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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 322994 times)

poika

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #615 on: May 05, 2023, 11:22:52 AM »

To wait for mods to be updated or not to wait...
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Toxcity

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #616 on: May 05, 2023, 11:29:10 AM »

Error when checking out the missions Sinking the Bismar:

Fatal: Ship hull [hyperion] variant [mission_sinkingthebismarck_ship_0]: slot id
[WS 005] not found for weapon [atropos]
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #617 on: May 05, 2023, 11:36:24 AM »

Error when checking out the missions Sinking the Bismar:

Fatal: Ship hull [hyperion] variant [mission_sinkingthebismarck_ship_0]: slot id
[WS 005] not found for weapon [atropos]

Hmm - is this an actual crash or just an error in the log/mission screen? Either way a clean install of the game should fix this, I believe.
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Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #618 on: May 05, 2023, 11:40:03 AM »

Any reason why Gorgons and Dragonfires have their damage listed as "Special"? I get that they deal damage over time but so do other burst beams. It's just for consistency sake from my point of view. You also can't tell from the tooltip that the medium Gorgon launches 2 missiles at a time, since every other missile example of such mechanic has "Damage - damage x number of payloads".
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Wyvern

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #619 on: May 05, 2023, 11:51:36 AM »

Error when checking out the missions Sinking the Bismar:

Fatal: Ship hull [hyperion] variant [mission_sinkingthebismarck_ship_0]: slot id
[WS 005] not found for weapon [atropos]
This is almost certainly the result of a saved mission variant from 0.9.1 or earlier. Open up your saves folder, find the 'missions' folder under that, and delete it.
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vicegrip

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #620 on: May 05, 2023, 11:59:05 AM »

Not sure if anyone else mentioned it yet but the nova burst ship system description doesn't show up because the "nova_burst" text is listed under "nova_device".

Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #621 on: May 05, 2023, 12:02:38 PM »

Not sure if anyone else mentioned it yet but the nova burst ship system description doesn't show up because the "nova_burst" text is listed under "nova_device".

Thank you, fixed this up.
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SpaceDrake

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #622 on: May 05, 2023, 12:06:13 PM »

Relatedly, just a reminder that you CAN have multiple versions of Starsector installed next to one another. There's no problem, beyond storage, with leaving your .95.1 install in place next to your .96.
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #623 on: May 05, 2023, 12:14:00 PM »

Hotfix for the Gilead shrine intel crash is up! Also included: fix for the Nova system description, d-mod names having the wrong color, and the wrong (Sebestyen-specific) signoffs for generic contacts.
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mr. domain

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #624 on: May 05, 2023, 12:20:33 PM »

Relatedly, just a reminder that you CAN have multiple versions of Starsector installed next to one another. There's no problem, beyond storage, with leaving your .95.1 install in place next to your .96.

How would you do this?
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vicegrip

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #625 on: May 05, 2023, 12:26:49 PM »

Relatedly, just a reminder that you CAN have multiple versions of Starsector installed next to one another. There's no problem, beyond storage, with leaving your .95.1 install in place next to your .96.

How would you do this?

I just installed it to a new directory and did the usual pre-game setup (editing vmparams, swapping Java 8, turning DPI scaling to application etc), and it seems to work fine. If you make two .exe shortcuts you can pick whichever version of the game you want to run.

Toxcity

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #626 on: May 05, 2023, 12:29:33 PM »

This is almost certainly the result of a saved mission variant from 0.9.1 or earlier. Open up your saves folder, find the 'missions' folder under that, and delete it.

Ah mb then. Enjoying the update otherwise.
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SpaceDrake

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #627 on: May 05, 2023, 12:31:45 PM »

Relatedly, just a reminder that you CAN have multiple versions of Starsector installed next to one another. There's no problem, beyond storage, with leaving your .95.1 install in place next to your .96.

How would you do this?

Just install it in its own folder. Call the folder "Starsector 0.96" or somesuch. Keep it in the Fractal Softworks folder for ease of sorting.

Hell, I haven't gotten rid of my .95 install yet.

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Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #628 on: May 05, 2023, 12:32:37 PM »

Was JackHammer nerfed during playtesting? I remember reading somewhere it has 9 ammo, but now I see 6 in total. Was probably too potent, I'm just curious.

Also wooow I am super glad for "smart" weapons actually firing when they should. Both IR Autolance and Mining Blaster (which is finally a decent weapon for a change).

EDIT: Also also, I really dig the explosions now that I can disable the flashbang.
« Last Edit: May 05, 2023, 12:36:08 PM by Grievous69 »
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #629 on: May 05, 2023, 12:40:46 PM »

Was JackHammer nerfed during playtesting? I remember reading somewhere it has 9 ammo, but now I see 6 in total. Was probably too potent, I'm just curious.

Yeah, it felt like a bit much!

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