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Author Topic: Starsector 0.95.1a (In Development) Patch Notes  (Read 31609 times)

Alex

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Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 03:32:36 PM »

Please note: this version of the game is not released yet; these are the patch notes for the upcoming changes.

Changes as of November 05, 2021

Campaign:
  • Custom production mission (except for arms dealer) no longer offered at player's colonies
  • Scuttling ships with s-mods you've built in will now grant bonus XP
    • The total bonus XP from building in the hullmods and from scuttling the ship is 100%
    • Ships with s-mods that you didn't build in do not grant bonus XP when scuttled
    • This bonus XP is also gained of a ship with s-mods you've built in is lost and not recovered
  • Story raids made more difficult
  • Light-years map legend no longer shown in star system map view, only in hyperspace
  • Dialog for picking elite officer skills now allows picking multiple skills at once
  • Officers at or beyond max level and with maxed out elite skills can be "retrained"
    • Elite skills changed
    • Personality changed (+- 1 step)
    • Costs 1 story point and grants 100% bonus XP
    • Works on level 7 cryopod officers
  • Significantly increased XP required for officers to level up
  • Uncoupled story point gain rate after reaching maximum level from what the actual maximum level is
    • Only matters if the maximum level is increased beyond the vanilla maxium
    • Before this change, doing this would make story point gain at max level significantly slower
  • Significantly increased XP required to go from level 1 to level 5
  • Somewhat less significantly increased the XP to go from level 5 to 10, as well
  • Officers found in sleeper pods:
    • Now either level 5 or level 7 (no level 6)
    • Level 7 pod-officers have 5 elite skills
  • Number of level 7 ones is limited to 4 per Sector total
    • If less than that spawn during Sector creation, they can be found in new derelict ships
  • Increased mercenary officer contract duration to 2 cycles (was: 1 cycle)
  • Increased max number of recoverable ships to 24 normal/24 "difficult" recovery (was: 16 and 16)
  • Reduced variability in loadouts in AI-controlled fleets and in general improved their quality
  • Missions will present the player with a map showing the initial destination/mission target's location
    • Can also open the intel screen when this map is shown
  • Significantly reduced supply cost to stabilize cargo pods
  • Interdiction Pulse: now slows the fleet using the ability instead of stopping it
  • Added slipstreams to hyperspace
    • New slipstream systems form in hyperspace twice per cycle
    • Can drastically speed up travel and cut fuel use
    • Loosely follow certain patterns that can be figured out
  • Added sensor ghosts to hyperspace
  • Raiding:
    • Fixed issue that was causing too many blueprints to be found on smaller colonies
    • Blueprint drops no longer entirely based on which are already known
    • Fixed case where having more marines could sometimes increase casualties for the same raid
    • Stability penalty now based on number marine tokens committed to raid
    • Fixed issue that was preventing repeated raids from reducing the availability of supplies (and other commodities) at pirate and Pather bases
    • Reduced the base number of commodities (supplies etc) from raiding by 80%
      • Functionally, raiding is now *much* more profitable where there is excess on the market
      • And stops being profitable for a given commodity once that excess goes away
    • Amount of deficit caused by raiding is unchanged
    • Reduced number of commodities gained when raiding a commodity that has an "excess" on the market
      • Still highly profitable
      • Fixes exploit of selling to create an excess, then raiding back more than was sold
    • Reduced marine casualties from raids
    • Fixed issue where multiple custom raid objectives would show up when only one of them should have given the context
    • Fixed issue with "time until commotion dies down" text not being highlighted in some cases
  • Post-battle "consider ship recovery" option will now use the story color when only "difficult" recovery is available
  • During post-battle ship recovery, if ships on your side were lost, continuing without recovery will go through a confirmation dialog
  • Distress calls will no longer be generated from a system with disrupted jump-points
  • Commerce: reduced base income bonus to 25% (was: 50%)
  • Trade fleet departure intel will not be deleted after fleet's departure if it's marked important
  • Production report intel will not be deleted for at least 30 days and not at all if marked important
  • Star system that becomes permanently inaccessible REDACTED will now become accessible again after around a cycle
  • Removed "major events" tag from intel as it wasn't actually used by anything
  • Arms dealers:
    • Significantly increased probability of arms dealers being found in bars
    • Improved inventory available
      • For example, a "very low" importance dealer would have a good selection of small weapons of one type
    • No longer restricted to just "rare" ships/weapons/fighters
  • Ships will have high production quality regardless of colony the order is placed in; at most 1 d-mod
    • Reduced markup cost to 200% (was: 300%), and to 150% when at 100 relationship (was: 200%)
  • Added the new colony-related items to Tech Mining's initial finds
  • Slightly reduced drop date of colony-related items from various salvage
  • Added Fullerene Spool to Eventide (this ensures Sindria's fuel production is in full swing)
  • Population growth penalty shown in hazard rating tooltip now accounts for colony size
  • Removed low stability requirement from "mercs and the run" bar event so it should show up more frequently
  • Cancelling an in-progress industry upgrade now only refunds 75% of the cost (unless the progress is zero)
  • Increased length of time patrols are willing to pursue for
    • Primarly, this makes it more possible to distract them and go around
  • Added "introduce false readings" option to sensor arrays
    • Patrols and similar fleets may go to investiage these
  • Added new mission that takes the player to the Galatia Academy
  • Interacting with abandoned stations (such as the one around Asharu) now plays the salvage/survey music
  • Toned down high end pirate bounties (far too many capital ships due to an oversight)
  • Limited maximum supply use for being over capacity to 50 per day per type of capacity, i.e. 150 total
  • Various campaign missions: added text showing currently available credits where it was missing
  • Campaign tutorial: made initial quicksave instruction more difficult to miss

