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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599210 times)

vholes

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1800 on: April 22, 2021, 03:42:06 AM »

Hi,

A minor note - since at least 0.91 when I bought the game, the Linux version gives the relatively high severity error message

Security framework of XStream not initialized, XStream is probably vulnerable.

This shows up on the second and subsequent invocations of "sh starsector.sh > junk" in a terminal window.

On a different note, a minor QOL improvement I would much appreciate would be basic cursor text editing so I could rename "ISS Ten Thousand LIghtyears" to "VS Ten Thousand Lightyears" without having to retype the whole name.  I love the starship names, they add a lot of colour, but the prefixes get changed when they join my fleet.  ;)
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Havoc

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1801 on: April 22, 2021, 04:46:04 AM »

what linux dist do you use?

I'm playing on linux mint with openJDK  and ./ starsector.sh
it works but I can not switch to desktop while game is runnung
but no other issues yet (have not the newest patch but it is also .95a)
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SCC

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1802 on: April 22, 2021, 07:33:36 AM »

Is there a way to rearrange the default ability assignment in campaign? Every time I start a new game, I put emergency burn in the last slot and get rid of distress call and it wastes a lot of my time.

Aereto

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1803 on: April 22, 2021, 08:34:22 AM »

  • Tactical bombardments no longer count for "atrocities committed by player"

It's time to continue the orbital antimatter party.
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Retry

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1804 on: April 22, 2021, 08:49:15 AM »

There's no way Fury should have an equal or greater cost than an Apogee. Maybe play around a bit more with the nerfed Energy weapon mastery, because the old one made every non capital high tech ship seem vastly better than it actually is.
Fury doesn't need EWM to be exceptionally good.  I've never actually used EWM on my Furies (due to forgetting and getting Gunnery Implants instead).  Fury has a lot of things going for it at only 15 DP, if there's no other stat changes the Fury could easily become 18 DP.
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Grievous69

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1805 on: April 22, 2021, 09:05:02 AM »

There's no way Fury should have an equal or greater cost than an Apogee. Maybe play around a bit more with the nerfed Energy weapon mastery, because the old one made every non capital high tech ship seem vastly better than it actually is.
Fury doesn't need EWM to be exceptionally good.  I've never actually used EWM on my Furies (due to forgetting and getting Gunnery Implants instead).  Fury has a lot of things going for it at only 15 DP, if there's no other stat changes the Fury could easily become 18 DP.
What is exceptionally good about it lol? People start comparing it to Aurora and then go "woah 2 Furies is much better than 1 Aurora". Well duuuh since Aurora is overpriced, and I've been saying that ever since it got nerfed. Compare it to a Hammerhead plus a frigate escort and you'll see it's not that crazy. If any high tech ship needs a slap on the wrist then it's Apogee, it should be at least 20 DP. Only then we can start discussing the real place for Fury, but I still wouldn't go higher than 16 DP.
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Please don't take me too seriously.

intrinsic_parity

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1806 on: April 22, 2021, 09:29:13 AM »

I used to be on the 'apogee OP' train, but it is feeling a lot worse on this patch tbh. I think it's because my officers are better on frigates now, and unofficered ships are pretty bad now that every enemy ship has an officer. I think it's fine as is. I would rather have a fury now. A fury would definitely smack a falcon or hammerhead + omen. It can support heavy blasters very comfortably with lots of flux to spare for anti-shield and also it can mount multiple medium missiles if you want to go that direction. Aurora is also much stronger with skill changes.
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Retry

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1807 on: April 22, 2021, 10:33:22 AM »

