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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 339419 times)

Marco_Paulo

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1215 on: May 20, 2023, 06:20:25 PM »

Quote
Fixed "protection from star corona" for certain structure not working for certain battle

Oh, that was a fun one. It was unexpected, but I barely managed a win after my Aroura and Executor both got plinked to death by the last six fighters while sitting at zero percent CR.
« Last Edit: May 20, 2023, 06:22:01 PM by Marco_Paulo »
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Sarissofoi

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1216 on: May 20, 2023, 07:14:22 PM »

BTW
Can venture get Salvage gantry?
Sure it would make Rig obsolete but then Rig could grant ability to add Logistic Hullmods in space or/and speed up repairs or ability to change weapons or maybe even hull mods (without losing CR(or at discount in case of Hullmods).

Doctorhealsgood

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1217 on: May 20, 2023, 07:47:22 PM »

Just make a capital size rig
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Network Pesci

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1218 on: May 20, 2023, 07:52:10 PM »

The save folder would be ideal, fractalsoftworks [at] gmail [dot] com, if you don't mind - thank you!

All right, I don't know if it's this BS rural so-called Internet I've got or if Gmail just hates me uploading zip files, but it didn't work.  I did, however, get a DropBox account to take the 7zipped version, so there's a DropBox link from me in your email now.
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1219 on: May 20, 2023, 08:14:09 PM »

All right, I don't know if it's this BS rural so-called Internet I've got or if Gmail just hates me uploading zip files, but it didn't work.  I did, however, get a DropBox account to take the 7zipped version, so there's a DropBox link from me in your email now.

Thank you, I'll check it out!
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Lawrence Master-blaster

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1220 on: May 20, 2023, 09:31:29 PM »

I even managed to reliably replicate this in the sim: take a Monitor, spawn a Paragon, move Monitor close then order either Retreat or Direct Retreat. The Monitor instantly drops shields. If it survives, then it will continue to raise shields only to immediately drop them when they're fully raised, over and over.

Hmm - I'm not able to reproduce this here; tried about 10 times. The only time that comes close is if the Paragon has its AI toggled off and no weapons pointing at the Monitor, but that doesn't seem like what you're talking about.

I think I narrowed down the issue to Shield Conversion - Front.

https://www.youtube.com/watch?v=MhlfKS_n8Nc

Here's a vid comparing AI behaviour without and with it(I got off easy because I timed the Retreat order between volleys)

[Edit]Auto-embed is the bane of my existence
« Last Edit: May 21, 2023, 06:33:22 AM by Lawrence Master-blaster »
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Jaghaimo

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1221 on: May 21, 2023, 04:08:18 AM »

Quote
An RC version mismatch no longer flags mods as potentially incompatible with the game

I'm not sure about this. Any RC that adds new method signatures (like RC10 does with say TooltipMakerAPI.addCheckbox) will not be flagged as incompatible. Example: game on RC9, mod requires RC10 (since it uses those methods) will happily launch... and crash on usage of missing methods.

It probably needs to be backwards only. Game on RC10 and mod requiring RC9 will play fine since you don't make incompatible changes in RCs so no warning. But mod requiring RC10 and game being RC9 or less should still bring the warning.
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1222 on: May 21, 2023, 08:24:59 AM »

Ahh, that's a good point, I wasn't thinking about it going in that direction. Made a note, thank you!
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Sabaton

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1223 on: May 21, 2023, 08:39:49 AM »

You really outdid yourself with the Lions Guard skins, they look great! Probably warrants a revisit to the battlegroup skins since they're so dated?

Most of the Guards ships themselves are just as dubious in effectiveness as the descriptions make them to be, quite gimmicky to make proper use of them.

Also, since the PD & LR PD lasers cost the same now, the LR PD seems like the better choice with it's superior range and decreased flux. Not to mention having 4 small pd energy is pointless. Why not remove one them since mining lasers fill the cheap option and burst lasers give the advanced option?

Also, the mausoleum shrine really made me emotional :'( . Your storytelling is getting better and better, keep working on that and SS might get close to the likes of Homeworld regarding plot quality.
« Last Edit: May 21, 2023, 12:14:34 PM by Sabaton »
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llama

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1224 on: May 21, 2023, 09:01:28 AM »

Also, since the PD & LR PD lasers cost the same now, the LR PD seems like the better choice with it's superior range and decreased flux. Not to mention having 4 small pd energy is pointless. Why not remove one them since mining lasers fill the cheap option and burst lasers give the advanced option?

I was thinking it would be cool to remake the LR PD Laser as a small-slot equivalent of the IR Autolance, with the same frag damage type and continuous charge system (plus PD tag). But I suppose this would be way too oppressive for fighters.
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1225 on: May 21, 2023, 04:31:12 PM »

Just started a new game (because I was unhappy with system generation for colonies with the old game).  Noticed that Pather and Pirate planets do not have massive shortages right off the bat as in recent releases.  I still had a minor shortage to make about 40k-50k, but not a massive shortage of supplies, drugs, or arms that would yield more or less 200k with a small fleet on a good run.  I guess I will need to look for a pirate convoy to intercept and kill to cause a shortage.

Will we get another hotfix or is .1 the next stop?
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1226 on: May 21, 2023, 05:48:05 PM »

Will we get another hotfix or is .1 the next stop?

Barring major crash-bugs or similar, it should be on to .1 from here! Fingers crossed.
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Wyvern

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1227 on: May 21, 2023, 06:06:49 PM »

The main thing standing in the way of an HMI update is a bug in current starsector. This essentially makes all custom encounters outside of a select few give the 'Safeguard' defense fleet. Which means a lot of HMI's exploration content is broken. Once the fix is out, HMI will surely follow.

I don't know what King Alfonzo's talking about or if he's even accurate, but I'm hoping this is fixable soon.  I haven't seen him mention it either here or in the Bug Reports forum, so I have no idea if Alex knows about this or if it is even real.  (Not that I'm calling his majesty a liar, if I knew enough to verify it I would fix it myself.)
It's in the RC10 patch notes as fixed.
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Wyvern is 100% correct about the math.

SonnaBanana

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1228 on: May 21, 2023, 07:59:12 PM »

Will we get another hotfix or is .1 the next stop?

Barring major crash-bugs or similar, it should be on to .1 from here! Fingers crossed.
Great news! Will .1 have skill changes (like for CA/NL)?
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I'm not going to check but you should feel bad :( - Alex

Histidine

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1229 on: May 22, 2023, 08:37:12 AM »

Is it me or are contact bounty officer levels inflated (for reasons I haven't noticed in the code)?

Like with Tri-Tachyon still having its 1-5-1 doctrine, this bounty probably shouldn't be all level 6s with a level 7 commander
(payout was <250k IIRC)
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