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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599281 times)

Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1230 on: March 30, 2021, 02:21:16 PM »

Oh, I don't think I've mentioned this yet: The new escort order is fantastic! I feel like my escorts are almost always doing the exact right thing. They don't get in my way, they cover my flanks, and they wrap around to attack targets in my frontal/side region.
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Drazhya

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1231 on: March 30, 2021, 02:33:20 PM »

Finally managed to punch above my weight (DP) against Remnant in the latest version, and with a Legion of all things. 1 Legion(XIV) backed by 1 Champion, both AI-controlled (with decent officers), won handily against 2 Brilliants, 2 Scintillas and 4 or so frigates.
The Champion has a lot of weapon slots, but not nearly enough flux to use them - a single Plasma Cannon uses almost all of it's max dissipation. It's basically a fat, tanky Sunder with a large missile. And, I guess, that's all it needs to be.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1232 on: March 30, 2021, 02:45:28 PM »

Congrats! I'm happy with the Champion - to me it seems like you have to build it for a purpose, but its flexible what that purpose is. Mine is 'anti small ship' at the moment, with a locust, heavy autocannons, and a tach lance. High energy focus lance with a range specialist officer and gunnery implants really overwhelms frigate/destroyer shields while also being potent fire support against cruiser and capitals. I want another one so I can play around with an (built in) SO Champion!
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pairedeciseaux

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1233 on: March 30, 2021, 02:51:36 PM »

Got strange event in a bar. Was told about possible Perdition blueprint location for 10K. After paying it I got rep boost. However when I traveled to the system there were no blueprints or quest marking of any kind (checked with the unlimited scan range). I'm OK with being lied by the AI but the problem is that quest will stuck in the Accepted unless I abandon it. No negative effects whatsoever but I really don't like that kind of litter in the logs.

1. Is it just a bugged quest or genuine con-action?
2. In any case, is it possible to auto-remove it from the list just as all other completed quests without manual abandon option?

Blueprints can also be in ruins of a planet. Did you survey everything and explore the potential ruins?

I have the same issue with a Phantom Blueprint mission.

Now that I have Neutrino Detector, I need to go back there and check if I missed something. Fortunately it is not far from core worlds.

I have to admit I suspect(ed) a scam.  ;D
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1234 on: March 30, 2021, 02:55:15 PM »

Haha my Phantom mission is in a triple ping red system... lets just say the fleet I originally took looking for it has a few more holes than is healthy and I didn't spend long looking!
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Pokpaul

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1235 on: March 30, 2021, 02:57:17 PM »

Loving all the new quests and things to do.

I quite appreciate it that in many cases it tell you how far a quest location is from you. Except for that could be in any direction.

Would it be somehow possible for the intel map to pop up during the mission dialogue, so that you could see exactly where you're going and where your other mission targets are and if it makes sense?

It would be especially nice when you want to clump missions together. Right now that can be a big pain.
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Wyvern

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1236 on: March 30, 2021, 03:07:08 PM »

Would it be somehow possible for the intel map to pop up during the mission dialogue, so that you could see exactly where you're going and where your other mission targets are and if it makes sense?

It would be especially nice when you want to clump missions together. Right now that can be a big pain.
As a note, this is much more of an issue for regular contacts than it is for, say, the Galatea Academy missions - and the key difference there is that the GA missions generally don't have timeouts, so if something comes up that's the wrong way you just... don't do it right then, and can go back later.
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Wyvern is 100% correct about the math.

Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1237 on: March 30, 2021, 03:42:37 PM »

Another hotfix up! Fixes one more save-loading crash, and a couple more misc issues. Also reduces XP required to get from level 10 to 15 substantially, and what's required to gain story points after. In particular, this means 2.5x faster story point gain past max level.

Full details on changes in OP.
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1238 on: March 30, 2021, 04:05:35 PM »

After some more playtesting, a few more oddities I noticed, this time pertaining to ship AI

Fighters: I've only seen this once, but I've had fighters (3 bomber wings from the same carrier) inexplictly stop functioning properly, and instead all tighly circling the exact same spot on the battlefield, right in the midst of enemy ships. Sadly I can't tell you much more than this.

