Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

Pages: 1 ... 64 65 [66] 67 68 ... 146

Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 606042 times)

kirpi17

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #975 on: March 26, 2021, 10:48:03 AM »

Best day of my life! Legit.
Logged

Ryan390

  • Commander
  • ***
  • Posts: 146
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #976 on: March 26, 2021, 10:48:42 AM »

Alex you beast!!! Thankyou so much!

I was wondering when the next update was.. Seems like you've done more of the story and included LOADS of cool stuff too!

Well done!!
Logged

flanker37t

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #977 on: March 26, 2021, 10:53:08 AM »

Oh my god, Alex, you wonderful beast, you!

Today is the day my wife finally went to a bar in, like, a year, and you release this exact day?!!

AWESOME!!
Logged

Tertius

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #978 on: March 26, 2021, 10:54:21 AM »

Oh man, it is out. Yes.  ;D
Thanks Alex and all of you who contribute for this amazing game.

I'm hyped lol.
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7271
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #979 on: March 26, 2021, 10:56:58 AM »

Woooooo!!!!

:Random noise of celebration, followed by silence, then the occasional frantic tapping of keys as I blow up:
Logged

SCC

  • Admiral
  • *****
  • Posts: 4168
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #980 on: March 26, 2021, 10:59:20 AM »

    Made some improvements to view panning
    • Should no longer hitch after it's stopped moving
    • Fixed issue that was causing it to finish out its movement along a single axis
This... This! It's important enough that I'm making a post about this alone.[/list]

Wyvern

  • Admiral
  • *****
  • Posts: 3805
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #981 on: March 26, 2021, 11:03:30 AM »

  • Selecting an empty group will now properly hide the weapons from the previously selected group
This... is not a positive change! I used the previous behavior a lot, allowing a group to operate on auto-fire while I was still able to see its firing arcs and range - important information when, for example, piloting anything maneuverable that uses turrets as its main guns. Please revert this.
Logged
Wyvern is 100% correct about the math.

Hussar

  • Captain
  • ****
  • Posts: 265
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #982 on: March 26, 2021, 11:07:57 AM »

Time to loose myself again and find out what's still broken Alex. ;D

<fingers crossed>

Quote
Randomly generated planets in the core (including Duzahk and Penelope's Star) should no longer be habitable
You know I'll test this to the extreme. I hope you pulled it off since any form of habitables in core worlds was bad. I hope it includes Hegemony space too (in fact they had the most habitable spawns in all core worlds from my memory).
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2847
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #983 on: March 26, 2021, 11:21:16 AM »

  • Selecting an empty group will now properly hide the weapons from the previously selected group
This... is not a positive change! I used the previous behavior a lot, allowing a group to operate on auto-fire while I was still able to see its firing arcs and range - important information when, for example, piloting anything maneuverable that uses turrets as its main guns. Please revert this.
I agree as well.
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7271
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #984 on: March 26, 2021, 11:44:05 AM »

  • Selecting an empty group will now properly hide the weapons from the previously selected group
This... is not a positive change! I used the previous behavior a lot, allowing a group to operate on auto-fire while I was still able to see its firing arcs and range - important information when, for example, piloting anything maneuverable that uses turrets as its main guns. Please revert this.
I agree as well.

Now that I think of it I used this constantly also.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24270
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #985 on: March 26, 2021, 11:45:14 AM »

Hmm - I'll have a look. It was a bug and it was thus pretty bugged, for example weapon status wouldn't update.
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #986 on: March 26, 2021, 11:51:06 AM »

  • Selecting an empty group will now properly hide the weapons from the previously selected group
This... is not a positive change! I used the previous behavior a lot, allowing a group to operate on auto-fire while I was still able to see its firing arcs and range - important information when, for example, piloting anything maneuverable that uses turrets as its main guns. Please revert this.
I agree as well.

Now that I think of it I used this constantly also.

Adding my contribution to the cause, i do occasional use this feature.

Also, thank you Alex for the update !
Logged

SteelSoldier

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #987 on: March 26, 2021, 11:59:08 AM »

HYPE, TIME TO DOWNLOAD THE GAME AGAIN!
Logged

sector_terror

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #988 on: March 26, 2021, 12:00:07 PM »

Just lookign through the skills on an initial runthrough. Wow, these are fantastically well balanced, with most of these being tough choices. Some are a bit on the nose but others are really hurting. Particular note to navigation V Sensors, and gunnery Implants V Energy Weapon Mastery. And some of those specialist rewards are incredible to boot. Well done
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24270
    • View Profile
Re: Starsector 0.95a (Released) Patch Notes
« Reply #989 on: March 26, 2021, 12:06:14 PM »

  • Selecting an empty group will now properly hide the weapons from the previously selected group
This... is not a positive change! I used the previous behavior a lot, allowing a group to operate on auto-fire while I was still able to see its firing arcs and range - important information when, for example, piloting anything maneuverable that uses turrets as its main guns. Please revert this.
I agree as well.

Now that I think of it I used this constantly also.

Ah - it looks like the arcs and range are still there, actually. Just the weapon list is gone.


Just lookign through the skills on an initial runthrough. Wow, these are fantastically well balanced, with most of these being tough choices. Some are a bit on the nose but others are really hurting. Particular note to navigation V Sensors, and gunnery Implants V Energy Weapon Mastery. And some of those specialist rewards are incredible to boot. Well done

:D
Logged
Pages: 1 ... 64 65 [66] 67 68 ... 146