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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 383337 times)

Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1440 on: August 06, 2023, 12:09:45 PM »

Just had a look myself and yeah, that's weird. ... better than requiring a login, I guess? No idea how they're deciding what to show; probably some mixture of popularity and recent-ness but it just looks random.
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Fartbox Wanderer

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1441 on: August 20, 2023, 05:54:06 PM »

I'm a huge fan of Starsector and I'm reasonably competent at video editing... if Alex gave me access to dev builds and directed me what he wanted me to highlight I'd happy make periodic videos for the official YouTube channel.

I'm regularly astounded that Rimworld and other great indie games get tons of popular videos but RimWorld seems oddly niche and in the background. Maybe just from not being on Steam (yet?). Thinking of doing a few tutorial or "challenge" series maybe, regardless.
« Last Edit: August 20, 2023, 05:57:35 PM by Fartbox Wanderer »
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Gothars

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1442 on: September 05, 2023, 06:03:48 AM »

a few things (some pirates and some misc Pather fleets, NOT any mission complications etc) get stronger with time, maxing out at around 2 cycles into the game (1.5 if a fast start option was chosen)

I think it might be good to mention that in the faster start option descriptions. It is a little bit of a newbie trap to get swatted by pirates in your starter frig, re-try with a fast start flotilla just to be swatted again by a now much stronger pirate fleet.
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The game was completed 8 years ago and we get a free expansion every year.

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PizzaInSpace

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1443 on: September 06, 2023, 07:25:31 AM »

say will there be an update to the start menu? Would like to see some the ships passing by shooting at eachother
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1444 on: September 06, 2023, 08:01:31 AM »

say will there be an update to the start menu? Would like to see some the ships passing by shooting at eachother
That would be amazing. I remember loving the menu in Weird Worlds: Return to infinite space as a kid and just watching the chaos unfold. Although not sure if it would be too hectic here since ships appear big in the menu and you don't really want explosions happening a lot.
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mortache

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1445 on: September 17, 2023, 08:08:00 PM »

Btw I'm quite new to the Starsector "scene". I've played two campaigns earlier this year, now after Starfield kinda failed to scratch a certain itch I'm thinking of a third campaign focused only on missile boats. But I'd hate to start a campaign only to see a new update come out a few days later lol. Does the game get like one update a year, and the next update won't be coming out until 2024?
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Hatter

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1446 on: September 17, 2023, 08:10:09 PM »

Btw I'm quite new to the Starsector "scene". I've played two campaigns earlier this year, now after Starfield kinda failed to scratch a certain itch I'm thinking of a third campaign focused only on missile boats. But I'd hate to start a campaign only to see a new update come out a few days later lol. Does the game get like one update a year, and the next update won't be coming out until 2024?
Based on past trends? Yes.
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siefer

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1447 on: September 20, 2023, 07:27:48 AM »

Btw I'm quite new to the Starsector "scene". I've played two campaigns earlier this year, now after Starfield kinda failed to scratch a certain itch I'm thinking of a third campaign focused only on missile boats. But I'd hate to start a campaign only to see a new update come out a few days later lol. Does the game get like one update a year, and the next update won't be coming out until 2024?
A major update about every 12-18 months with a more minor update some months after the major update we are now waiting for the minor update so we might get an update this year.
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Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1448 on: September 20, 2023, 10:09:20 AM »

Worth noting is that minor polish updates have lately become a bit more meatier (Alex likes to introduce/rework some things to test them for the future, and in a minor update you get more focused feedback), so those initially had maybe 3-4 months delay after the big one, but now it's more like 6-9 months.
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PizzaInSpace

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1449 on: September 21, 2023, 05:26:30 AM »

hey are there any new updates for the game? been awhile
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1450 on: September 21, 2023, 05:42:18 AM »

hey are there any new updates for the game? been awhile
There was a blog post 3 weeks ago.
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PizzaInSpace

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1451 on: September 22, 2023, 05:51:52 AM »

Just read it and DAMN YOU COMSEC! I WAS CLOSE TO KNOWING THE KNOWLEDGE OF GATE PLACEMENT(ignore my swear i was being dramatic)
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Yudka

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1452 on: October 04, 2023, 02:07:46 AM »


  • 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


I didnt pay You for turning good game into anoying chain of events where you can choose between ball kick and face slap. If You dont like AI cores - remoove them. Also new ships looks like someone payed to 10 YO modder. Most disapointing patch ive seen from You.

Mention update after a week of play.

1) Threat system is extreemly punishing with stability and acsessibility penalty. It needs to be rebalanced. You dont get money from planets if you can sell 2 units of your production. There should be a cumulative positive modifier from multiple stable planets in one system. Most problems you have with 2-3 planets with 4-5 size. 
2) Lions guard ships are good stuff. But. There is a basic eagle and falcon. Basic Eagle needs -1 deploy point, LG falcon and battlegroup falcon need +1 deploy point.
3) Pegasus and executor are fine except two things. Executor is not strong enough for 50 points and needs 45ish. Pegasus is not compatible with torpedoes unless you play it manually. If torpedoes are mixed in one group with guns they should be triggered with guns instead never. Also it would be nice to have about 15 degree rotation for frontal heavy mounts.
« Last Edit: October 11, 2023, 05:40:24 AM by Yudka »
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Nettle

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1453 on: October 04, 2023, 02:29:46 AM »


I didnt pay You for turning good game into anoying chain of events where you can choose between ball kick and face slap. If You dont like AI cores - remoove them. Also new ships looks like someone payed to 10 YO modder. Most disapointing patch ive seen from You.

Have you actually played with the new colony threats system though? Overall its pretty easy to manage.
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Vehemence

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1454 on: October 10, 2023, 03:41:20 PM »

I just got rant a bit.

Why is there an exit campaign button in the combat pause screen, that just lets you exit without a secondary warning?

Or, why is it there to begin with?

Wouldn't it be a better option to auto retreat? Or a "main menu", button?

While I'm whining, when will auto-resolve be added? Like, it's there for when they dis-engage, why not have it be an option always?

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