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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599220 times)

Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1035 on: March 26, 2021, 07:05:39 PM »

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NoMercyForLudds_

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1036 on: March 26, 2021, 07:15:09 PM »

Hotfix is up! Re-download here.

Lol 3am here in Europe - I guess it's good I'm still in the office (home Internet would take ages to re-download the installer).
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1037 on: March 26, 2021, 07:23:09 PM »

Oh well still cannot get the Weapon's base range directly...
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xenoargh

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1038 on: March 26, 2021, 07:30:51 PM »

Woot! 

...now to see just how much got broken in Rebal, lol.
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Zym

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1039 on: March 26, 2021, 07:32:01 PM »

Congrats on the finished update!
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1040 on: March 26, 2021, 07:40:17 PM »

Code
	public void reportPlayerNonMarketTransaction(PlayerMarketTransaction transaction, InteractionDialogAPI dialog) {
if (pods == null && dialog != null) {
SectorEntityToken target = dialog.getInteractionTarget();
if (target.getCustomPlugin() instanceof CargoPodsEntityPlugin) {
pods = target;
}
}
processTransaction(transaction, pods);
}
This will throw NPE if the interaction target == null when I use custom dialog and a cargo picker.
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Sts678

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1041 on: March 26, 2021, 07:53:53 PM »

Hello, Alex.
I found a bug that d-mod can be freely removed after closing the Build-in hullmod menu.
Even though I did nothing in that menu.
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pairedeciseaux

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1042 on: March 26, 2021, 08:00:38 PM »

Have put a few hours into it. So far, no major issue, it is a solid release.  8)

I've noticed a non-blocking rendering glitch right from the campaign tutorial. The circle displayed around fleets is not properly rendered when antialiasing is ON, by the look of it. I've posted a message about it in the bug section: https://fractalsoftworks.com/forum/index.php?topic=20015.0
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lechibang

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1043 on: March 26, 2021, 08:11:50 PM »

Great, now my entire mod list is unusable.
Thanks a lot, Alex.

I hope that is a joke or sarcasm. You know sarcasm doesn't translate well to text, yea?

That was a joke lol. Anyways, congrats on the release. I'll make sure to play the hell out of the new content in the upcoming week.
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Hiruma Kai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1044 on: March 26, 2021, 08:18:44 PM »

Thanks very much for the release.  Overall it is looking very good.

Although I have found a counter example to one of your update notes:  Randomly generated planets in the core (including Duzahk and Penelope's Star) should no longer be habitable

For example, seed:  MN-6515539495321392923 placed a 125% hazard habitable Jungle world in orbit of a new random Gas Giant in the Duzahk system.  I'm wondering if somehow the recursive generation of planets around new gas giants may provide a path to still provide habitable worlds there.  Or is this intended but just rare?
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Sarissofoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1045 on: March 26, 2021, 08:19:56 PM »

There is plenty of great things in this update.
But...
I really dislike the new skill system. Its feel extremely limiting and artificial. I feel like there is practically no satisfying choice, not for min/maxing but for RP.
Its simply not fun.
The old system have its problems(mostly the empty usage of skill points to unlock skill tiers) but the new one feel worse in this category forcing me to take skills I don't want to be able pick skills I want.
No fun. Simply not fun.

The other(minor but annoying) issue is that unshielded ships still getting close to exploding enemy ships to get blasted. Its much lesser issue than in 0.9.1 but its still problem especially with bigger enemy ships. Although I am not sure how much it affect that my ships run with SO(so they have rather short range). Still they keep some distance and don't hug enemy ships more. When they face enemy frigates and destroyers its moslty fine - problem arise when they face enemy cruisers and up - the enemy explosion radius still can catch them in.
« Last Edit: March 26, 2021, 08:39:33 PM by Sarissofoi »
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EclipseRanger

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1046 on: March 26, 2021, 09:11:02 PM »

Another potential bug.I have a Log mentioning a Heavily Shielded Cargo crate which is out in Hyperspace.The Log writes normally until "..a shielded cache is located in the Unkown Location",which directs me to a place in Hyperspace that has nothing.No interactable Cache,nothing.Is it intended to spawn caches outside of systems??Am I missing some equipment/new mechanic??

Otherwise,amazing release.
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Luckspeare

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1047 on: March 26, 2021, 09:18:00 PM »

General feedback on new release:

omg omg omg!!!

That is all.
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Mach56

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1048 on: March 26, 2021, 09:19:30 PM »

The first link in the updated blogpost links to the 0.9.1a changelog, not the 0.95 one.
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Timid

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1049 on: March 26, 2021, 09:35:34 PM »

Is it possible, Alex to ask for Mission Listeners and Bar Event Listener to see if they've been started/accepted and then completed/failed?

I would like to do a mod that records the events of the player's actions, but I'm having a hard time looking for any sort of these listeners.
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