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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 595888 times)

Wyvern

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1170 on: March 29, 2021, 08:59:09 AM »

Unrelated to the above, I changed my monitor since I last played and the flashing effects entering and exiting menus or using a jump point are surprisingly strong, to the point where I've started turning away from my screen regularly. I'm not sure the best method, but it'd be really appreciated if there was a way to tone those down. Still worth it, though. ^^
Now that you mention this... yeah, those are surprisingly painful.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1171 on: March 29, 2021, 09:08:40 AM »

Haha if we are highlighting killer enemy ships: a pirate sunder with a level 6 officer. With 3 mining blasters and SO. Sounds like it should be easy right? Dangerous in bursts, but we've all popped dozens of similar ships.

Thing killed one of my destroyers in dramatic fashion, so I tasked 2 more Destroyers and a Falcon to deal with it. It then killed all of them too at the same time (all had offficers, though not maxed). I have no idea what exact combination of skills this thing had, but the only reason I killed it was because I snuck up on its rear with a HIL sunder.
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1172 on: March 29, 2021, 09:13:36 AM »

The cargo picker still not have a scroll bar...
Could that area not only be text panel but CustomPanelAPI?
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1173 on: March 29, 2021, 09:16:43 AM »

Thank you everyone for your feedback and bug reports! Went through everything and took some notes; my apologies for not replying in detail - really want to focus on knocking out some bugs today.

Unrelated to the above, I changed my monitor since I last played and the flashing effects entering and exiting menus or using a jump point are surprisingly strong, to the point where I've started turning away from my screen regularly. I'm not sure the best method, but it'd be really appreciated if there was a way to tone those down. Still worth it, though. ^^
Now that you mention this... yeah, those are surprisingly painful.

You can change:
"enableUIStaticNoise":true,
to false in data/config/settings.json
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HiddenPorpoise

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1174 on: March 29, 2021, 09:51:25 AM »

I really like the update. The writing shines and it does a better job of showing why the Sector is still in shambles after 200 years.

A shrike will not start a burn if escorting a fury no matter how badly it needs to. I suspect that the same is true for other plasma ships but I've only tested those two together.

The way auxiliary support scales currently I feel like I'm better off with a single extremely frightening militarized gemini or venture than sticking to the spirit of the skill. It also puts non weaponizeable civ hulls in an awkward position of weakening combat ships to get speed and sensor advantage which some transports don't have to deal with at all.

My assault hammerheads keep making odd decisions that are costing them easy kills or getting them dead. They will fire in short bursts instead of laying in while at point blank, at low flux, and with ammo feeders running or they will swing around to shoot with their side pd turrets instead, firing their main guns wildly. I can't tell if they are trying to pick new targets while in the middle of a duel or if they think that one more lmg is worth giving up the chainguns for while shooting shields.
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1175 on: March 29, 2021, 10:10:49 AM »

BTW, I mentioned that the nebula particles(or others?) seems use something like Tex/4 to locate the Sprite texture(I think that's something like Atlas sheet)
So, If I use sprites like that, combine several images into one image, will there be appearent performance improvement?
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Awe

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1176 on: March 29, 2021, 10:45:35 AM »

High Resolution Sensors has had an overhaul - its not broken,

Oh, I see now. Thanks.
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Zaizai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1177 on: March 29, 2021, 01:55:46 PM »

You can do pretty much anything with story points...except one thing, get more skills. 
I would love for a system like the colonies, the more skillpoints you get the harder it is to get the next one, but at least even if it requires 20 or 40 story points, the player would have an objective, a story points sink,  if he doesn't care as much about colonies. 
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1178 on: March 29, 2021, 03:02:33 PM »

Another hotfix is up! List of changes in the OP.
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Okawal

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1179 on: March 29, 2021, 03:18:07 PM »

small Typo in the Title (should be RC11) :D

And thank you, it fixed my save-game bug. Keep up the good work!
« Last Edit: March 29, 2021, 03:32:58 PM by Okawal »
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Knight Chase

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1180 on: March 29, 2021, 03:24:00 PM »

Does the Tachyon Lance sound not work for anyone else with this new patch?
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pairedeciseaux

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1181 on: March 29, 2021, 03:27:40 PM »

Does the Tachyon Lance sound not work for anyone else with this new patch?

Works fine one my computer with RC8 and RC10.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1182 on: March 29, 2021, 03:29:40 PM »

I'm having a blast discovering all the new things in the update! One thing I'm noticing so far as I advance into the midgame: enemy officer count and level is becoming a greater and greater problem.

My own main combat ships can keep up because of the 2 free hullmods. Thats enough to close the gap between their level 6/7 officers and my level 5's, but it costs me 2 story points per ship and makes losing those ships suddenly really bad. I've always liked to keep frigates around as distraction/support/torpedo boats even in larger fleets, but now they are up against enemy frigates with officer and they just cannot engage on equal terms. Against enemy admirals with the proper skills, even 2v1 my frigates are losing against what should be inferior enemies, as those enemies also have a 20% speed bonus that I've lost and a 20% range penalty in their favor.

Still early days in terms of playing, so this is very off the top of the head impressions!

[Edit] Oh snap hotfix!
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sector_terror

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1183 on: March 29, 2021, 03:38:20 PM »

I'm having a blast discovering all the new things in the update! One thing I'm noticing so far as I advance into the midgame: enemy officer count and level is becoming a greater and greater problem.

My own main combat ships can keep up because of the 2 free hullmods. Thats enough to close the gap between their level 6/7 officers and my level 5's, but it costs me 2 story points per ship and makes losing those ships suddenly really bad. I've always liked to keep frigates around as distraction/support/torpedo boats even in larger fleets, but now they are up against enemy frigates with officer and they just cannot engage on equal terms. Against enemy admirals with the proper skills, even 2v1 my frigates are losing against what should be inferior enemies, as those enemies also have a 20% speed bonus that I've lost and a 20% range penalty in their favor.

Still early days in terms of playing, so this is very off the top of the head impressions!

[Edit] Oh snap hotfix!

As a note: This can be fixed right now since settings.jsom has an option to cut the number of enemy officers, including the special "exctra" story-point cost oneS(they get I believe 2? per level of 'officer quality')
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Gothars

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1184 on: March 29, 2021, 03:42:13 PM »

I just want to say that I'm once again having a grand time with this game. I don't have that many opportunities to play atm, and when I find one I play pretty slowly and inefficiently. But between the intriguing story pieces, exciting exploration and rejuvenated combat, I'm really losing myself in the game when I play. That's rare nowadays. I know this is not my usual differentiated feedback, which might come later, I just wanted to say: Thank you, Alex.
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