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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 321645 times)

FabianClasen

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #300 on: February 11, 2023, 09:16:41 AM »

Great to see these content-rich updates, can't wait.
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DancingMonkey

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #301 on: February 12, 2023, 06:44:46 AM »

Can you send out an email please when the new version comes out, thanks!
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Midnight Kitsune

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #302 on: February 12, 2023, 07:12:30 AM »

Can you send out an email please when the new version comes out, thanks!
There is a mailing list sign up for just that on the main website. Just look at the sidebar on the right!
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Modo44

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #303 on: February 12, 2023, 07:12:45 AM »

Still no modern Java port? This is ridiculously overdue.
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IonDragonX

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #304 on: February 12, 2023, 07:29:53 AM »

  • New hullmod: Missile Autoloader
... can't help but wonder - why does this have such a complex system of breakpoints? Like why come destroyers with 2 small missiles get the same amount of reloads as a frigate with 2, ...

From another thread. Why not give Destroyers with 2+ slots 6 reload points?
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Agnostalgia

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #305 on: February 12, 2023, 01:44:03 PM »

Could you add a display of final, modified range of weapons on the refit screen? There's a lot of hullmods and skills that modify weapon range, and it's not at all clear how they interact with one another so it would be helpful to see the end result.
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PandaTent

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #306 on: February 13, 2023, 06:52:40 AM »

Great stuff! Look forwards to trying the new updates!
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Kinsume

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #307 on: February 16, 2023, 03:27:53 AM »

    Changes as of February 01, 2023

    Campaign:
    • Added "The Usurpers" story mission
    • Added "Knight Errant" story mission
    • Added "The Pilgrim's Path" story mission
    • Added "major events" system
      • Each event tracks progress, from player actions and other wise
      • Various things happen as the event progresses
    • Added Hostile Activity "major event"
      • Handles various hostile fleets found in systems with your colonies
      • Multiple causes for hostile activity (use of AI cores, presence of a pirate base nearby, etc)
      • Different causes have different resolutions
      • If hostile activity is unchecked, colonies suffer penalties and eventually a major negative outcome of some sort (e.g. a raid or an act of Pather sabotage), after which there is a lull
      • Goal is to give the player more of a warning before major negative events, and a choice in whether they want to handle the resolve the causes individually to avert the negative outcomes, or to just fight hostile fleets and get it under control that way, without addressing the causes
    • Added "Hyperspace Topography" major event
      • Various player actions improve their knowledge of hyperspace, unlocking new bonuses
      • Slipstream detection around colonies
      • Much more efficient slipstream travel
      • Increased speed in hyperspace
    • Added Planetkiller and "Hostile Activity" related mission
    • Adjusted the compositions of most faction fleets
      • Factions now generally have capital ship(s) unique to them
      • And a more well-defined feel to the faction's fleets, overall
      • Specific weapons are now reliably found at specific faction markets/black markets
        • For example, the new directed-energy missiles can be found on Persean League colonies

    While I do enjoy the sandbox aspects of the game, I'm a huge fan of additional story-related quests and such being added in so big win here. Keep up the good work![/list][/list]
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    mllhild

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    Re: Starsector 0.96a (In Development) Patch Notes
    « Reply #308 on: February 16, 2023, 08:27:11 AM »

      • Increased speed in hyperspace
      [/li][/list]
      I hope this means that the burn speed wont be capped at 20 anymore when my ships have a normal speed of 14 due to enhanced drives. I wish exploration at burn speed 28 would be possible.
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      to be done some day... XD

      gG_pilot

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #309 on: February 16, 2023, 08:44:01 AM »

      Could you add a display of final, modified range of weapons on the refit screen? There's a lot of hullmods and skills that modify weapon range, and it's not at all clear how they interact with one another so it would be helpful to see the end result.
      TIMID's mod  "Too much info" helps you.
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      gG_pilot

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #310 on: February 16, 2023, 08:45:03 AM »

      Could you add a display of final, modified range of weapons on the refit screen? There's a lot of hullmods and skills that modify weapon range, and it's not at all clear how they interact with one another so it would be helpful to see the end result.
      TIMID's mod  "Too much info" helps you more. I admit it is not so easy to use it.
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      Grievous69

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #311 on: February 16, 2023, 08:52:18 AM »

      Such QoL additions really should be a part of the base game. Although I understand it's an undertaking in itself to implement it for every stat.
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      Please don't take me too seriously.

      Sahqovum

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #312 on: February 17, 2023, 08:59:20 PM »

      Liking some changes for sure. Might try normal Legion with 3 Jackhammers, 2 MK9s, some mortars and the Sarissa fighters. Should help a lot with the flux side issues and the 40 extra OP never hurts. Honestly I'm really excited for the Jackhammers lol. I can think of so many ways to use them.
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      Phearlock

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #313 on: February 18, 2023, 05:16:50 PM »

      I'm a little worried that with all the large missile changes to accommodate the addition of the pegasus you're indirectly penalizing a lot of ships that generally relied on these weapons but aren't getting any changes (Gryphon, Conquest, Astral, Apogee, to some degree the Legion XIV). Indirect changes compounding in order to make ships rather poor performing can sneak up on you (like the previous patch removing a lot of the power from the Drovers ship system, then adding the DP, then removing officer carrier skills all compounding to make that ship highly undesirable).

      Now the legion getting the OP point increase and the cyclone improvement probably means it'll not have much issue in the new patch. But the other ships could have their use case hampered by quite a bit, and I am concerned these aren't getting enough consideration while trying to make the Pegasus fit into the battlespace.
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      Lucky33

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      Re: Starsector 0.96a (In Development) Patch Notes
      « Reply #314 on: February 18, 2023, 10:40:16 PM »

      Looks great. Especially the missile part. Seems like a long needed baseline to actually level the playing field between techs. Also the support fighters capable of heavy duty "screening". I can't believe it finally happened.

      Excellent work.
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