Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 37 38 [39] 40 41 ... 72

Author Topic: Starsector 0.95.1a (Released) Patch Notes  (Read 251403 times)

Drago6667

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #570 on: December 10, 2021, 11:19:11 AM »

This is very convenient as I literally just took my last college final early today and was wondering what to do now.   
I am going to assume that it is likely incompatible with most of the mods right now? 
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24157
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #571 on: December 10, 2021, 11:20:56 AM »

This is very convenient as I literally just took my last college final early today and was wondering what to do now.   
I am going to assume that it is likely incompatible with most of the mods right now?

I suspect it should be mod-compatible, even though it'll warn it might not be. I'm not 100% sure on that, though.
Logged

Vanshilar

  • Admiral
  • *****
  • Posts: 605
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #572 on: December 10, 2021, 11:30:08 AM »

Welp I suspect a lot of people are going to suddenly be too busy and unable to go home for winter break or don't want to risk traveling in case of COVID this year...

Christmas comes early!
Logged

pairedeciseaux

  • Captain
  • ****
  • Posts: 340
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #573 on: December 10, 2021, 11:37:18 AM »

Starsector week-end, here I come!  :D

Thank you Santa Fractalsoftworks for the early present!
Logged

SCC

  • Admiral
  • *****
  • Posts: 4148
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #574 on: December 10, 2021, 11:47:57 AM »

So now that we can get 800 base range light needlers and railguns and light autocannons on ships... What's the point of arbalest again?

Kanil

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #575 on: December 10, 2021, 12:57:54 PM »

Awww yeah, let's go!
Logged

Grievous69

  • Admiral
  • *****
  • Posts: 2993
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #576 on: December 10, 2021, 01:09:12 PM »

So now that we can get 800 base range light needlers and railguns and light autocannons on ships... What's the point of arbalest again?
Budget low range kinetic damage that actually packs a punch. It was buffed so each shot does 200 dmg, that's not bad for a 8 OP weapon. Recoil could be less severe though, both on it and Heavy mortar imo.
Logged
Please don't take me too seriously.

Amazigh

  • Captain
  • ****
  • Posts: 288
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #577 on: December 10, 2021, 01:12:18 PM »

So now that we can get 800 base range light needlers and railguns and light autocannons on ships... What's the point of arbalest again?

Off the top of my head:
1: It's a medium weapon, so is more resistant to being disabled by damage
2: It has 0.75 flux/damage, superior to railgun/needler
3: Higher hit strength against armour

Although yes, arbalest will always be outranged by rails/needlers if you grab rangefinders so that's a definite thing against it.


The only niche where it might be a good option is some highly specific weird OP starved build that can't afford rangefinders, but isn't close ranged enough to swap it for a HMG instead.
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7233
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #578 on: December 10, 2021, 01:13:45 PM »

Me: takes first trip in 3 years that will last more than the weekend.

Alex: Release time!

:)

So now that we can get 800 base range light needlers and railguns and light autocannons on ships... What's the point of arbalest again?
Budget low range kinetic damage that actually packs a punch. It was buffed so each shot does 200 dmg, that's not bad for a 8 OP weapon. Recoil could be less severe though, both on it and Heavy mortar imo.

Yup: even least version it was the most efficient combined anti-shield/hull kinetic due to being high shot size and .8 efficiency, balanced by being low range and DPS for its mount type, so was a decent choice on Hammerheads and Falcons. Now its even better!
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24157
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #579 on: December 10, 2021, 01:14:37 PM »

Me: takes first trip in 3 years that will last more than the weekend.

Alex: Release time!

Haha, apologies :) Looks like you took one for the team.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1340
  • On break.
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #580 on: December 10, 2021, 01:38:47 PM »

This is very convenient as I literally just took my last college final early today and was wondering what to do now.   
I am going to assume that it is likely incompatible with most of the mods right now?

I suspect it should be mod-compatible, even though it'll warn it might not be. I'm not 100% sure on that, though.

I got my copy running right away with copied-over mod and save folders; so far, it looks like any crashes are going to be subtle.

Which is good; it means I can get to work with all the delightful new modder toys in this update...
Logged

Oni

  • Captain
  • ****
  • Posts: 384
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #581 on: December 10, 2021, 01:54:19 PM »

Now the great question... update now, or finish my current game first?

Especially since some of the mods of that current game definitely won't be compatible without another update (Adjusted Sector will probably need it's author to account for slipstreams now, my level and skill mods are probably obsolete too).

It's a pity though... not everyday you find a binary system with three habitable planets, with bonus mining worlds.
Logged

Sly

  • Commander
  • ***
  • Posts: 109
  • Afflicionado
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #582 on: December 10, 2021, 02:39:09 PM »

Do you hear that? It almost sounds like... music.