There's no way Fury should have an equal or greater cost than an Apogee. Maybe play around a bit more with the nerfed Energy weapon mastery, because the old one made every non capital high tech ship seem vastly better than it actually is.
Fury doesn't need EWM to be exceptionally good.  I've never actually used EWM on my Furies (due to forgetting and getting Gunnery Implants instead).  Fury has a lot of things going for it at only 15 DP, if there's no other stat changes the Fury could easily become 18 DP.
What is exceptionally good about it lol?
Fury has
-Cruiser grade range
-Destroyer level base speed (90) with a forward mobility system that the AI no longer uses suicidally
(Compare to Falcon at 75 base speed and MJ, Falcon has a tiny edge in overall retreat speed and Fury has a significant advantage in overall pursuit speed)
-1 to 2 Medium Missile slots in a fairly flexible configuration at its DP is simply excellent
-Excellent flux dissipation relative to the weapons available, very good for a 15 DP combatant overall
(the combination of this factor and the missile factor allows for the Falcon to function as an excellent strike boat, able to use its huge flux dissipation to comfortably power a HB + 2 secondary small energy weapons in addition to the impressive output 2 medium missiles can produce.)
-Unusually cheap shield upkeep compared to its effectiveness, and compared to other high-tech cruisers.
(0.7 efficiency and 180 upkeep, compared to Apogee's 0.7 efficiency and 420 upkeep, or Aurora's 0.8 efficiency and 400 upkeep)
Quote
Compare it to a Hammerhead plus a frigate escort and you'll see it's not that crazy.
My current favorite All-Purpose Fury (HB, 2x EMR Sabot Pods, 2x Ion Cannons) convincingly KO's a Hammerhead + Omen escort with little fuss under AI control, and that's without skills, officers, or SP.  Against less premium and more likely escorts in the campaign (ex: Lashers, Brawlers, Centurions) the Fury will effortlessly chew through the duo unsupervised, and that's before taking into account force multipliers like skills and S-mods.

The default game variants probably struggle against the matchup, but the Fury's default variants are terrible.
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intrinsic_parity

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1808 on: April 22, 2021, 10:53:29 AM »

There are so many good combos for fury with all the buffed energy weapons. IR pulse lasers, am blasters, pulse lasers, ion pulser heavy blaster etc. can all be used effectively. I've been enjoying pulse laser + ion pulser + 2x am blaster with a reaper launcher.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1809 on: April 22, 2021, 12:35:51 PM »

Ok, oooone more hotfix - this one for an issue with the main storyline where
Spoiler
you couldn't escape from Magec using the gate
[close]

Apologies! Missed that somehow.
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1810 on: April 22, 2021, 01:38:19 PM »

Fury is okay and useful because it is cheap.  It cannot sustain two heavy blasters very well, but other energy weapons received buffs (while Heavy Blaster did not), so heavy blaster is not the only useful option.  Fury seems like a bigger Shrike.  I still think Aurora is overpriced (at least when map size is less than maximum), but it is not quite the lemon it was last release.  I probably prefer two Furies to one Aurora.
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vholes

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1811 on: April 22, 2021, 01:48:10 PM »

what linux dist do you use?

I'm playing on linux mint with openJDK  and ./ starsector.sh
it works but I can not switch to desktop while game is runnung
but no other issues yet (have not the newest patch but it is also .95a)

Hi Havoc,

I'm using Manjaro (Arch variant).  I can't help with why you can't Alt-Tab out of the game, it just works for me.  The openJDK in Manjaro is currently 8u282, older than the version you are running, interesting.  Arch variants generally run newish versions of software/libraries unless there are good reasons not to... something in the Manjaro core software must need openJDK 8.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1812 on: April 22, 2021, 01:59:58 PM »

Hi,

A minor note - since at least 0.91 when I bought the game, the Linux version gives the relatively high severity error message

Security framework of XStream not initialized, XStream is probably vulnerable.

This shows up on the second and subsequent invocations of "sh starsector.sh > junk" in a terminal window.

Oh - hi! Just wanted to mention, this isn't something to worry about. This could be a problem if, say, a program using xstream was downloading random XML files off the internet and some of them could be malicious. But since we're talking about a self-contained game loading XML files it itself is generating, it's not a problem.

On a different note, a minor QOL improvement I would much appreciate would be basic cursor text editing so I could rename "ISS Ten Thousand LIghtyears" to "VS Ten Thousand Lightyears" without having to retype the whole name.  I love the starship names, they add a lot of colour, but the prefixes get changed when they join my fleet.  ;)

(Yeah - I'd love to add that in at some point! It's kind of a royal pain, though - an outsized amount of effort compared to the result - so it's just never made it to the top of the TODO pile.)
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Ekibana

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1813 on: April 22, 2021, 02:40:55 PM »

I wonder when will the
Code
"altMouseMoveToMassTransfer"
be defaulted to true, I can't imagine playing without it honestly :)
(to those wondering, here's a video:
)
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WeiTuLo

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1814 on: April 22, 2021, 02:59:19 PM »

I love that feature!
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