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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 595928 times)

Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1125 on: March 28, 2021, 11:10:13 AM »

What would it take to allow the ATP to install Dock mods?

Hmm - it wouldn't be that complicated, probably. Just... not something I want to touch for a hotfix. And since Asharu is *right there*, it doesn't seem like a very pressing issue.

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

:D

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

Thank you, noted!

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.

Hmm - will keep an eye on how this develops.


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

Fairly:
https://imgur.com/a/nR3Kun7


Spoiler
Well, two to be precise...
[close]

Spoiler
Ah, I see you haven't gotten *too* far along there... :)
[close]



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

Ah - I'm pretty sure that the listeners in ship stats are only for OP cost modifiers.

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.

Thank you! :D

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.

Thank you, noted!


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.

Hmm, yeah, it should probably mention that.


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?

Not those, no.

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

Thank you, made a note.

Quote
Black markets no longer sell combat capital ships (can still be acquired from arms dealer contact)
I just found a Conquest on Sindria's black market, so this change doesn't seem to fully work.

Thank you - made a note to investigate.



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.
Just wanted to say I'm really loving the update. Most skill choices are now giving me choice anxiety so a good sign that it's definitely an interesting decision to make now!
And story points are quite plentiful which is very nice, but stuff like eliting a skill feel like a no brainer every time. Very excited for what direction this is gonna go in.
Time to go back to working on my mod update...

Thank you!!

It would be fantastic to have access to the intel tab (or any map) during conversations. Case in point, I just printed the sector map (on actual paper, made from real wood!) so I have at least an idea if a job offer lays on my current route or in the opposite direction.

Hmm, yeah. That could be tricky on the backend of things. Another option would be to throw in a general purpose "this is where the thing is" widget into the conversation. Sort of like the location indicator in the colony list. Will keep this general idea in mind!

By the way, has anyone else trouble with the shift key in menus? It doesn't work for me all the time, not sure if it's my keyboard or if something in the game changed.


Nothing *should* have changed, so I'd be curious to know.

Contact reputation decay is too fast

Huh? AFAIK there's no rep decay.


What's the intended form of the new 0-Flux speed boost? Should it be active when flux is decreasing or only when a ship is completely disengaged? E.g., do I need to toggle off my PD whenever I see pilums? Should shields be inoperable while in use?

If you don't have the elite helmsmanship perk, it should be the same as before. If you do, then the boost is also active as long as nothing (such as, say, raised shields) is adding flux to the ship.

One thing that's kinda disappointing is that only combat related skills can be made elite

Ah - for Combat, that's the story point sink. For other kinds of skills, that aptitude generally unlocks more story point uses. E.G. more elite skills on officers, more s-mods to build in, etc. Also: the point of elite perks in personal combat skills is to make them feel better to take, like you're getting something that you wouldn't get just from sticking an officer into the ship. Given that rationale, there's really no *point* to having elite levels to other types of skills - it's just more story points to spend there.

Unrelated Addendum - Just encountered a bug with Disruption missions.
"The Task is done to $dsp_personName's specifications".
This happened when disrupting Thulian Raider Bases Spaceport, on behalf of another pirates wishes (This seemed odd to start with). I believe I recieved the mission from Derinkuyu Mining Station.

Thank you, noted!


can officers you find have more than one elited skill as well? If so this would make officer management a clearly superior choice to officer training.

IIRC they can. Not sure you're going to find 10 of 'em, though.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1126 on: March 28, 2021, 11:27:45 AM »


EDIT: One annoying mechanic is that Militarized Subsystems ships all count as combat ships, even when they're absolutely not intended for any sort of combat. I'm losing +1% max combat readiness on all ships because I've got two Salvaging Rigs with MS, pushing me four points over the 180 limit. What are salvaging rigs supposed to do in a fight, swipe space cranes at pirates?

I believe thats intended behavior - it is called Militarized Subsystems afterall, transforming it into a ship designed for battle. Combined with Auxiliary Support, its designed to let ordinally civilian ships be combat worthy.
It makes sense that is has this downside as well - 1 burnspeed, and doubled sensor output, and halved sensor profile is an absolute steal for the OP cost.

To put it in prospective, on a destroyer, you'd be getting half of Augmented Engines, which is worth 8 OP, and then insulated engines, worth 6 OP, and almost half of High Resolution Sensors, which I'll round down to being worth 4 OP. Thats effectively 18 OP worth of upside, for only 10 OP, with the negligable downside of doubled crew requirements, and if you're building it in, taking only one build in slot instead of 3.
On ships like a Kite, Gemini or Venture, sure, but I'm getting docked max CR because I've got (completely unarmed) Atlas, Prometheus and - one especially egregious example - salvaging rig ships with MS. What am I supposed to do in a fight with a 16 OP ship with zero weapon mounts, zero build-in fighter slots, no shield and Frigate-tier defensive stats? Confuse my enemies to death?

