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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 595761 times)

Arcagnello

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1725 on: April 20, 2021, 03:53:51 AM »

Potential bug: I don't think you should be able develop contracts with pirate/luddic path operatives located in raiding bases given the fact you blast them to smithereens the moment you find them  ???
Spoiler
[close]
This Abaeze Mendez fellow must feel right at home among the space debris orbiting a Barren World  ;D
Spoiler
[close]

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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

bonerstorm

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1726 on: April 20, 2021, 11:10:39 AM »

Potential bug: I don't think you should be able develop contracts with pirate/luddic path operatives located in raiding bases given the fact you blast them to smithereens the moment you find them  ???
Spoiler
[close]
This Abaeze Mendez fellow must feel right at home among the space debris orbiting a Barren World  ;D
Spoiler
[close]

Yeah you can totally do missions for these people and they pay out. If you develop the contact and the base blows up, then they should disappear - though I'm pretty sure I've seen a contact on a planet not disappear after the planet was decivilized or abandoned, so you have to delete them manually.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1727 on: April 20, 2021, 11:49:51 AM »

They move to another colony (and lose a level of importance) if the one they're on is decivilized. But this wasn't happening for the fringe pirate/Pather bases; fixed that up.
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Havoc

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1728 on: April 21, 2021, 10:06:09 AM »

I like the new patch
I know some are whining about the nerfed winbutton spark drover :p

had not so much time yet to test everything
improvements for me:
better enforcer^^, not overpowered but good
some new ships
new weapons( no idea how and where to use breach rocket)
elite skills with SP
SP evade scan/combat
more quests
contacts/friends
weapon/shipdealer

the only thing I would change is taking combat skill freely, so maybe only
Helmsmanship + Missle Specialisation

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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1729 on: April 21, 2021, 10:21:39 AM »

New build is up! Full list of changes in the OP.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1730 on: April 21, 2021, 10:30:55 AM »

Congrats Alex, thats a lot of fixes! Time for a new game :)
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shoi

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1731 on: April 21, 2021, 10:31:36 AM »

Is derelict contingent going to be looked at or will it be staying as is ?
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1732 on: April 21, 2021, 10:33:59 AM »

Quote
Safety Overrides can no longer be built into ships using story points
I suppose that solves that problem, but is there an ingame reason why Safety Overrides is the only hullmod that can't be s-modded? And why Pather ships can have SO build in anyway, albeit at the cost of having the Ill-Advised Modifications d-mod as well? This really sounds like a meta-game band-aid rather than anything that actually make sense in-universe...

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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1733 on: April 21, 2021, 10:34:31 AM »

Congrats Alex, thats a lot of fixes! Time for a new game :)

Thank you! Whew.

Is derelict contingent going to be looked at or will it be staying as is ?

It'll absolutely be looked at (and probably have a crowbar taken to it), but that's just not hotfix material.
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DatonKallandor

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1734 on: April 21, 2021, 10:36:26 AM »

I think if SO isn't supposed to be free (and I agree it shouldn't be), then pather ships with built-in SO should not be able to get the Ill-advised Modifications removed. Make the Ill-advised stick even through restorations and that problem is solved. It's weird that they can be fixed anyway - they're a result of the SO.
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Chikanuk

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1735 on: April 21, 2021, 10:39:28 AM »

Skills changes are generally bad, for example ECM now totally useless, this 10% is not worth the point =\
Well, at least fixes are good.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1736 on: April 21, 2021, 10:40:47 AM »

Quote
Safety Overrides can no longer be built into ships using story points
I suppose that solves that problem, but is there an ingame reason why Safety Overrides is the only hullmod that can't be s-modded? And why Pather ships can have SO build in anyway, albeit at the cost of having the Ill-Advised Modifications d-mod as well? This really sounds like a meta-game band-aid rather than anything that actually make sense in-universe...

See this thread for a fairly lengthy discussion of an alternate approach:
https://fractalsoftworks.com/forum/index.php?topic=20433.msg312668#msg312668

Anyway, as far as in-universe reason, this *definitely* makes sense. We're already talking about a "use story points to do something" mechanic, which is essentially "make up your own reason for why something special can be done". It's easy to make up a reason why SO can't be built in. It can be as simple as "the changes required are simply too extensive".

I think if SO isn't supposed to be free (and I agree it shouldn't be), then pather ships with built-in SO should not be able to get the Ill-advised Modifications removed. Make the Ill-advised stick even through restorations and that problem is solved. It's weird that they can be fixed anyway - they're a result of the SO.

I suppose! But it's kind of fun for Pather ships to be special this way. And since it's limited to a certain subset of ships, it's not an issue the way SP-built-in SO was/is.
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NoGround

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1737 on: April 21, 2021, 10:41:13 AM »

Quote
Safety Overrides can no longer be built into ships using story points
I suppose that solves that problem, but is there an ingame reason why Safety Overrides is the only hullmod that can't be s-modded? And why Pather ships can have SO build in anyway, albeit at the cost of having the Ill-Advised Modifications d-mod as well? This really sounds like a meta-game band-aid rather than anything that actually make sense in-universe...

I knew this should have been patched. Safety Overrides is disgustingly OP and I instantly started abusing the fact that I could build them in last patch, though I do agree with this being a "band-aid" fix. Only thing I can think of is the fact that Safety Overrides is the only one that makes ships purely more dangerous to deploy for both enemies and yourself.

On a side note, I haven't seen a single Commodity Procurement remote mission in 6 cycles (the entire playthrough). Is it a mod causing it or something else? I only have Nexerelin effecting gameplay atm.
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The Scout

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1738 on: April 21, 2021, 10:44:19 AM »

Uh alex
Spoiler
hypershunt
[close]
, and
Spoiler
Catalytic Core
[close]
are not spoilers, but the
Spoiler
lamp
[close]
is worthy of being redacted? Is this a mistake?
« Last Edit: April 21, 2021, 10:46:20 AM by The Scout »
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1739 on: April 21, 2021, 10:47:41 AM »

Hmm what? I'm not seeing that in the OP :)
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