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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599169 times)

Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1095 on: March 27, 2021, 07:53:01 PM »

: Panic in the streets! Dogs and cats living together! :
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shoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1096 on: March 27, 2021, 07:53:38 PM »

Thank you!

They do scale based on OP cost, actually - it's 1 story point regardless, but you get less bonus XP for more expensive mods.  I feel like that matters more than it probably feels like it matters right now.

(And, the top end challenges are pretty tough, so I suspect you'll need that power...)

Having gotten to this point...wow, you weren't kidding   ;D
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THEASD

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1097 on: March 27, 2021, 08:34:18 PM »

Maybe issue: shield shunt doesn't have a unique icon and uses heavy armor's icon.

I'm very happy to see the new heavy cruiser "Champion-Class" at first, it can provides extreme firepower(using heavy needle, tac lance and locust missile), protects itself with efficient shield, and engages in high speed. It can perform well in almost all fleet roles, defend/suppport/assault, seems nothings can't be held?
But... the combat soon turned out to be boring, since nothing can stop 2 Champion's co-work assault: fighters got scattered by anti-CV missiles, frigate can seldom escape after entering lance's range, destroyers just appeared and then disappeard, even battleship like Onslaught-Class can not endure their supportive firepower.
And, what's more:I can deploy more Champion-Class there.
Maybe it is too "universal" for such a 25DP ship, it has no significant drawback and just stand there beating almost everything out.
« Last Edit: March 27, 2021, 08:52:21 PM by THEASD »
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Also known as AnyIDElse.

Goumindong

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1098 on: March 27, 2021, 08:35:44 PM »

Alex are you sure you fixed capital spam? Every top end bounty has 7 capitals and like 10 cruisers in it
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1099 on: March 27, 2021, 08:48:25 PM »

Maybe it is too "universal" for such a 25DP ship, it has no significant drawback and just stand there beating almost everything out.
This sounds promising.  At least we have a decent ship that can lob Hammer Barrage and is not limited like Legion14 last release.
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Retry

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1100 on: March 27, 2021, 09:12:14 PM »

But... the combat soon turned out to be boring, since nothing can stop 2 Champion's co-work assault
Oh, I can think of one thing... 
Spoiler
Well, two to be precise...
[close]
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1101 on: March 28, 2021, 12:02:21 AM »

Maybe it is too "universal" for such a 25DP ship, it has no significant drawback and just stand there beating almost everything out.

Drawback is obvious - it's slow, which makes it easy victim for fast capitals (Odyssey and Conquest, or even just a charging Onslaught). Champion is 60 speed cruiser without mobility system, Odyssey is 70 speed capital with one.
« Last Edit: March 28, 2021, 12:04:23 AM by TaLaR »
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1102 on: March 28, 2021, 12:07:12 AM »

how to apply damagedealtlistener if not use afterShipCreation?
I mean, while I was developping UNGP, I use BuffManager, and member.getStats().addListener(), but it seems that it doesn't know apply it correctly
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My mods


Blake81

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1103 on: March 28, 2021, 12:27:57 AM »

Ho boy! At last! Here I go again, starting from zero until I can build my colony in Duz and Pe-

Quote
Randomly generated planets in the core (including Duzahk and Penelope's Star) should no longer be habitable

NOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!

My close-to-core habitable planets :'(

Oh well, I'll prolly still colonize them anyway, but man, I'll miss that habitability....
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Bishi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1104 on: March 28, 2021, 01:05:11 AM »

I can't believe how excited i am for an update to a game i bought in January 2013.
It's not like i play Bioshock Infinite or GTA V any more.

Keep up the good work sir.
« Last Edit: March 28, 2021, 01:07:37 AM by Bishi »
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Sts678

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1105 on: March 28, 2021, 01:58:41 AM »

Find a bug.
When a ship's d-mod is repaired automatically, the ship's class keeps unchanged (like Enforcer(d)) though there is not any d-mod.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1106 on: March 28, 2021, 03:24:45 AM »

The new raiding mechanic has a weird interaction where, after assigning 3/6 marines to a medium danger objective, assigning the remaining 3 marines to a minimal danger objective actually does more to reduce expected casualties than holding them back. The issue(?) is that assigning the remaining three to the minimal danger objective reduces the danger level of objectives from ×0.1 to ×0.06, whereas holding them back only adds another ×0.85 multiplier.

I'm not entirely sure if this is unintended behaviour, I could totally see this working as intended in a "send guys to cause a distraction elsewhere, then hit the priority target" kinda way, but if so the game should probably mention this interaction in the same place where it says holding marines back will reduce expected casualties.
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Zaizai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1107 on: March 28, 2021, 03:26:06 AM »

Can you capture every single unmanned ship? for example can i capture the one defending the cryosleepers? or there's a limit on what i can capture?
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Sarissofoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1108 on: March 28, 2021, 03:41:25 AM »

portrait_mercenary08
is not used anywhere
which is shame because its pretty cool

ProfessionalHuman

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1109 on: March 28, 2021, 05:42:00 AM »

OMG, it's finally there! i'm so happy! Thank you Alex! I hope mods will update soon. But i'm so excited that will play unmodded version anyway.
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