Skills:
  • Note: this list is not comprehensive, but should cover the main changes
  • Skill effect text now shown at full brightness
    • Unless the player has the skill but not its elite effect, in which case the latter is dark to make it clear it's not unlocked
  • Rearranged skills in a different tier structure for each aptitude, retaining 2 top-tier picks in each
    • Choose enough skills in lower tiers to unlock the next tier
    • Can skip a tier by taking more skills in lower tiers instead
  • Skills within a tier are no longer mutually exclusive
    • Reaching the top tier requires 4 points, plus 1 more to actually take a top-tier skill
    • Taking the second top-tier skill requires spending 2 more points in lower tiers, plus 1 more for the skill, for 8 points in the aptitude total
      • This replaces wrapping around entirely
    • Skills that have been made elite and reassigned can be re-made elite at no cost
  • Elite skill levels are generally a bit more powerful
  • All skills can be unassigned, there are no more permanent skills
    • Unassigning skills that gave additional s-mods will result in s-mods being removed (the player can choose which for the ships in their fleet)
    • Unassigning skills that boosted officer level/elite skills will result in either the officer becoming a mercenary on a new contract, or losing excess skills
    • And so on
    • There is a mechanism for mods to "undo" the effects of any custom skills not covered by this
      • And a built-in handler for the "ship over maximum ordnance points" case
  • Gunnery Implants: reduced recoil reduction to 25% (was: 50%)
  • ECM/Electronic Warfare:
    • Generally reduced bonuses to be more in line with the new maximum impact of 10%
    • ECM Package: reduced to 1/2/3/4% (from 2/3/4/5%); OP cost redcued/adjusted proportionally
    • [REDCATED] ECM: reduced values
    • Electronic Warfare skill: reduced per-ship bonus to 1% (was: 2%)
    • Gunnery Implants: reduced bonus to 4/2/1% (from 6/3/1%)
    • Sensor Array: retains its +5% bonus; becomes comparatively more significant
  • Automated Ships:
    • Rampart: reduced deployment cost to 15 (was 25)
    • Radiant: increased deployment cost to 60 (was: 40)
    • Improved description of skill and Automated Hullmod to explain the -100% penalty and the skill offsetting it
    • Automated ship points threshold for full +100% CR bonus increased to 100
    • AI cores now act as multiplier on ship's deployment points instead of being a flat point cost
      • Gamma Core: 2x, Beta Core: 3x, Alpha Core: 4x
      • Radiant with an Alpha Core and +30% CR from other sources gets 50% max CR
    • AI cores no longer conribute to deployment points in human-led fleets (safety interlocks.)
  • Special Modifications: removed, effects assigned elsewhere
  • New technology skill: Cybernetic Augmentation, +2 elite officer skills
  • New technology skill, top tier: Neural Link
    • Allows rapid transfer between two ships with the Neural Interface hullmod
    • Transfer is instant if combined DP is 50 or below
    • Uses "switch view to target" key for transfer
    • Both ships benefit from the player's personal combat skills at all times
  • Flux Regulation:
    • Bonus capacity/dissipation bonus reduced to 10%
    • Now also increases maximum vents and capacitors by 5
  • New industry skill, personal: Ordnance Expertise
    • +2 flux dissipation per ordnance point spent on weapons
    • Elite: +20 flux capacity per ordnance point spent on weapons
  • New industry skill, personal: Polarized Armor
    • Increases the maximum armor damage reduction to 90% (from 85%)
    • Based on the current flux level:
      • Increases effective armor for damage reduction only by up to 50%
      • Reduces EMP damage taken by up to 50%
    • Elite: +25% flux dissipation rate while venting
  • Field Repairs:
    • Moved periodic d-mod removal effect elsewhere
    • Removed d-mod removal on recovery effect
    • Increased deployment point thresholds and reduced repair effect magnitude
    • Added effect: recovered ships start with 30-40% hull and combat readiness
  • Bulk Transport: burn bonus increased to +2 (was: +1)
  • Containment Procedures: increased point threshold, reduced crew loss bonus
  • New top-tier industry skill: Hull Restoration
    • All of your ships always recoverable if lost
    • 75-90% chance to avoid d-mods (based on deployment points value, higher = lower chance)
    • +5% maximum CR per s-mod
    • Repairs d-mods roughly once a month
    • Additional chance to quickly repair one d-mod on a newly acquired ship, higher chance if more d-mods
  • New-ish combat skill: Combat Endurance
    • Most of the effects of Reliability Engineering (which is removed)
    • Removed "ship is always recoverable" effect since all ships with officers now are
    • Elite effect: limited hull repairs during combat
  • Helmsmanship:
    • Elite effect also grants a flat +5 to top speed
  • Point Defense:
    • Reduced bonus damage to fighters to +50% (was: 100%)
    • Elite effect: increased PD range bonus to 200 (was: 100)
  • Systems Expertise:
    • Elite effect: added 25% overload time reduction and 50% malfunction chance reduction
  • Missile Specialization:
    • Elite effect: added +10% damage dealt by missile weapons
  • Removed Ranged Specialization
  • New combat skill: Ballistic Mastery
    • +10% ballistic weapon range and damage
    • Elite effect: +50% ballistic projectile speed
  • New combat skill: Field Modulation
    • Replaced Shield Modulation and Phase Mastery
    • Has some of both of those skills' effects
  • Fighter Uplink: moved to Leadership, added 50% target leading accuracy bonus
  • Crew Training: removed peak time bonus
  • Weapon Drills:
    • Renamed to "Tactical Drills"
    • Reduced damage bonus to 5% but increased deployment points threshold
    • Added 50% bonus to raids and 25% marine casualties reduction
  • Wolfpack Tactics:
    • Removed 0-flux and command point bonus to flagship if it's a destroyer
    • Changed peak time bonus to be +50% instead of +120 seconds
    • Half of peak time and damage bonuses now applies to destroyers
  • New top-tier Leadership skill: Best of the Best
    • Increases maximum number of s-mods by 1
    • Deployment points increased as if starting the battle already holding a comm relay
  • New top-tier Leadership skill: Support Doctrine
    • Reduces deployment cost of ships without officers; gives them some other bonuses
    • Increases command point recovery rate
  • Removed Auxiliary Support
  • Damage Control:
    • Removed "ship is always recoverable" effect since all ships with officers now are
  • Elite: hull damage over 500 points in a single hit has the portion above 500 reduced by 40%
  • Impact Mitigation:
    • Elite effect now increase max armor damage reduction to 90% (from its base value of 85%)
  • Removed Colony Mangement, Space Operations, Planetary Operations
  • Increased base number of admins the player can hire to 3 (was: 2)
  • Admins now have either no skills or Industrial Planning
  • Added new "Hypercognition" skill for Alpha Core admins
    • Has a reduced version of the effects of Space Operations and Ground Operations
  • AI fleet officers get assigned skills based on the ship they're on, with respect to the suitability of:
    • Energy Weapon Mastery
    • Ballistic Mastery
    • Missile Specialization
    • Field Modulation

