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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599284 times)

XpanD

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1815 on: April 22, 2021, 03:59:43 PM »

Same, one of the first tweaks I make to any new install.
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Soban

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1816 on: April 22, 2021, 04:12:30 PM »

Story request/thought that I thought might be useful. Spoilers, careful.

Spoiler
Currently the story ends rather abruptly after you get gate access. Return to Galatia yay! And then nothing. No missions, nothing more from that with no clues or hints what to do next (Wait for next content expansion for example) etc.

Do you think it would be possible to add a "Perhaps you should come back later" or something for the galatia academy, or if you try to contact the headmaster at the academy. She talks about a coronal hypershunt before she gets angry, but even after that I went to secure one from the super spoopy aliens that shoot what looks like dark matter at you and bring the coronal hypershunt into a working order, there is nothing at Galatia. No option to tell "Hey I secured this hypershunt that's within 10 AU of a gate" or something to the headmaster or someone else there to continue the story. Just an abrupt ending.

In the case that I'm a potato and have somehow actually missed something. Please do correct me. I'd love to continue the story. Perhaps the Galatia Academy missions could at least be kept going, as well if you've gotten all the way to the end, you're clearly a reliable little mercenary, so it wouldn't make sense, I think anyhow for them to not want to do business with you anymore. Or at least it does take replayablity away from the game since you lose access to all those missions.
[close]
« Last Edit: April 22, 2021, 04:14:19 PM by Soban »
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NoMercyForLudds_

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1817 on: April 22, 2021, 04:57:57 PM »

Story request/thought that I thought might be useful. Spoilers, careful.


You haven't missed anything. The story ends where you left it, for now.

Vanilla Starsector is a storytelling game, and it's not complete until the writers finish writing, which is hopefully in the next release.

If I remember it right, the last quest has a hint at it being the last, with some references to you stepping outside or gazing at the stars or smth like that.

I do understand your emotion though, and wish Starsector was finished here and now. The next best alternative is to play it with Nexerelin - at least it adds a win condition (and some badly needed dynamism in the Sector).
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oooh_senpai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1818 on: April 22, 2021, 06:51:25 PM »

New nav skill says that it gives +1% nav rating per hulls larger than destroyers, but i got only 5% with 7 cruisers (3 fury and 4 herons), is it a bug or carriers give only 0.5%?
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1819 on: April 22, 2021, 06:52:52 PM »

Just noticed that Heavy Industry and Fuel Production without items add no Pather Interest.  Forges and synchrotron still add +4 interest, but since the industries themselves add no interest like they used to, they are now +4 instead of +6.  Mining, Refining, and Tech Mining still add interest like last release.

Also noticed that adding new items added +4 to Pather interest.  After adding the black turret to my Ground Defenses and the cyro CPU to my Military Base, cells appeared.  Annoyed, I promptly removed the items.  Now I am half expecting interest from installing other items like the Dynamo on a gas giant or the 10 demand items (Hypershunt or Orbital Lamp) on Pop&Inf.

Unless I go for size 3 colonies, I can forget about most items except obligatory forge and synchrotron (because military bases demand too much), and I can certainly forget about hypershunt/fusion lamp.  What good is getting the reward from all of the items only to be tormented by zombie cells?  +1 industry from feeding the hypershunt does me no good if I get cells for the trouble.

Also seems like if I want to play with items while avoiding cells, I need lots of planets, which means Colony Management (instead of Industrial Planning).
« Last Edit: April 22, 2021, 06:54:55 PM by Megas »
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Baqar79

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1820 on: April 22, 2021, 09:43:12 PM »

@Megas
In my last game I didn't have any Pather interest (or at least I don't remember having any problems with them) despite having heavy industries with a Nanoforge and fuel production with a Synchrotron.  My hostility though isn't quite at 100% (89%), maybe that is the reason for that?  I've also never had Free Port on at any of my colonies. It's kind of nice not being bothered by the Ludic Path, though there still is a decent amount of pirate raids and expeditions.

Also with the doctrine changes there is quite a big difference in the fleet percentage as well now since that is a multiplier that comes after all the percentages (684% -> 537% which corresponds to 75% reduced to 37.5%), it's still pretty ridiculous, but I liked having a secure colony with silly sized detachment fleets.
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Lucky33

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1821 on: April 22, 2021, 10:16:41 PM »

OK, I did tested the new IM and it is almost completely useless compared to what it was. Now it's just a buff dedicated for the low-tech ships. And the whole Combat tier 3 is now has only single more or less universally useful thing - projectile speed. What is of course elite. Because it make sense to hide that everyone will like to have under SP while providing specialized stuff for free. And for the users of high-tech ships with paper thin armor optimized for EWM the whole thing is like "move along, nothing to see here, just waste your skill point and go". Same goes for Technology tier 3. Dedicated to carriers now.

I'd dare to remind you that we already had the skill system what required you to waste skill points for access to the nice stuff.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1822 on: April 22, 2021, 10:49:19 PM »

I have yet to play with IM beyond the destroyer stage, so I can't speak to how its going to play out for heavy ships, but it seems to be a good bonus. The skill is still reducing incoming damage by a pretty decent amount, still has -50% damage to weapons and engines so immediately protects from salamanders, ion chip, and medium hull hits knocking PD offline, and the elite skill protects hull decently.

