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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 289385 times)

Kat

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1350 on: June 26, 2023, 04:18:57 AM »

I'm enjoying the new bits of story that I'm encountering.

Really liked the story of Sentinel, and the people there.
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Helldiver

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1351 on: June 26, 2023, 10:46:28 AM »

Will 0.96.1 bring some sneaky additional sprite improvements like 0.95.1 did (like for the Condor which no longer matches the new Tarsus sprite) ?
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Obscurus

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1352 on: June 26, 2023, 04:51:54 PM »

I just noticed that when I accepted a Remnant bounty in a high danger system, the Remnant Nexus disappeared along with all the normal remnant patrols. I've never actually visited this system before, so I know it shouldn't be destroyed. There's also a pirate blueprint mission active in system as well, but I know that's not the issue since I have an older save where the Nexus is there while the blueprint mission is active as well. Anyone else also experienced this issue?
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PizzaInSpace

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1353 on: July 03, 2023, 11:55:07 PM »

Found a bug when playing the open the gates questline. was trying to eliminate the hegemony special task force flying near the samarra gate but oddly enough they were able to identify me right away despite being in "go dark" mode(I went into the system with dark mode on). This has also happened with the luddic church holy vigil fleet. Still identified me with my transponder off. Is this a bug or is it part of the questline?
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Wyvern

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1354 on: July 04, 2023, 08:14:25 AM »

Found a bug when playing the open the gates questline. was trying to eliminate the hegemony special task force flying near the samarra gate but oddly enough they were able to identify me right away despite being in "go dark" mode(I went into the system with dark mode on). This has also happened with the luddic church holy vigil fleet. Still identified me with my transponder off. Is this a bug or is it part of the questline?
Almost certainly neither: this will happen if you have the Ziggurat in your fleet.
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ASSIMKO

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1355 on: July 04, 2023, 08:21:55 AM »

I downloaded Starsector 0.96a Release, I installed it, but when I click on the shortcut it says that Windows is looking for the shortcut, I click to search and it takes me to the game folder, but there is no 'Stasector.exe'. And then Alex how to proceed?
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Karma Chimera

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1356 on: July 06, 2023, 02:14:48 AM »

I'm getting back into Starsector after taking the yearly break and going through the update changelong, and I see the Gremlin got a big stat buff but nothing about autopilot AI changes. Did the Gremlin AI get any actual fixes or improvements? It was completely borked after the phase nerf in 0.95 and used to get caught in repetitive back-and-forth motions and pointless phase cycles, seemingly because it would get confused about moving much slower than it expected to and no longer being able to reach its desired positions relative to other moving ships even though it thought it still could.
« Last Edit: July 06, 2023, 02:16:37 AM by Karma Chimera »
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Karma Chimera

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #1357 on: July 06, 2023, 03:06:09 AM »

Please add rugged construction to the Mora!
It is already basically an ancient rust bucket so it would fit I think thematically, and it also behaves like a brick in combat which is surprisingly cool, so giving it rugged construction would only reinforce the "tough" gameplay identity it already has!
As far as I am aware there are currently no carriers with the rugged construction hullmod, this would make the Mora a unique and interesting choice for derelict operations addicts such as myself. Please consider it!

This is a fantastic suggestion just because it jives so well with the Mora lore about surviving Moras being converted to industrial facilities or colony foundations long before the collapse and then still being in good enough condition to be re-armed after the collapse happened. The word "rugged" is even in the hull description! And the lore suggests the Mora is ollllllllllld, referring to a 'period of carrier-centric Domain doctrine' so obscure I've not seen it mentioned anywhere else, except for possibly being hinted at in the Legion's description, and it's anyone's guess which is older, even if the Mora skin looks like the Hegemony gave it a fresh coat of orange paint since then. It would make sense that the durability-obsessed early Domain space engineers would resort to designing a carrier that could survive being blown up to serve alongside the Onslaught when it wasn't practical to make the carrier as heavily armored as the Onslaught itself, on account of needing those giant holes in the hull for the fighters to actually fly in and out of.

I have a personal vanilla balance mod I've been working on for ages, this is going into it.
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SCC

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1358 on: July 07, 2023, 08:07:24 AM »

Yet it's not old enough not to have a shield.

Lawrence Master-blaster

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1359 on: July 08, 2023, 08:38:28 AM »

I want to complain about arms dealers, now that they're more common(?)