Combat:
  • Officer skills now shown on target reticle when the target ship is targeted
  • Ordering a full retreat will now retain any direct/regular retreat orders already given
  • Ships with officers or AI cores in command, or with any s-mods, are (almost) always recoverable
  • Adjusted placement of "defend" objectives for enemies/allies defending a station
    • Was: one defend order behind the station
    • Now: two defend orders at angles behind the station
    • More easily able to support the station without getting in the way
  • "Defend" assignment can now be placed on friendly ships
    • Right-clicking a powerful group of ships onto a friendly will also create this assignment
  • Default keybinding for "direct retreat" changed to "E"
  • Made changes to "show video feed"
    • Added a "quick feed" shortcut (default: Q) that shows the feed while the key is held down
    • The pause state of the game will be remembered when leaving a video feed
      • For example if the game is unpaused, it will not become paused as a result of using the feed
    • Pressing F again will no longer cycle the video feed source but will instead close the feed
    • Pressing F or Tab or Escape or any other means of exiting out the regular video feed will go back to the command map instead of some of them going back to the combat screen
    • View offset will be reset when showing a feed so the switched-to ship will always start at the center of the screen

Ships:
  • Added elite low-tech Heavy Frigate, Vanguard-class
    • Burn Drive system, Damper Field (on right click) instead of shields
    • Heavily armored but reasonably fast;
    • Built-in "Rugged Construction" hullmod
      • Reduces effect of d-mods by 50%, adds 50% chance to avoid new d-mods when lost
      • Almost always recoverable
    • Vanguard (P) version: same as the base version
  • Added low-tech Fast Cruiser, Eradicator-class
    • Accelerated Ammo Feeder system
    • Higher fuel cost per light year, higher burn
    • Eradicator (P)
      • System replaced with Burn Drive, deployment cost reduced
      • Primary combat cruiser in pirate fleets
  • Added low-tech Destroyer, Manticore-class
    • Large ballistic turret and some other support mounts
    • Built-in Ballistic Rangefinder hullmod (see Hullmods section for details)
    • Canister Flak ship system - high-explosive area damage around the ship
    • Manticore (P) version: same as the base version
  • Dominator:
    • Increased ordnance points to 200 (was: 190)
      • XIV version gets +10 OP as well
    • Increased flux dissipation to 500 (was: 450)
    • Substantially increased hitpoints
    • Reduced shield upkeep to 0.4 (was: 0.5)
  • Hound: added "Rugged Construction" built-in hullmod
  • Cerberus: added "Rugged Construction" built-in hullmod
  • All derelict drones: added "Rugged Construction" built-in hullmod
  • Kite (S) now has 30 ordnance points
  • Tempest:
    • Replaced "High Energy Focus" ship system with "Termination Sequence"
    • Turns one of the drones into a high-damage guided missile
  • Falcon (P): increased deployment cost and supplies/month to 20 (was: 15)
  • Fury:
    • Increased deployment cost and supplies/month to 20 (was: 15)
    • Added to high tech blueprint package
  • Hyperion: increased deployment cost and supplies/month to 20 (was: 15)
  • Afflictor: increased deployment and maintenance costs to 10 (was: 8)
  • Afflictor (P): reduced deployment and maintenance costs to 6 (was: 8)
  • Shade (P): reduced deployment and maintenance costs to 6 (was: 8)
  • Wolf (P): reduced deployment and maintenance costs to 4 (was: 5)
  • Omen: increased deployment and maintenance costs to 6 (was: 5)
  • Brawler: reduced deployment and maintenance costs to 5 (was: 6)
  • Scarab: reduced ordnance points to 55 (was: 60)
  • Lasher: added built-in "Ballistic Rangefinder" hullmod (see Hullmods section for details)
  • Legion: substantially increased armor and hitpoints
  • Drover: fixed issue that caused returning bombers not to relaunch instantly while system was active
  • Apogee: removed from high tech blueprint package
  • Atlas Mk.II: increased burn level to 7 (was: 6)
  • Prometheus Mk.II:
    • Increased burn level to 7 (was: 6)
    • Reduced supply cost to 30 (was: 32)
    • Increased hull to 15000 (was: 11000)
    • Increased armor to 1500 (was: 1300)
    • Ordnance points increased to 240 (from: 220)
  • Vigilance:
    • Increased flux dissipation to 180 (was: 130)
    • Increased flux capacity to 2000 (was: 1900)
    • Changed turret type from energy to hybrid
    • Reduced top speed to 110 (was: 130)
    • Increased shield arc to 150 (was: 120
    • Increased hull to 1500 (was: 1000)

