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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 596030 times)

Satirical

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #990 on: March 26, 2021, 12:20:42 PM »

WTF i love this!!!
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #991 on: March 26, 2021, 12:28:22 PM »

The skills, I Imagine will have varying degrees of difficulty in thier choice, and it will be different for every player.
It actually looks quite intersting how everything has been split up.

*Industry skills are all mutually exclusive*
How dare you.
Spoiler
[close]
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #992 on: March 26, 2021, 12:33:09 PM »

*Industry skills are all mutually exclusive*

You *could* just go up the industry tree twice! Sacrifices made elsewhere etc etc.
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Goumindong

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #993 on: March 26, 2021, 12:56:40 PM »

Is it intended that the helmsmanship elite skill does not work with shields up as this is considered "generating flux" even if flux levels are decreasing?
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Carabus

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #994 on: March 26, 2021, 01:03:33 PM »

Is it intended that the helmsmanship elite skill does not work with shields up as this is considered "generating flux" even if flux levels are decreasing?

Having shields up never allowed you to use zero-flux boost, even though technically you could stay at zero flux. My guess it stayed the same.
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Goumindong

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #995 on: March 26, 2021, 01:11:26 PM »

Is it intended that the helmsmanship elite skill does not work with shields up as this is considered "generating flux" even if flux levels are decreasing?

Having shields up never allowed you to use zero-flux boost, even though technically you could stay at zero flux. My guess it stayed the same.


It did when you had the skill that increased the cap to 1%. Though i suppose that answers my question as the reason that you did not get the bonus at 0% was that you were "generating flux over 0%"
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #996 on: March 26, 2021, 01:14:07 PM »

Finally getting to play! First impression in the tutorial... new the flux venting graphics are very nice!
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haloguy1

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #997 on: March 26, 2021, 01:16:43 PM »

Finally!!! Hype is real! I'm looking forward to this one. Alex well done on another great update!
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Sarissofoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #998 on: March 26, 2021, 01:22:36 PM »

Blinding and eye gouging explosions still in base game.
Same for hidden starts and stipend from Galatia academy.
Also got first crash in battle.
« Last Edit: March 26, 2021, 01:26:19 PM by Sarissofoi »
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #999 on: March 26, 2021, 01:39:28 PM »

Ah, this came while my Starsector computer is non-operational.  It will be a while before I can play the new release.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1000 on: March 26, 2021, 01:39:48 PM »

Is it intended that the helmsmanship elite skill does not work with shields up as this is considered "generating flux" even if flux levels are decreasing?

Right, yeah. Anything that's adding flux, even if the net flux change per frame is negative, will cancel it out.

Finally getting to play! First impression in the tutorial... new the flux venting graphics are very nice!

Glad you like them!

Also got first crash in battle.

Would you mind posting the stack trace from the log?

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Satirical

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1001 on: March 26, 2021, 01:43:12 PM »

got a wierd bug that was fixed wierdly

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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1002 on: March 26, 2021, 01:45:34 PM »

Yeah, looks like using the memory management options causes problems on some/fair number of PCs (but, annoyingly, not on my dev box). In the hotfix (i.e. next few days) it'll be disabled by default and you'll be able to turn it back on in settings. Trying to investigate why it's happening and how to avoid it on a wide range of hardware/OS + driver versions/etc is... not hotfix material.
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Sarissofoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1003 on: March 26, 2021, 02:00:29 PM »

Would you mind posting the stack trace from the log?
I don't mind. Can you tell me where to find it? I knew but forget.

Gothars

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1004 on: March 26, 2021, 02:01:12 PM »

I just want to say that I love the quality of the writing. I'm making really slow progress because I'm reading everthing, often multiple times, and let the words unfold their images in my mind.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.
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