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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 414732 times)

Amazigh

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #465 on: April 21, 2023, 12:55:37 PM »

More seriously, though, have you considered that you might be underestimating the HAG?...  ...(in this case, using it on the new Invictus.)
I forget where i said it, but i the HAG is a weapon i can see being really good on both of the new luddic capitals.
They have the flux to handle it, and the loss in DPS from taking a hellbore could be more of an issue for them with their slot options. eg:
- Invictus with a mix of HAG/mark9 would be very unpleasant if it get you in its sights, a solid consistent mix of kinetic/he damge being sent downrange. (there's also the option of using a HAG or two in side slots to deter flanking)
- Retribution could run say... 3 HAG, 6 sabot pods, 2 HAC and then vulcans for PD. (and unless stats have changed since the blog post, then by my math it could be flux neutral with that loadout!) and that would be terrifying to have boost in on you.
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ApolloStarsector

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #466 on: April 21, 2023, 02:48:17 PM »

Who else is checking this thread every day (Ludd forgive me) to see when Alex posts a preview link? Just in case he does it before he posts it on the blog. I mean, it could happen.
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Dri

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #467 on: April 21, 2023, 03:55:51 PM »

Who else is checking this thread every day (Ludd forgive me) to see when Alex posts a preview link? Just in case he does it before he posts it on the blog. I mean, it could happen.
Everyone is waiting on Alex to finish playtesting. I imagine David is also doing a run of the game? Maybe some of the moderators like Thaago? Whatever the case...just need them to finish up their runs.
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Radicaljack

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #468 on: April 21, 2023, 04:42:04 PM »

LET ME IN
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Amoebka

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #469 on: April 21, 2023, 05:52:22 PM »

Who else is checking this thread every day (Ludd forgive me) to see when Alex posts a preview link? Just in case he does it before he posts it on the blog. I mean, it could happen.
You could only check once every 7 days. Alex seems to be working in weekly cycles, based on the previous release and patch note dates.
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FooF

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #470 on: April 21, 2023, 06:59:01 PM »

Knowing my luck, the patch will drop at the same time as Zelda: Tears of the Kingdom. That would truly be a cruel choice.
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Alex

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #471 on: April 21, 2023, 08:38:41 PM »

More seriously, though, have you considered that you might be underestimating the HAG?...  ...(in this case, using it on the new Invictus.)
I forget where i said it, but i the HAG is a weapon i can see being really good on both of the new luddic capitals.
They have the flux to handle it, and the loss in DPS from taking a hellbore could be more of an issue for them with their slot options. eg:
- Invictus with a mix of HAG/mark9 would be very unpleasant if it get you in its sights, a solid consistent mix of kinetic/he damge being sent downrange. (there's also the option of using a HAG or two in side slots to deter flanking)
- Retribution could run say... 3 HAG, 6 sabot pods, 2 HAC and then vulcans for PD. (and unless stats have changed since the blog post, then by my math it could be flux neutral with that loadout!) and that would be terrifying to have boost in on you.

Yep, the Invictus is very unpleasant indeed with that setup :)

The Retribution's missile complement has been... reined in a bit, shall we say. It's still an awesome ship, but 6 medium missile slots was definitely way too much given its many other excellent qualities.
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Vanshilar

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #472 on: April 21, 2023, 09:30:05 PM »

You could only check once every 7 days. Alex seems to be working in weekly cycles, based on the previous release and patch note dates.

Huh good point, the past several releases have been on Fridays, presumably so players can't use this as an excuse to take off work for at least two days. So it'll be a guess as to which weekend it'll be. Mother's Day, so we won't get to see our parents? Memorial Weekend, so we won't get to go to barbecues?

Or maybe Alex will surprise us and release it on a Tuesday instead or something.
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Cubano

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #473 on: April 21, 2023, 09:34:51 PM »

If it drops on the same week as Age of Wonders 4 I'm going to S**t.
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #474 on: April 21, 2023, 10:42:14 PM »

The Retribution's missile complement has been... reined in a bit, shall we say. It's still an awesome ship, but 6 medium missile slots was definitely way too much given its many other excellent qualities.

That's interesting, my initial impression of Retribution based on what I've seen was "no shield tank, no armor tank, no range, and has a system that gets it into trouble but not out of it". But if you say it kicks ass then that's great, you can never have too many BCs.
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SpaceDrake

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #475 on: April 21, 2023, 11:24:22 PM »

Everyone is waiting on Alex to finish playtesting. I imagine David is also doing a run of the game? Maybe some of the moderators like Thaago? Whatever the case...just need them to finish up their runs.

David has very obviously been doing playthroughs of the game, and specifically the new quest content, while it is in development. This is why he posts very regular game screenshots on his Twitter.
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David

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #476 on: April 22, 2023, 05:51:42 AM »

Everyone is waiting on Alex to finish playtesting. I imagine David is also doing a run of the game? Maybe some of the moderators like Thaago? Whatever the case...just need them to finish up their runs.

David has very obviously been doing playthroughs of the game, and specifically the new quest content, while it is in development. This is why he posts very regular game screenshots on his Twitter.

TBF when testing the missions during development, I'm not playing "honestly" - more like using lots of dev commands to teleport around and set up situations/variables to do a certain mission or stage of a mission.

Anyway, we're in more legitimate testing now, and have some additional help which has been very, uh, helpful. If I say something dumb like "this'll be soooo bug-free!" that'll curse it and there'll be bugs; nonetheless, I think it's going to be a good one.
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Doctorhealsgood

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #477 on: April 22, 2023, 06:45:40 AM »

I can't believe there is a bug that makes it so you can endlessly drop off a single load of luddic pilgrims over and over for infinite credits
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Alex

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #478 on: April 22, 2023, 09:17:06 AM »

That's interesting, my initial impression of Retribution based on what I've seen was "no shield tank, no armor tank, no range, and has a system that gets it into trouble but not out of it". But if you say it kicks ass then that's great, you can never have too many BCs.

The mobility and firepower make up for *a lot*! It's definitely a ship that's going to be much stronger in player hands, though.
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Schwartz

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #479 on: April 22, 2023, 01:25:22 PM »

It sounds like a Conquest without the range. Overtuned ships are honestly fun to play because the risk never quite goes away. Situational shields also teach good habits.
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