Phase ships:
  • Campaign stealth bonus is now a multiplier based on the sensor strength of the top 5 phase ships
  • Revenant/Phantom no longer count as combat ships for purposes of deployment-points-total-based skills
  • Phase cloak reduces top speed as hard flux goes up, down to 33% speed at 50% hard flux while phased
  • New hullmods:
    • Adaptive Phase Coils: increases hard flux level for minimum speed to 75%
  • Phase Anchor:
    • Reduces phase cloac activation flux cost to 0
    • Increases soft flux dissipation and weapon cooldown/charge regen by 2x while phase
    • One ship *per battle* can execute an "emergency dive" maneuver instead of being destroyed
      • Counts as retreated instead and loses an extra deployment's worth of CR
    • High ordnance point cost and can not be built in
  • Quantum Disruptor: removed charges, now just has a 30 second cooldown
  • Mine Strike: reduced range to 1000 (was: 1500)
    • Improved how the omni shield AI prioritizes mines
  • Fixed AI issue that could cause phase ships to perform their attack runs suboptimally
    • And could occasionally cause them to hover inside the target ship
  • Increased durability (hull and/or armor) of phase ships significantly, especially smaller ones
    • (Phase capital ship stats unchanged)

Weapons/fighters:
  • Support fighters will now prefer attacking the target of the ship they're escorting
  • Light Assault Gun: increased range to 700 (was 600)
  • Light Autocannon, Light Dual Autocannon
    • Increased range to 700 (was 600)
    • Reduced flux/shot to 40 (was: 50)
  • Arbalest Autocannon:
    • Increased damage to 200/shot (was: 150)
    • Increased flux/shot to 150 (was: 120)
    • Increased refire delay to 1.2 seconds (was: 1)
  • Thumper:
    • Ammo capacity is 60, regenerates 20 ammo (enough for 1 burst) every 4 seconds
    • Takes 1.5 seconds from the start of one burst to the start of another
    • DPS when ammo runs out, from regeneration only, is same as before
    • Increased OP cost to 7 (was: 6)
  • Spark Interceptor Drone:
    • Adjusted High-Delay Burst PD Laser: half the burst damage, but +50% sustained DPS
  • Cryoblaster:
    • Reduced damage to 1250 (was: 1600)
    • On-hit visuals for fading-out-past-max-range shots now match the fade-out level of the shot
  • Proximity Charge Launcher:
    • Increased rate of fire to 1/second (was: 1 per 3 seconds)
    • Reduced range to 1000 units (previously, could coast to almost twice that)
    • Significantly increased missile hitpoints
    • Significantly increased launch speed; still slows down near end of effective range
    • Increased ammo to 50 (was: 30)
    • Changed explosion visuals
    • Flash Bomber version largely unchanged, aside from hitpoints increase
  • Heavy Mauler:
    • Now fires bursts of 3 shots with a long cooldown
    • Overall slightly lower DPS than before
    • Reduced flux/shot to 200 (was: 225)
    • Significantly increased accuracy
  • Breach SRM:
    • Increased anti-armor damage effect to 300 (was: 200)
    • Increased range to 1500 (was: 1200)
  • Heavy Needler: reduced range to 700, to match other needlers (was: 750, bothering me)
  • Resonator MRM:
    • Increased damage to 250 (was: 200)
    • Reduced flux per missile to 50 (was: 200)
    • Increased starting ammo to 8 (was: 4)
    • Can now fire a full burst every 2 seconds (was: every 5)
    • Ammo regeneration rate still the same; 10 seconds for a full burst's worth
  • Shock Repeater: reduced flux/shot to 25 (was: 75)
  • Hybrid (and other multi-type) weapons can now also be placed in a one-size-larger slot of their type like other weapons
    • For example, a small hybrid weapon can be placed in a medium hybrid slot (but not in a medium energy slot)