"0.95.1a"

Music to my ears.

  • Reduced OP cost of Converted Fighter Bay to 2/4/6/10 (was: 3/6/9/15)

Nice.
Logged

Timid

  • Admiral
  • *****
  • Posts: 640
  • Personal Text
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #583 on: December 10, 2021, 03:46:37 PM »

Code
"no_autofit" tag now also works when applied to variants

This doesn't seem to be the case...  :-[

S-mods still aren't preserved in the variants and the game still autofits them if you exceed their "cap."

I realize because I'm generating the fleet via

FleetFactoryV3 and that script doesn't seem to make any mention on no_autofit.

Demetrious

  • Lieutenant
  • **
  • Posts: 73
    • View Profile
Re: Starsector 0.95.1a (Released) Patch Notes
« Reply #584 on: December 10, 2021, 03:54:27 PM »

Alex, these new ships RULE. I'm one of the (apparently rare) players who dislikes loading his game down with tons of mods that cram the game full to bursting with wildly mismatched ship styles and types, all of which (of course) bring their own special snowflake factions along. I like the vanilla ships and I like, especially, how they all fit into the world. These latest additions are very, very, VERY welcome.

Foremost and up-front - I'm not surprised at all that all the new low-tech offerings also have pirate fits in their autofit menu. Pirates have desperately needed this. In the last version I finally solved my pirate woes by realizing their true strength came in their disgustingly dense brick tank; they could just cram the field full of Ventures and Mules and other low firepower, high armor/hull ships to the point where the escorts served as ablative armor for others. I eventually found that the absolute best anti-pirate fleet was one heavy in HILs.

Not only will these new ships make pirates much more interesting (and much more dangerous, but that's the same thing) to fight, but they all make sense as ships the pirates would want to use, as well. The Venture always did, given it's durability, missile focus and civilian nature, but it was the only gun cruiser the pirates had and just intensified the brick tank hullgrind issue drastically. Now that they have a wider variety of cruisers and destroyers to use I expect fighting the Red Tide to be MUCH more fun.

On the ships:

Eradicator: This ship is aptly named. I'm very, very glad we have a dedicated (P) version because pirates would be a lot scarier if they had a fast cruiser with accelerated ammo feeder on it. This thing has excellent turret arcs and general design and good lord, FIVE small missile slots? It's amazing. It also means it works very well with the new burn drive, which not only makes it an excellent candidate for a pirate missile ship conversion but also makes it one I'll definitely want to include in my fleets and try flying myself, much like the Falcon (P).

I love how effectively this fits into the old Domain battle-line doctrine; it's the PERFECT compliment to the Dominator. You put this bad boy on the wings to smack flankers and perform flanking attacks of their own. Preferring AAF over Burn Drive on this hull makes perfect sense in that regard; esp. given its already high (for low-tech) base speed. Also makes sense that the lineage of the ship's design would lend well to a burn drive conversion - perhaps even because it was originally designed with the potential for such, mirroring internal debate in the Domain admiralty over fleet standardization.

Manticore: All three of the new ships look great but this one looks the best. It really does. And the new built-in hullmod + another destroyer with a Large slot just WORKS so well. Yet another design that has obvious uses in the old Domain battle-line strategy (big gun with the range to be effective) but also, coincidentally, is perfect for the fast kind of hit-and-run fighting pirates prefer. It is very, very much a Domain style escort ship - "flank is fine, flak is good, but if you're going to be hanging next to a capital ship anyways, you may as well be shooting with them."

Vanguard: Good lord this thing looks fun. The combination of Damper Field and Burn Drive on this little beast is fascinating, especially since Burn Drive is now much more useful than before. Not only does it have incredible mobility, but Damper Field is the perfect combination to make with its preferred armor tanking. This also means that missiles are more dangerous, since even with Damper Field on they can do a number - but low-tech ships are always balancing offensive firepower with point-defense anyway. High risk, high reward - because as the fluff text says, it need never reserve flux for its shield system. All firepower, all the time - and burn drive on a frigate is just hilarious. I can't wait to see this thing dueling with high-tech frigates that struggle to bust its armor with energy weapons and marvel as it zooms away at sanic velocity. It's exactly what I would expect of the Domain's approach to a fast frigate - "strap huge rockets to a ball of armor and guns and set it loose. Oh, and we're gonna lose lots of them most likely so make it cheap."

Phenomenal stuff. I can't wait to play with all the new shinies!

« Last Edit: December 10, 2021, 03:56:12 PM by Demetrious »
Logged
Pages: 1 ... 37 38 [39] 40 41 ... 72