Atlas and Prometheus are basically in the same boat, really. I'd never use an Atlas as a makeshift carrier when a Condor is a superior carrier in every possible way, and it doesn't have the slots to be a PD platform (not to mention Atlases are so rare I'm literally turning to piracy for the civilian freighter ships, the loot therein is just bonus). Prometheus I could almost see being used as a makeshift PD platform, but that thing would be ungodly ungainly compared to, what, two Omens?

Put simply: Something has gone wrong when a Militarized Subsystems Salvaging Rig counts as a combat ship, but a civilian grade Venture does not.
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1127 on: March 28, 2021, 11:30:41 AM »

Is it intended for you to have to pay a story point (With 0% XP bonus to boot), every time you want to rescue a prisoner for a mission?
It seems odd, as the dialog indicates that you just have to pay their monetary offer to complete it, but the story point option is the only option available that actually progesses it, and using the story point also ends with you paying the full fee anyway.

Unless I'm missing something, this seems like a rather steep price to completing a mission, that as far I can tell doesn't have any special payout.


On ships like a Kite, Gemini or Venture, sure, but I'm getting docked max CR because I've got (completely unarmed) Atlas, Prometheus and - one especially egregious example - salvaging rig ships with MS. What am I supposed to do in a fight with a 16 OP ship with zero weapon mounts, zero build-in fighter slots, no shield and Frigate-tier defensive stats? Confuse my enemies to death?

Atlas and Prometheus are basically in the same boat, really. I'd never use an Atlas as a makeshift carrier when a Condor is a superior carrier in every possible way, and it doesn't have the slots to be a PD platform (not to mention Atlases are so rare I'm literally turning to piracy for the civilian freighter ships, the loot therein is just bonus). Prometheus I could almost see being used as a makeshift PD platform, but that thing would be ungodly ungainly compared to, what, two Omens?

Put simply: Something has gone wrong when a Militarized Subsystems Salvaging Rig counts as a combat ship, but a civilian grade Venture does not.

Think of it this way: The venture is a ship designed to be robust, thus making it combat worthy to an extent, but using civilian parts and components.

But you're trying to make a ship that wasn't designed to be robust, and forcing it into into that role. Upgrading all the components inside its hull to match combat specifications as best as possible. The ship wasn't designed for this, so its going to require specialised care and maintenance.

The only reason you'd therefor be making a ships internal components combat grade, and incurring that cost, is if the captain is preparing to use that ship for combat.

If the captain decides to make this renovation, and incurr the extra effort on a ship that could never be combat worthy, or he doesn't intend to bring into a combat scenario, then thats on the captain, no?

Just like you would question putting ITU on a Salvage Rig, you should now question putting Militarized Subsystems on it.
« Last Edit: March 28, 2021, 11:41:20 AM by Farlarzia »
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IonDragonX

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1128 on: March 28, 2021, 11:41:29 AM »

Alex are you sure you fixed capital spam? Every top end bounty has 7 capitals and like 10 cruisers in it
Fairly:
https://imgur.com/a/nR3Kun7
The first image is of an armada with 27 combat ships and they all have Officers. The second image is a fleet with 21 Officers. Isn't that unbalanced when the player can't even come close to half of that?
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1129 on: March 28, 2021, 11:42:16 AM »

Quote
Ah - for Combat, that's the story point sink. For other kinds of skills, that aptitude generally unlocks more story point uses. E.G. more elite skills on officers, more s-mods to build in, etc. Also: the point of elite perks in personal combat skills is to make them feel better to take, like you're getting something that you wouldn't get just from sticking an officer into the ship. Given that rationale, there's really no *point* to having elite levels to other types of skills - it's just more story points to spend there.
Point taken on the story point stink. Still would like logistics officers, though, since I still don't see much point in speccing into combat when I've got 8 officers to do combat and zero anyone to cover all the other skills my fleet wants/needs.

Is it intended for you to have to pay a story point (With 0% XP bonus to boot), every time you want to rescue a prisoner for a mission?
It seems odd, as the dialog indicates that you just have to pay their monetary offer to complete it, but the story point option is the only option available that actually progesses it, and using the story point also ends with you paying the full fee anyway.

Unless I'm missing something, this seems like a rather steep price to completing a mission, that as far I can tell doesn't have any special payout.
Raiding a planet allows you to "achieve other objectives", including breaking out prisoners, assuming you've got enough forces to commit to the objective. I think the quest tells you roughly how many marines you'll need?
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1130 on: March 28, 2021, 11:50:29 AM »

Is it intended for you to have to pay a story point (With 0% XP bonus to boot), every time you want to rescue a prisoner for a mission?
It seems odd, as the dialog indicates that you just have to pay their monetary offer to complete it, but the story point option is the only option available that actually progesses it, and using the story point also ends with you paying the full fee anyway.