Hullmods:
  • Armored Weapon Mounts now also grants 25% recoil reduction
    • (When combined with the new Gunnery Implants bonus, the total reduction is around 44%)
  • Hardened Shields:
    • Reduced bonus to 15% (was: 25%)
    • Reduced ordnance point cost to 4/10/15/25
  • New hullmod: Ballistic Rangefinder
    • If ship has large ballistic slot: increase *base* range of all small weapons in ballistic slots by 200, and medium ballistic slots by 100, to a max of 900
    • Otherwise: increase base range of all small weapons in ballistic slots by 100, to a max of 800
    • Base range is changed, so, this bonus is affected by Dedicated Targeting core etc
    • Point defense weapons and ballistic weapons in non-ballistic slots are not affected
    • Hybrid weapons in ballistic slots receive double the bonus
      • And get at least +100 range, including large weapons, but still subject to the maximum
    • Can only be installed on destroyers and larger
  • Degraded Life Support:
    • Now also reduces maximum combat readiness by 5%
  • Increased Maintenance:
    • Reduced crew required increase and supply consumption increase
    • Now also reduces maximum combat readiness by 5%
    • Does not show up on automated ships
  • Faulty Automated Systems:
    • Now also reduces maximum combat readiness by 5%
  • Erratic Fuel Injector:
    • Now also reduces the zero-flux boost by 10 su/second
  • Glitched Sensor Array: reduced range penalty to 10% (was: 15%)
  • High Scatter Amplifier:
    • Added 10% damage bonus
    • Now reduces base beam range to 500/600/700 on frigates/destroyers/larger ships
    • (Previously: reduced range by half)

Ship systems:
  • Burn drive can now be toggled off by pressing the "use system" key, or interrupted by venting
    • AI adjusted to take advantage of this fact; much more aggressive with it
    • Uses similar logic to Hyperion's teleporter AI to avoid getting in bad positions

Ship AI:
  • Improved ability to follow orders when destination blocked by enemy ships
  • Fixed separate issue that could get the AI to freeze up/be indecisive about how to move to a location when there are enemies in the way
  • Significantly improved aggressiveness when chasing down non-combat ships
  • Fixed issue with aggressive/reckless officers in non-combat ships not making the ships aggressive enough
  • Made some incremental improvements in when not to try to dodge relatively insignificant missiles
  • Fixed issues with Hyperion's phase teleporter AI that:
    • Could cause it to teleport to unsafe locations
    • Could cause it to teleport away from danger too conservatively
  • Fixed issue that could cause the AI to fire too many HE missiles at an overloaded target despite being aware that it was overkill
  • Fixed issue that was causing autofiring weapons shooting at a phased ship not be concerned about friendly fire
  • Removed code responsible for making the AI try not to waste a large ship's time chasing down a small one and regroup with nearby allies instead
    • It was causing behavior that looked like refusal to engage
    • On consideration, a decision like this should be up to the player, via commands
  • Ships will now try to avoid getting in the firing line of ships that are at least as big as they are
  • Reduced number of cases where frigates bump into each other when many are attacking the same target
  • Fixed issue that would cause large ships to target/face towards small ships more than they should
    • It can still happen (sometimes there are no great moves available)
    • But it was much more likely to happen due to this issue
  • Fixed Damper Field AI issue that cause it to be used to defend against ship explosions when shields are available
  • Fixed issue that was causing medium and large PD weapons to be considered as non-PD for the purpose of calculating "minimum non-PD weapon range"
  • Fixed issue that could cause phase ships to sometimes uncloak near an enemy that's about to explode
  • Improved awareness of danger posed by the High Intensity Laser
  • Ships assigned to escort another ship will now engage the escortee's target more aggressively if there are no flankers to defend against
  • Fixed issue that caused ships to sometimes base their movement direction on presence of nearby friendly fighters
    • E.G. Tempest not reliably flanking a slower enemy
    • Issue only affected specific situations; had limited/no impact when facing multiple enemies

Miscellaneous:
  • Combat readiness tooltip now correctly states that CR affects top speed
  • "windowLocationX", "windowLocationY" in settings.json now also affects the launcher
  • Changed default battle size value to 400
  • New firing sound for Hammer torpedo (all versions)
  • Added firing sound for Proximity Charge Launcher (it didn't have one)
  • New Volturnian Lobster cargo sound (was using general luxury goods sound)
  • Holding shift while adjusting the number of vents or capacitors now goes even faster
  • "Claim Victory" will no longer require a confirmation dialog when no enemy ships are left on the field
  • Reduced duration of overload in basic combat tutorial

