a combat ship *at all*, and what it offers over other freighters is "phase field".
Come to think of it, how big is the Phantom and Revenant?
Destroyer and cruiser, respectively.