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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 321562 times)

Lukas04

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #375 on: April 12, 2023, 07:34:05 PM »

when the feature i request makes it in hehe.
still very thankful for it.

Oh, it's rad as hell, don't get me wrong, I'm just bracing for this bold new era of mods trying to mod the title screen and making each other explode.

I dont think there are to many mods that are interested in doing so. It was technicly possible in different ways before this, just in a jank way. LunaLib currently already adds two Buttons to the Main Menu for Mod Settings and Version Checker, but with this update i will be able to do so in less janky ways.

I also considered adding a utility for other modders to add to the main menu without interference, but until that actually becomes an issue i dont think its worth wasting to much time on.
« Last Edit: April 12, 2023, 07:37:17 PM by Lukas04 »
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SonnaBanana

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #376 on: April 12, 2023, 09:07:59 PM »

Fury OP boost, great news!
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wraithstalke

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #377 on: April 12, 2023, 10:15:51 PM »

- Support fighters (Xyphos, Sarissa, Mining Pod) will be repainted to match the carrier hull style

Well this is cute.

Also I like the converted hanger changes, although the deployment cost is probably going to be a major issue in regards to viability.
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #378 on: April 12, 2023, 10:33:29 PM »

Add me to the people confused about Shield Conversion/Front change - it used to be a more expensive alternative to Stabilized Shields for when the extra arc would benefit the ship but with the shield upkeep reduction completely gone I cannot imagine myself ever taking it now. (Extended Shields is even worse but that's another topic)

Hmm - technically, I suppose? I'm not sure anyone gets it for that, and it's a remnant of when Escort/Assault Package were in the game, so it's really just cleanup.

(Militarized Subsystems) Well, now it's an expensive hullmod that feels like it "doesn't do anything" - and if you have Bulk Transport skill, it actually makes the ship slower. Maybe it could be cheaper since it comes with its own drawbacks anyway.

Speaking of which, can you please give Militarized Subsystems a bonus to CR recovery? One of the problems with "civilian combat ships" like the Atlas Mk.II is how long it takes for them to fully recover CR after a fight. For a civilian ship it's 10 days base and you can only get it to about 7 with Efficiency Overhaul - which is usually still twice as long as rest of your fleet. And if you ever run into a Hyperspace storm, well... weigh down the Shift key and go make yourself a cup of tea.
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SpaceDrake

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #379 on: April 12, 2023, 11:52:37 PM »

(Militarized Subsystems) Well, now it's an expensive hullmod that feels like it "doesn't do anything" - and if you have Bulk Transport skill, it actually makes the ship slower. Maybe it could be cheaper since it comes with its own drawbacks anyway.

I mean, this is something I've wanted to harp on for a bit anyway - while I love the speed boost from a purely objective point of view (I have a lot of things to say about going slower than Burn 20 on a practical, gameplay level), Bulk Transport is outrageously overpowered in its current form and especially skill slot. It more or less trivializes carrying capacity, it makes Colossi Burn 20 on skills alone when combined with Navigation (another must-have skill), and it's just absurdly more impactful than the other two skills that occupy its slot.

How much of a benefit MilSub gives is definitely a consideration, but Bulk Transport is kind of a problem skill that impacts a lot of things. (That said, if left unchanged, then yes, MilSub is a straight downgrade unless you build without BT for some reason.)
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Maethendias

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #380 on: April 13, 2023, 12:34:29 AM »

apogee and int-laser buff? hell yeah!
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #381 on: April 13, 2023, 12:54:37 AM »

Yeah, about the Apogee?



I think it's a bit too much. Note that in the next version:
 - Flux use will be 150 lower(-100 HIL, -50 Ion Beam) - easily flux neutral without Ordnance Expertise
 - It will have 6 more OP(burst weapon buffs)
 - You will be able to S-mod in the High Resolution Sensors and Surveying Equipment for as of yet unknown bonuses, on top of the two/three S-mods

Range of a capital(thanks to Advanced Optics), 20k flux capacity, <0.5 shield efficiency... I'd say it starts to rival the Champion for 20% less DP.
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Princess_of_Evil

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #382 on: April 13, 2023, 01:03:25 AM »

CampaignUIRenderingListener is very nice, but i can't help but think the only use for it is drawing overlays, as you don't ever know if you have the panel you want to edit up and where.
Admittedly editing panels would
1) be a sizable undertaking from code perspective (you need to mark a lot of panels DoNotObfuscate, and a whole bunch are created as anon class extensions to StandardTooltipV2 in CargoTooltipFactory and such)
and 2) better done from UIPanelAPI's existing API, which exists and looks very useful, but is also unreachable, unless you use a very complicated and, in java 7, flat out annoying way that i haven't even tested - i just know it exists.