Modding:
  • Fighter bays on modules now count for fighter-bay-based skill effects
    • Only counts number of bays on base hull; i.e. Converted Hangar on modules would not be counted
  • Fleets with $cfai_ignoreOtherFleets set will no longer be pulled into battles involving the player when they're not the primary interaction target
  • Fixed issue with AmmoTrackerAPI.setAmmoPerSecond()
  • Added to ShipAPI:
    • float getAimAccuracy()
  • Added to InputEventAPI:
    • boolean isControlDownEvent(String controlEnumName);
    • boolean isControlUpEvent(String controlEnumName);
    • boolean isControlActivated(String enumName);
  • "toggle" ship systems with a duration > 0 will now deactivate when that duration is reached
  • phaseHighlight/phaseDiffuse images no longer automatically loaded for non-phase right click systems
    • Could still be loaded manually if needed for some reason
  • Added ship system status/charges/etc display for non-phase right click systems
  • Burn drive now allows the use of right-click systems that are not phase cloaks while active
  • Added new system AI: BURN_DRIVE_TOGGLE, for burn drive than can be toggled off
  • Added ship tags: special_allows_system_use system_allows_special_use
    • Govern whether the ship special/ship system are usable when the other one is active
  • Added ability to specify suppliesToRecover and suppliesPerMonth to .skin files
  • Added "unrecoverable" tag - when added to derelict ships, disallows story-point recovery
  • Ships will have excess vents and capacitors removed when taken from storage or bought
    • And will also be brought within their OP limit, if possible
    • Set the variant_allow_excess_op_etc tag to avoid this behavior
  • Added EngineSpecAPI and ShipHullSpecAPI.getEngineSpec()
  • Added parameters to fine-tuned "useDetailedExplosion":true explosions to explosionSpec
    • "useDetailedExplosionColorAlpha"
    • "detailedExplosionRadius"
    • "detailedExplosionFlashRadius"
    • "detailedExplosionFlashDuration"
    • "detailedExplosionFlashColorFringe"
    • "detailedExplosionFlashColorCore"
    • See canister_flak.proj for example
  • Added to ProjectileSpecAPI:
    • void setNoNonShieldImpactSounds(boolean noNonShieldImpactSounds);
    • void setNoImpactSounds(boolean noImpactSounds);
    • boolean isNoShieldImpactSounds();
    • void setNoShieldImpactSounds(boolean noShieldImpactSounds);
    • boolean isNoNonShieldImpactSounds();
    • boolean isNoImpactSounds();
  • Added to .proj files:
    • noImpactSounds
    • noShieldImpactSounds
    • noNonShieldImpactSounds
    • Used *only* when a non-missile projectile was spawned via spawnProjectile() with a null weapon passed in
  • Added NO_NEURAL_LINK ship hint; prevents Neural Interface hullmod from being installed
  • CampaignFleetAPI.isValidPlayerFleet()
    • To return true, now requires a fleet member that is:
      • Not a fighter
      • Not an automated ship
      • Does not have an unremovable captain
  • Added to CombatTaskManagerAPI:
    • void removeAssignment(AssignmentInfo info);
  • Added to MutableShipStatsAPI:
    • MutableStat getMissileAmmoRegenMult();
    • MutableStat getEnergyAmmoRegenMult();
    • MutableStat getBallisticAmmoRegenMult();
  • Added to BaseTerrainPlugin:
    • isPreventedFromAffecting(SectorEntityToken other)
    • void preventOtherTerrainFromAffecting(SectorEntityToken other)
  • void preventOtherTerrainFromAffecting(SectorEntityToken other, float dur)
  • Custom terrain implementations should have containsEntity() return false if isPreventedFromAffecting() returns true for it
  • Added to ShipEngineControllerAPI:
    • ColorShifterAPI getFlameColorShifter();
  • Added to settings.json: officerPromoteProbMult
    • Controls probability of officer promotion event post combat, based on enemy FP destroyed
  • Added new weapon hint: "DANGEROUS"
    • Like STRIKE, but only for considering danger posed by it, not AI's own use of the weapon
  • Aptitudes whose skill has an "npc_only" tag will no longer be shown in the character screen
  • Specifying "suppressedMods" in .variant files should now work properly
  • Added to FluxTrackerAPI:
    • void setOverloadProgress(float empProgress);
    • void setOverloadDuration(float empDuration);
  • Fixed (long-standing) issue that caused jump point memory to not advance (and thus any values in it to never expire)
  • Added "always_recoverable" tag to hull variants
  • Added SettingsAPI.getGameVersion()
  • Added SettingsAPI.computeStringWidth(String in, String font)
  • Added TooltipMakerAPI.computeStringWidth(String in)
  • Added HullModSpecAPI.setManufacturer()
  • Added DamagingProjectileAPI.List<CombatEntityAPI> getDamagedAlready()
    • Returns null for everything other than explosions
    • Added getters and setters to BoostIndustryInstallableItemEffect
  • "no_autofit" tag now also works when applied to variants
  • Added "unboardable" tag to variants
  • Added TextFieldAPI
  • Added to TooltipMakerAPI:
    • TextFieldAPI addTextField(float width, float pad);
    • TextFieldAPI addTextField(float width, String font, float pad);
    • TextFieldAPI addTextField(float width, float height, String font, float pad);
  • ButtonAPI addCheckbox(float width, float height, String text, UICheckboxSize size, float pad);
    • ButtonAPI addCheckbox(float width, float height, String text, String font, Color checkColor, UICheckboxSize size, float pad);
  • Added to SettingsAPI:
    • TextFieldAPI createTextField(String text, String font);
    • ButtonAPI createCheckbox(String text, UICheckboxSize size);
    • ButtonAPI createCheckbox(String text, String font, Color checkColor, UICheckboxSize size);
  • Added to InteractionDialogAPI:
    • Version of showCargoPickerDialog() that takes a custom dialog size as a parameter
  • Added to WeaponSpecAPI:
    • void setOrdnancePointCost(float armamentCapacity);
  • Added support for '#' in json file strings

