Oh well still cannot get the Weapon's base range directly...
I thought there were methods for that in WeaponSpecAPI? Ah, apparently not. Let me add them:
float getMaxRange();
void setMaxRange(float maxRange);
Congrats on the finished update!
Thank you!
This will throw NPE if the interaction target == null when I use custom dialog and a cargo picker.
Thank you, fixed.
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.
Thank you; made a note. Will fix this up in a bit.
Have put a few hours into it. So far, no major issue, it is a solid release.
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
Thank you! And, responded in that thread.
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.
Thank you, hope you enjoy
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?
Hmm yeah, it looks like a moons issue. Made a note.
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.
Ah, sorry to hear that! More detailed feedback about specifics would be handy, but this thread probably isn't the place for it.
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.
Right - it'll always be a bit tricky to ensure the AI doesn't back off so much as to avoid making the kill. "Much better but still present" is about where I'd expect it to be with the AI changes that were made.
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.
Hmm... is this vanilla? Offhand I'm not sure what this would be. If it's vanilla, could you send me your save? fractalsoftworks [at] gmail [dot] com
General feedback on new release:
omg omg omg!!!
That is all.
The first link in the updated blogpost links to the 0.9.1a changelog, not the 0.95 one.
Argh - thank you, fixed!
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.
I'll make a note!
Btw, the game already does something similar (but without the missions element); see the PlaythroughLog class.
The skill revamp is quite good, so far. Truly meaningful choices though the Elite Skills aren't quite as punchy as I originally thought. The one at the end of combat (which improves ship systems) has "+30 seconds deployment time." Great for a Frigate, I suppose but I'm already piloting a Fury and I'm still in the early game. I just don't think that "Elite" skill is all that Elite. Also, going back through the whole Combat Tree and grabbing Fighter bonuses (when I will likely never pilot a carrier) feels a little hard to swallow. I'm not sure if should be possible to "skip" skills in a tree using Story Points but I think I'd prefer that over getting skills I know I'll never see much benefit from. I think I understand the rationale but like "empty" Aptitude points in the last patch, it kind of feels empty (even though it isn't).
I know what you mean here, yeah. I'd actually like to make the Elite bonuses a bit punchier - they're great for some skills, and not nearly as great for some other ones.
Btw, the Fury is a nice starter ship. I purchased one from the black market probably 40 minutes into the run and it's been fun. However, I'm discovering its limitations in raw damage output. I have a Ion Pulser and Phase Lance along with a Reaper in the missile and 2 IR Pulse. Maybe if I could find some Heavy Blasters it would open up for me but the damage is very anemic against Ventures and Enforcers. (Enforcers are true bricks now and I love it). I say this because I think the Fury would be a really good "high-tech Fast Start" kind of option with an introductory malus (kind of like when the Scarab was an option and you were hostile with Tri-Tach to start). An undergunned Fury (maybe 1 D-mod), a TT Brawler, a TT Buffalo and a Dram.
(It sounds like this loadout doesn't have much sustained DPS, no? Both the phase lance and the Ion Pulser are bursty, and so is the Reaper. I think there's probably a way to kit it for a better TTK vs those kinds of opponents.)
Oh, and the Gates tab...oh my.
Hmmm!
Nice work, congrats!
Can't wait to get stuck into this one!
Thank you
Cosmetic issue:
Orbital stations are only displaying thier base on the campaign layer. Modules aren't showing at all.
You can still see the modules on the tooltip though.
Doesn't affect gameplay at all, but it looks odd seeing bare stations.
Thank you, will take a look.
1) Weren't we supposed to get a slightly more extensive "Settings" menu, with some toggable graphics settings to tweak in there, or am I mixing this up with some other game? Because I still can only adjust volume levels and about five toggles.
There's UI scaling options under "Options" in the launcher; I suspect this is what you mean.
2) Pressing ALT and hovering over items does not sell/buy them any more. Losing this is a shame. (And if that was a mod, just ignore this whining!)
You can enable this by setting altMouseMoveToMassTransfer to true in settings.json. (Ah, ninja'ed...)
Congrats on the release
One minor discrepency I noticed on the new launcher, is that the antialiasing warning message that pops up states at the end
"Otherwise, use 12 samples or higher".
I believe this should read 2, as I can only see antialiasing options going up to x8.
Thank you!
Ah, it's indeed 12. x8 is not really enough for it to look reasonable, imo; if it's only going up to 8 then that's all your card/driver supports, unfortunately.
I like the release a lot. Very nice skill system with meaningful choices. Contracts also very fun with a lot of stealth and raiding.
Thank you, glad you like these!
- The bounty contracts: I have taken 3 bounty contracts until now to kill a patrol in a star system. I have been hanging around the star system and all meaningful points (the base planet/station, jump points, nav/comm relay/etc...) for ~100 days but could not find the patrols for all 3 contracts. Am I just unlucky or anyone else experiencing this problem?
Hmm. I'll keep an eye on this; would also like to know if anyone else had this experience or has managed to find the patrols ok.