Problem #1: about half of them don't even sell ships which makes me wonder what is the point considering EVERY non-Omega, non-LG weapon is already readily available on markets. So... why would I pay double price for something that is not rare and I can easily get myself at normal price?

Problem #2: 200k and 300k arms dealers have such small ship selection that they effectively suffer from the same problem as weapon-only arms dealers. Yay, I can get a 200% price Scarab... or I could simply go visit a Tri-Tachyon market and get a much cheaper Scarab.

Problem #3: their offer is randomized. For example, about the only ship I'd be interested in buying from a 300k arms dealer is Buffalo (A) because it is actually quite hard to get normally and a large step up from regular Buffalo when you want a stealthy fleet. But because arms dealers offer random ship selection, most of the time it won't even be available for sale in the first place.

Problem #4: I don't know if it's the case of low-level arms dealers diluting the pool, but in the past few weeks I've checked literally hundreds of different markets across multiple games and I've seen a 600k arms dealer(the first one that is actually useful) exactly once. I have never, not one time, seen a 1m arms dealer(the one that's actually good) Now I don't know how arms dealers are generated, maybe they're tied to level or something but good lord. I don't remember it being THAT hard in 0.95...

IMO:
 - Get rid of weapons-only arms dealers, they're useless and in practice mean you're getting half as many "real" arms dealer as you're supposed to.
 - Have every arms dealer offer EVERY ship in the game in their respective category(i.e. 200k ones offer every frigate, 300k ones offer every frigate and destroyer, etc.), including really rare stuff like LP variants, and perhaps even LG variants.
 - If that's too much, then at least make it so that the algorithm that picks which ships are available for sale picks the most rare ships first. No one needs an arms dealer to buy Lashers.
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Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1360 on: July 08, 2023, 08:47:12 AM »

Problem #1: about half of them don't even sell ships which makes me wonder what is the point considering EVERY non-Omega, non-LG weapon is already readily available on markets. So... why would I pay double price for something that is not rare and I can easily get myself at normal price?
To be fair some weapons can be really elusive depending on your luck. In my experience Light Needlers and Sabot Pods are rarer than AI cores.
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Thaago

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1361 on: July 08, 2023, 12:42:30 PM »

I had massive trouble finding PCLs on my low tech run. I only have 5 of them and I'm at the "mid" endgame (colonies that are barely profitable as they are all growing/building things a lot, and a 240 DP but non-optimized fleet farming ordos). If I found an arms dealer selling PCLs right now I would buy like 50 :D
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1362 on: July 08, 2023, 12:57:12 PM »

(The Diktat sells these somewhat more frequently than others, btw!)
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Thaago

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1363 on: July 08, 2023, 02:10:10 PM »

(Surprised pikachu is going to go get more weaponry!)
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Aeson

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1364 on: July 08, 2023, 03:22:33 PM »

For example, about the only ship I'd be interested in buying from a 300k arms dealer is Buffalo (A) because it is actually quite hard to get normally and a large step up from regular Buffalo when you want a stealthy fleet.
Even for a stealthy fleet, I see little good reason to prefer a Buffalo (A) over a regular Buffalo, or really any other freighter; Militarized Subsystems is only +30 sensor strength on a destroyer-scale civilian hull, the +1 maximum burn level from Militarized Subsystems is actually -1 maximum burn level if you took Bulk Transport and doesn't matter one way or the other if you put capital ships or typical cruisers in your fleet without fitting them with Augmented Engines, the effective sensor profile reduction from Militarized Subsystems is no better than the base sensor profile reduction of Insulated Engines, and the Buffalo hull is of such limited combat utility that saving half a dozen or so OP on a logistics hullmod doesn't really matter - the Buffalo's best combat fit is probably something like Converted Hangar + Talons, and it has plenty of OP for that plus a logistics hullmod and Unstable Injector to help it keep out of trouble, especially since it's unlikely to benefit much from additional vents or flux capacitors.

Also, Insulated Engines and a story point will reduce the sensor profile of a Colossus or even an Atlas enough that even in a stealth fleet there's little practical advantage to using a smaller freighter, especially when your fleet's maximum burn level is limited by something other than your choice of freighter, and by mid-game a stealth fleet probably has enough larger ships and gets enough sensor profile reduction from phase ships that sensor profile reduction via hullmods on destroyer-scale civilian ships often isn't going to make much of a difference.
« Last Edit: July 08, 2023, 03:25:04 PM by Aeson »
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