Bugfixing:
  • Fixed issue with ring system in Canaan being visual-only
  • Fixed some issues with fleet behavior when encountering transponder-off player fleet
  • Fixed various typos in text
  • Fixed a few (more) cases where mission dialogs could be repeated
  • Fixed Revenant using midline rather than hightech engine style
  • Fixed issue with "transmitter trap" pirate ambush fleets not having low reputation impact
  • Fixed issue with custom production mission that caused it to only be offered once per contact
  • Fixed issue that could result in the Sector only getting one cryosleeper
  • Fixed issue where certain missions at bars could get different targets when exiting the planet and going back to the bar
  • Fixed issue where tooltip for integrating AI core into ship stated you would receive 100% bonus xp
  • Fixed issue causing Atlas-class superfreighter to be very rare/unavailable for purchase
  • Fixed issue with "almost always recoverable" benefit of skills etc not counting correctly
  • Fixed bug that allowed the player or an officer to be assigned to an automated ship
  • Fixed issue with Longbow bomber's range-finding
  • Fixed issue with order buttons in command screen being shown sometimes when multiple ships are selected
  • Fixed issue that could cause small hostile fleets to repeatedly chase and then attempt to disengage from the player fleet if another small hostile fleet was nearby
  • Fixed issue with course not being laid in when tooltip was shown while exiting jump-point
  • Fixed issue with procurement (and potentially other) mission types where the contact to deliver stuff to would be missing sometimes
  • Fixed issue where interacting with a certain mission objective witout sufficient fuel caused the menu to be stuck with no way forward
  • Fixed issue where Mine Strike mines could spawn directly into broken apart ship pieces and instantly explode
  • Mote attractor no longer targets undamageable station body when targeting stations
  • Fixed issue with Domain Mothership's rare item drops being affected by the Salvaging skill
  • Fixed issue that caused phase coils to appear white sometimes
  • Fixed issue with Energy Weapon Mastery's damage effect applying to all non-missile weapons (oops)
  • Fixed bar/contact bounty missions not using the right icons at times
  • Fixed industry downgrade tooltip showing wrong refund credits value
  • Fixed issue with cryosleeper/coronal hypershunt that could cause a disparity between their displayed range to a colony and them actually being usable by that colony
  • Fixed issue where "order a full retreat dialog?" was persistently shown in a battle with allies when none of your own ships were deployed; now it will only be shown once unless the player deploys some ships
  • Fixed issue with certain fleets starting and stopping repeatedly while trying to intercept the player
  • Phantom and Revenant now show up under both "phase" and "civilian" tags in blueprint browsing
    • And do not count against the limit of the Phase Coil Tuning skill
  • Fixed refit screen crash caused by not having any ships in the fleet
  • Fixed issue where you could end up with no ships by returning the ISS Hamatsu if it was your only ship
  • Fixed two issues that let the player issue an infinite number of orders, bypassing command points
  • Fixed issue with missions sometimes using the wrong indefinite article for terrain types
  • Autoresolving a pursuit with an allied station helping no longer results in reduced salvage etc
  • Fixed issue with colony improvement effects sticking around after the industry was removed
  • Fixed crash caused by fighting a station that had no active modules but did have multiple armor modules
  • Fixed issues with certain tooltips not being cleaned up properly when no longer visible
  • Fixed issue where bonus from Surveying Equipment wasn't shown in tooltip after installing the hullmod until after navigating away from the ship in the refit screen
  • Fixed issue where loading a game from the "load game" dialog would not always pause it
  • Special items sold to colonies that have a matching industry but do not meet the item's requirements will no longer install the item
  • Fixed issue with Magec Gate not being flagged as an objective in a certain mission's appropriate stage
  • "Stop construction" option tooltip now shows correct refund amount
  • Fixed issue with derelict ship loot being affected by whether or not the "consider recovery" story option was picked
  • Autofit's "spend free OP" will no longer add ITU/DTC to civilian ships
  • Fixed issue where some auto-generated planets in core (e.g. in Duzahk) could still be habitable
« Last Edit: November 20, 2021, 09:21:16 AM by Alex »
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Yubbin

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #1 on: November 05, 2021, 03:39:56 PM »

hope it comes out soon tm
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Alex

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #2 on: November 05, 2021, 03:40:58 PM »

hope it comes out soon tm

The one thing you can absolutely count on :D
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IonDragonX

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #3 on: November 05, 2021, 03:45:15 PM »

::) ;D  I Burble With Anticipation  ;D ::)
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AppleMarineXX

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #4 on: November 05, 2021, 03:55:50 PM »

Oh boy I am ready to mysteriously lose 100% of my free time in the coming weeks

Thaago

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #5 on: November 05, 2021, 03:56:38 PM »

Many interesting things!
Quote
Arbalest Autocannon:
Increased damage to 200/shot (was: 150)
Increased flux/shot to 150 (was: 120)
Increased refire delay to 1.2 seconds (was: 1)
This firmly plants the Arbalest into the 'niche but good' spot to me. It was already a decent budget weapon because of its efficiency, but now its penetration, efficiency, and dps are getting upgraded. Nice!
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Kaokasalis

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #6 on: November 05, 2021, 04:06:09 PM »

  • Prometheus Mk.II:
  • Reduced supply cost to 30 (was: 20)

Typo error or am I just reading it wrong?