It lowers the damage of a pulse laser to a hammerhead hull from 100/125 = 80% for no skill to 75/100 = 75% for non elite (not a huge reduction) to 75/150 = 50% for the elite skill, reducing the damage for that mid caliber weapon by 37.5% (quite large). For armor instead of hull, something like a heavy mortar round (110 HE for 220 damage) is going to do 67 damage to 41 damage for a relative reduction of 38.8%, or 38 damage with elite for a relative reduction of 43.3%. All the armor numbers are going to shift around as armor gets depleted, but that doesn't seem too bad, and I feel like a heavy mortar is a decently representative shot for mid caliber guns.

Lets see, for a tempest hull with elite, a pulse laser shot goes from 100/110 = 91% damage to 75/135 = 55.6% damage, or a 38.9% reduction in incoming damage. It goes from 14 shots to kill to 23 shots to kill. Thats a better bonus than damage control gives and is on top of 50% reduced damage to engines and weapons.

Its definitely a lot weaker than it was, but it feels reasonable to me. Without elite it protects armor pretty well (I'd need to do real tests to see how many more shots it allows, but I'd guess half?). With elite it protects hull pretty well - better than the industry skill that actually has a hull damage reduction % for mid caliber shots at least.

So yes the skill is weaker. But it seems to be in a reasonable shape instead of 'multiply hull by 4' levels where all but the largest shot size kinetic guns were reduced to doing minimum damage vs hull.
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1823 on: April 22, 2021, 10:58:28 PM »

With armor being finite and very limited resource (for high tech), IM has to be quite ridiculous (like it was) to be attractive enough to pick it over skill that buff flux efficiency (shields, damage output, more system uptime, etc) or speed.
Armor comes into play only after AI loses flux war (which becomes MORE likely for ships that pick this skill instead of alternatives), flux efficiency and speed matter always. If AI did armor-tank kinetics selectively like player, there would be more reason to consider IM.
« Last Edit: April 22, 2021, 11:00:43 PM by TaLaR »
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intrinsic_parity

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1824 on: April 22, 2021, 10:59:01 PM »

Most damage is boosted now because of officer spam, often quite significantly. Not sure how well armor really stands up to all the all the stacked damage boosts you can get without some crazy derelict contingent shenanigans
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1825 on: April 22, 2021, 11:15:52 PM »

Most damage is boosted now because of officer spam, often quite significantly. Not sure how well armor really stands up to all the all the stacked damage boosts you can get without some crazy derelict contingent shenanigans

I haven't had enough play time with the new values to know for sure. In RC12, an Enforcer with an officer could tank (with both shield and armor) the front of an onslaught with an officer for a long time without taking appreciable damage. Long enough to comfortably tangle and take their attention, eat the Onslaught's full flux bar, and still be at ~80% hitpoints. It couldn't solo an officered Onslaught (which would be crazy for a 9DP slow destroyer that can't kite at all) but it could comfortably tank all its firepower long enough for a few more enforcers to show up and secure the kill. Its probably not that good anymore: max armor went from 1200+150fpdr to 1200+50fpdr (not a huge change), and minimum armor for hull went from 214.5 to 114.5.
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Voxette

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1826 on: April 22, 2021, 11:35:18 PM »

Alex, is it really intentional that the non-combat phase ships count against the Phase Corps op limit?

I was hoping that would be patched. I don't know what purpose this serves, and it makes the description rather misleading.
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Gennadios

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1827 on: April 22, 2021, 11:48:19 PM »

One more thing, in the last update I ran across a hot, barren world with a decivilized population modifier. Found a smilar world to what I remembered in the current release. Named Tyronoe in the Morganna system in the new save, the only other modifiers are scattered ruins, abundant ore deposits, no atmosphere, and hot.

I don't know if this is a pre-made planet or a random generation bug, but it bugs the hell out of me every time I see it.
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Lucky33

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1828 on: April 23, 2021, 12:02:27 AM »

There is no reason in new IM for the thin armored ships. Like at all. Want the protection - pick the ship with more armor. Only after you maxed out the armor the reason to pick IM finally emerges. Hence specialized buff for the low-tech. But since we do not have the true low tech heavy frigate it is also exist mostly for heavier ships.

Not to choose Scarab for the EWM and provide its survivability, while it is almost always at the high flux, with armor skills but just pick Brawler insteed. Zero synergy. And all those minor buffs, like "it let you survive 25% more of low powered projectiles" are of no importance. It doesn't change the bigger=better paradigm. In this case, heavier armor. And if your choice is something else the whole tier is a waste of a skill point. With the further insult of the elite "projectile speed" option.

New skill system is about major things what makes the noticeable difference. Not about minor details. You don't have the skill points for them.
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1829 on: April 23, 2021, 12:11:12 AM »

At the very least the nerfed IM skill is not a generalist skill anymore. So combat 3 is now a pick between 2 specialist skills, and many ships don't benefit much from either.

Also, ships that do have enough armor to benefit from IM are mostly capitals. And would prefer RS anyway.

New skill system is about major things what makes the noticeable difference. Not about minor details. You don't have the skill points for them.

Yep, pick a small niche and hyper-specialize in it. Often to the point that you can optimally pilot only single ship.
« Last Edit: April 23, 2021, 12:13:47 AM by TaLaR »
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