Medusa Destroyer: Consistently refuses to aim, and thus fire its 2 frontal hardpoints, which really hampers its combat potential (Example image in spoiler). My best guess is that it is caused by prioritising getting 3 of the small energies on target, over the frontal hardpoints.
Spoiler
[close]

Edit: The new XP threshold changes caused me to jump from level 12 to 15. However, despite gaining 2 skillpoints from this, I only gained 1 story point.
« Last Edit: March 30, 2021, 04:14:44 PM by Farlarzia »
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Zaizai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1239 on: March 30, 2021, 04:22:19 PM »

So, I just finished off a 'couple' of very tough enemies (game spoiler, don't read if you didn't understand what I meant)
Spoiler
Had a blast. First time I tried without the ziggurat and I thought I could kill them, went behind with the hyperion and disabled it while the other one murdered half my fleet. didn't expect it to spawn more stuff so i couldn't do it. Second time i got the big guns and lost miserably, third time i used a monitor to peel one of them away while my paragon and ziggurat killed the other. I love stuff like this, trying out new loadouts to defeat a certain type of enemies etc. 
[close]
About the new thing
Spoiler
weapons
[close]

I really hate missiles because while powerful and you most likely won't use them all in a fight, I can't help but hate the fact that they are a finite resource, which makes me use them way too sparingly (I don't REALLY need to use them now, i can do fine without, i might need it later...). I realize that i just performed better if i put something else like more flux instead of the missiles...or just went piliums and salamanders.. 
Spoiler
And you added not one but two missiles that don't make use of limited ammo!? yes please! my only problem with that is the fact that they are too limited and you have to defeat the bosses to get it, wish i could get them earlier and in bigger numbers :p
[close]
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Organs

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1240 on: March 30, 2021, 04:22:38 PM »

So far I have encountered a couple problems others have mentioned in here, though I also noticed that after successfully bombarding Kapteyn Starworks the after-action message mentioned it as $entity.name
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Jarvis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1241 on: March 30, 2021, 04:24:59 PM »


Would it be somehow possible for the intel map to pop up during the mission dialogue, so that you could see exactly where you're going and where your other mission targets are and if it makes sense?

It would be especially nice when you want to clump missions together. Right now that can be a big pain.

What I usually do is decline the quest, go to the intel screen go to the second tab "planets", and filter to only stars and sort by name. It should be relatively easy to find the location mentioned in the quest, decide if it is worth taking, and if it is then go back to the bar or wherever you go the quest and accept it.

Though I do agree showing this information while getting the mission would be much more useful.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1242 on: March 30, 2021, 04:35:42 PM »

Fighters: I've only seen this once, but I've had fighters (3 bomber wings from the same carrier) inexplictly stop functioning properly, and instead all tighly circling the exact same spot on the battlefield, right in the midst of enemy ships. Sadly I can't tell you much more than this.

Thank you, I'll keep an eye out!

Medusa Destroyer: Consistently refuses to aim, and thus fire its 2 frontal hardpoints, which really hampers its combat potential (Example image in spoiler). My best guess is that it is caused by prioritising getting 3 of the small energies on target, over the frontal hardpoints.
Spoiler
[close]

Hmm - can't reproduce this at all over here, with a loadout that looks the same. Maybe the weapon groups you have on it are borked?

Edit: The new XP threshold changes caused me to jump from level 12 to 15. However, despite gaining 2 skillpoints from this, I only gained 1 story point.

Ah - on the bright side, you'll get more SP in the long run. Still, sorry :)
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1243 on: March 30, 2021, 05:13:39 PM »



Hmm - can't reproduce this at all over here, with a loadout that looks the same. Maybe the weapon groups you have on it are borked?


The weapon groups are visible in the bottom of that screenshot - fairly normal.
I forgot to mention, it was also piloted by an aggressive officer, maybe thats why?
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1244 on: March 30, 2021, 05:30:46 PM »

The weapon groups are visible in the bottom of that screenshot - fairly normal.
I forgot to mention, it was also piloted by an aggressive officer, maybe thats why?

Re: groups, ah, duh!

Still - tried same groups, aggressive officer, not seeing even a *hint* of the problem; it's always facing the Aurora head on. Strange.
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