Unless I'm missing something, this seems like a rather steep price to completing a mission, that as far I can tell doesn't have any special payout.
Raiding a planet allows you to "achieve other objectives", including breaking out prisoners, assuming you've got enough forces to commit to the objective. I think the quest tells you roughly how many marines you'll need?
[/quote]
I guess I missed this, mainly to it not being made very clear in the UI beside the mission screen itself - for other mission types, its either instantly completed upon reaching the planet with conditions met, or people in the comms directory marked with a quest symbol. I'd looked into the Raid screen, but since nothing was marked as being quest related, it was unclear if the mission was actually possible through raiding, and if so, which raid target I should choose.
Upon looking further, its under the first option of Aquiring Valuables and such.
Perhaps marking this option with a quest symbol would be useful for future idiots such as myself.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1131 on: March 28, 2021, 12:02:39 PM »

[Looks at images Alex posted of enemy fleets]

Waaaait a minute, those enemy fleets have like 30 officers. Doesn't that really wreck the ECM and NAV skills? I haven't reached that stage yet, but won't the player always be at -20% range?
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1132 on: March 28, 2021, 12:10:21 PM »

Is it intended for you to have to pay a story point (With 0% XP bonus to boot), every time you want to rescue a prisoner for a mission?
It seems odd, as the dialog indicates that you just have to pay their monetary offer to complete it, but the story point option is the only option available that actually progesses it, and using the story point also ends with you paying the full fee anyway.

Ah - that option should give you 100% bonus XP; made a note.

[Looks at images Alex posted of enemy fleets]

Waaaait a minute, those enemy fleets have like 30 officers. Doesn't that really wreck the ECM and NAV skills? I haven't reached that stage yet, but won't the player always be at -20% range?

You can get quite a hefty ECM rating; I think it works out. Will keep an eye on the feedback, though!


The first image is of an armada with 27 combat ships and they all have Officers. The second image is a fleet with 21 Officers. Isn't that unbalanced when the player can't even come close to half of that?

The player has many options at their disposal. The fleets posted aren't even particularly close to being the most difficult challenge in this release...
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1133 on: March 28, 2021, 12:23:51 PM »

I just got into position to raid a planet, and a Hegemony patrol showed up to try and stop me. No problem, just engage them and take them out, I can defeat them. So I bring down the fleet until all that remains is a Dram which wasn't fielded in battle before. Because it's a Dram with a swarmer SRM and two vulcans, no hullmods.

"Defending ships are present in sufficient strength to prevent any hostile action until they are dealt with"

Le :o? The whole "nearby hostile fleet (which you could just casually step on in any other circumstance) prevents you from doing something" thing was obnoxious enough before, but this is just a little bit ridiculous. Please adjust this, or explain to me how a single dram can prevent my fleet from raiding a planet single-handedly.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1134 on: March 28, 2021, 12:31:19 PM »

... let me make a note about this. I mean, I *could* probably explain it! But it's a fair point. Likewise for preventing salvaging/scavenging/etc.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1135 on: March 28, 2021, 12:56:21 PM »

A problem I've just noticed with the max CR skill is that it causes your fleet's max CR to oscillate depending on your fleet composition, and repairing up to that increased CR max drains supplies. For example I'm depositing my Valkyries because I'm done with them for now, and that brings me below the DP threshold worth of "combat" ships where I'm another getting +1% CR max from the skill. The resulting +1% CR max on my entire fleet costs me ~80 supplies if I only deposit one Valkyrie, ~70 supplies if I deposit all of them since there's fewer ships that need CR repair.

I have no idea how this could be fixed off-hand short of removing the DP limit from the skill, unfortunately.

EDIT: Quick correction because I was looking at the wrong field: It's only 14-13 supplies to repair, the ~80-70 supplies is the supply cost per day when repairs actually only take a matter of hours. So not as severe a problem, but still a problem.
« Last Edit: March 28, 2021, 01:01:33 PM by AcaMetis »
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Awe

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1136 on: March 28, 2021, 01:26:52 PM »

High resolution sensors on civilian grade+militarised systems don't increase sensor strenght anymore?

[attachment deleted by admin]
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1137 on: March 28, 2021, 02:13:03 PM »

Heh. You can get deserter bounties (and other missions) from your own faction now. And they'll use custom portraits/name lists if you have any defined.

Shame I couldn't find the target for the bounty tho.
It pointed to a system without specifying any further, but the fleet wasn't near any of the planets or any other obvious places (like asteroid fields etc).
Do they move around, or was it likely distracted with other fleets wandering about?
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Midnight Kitsune

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1138 on: March 28, 2021, 02:21:16 PM »

What would it take to allow the ATP to install Dock mods?
Hmm - it wouldn't be that complicated, probably. Just... not something I want to touch for a hotfix. And since Asharu is *right there*, it doesn't seem like a very pressing issue.
Oh oops, my bad.
I was talking about what it would take for ME to do it in a mod. Sorry about that!
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Hiruma Kai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1139 on: March 28, 2021, 02:39:29 PM »

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

Fairly:
https://imgur.com/a/nR3Kun7

Hmm. I'm seeing 388k bounties with 12 capitals.  See attached png for 12 Conquests (Plus 2 Dooms and 7 other cruisers).  Then again, I suppose that is not 30 capitals.  At some point there really isn't much option but bigger ships if you're limited to 30 in a fleet and your fleet point budget keeps going up.

[attachment deleted by admin]
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