Yeah, about the Apogee?
Don't forget that medium energy also has a large energy weapon for double flux cost in it. Makes Apogee a very good brawler.
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Grievous69

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #383 on: April 13, 2023, 01:04:26 AM »

You forgot the Squall nerfs, and Apogee will cost 20 DP. I'd say it's nowhere close to Champion level purely because of ballistics difference. And any build can seem OP with 3 s-mods.
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Oshi

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #384 on: April 13, 2023, 01:04:51 AM »

RE: Militarized Subsystems - I'd had it in mind that I needed it to make the AI in civilian converted ships like the Atlas MKII actually be aggressive, and had regarded it as a required investment. Is that not the case?

If it's just intended to be a campaign level modifier I'm not sure I should have been installing it at all on those ships! :D
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gG_pilot

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #385 on: April 13, 2023, 03:36:36 AM »


BTW: I have noticed a small detail, Afflictor uses Entropy at fighters  even other  adult ship is in range (the other ship istarget of ally) Probably polished logic for Entropy debuff  use in  priority  >> First check all adult ships in range  in given order >>  Own target, Ally own fleet target (if more targets available then de-buff the one who is most damaged), Ally target, .  If nothing fit, then  use same  order for fighters. This  way, de buffing should be a bit more efficient.

Ahh, that's a bug! It's not supposed do target fighters at all, but taking a look at the code, I think I see how it might happen. *Should* be fixed, thank you.
Well, de-buff fighters is useful.  Afflictor carry  light weapons only,  when no  other target is in range  of Entropy system, then   use the ship system at fighters is perfectly fine. This way, Afflictor can be more  usefull for holding far beacons. Alone ship can handle a fleet of  fighteers easy. Disabling debuf fighters totaly feels wrong.

Afflictor is very  unique ship, it is better to highlight his special by smart logic than disable it.
I belive  add a few nested If-then  makes Ship  system used properly and use often  >>  it brings more  fun for players.
Highlight ship role of debuffer. Perhaps you  also think about  the new role: Healer.  Make salvage gantry release repair bot.  Yes, I like classic RPG.

It  is  one of very few ships where dmg  is not  the main focus. For sake  of diversity, ... keep Entropy usage on fighters.
Would you please rather make  priority logic smarter ?
Thanks

Edit2:
Also for same reason,  diversity and rebel style  of combat, add a buff for Salamander rockets. 25s > 20s refire.
Thanks
« Last Edit: April 13, 2023, 04:40:08 AM by gG_pilot »
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Schwartz

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #386 on: April 13, 2023, 03:57:12 AM »

The only loadout that works perfectly with 3 sizes of energy hardpoints is Beams, and on the Apogee that was bad before and now it's passable. Plasma Cannon build doesn't profit because that works better leaving the other two empty. It's not that big a buff.
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Grievous69

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #387 on: April 13, 2023, 04:04:12 AM »

The only loadout that works perfectly with 3 sizes of energy hardpoints is Beams, and on the Apogee that was bad before and now it's passable. Plasma Cannon build doesn't profit because that works better leaving the other two empty. It's not that big a buff.
Maybe the Squalls perform much worse now so you need a Graviton in front to knock shields down easier. That's the first thing I thought when I read the change. Ion Beam isn't a big help since the target will either have shields up, or die from HIL.
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Mortrag

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #388 on: April 13, 2023, 06:06:47 AM »

Great news that the second batch of patch notes ist published.  :)

Just as a reminder:

Does this mean you can pick up the goods, as long as your standing with the colony is above -50 or does the mission won't be offered, if your standing with the colony is too low?
(Right now this mission can always be offered but you can't pick up the goods, if your standing with the faction is at -25 or below.)

Ahh, thank you - I'll take a look and make sure it's doing the right thing. Good chance it might not be.

That is still on the list for the playtesting? (Or is it done and not worth mentioning?)
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Ruddygreat

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #389 on: April 13, 2023, 06:16:20 AM »


It  is  one of very few ships where dmg  is not  the main focus. For sake  of diversity, ... keep Entropy usage on fighters.


even then, making one fighter out of a wing of like 3-6 take more damage is still a pretty big waste, it'd have to affect an entire wing / every ship in an area to be "worth it" & at that point that's basically an entirely different system.
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