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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 596074 times)

Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2070 on: June 26, 2021, 12:24:15 PM »

Right, yeah - you can tell which command it is on the map, and right-clicking things onto an existing Engage keeps its type.
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DancingMonkey

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2071 on: June 27, 2021, 10:51:32 AM »

I remember seeing like a month ago that there would be a final 0.95 release soon, do you have any timeframe for when you plan on releasing it?

I haven't got the chance to play much recently but as always great game I always recommend it to other people.
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IonDragonX

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2072 on: June 27, 2021, 10:57:40 AM »

I remember seeing like a month ago that there would be a final 0.95 release soon, do you have any timeframe for when you plan on releasing it?
??? ::facepalm:: Don't you know that, every time you ask for a date/time, it pushes it back a month?!  :'(
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2073 on: June 27, 2021, 12:01:14 PM »

Sorry, all timeframes are on  "when it's ready" basis :) That said, it *is* a .1 release, not a full-blown major release - but also, it'll probably be a bit more meaty than the typical .1 release, too...
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DancingMonkey

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2074 on: June 28, 2021, 06:35:37 AM »

Sorry, all timeframes are on  "when it's ready" basis :) That said, it *is* a .1 release, not a full-blown major release - but also, it'll probably be a bit more meaty than the typical .1 release, too...

oh so it won't just be a polish but actual extra content? more of a 0.96? Cool to know.
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Vanshilar

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2075 on: July 01, 2021, 09:48:54 AM »

  • Unusually high-level officers now only found in cryopods generated on Sector creation

Just curious, what are the chances of getting the level 10 officers that people post about here and there? I've started multiple new games looking for them (going into save file and looking for "l="10"" or "l="9""), but have never seen any above level 7. Yes I know that "maxSleeperPodsOfficerLevel" in settings.json is set to 7, but I'm wondering if vanilla has a hidden override that occasionally spawns level >7 officers, or if those are from mods (or the person changing settings.json).
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2076 on: July 01, 2021, 09:55:12 AM »

Any officer above level 7 is from mods, yeah.
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Vanshilar

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2077 on: July 02, 2021, 01:31:34 AM »

Any officer above level 7 is from mods, yeah.

Ahh okay darn :( Thanks for clearing that up.
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Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2078 on: August 13, 2021, 03:56:43 PM »

A tiny thing I just stumbled on: the player can find ships with safety overrides built in while exploring! Its apparently very rare as this is the first I've found, but I have a slightly used wolf with both SO and Hardened Subsystems built in.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2079 on: August 13, 2021, 04:28:17 PM »

Thank you - pretty sure this one is fixed in dev :)
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JAL28

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2080 on: August 13, 2021, 09:29:05 PM »

  • Unusually high-level officers now only found in cryopods generated on Sector creation

Just curious, what are the chances of getting the level 10 officers that people post about here and there? I've started multiple new games looking for them (going into save file and looking for "l="10"" or "l="9""), but have never seen any above level 7. Yes I know that "maxSleeperPodsOfficerLevel" in settings.json is set to 7, but I'm wondering if vanilla has a hidden override that occasionally spawns level >7 officers, or if those are from mods (or the person changing settings.json).

While level itself never goes above 7, it seems that enemy captains do actually have a "shadow level" represented by their skill count, which can go up to(as I have observed currently) 9. This can be observed by killing fleets with the Capture Crew and Captains mod enabled, some level 7 captains can have over 7 skills despite them not having a corresponding level.
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Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2081 on: August 13, 2021, 09:39:56 PM »

(This just applies to enemy fleet commander skills; they don't count against their level but rather the number of fleetwide skills is determined by it, iirc. So the level is always an accurate representation of the number of combat skills an enemy officer has.)
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JAL28

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2082 on: August 13, 2021, 09:42:37 PM »

Oh, well that's interesting.

But that brings the question...just how broken will the game be if you make a fleet entirely composed of captured fleet commanders?
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SCC

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2083 on: August 14, 2021, 05:54:50 AM »

They don't seem to be commanding any fleets if they're serving as ship officers in your fleet.

Alex

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #2084 on: August 14, 2021, 08:16:52 AM »

Right, yeah - fleetwide skills only apply if they're on the fleet's commander.
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