Also looking forward to seeing the new low tech ships and to whatever the hell sensor ghosts are going to bring to the table.
« Last Edit: November 05, 2021, 04:08:00 PM by Kaokasalis »
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Yubbin

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #7 on: November 05, 2021, 04:07:26 PM »

I don't want to fill this up with kind of useless chat, but I'm actually excited to hear the lobster cargo sound
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Alex

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Re: Starsector 0.95.1a (In Development) Patch Notes
« Reply #8 on: November 05, 2021, 04:10:04 PM »

    Oh boy I am ready to mysteriously lose 100% of my free time in the coming weeks

    A mystery indeed :)

    Many interesting things!
    Quote
    Arbalest Autocannon:
    Increased damage to 200/shot (was: 150)
    Increased flux/shot to 150 (was: 120)
    Increased refire delay to 1.2 seconds (was: 1)
    This firmly plants the Arbalest into the 'niche but good' spot to me. It was already a decent budget weapon because of its efficiency, but now its penetration, efficiency, and dps are getting upgraded. Nice!

    Cool!

    ... also, a bit of errata: a Radiant with an Alpha Core and +30% CR will be at 50% maximum, not "slightly over 40". I forgot to update the notes after making some changes there a while back.


    [/li][li]Reduced supply cost to 30 (was: 20)[/li][/list]

    Typo error or am I just reading it wrong?

    Typo, thank you! Meant to say "was: 32".

    Also looking forward to seeing the new low tech ships and to whatever the hell sensor ghosts are going to bring to the table.

    :)

    I don't want to fill this up with kind of useless chat, but I'm actually excited to hear the lobster cargo sound

    *clack*splash*
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    TuxedoCatfish

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #9 on: November 05, 2021, 04:15:32 PM »

    Wow, there isn't a single thing in this patch that doesn't sound fantastic. Very nice work!
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    Wyvern

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #10 on: November 05, 2021, 04:16:25 PM »

    • Special items sold to colonies that have a matching industry but do not meet the item's requirements will no longer install the item
    Neat stuff! This one reminds me, though - I had a bunch of trouble trying to mod in industry item upgrades, due to the vanilla upgrade options (corrupted nanoforge -> pristine nanoforge) being hard-coded into the industry. Had to implement my own entirely separate campaign listener to handle it, which seems... awkward. Any chance of getting a 'install-value' field for installable items, or maybe a getInstallValue() method (to allow for things like the cryoarithmetic engine whose value changes based on planetary conditions)?
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    Wyvern is 100% correct about the math.

    Alex

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #11 on: November 05, 2021, 04:19:11 PM »

    Wow, there isn't a single thing in this patch that doesn't sound fantastic. Very nice work!

    Jeez, thank you!


    Neat stuff! This one reminds me, though - I had a bunch of trouble trying to mod in industry item upgrades, due to the vanilla upgrade options (corrupted nanoforge -> pristine nanoforge) being hard-coded into the industry. Had to implement my own entirely separate campaign listener to handle it, which seems... awkward. Any chance of getting a 'install-value' field for installable items, or maybe a getInstallValue() method (to allow for things like the cryoarithmetic engine whose value changes based on planetary conditions)?

    Hmm - honestly, not at this point in the release cycle - especially since there *is* a workaround, which is pretty much the intended way of doing it. I can maybe have a look at this at some point, but since it's pretty far off from being needed for vanilla, I can't promise that it'd be a high priority item.
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    Wyvern

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #12 on: November 05, 2021, 04:20:25 PM »

    Fair enough! Figured I'd bring it up since I was thinking about it, though.
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    Wyvern is 100% correct about the math.

    Timid

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #13 on: November 05, 2021, 04:20:31 PM »

    Quote from: Alex link=topic=22918
    "no_autofit" tag now also works when applied to variants

    Does that mean they'll properly apply the smod from when variants have these tags now?

    I noticed when no_autofit is on these ships (in 0.951), they'll ignore the smods indicated in these variants. Which then makes me sad because then I have to use autofit to make sure the smods are smodded properly, but sometimes can't trust the autofit manager to smod them properly.

    Alex

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    Re: Starsector 0.95.1a (In Development) Patch Notes
    « Reply #14 on: November 05, 2021, 04:22:10 PM »

    Fair enough! Figured I'd bring it up since I was thinking about it, though.

    *thumbs up*

    Does that mean they'll properly apply the smod from when variants have these tags now?

    I noticed when no_autofit is on these ships (in 0.951), they'll ignore the smods indicated in these variants.

    Honestly, I'm not sure - it's not something where there's a vanilla test case. I want to say "yes" though since I recall fixing a bug with s-mods being specified in a .variant file not too long ago.
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