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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 383265 times)

SCC

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1455 on: October 11, 2023, 12:15:48 AM »

Auto-resolve was removed ages ago because it could be abused.

Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1456 on: October 11, 2023, 04:59:41 AM »

Auto-resolve finished fights in seconds instead of minutes.  It allowed the player to powerlevel faster in older releases without a level cap, effectively extending the soft cap by at least ten levels.  Today, auto-resolve would let the player farm alpha cores and other Ordos loot much faster if he can build a fleet strong enough to auto-resolve Ordos fleets.  A build that optimizes for auto-resolve would probably look different (in skills and fleet composition) than one built for normal combat.

Auto-resolve bypasses the combat action entirely.  Why would Alex waste time creating and refining the combat part of the game when players bypass all of it with auto-resolve for more power faster?  Auto-resolve for normal combat had to go.
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Yudka

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1457 on: October 11, 2023, 05:34:47 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.

I rolled it back to previous patch conditions after spending 5 mils on pirate raids and other "fun" stuff.
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Histidine

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1458 on: October 15, 2023, 06:07:32 PM »

I don't know how anyone manages to spend 5M trying to manage colony threats. Either way though, it's getting an overhaul next version.

Why is there an exit campaign button in the combat pause screen, that just lets you exit without a secondary warning?
It does have a prompt window already.
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Nettle

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1459 on: October 16, 2023, 01:00:19 AM »

I rolled it back to previous patch conditions after spending 5 mils on pirate raids and other "fun" stuff.

Good, colony threats management really isn't that difficult though - military base on a high stability world should take care of pirate activity entirely, provided you didn't majorly tick off Kanta. As for pathers - you should be able to keep them in check by destroying bases whenever they pop up. However if you start using all the cores at some point it will become impossible to keep up with pathers interest and your only option from now on is to bribe. Which isn't a big deal considering you are probably swimming in credits at this stage, but it does achieve the exact opposite of what system was designed to do. This is probably going to be adressed, since colony threats system is getting refined.
« Last Edit: October 16, 2023, 01:02:13 AM by Nettle »
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Neldonax

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1460 on: October 30, 2023, 01:10:56 AM »

More focus on luddic faith, way more, make Jesus Christ the Son of God part of it in a meaningful way, more dialogue options even if they don't change anything, it sucks that the "faithful" lines are super generic all things considered. Not enough christ, or iconography to speak of. I doubt the luddics would be aniconic. Icons speakasy if you pray, you can hear them. I understand if the dev does not believe, but faith is something magical and it can really only be written by someone who is faithful. I want luddic icons i can design luddic icons if it is needed i just want a space game that does faith right.
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Neldonax

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1461 on: October 30, 2023, 01:16:10 AM »

More focus on luddic faith, way more, make Jesus Christ the Son of God part of it in a meaningful way, more dialogue options even if they don't change anything, it sucks that the "faithful" lines are super generic all things considered. Not enough christ, or iconography to speak of. I doubt the luddics would be aniconic. Icons speakasy if you pray, you can hear them. I understand if the dev does not believe, but faith is something magical and it can really only be written by someone who is faithful. I want luddic icons i can design luddic icons if it is needed i just want a space game that does faith right.
also "amen" should just be a generic end dialogue option for when you speak to anyone spiritually more uplifted
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1462 on: October 30, 2023, 05:55:57 AM »

I prefer the Luddic Church to lean more toward the demonic cult of heretics that they are, so player can purge them like any other group of evil cultists elsewhere.  Luddic Church is insidious (especially after I meet their Baird knockoff after the pilgrimage), while the Path is at least open about it.
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Neldonax

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1463 on: October 30, 2023, 11:49:46 AM »

I prefer the Luddic Church to lean more toward the demonic cult of heretics that they are, so player can purge them like any other group of evil cultists elsewhere.  Luddic Church is insidious (especially after I meet their Baird knockoff after the pilgrimage), while the Path is at least open about it.
want to know how i can tell that you don't get it?
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TimeDiver

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1464 on: October 30, 2023, 12:05:12 PM »

I prefer the Luddic Church to lean more toward the demonic cult of heretics that they are, so player can purge them like any other group of evil cultists elsewhere.  Luddic Church is insidious (especially after I meet their Baird knockoff after the pilgrimage), while the Path is at least open about it.
want to know how i can tell that you don't get it?
Fairly sure that lore-wise, all of the Luddic leaders are varying degrees of complete and utter fanatics.

The Church happens to be the most organized, and the Pathers don't bother to hide their end-goal.
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SafariJohn

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1465 on: October 30, 2023, 05:53:34 PM »

Luddics are NOT Christians. Nor are they any other modern or historic religion.
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Neldonax

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1466 on: October 31, 2023, 12:11:49 AM »

Luddics are NOT Christians. Nor are they any other modern or historic religion.
yes they are. Ludd is the second coming of christ, it is organized like the catholic church, even has a papal states, preaches about the end times, and is populist. The whole thing is very much a christian denomination and if the dev has the same view as you then i weep for the wasted potential. The ludds should go full christ, have an actual connection to the past, be the exception in a society of confused vagabonds, thieves and fascists. I get a lot of you have hate-boners for the church and can't imagine a world without "religion le bad" but i am a man of faith and i see the great potential the luddics can have if only the dev stopped tip-toeing to appease people like you. Faith is so complex and faith is something people today are sleeping on, they just don't get it and refuse to get it and that's just a bummer cause open your eyes mannnn stop being a little kid about faith.
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Histidine

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1467 on: October 31, 2023, 01:42:38 AM »

More focus on luddic faith, way more, make Jesus Christ the Son of God part of it in a meaningful way, more dialogue options even if they don't change anything, it sucks that the "faithful" lines are super generic all things considered. Not enough christ, or iconography to speak of.
yes they are. Ludd is the second coming of christ, it is organized like the catholic church, even has a papal states, preaches about the end times, and is populist. The whole thing is very much a christian denomination
I don't know what kind of person looks at Standard SFF Knockoff Christianity and decides that it ought to be Literal Actual IRL Christianity. Well, I do know people like this exist and have encountered cases elsewhere, I just find them incomprehensible.

Anyway I could write a post here about the reasons it's good for an SFF society or setting to not have real world present day labels stuck on them, even if they're clearly intended to comment on the said present day issues. (The late Shamus Young discussed some of them in a blog post about Deus Ex: Mankind Divided.) But for some reason I feel that such a post would be wasted effort here.
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1468 on: October 31, 2023, 06:11:13 AM »

Luddics are NOT Christians. Nor are they any other modern or historic religion.
This right here is why, if anything, I treat them as a sacrilegious demon cult led by a space witch (Baird #2) if I care to take it seriously.  Otherwise, they are yet another annoying faction to rob blueprints from then either ignore them or wipe them - and the rest of the core worlds - off the map if I want to colonize the entire sector or get fed up with their backstabbing endless expedition spam.

I do not want Luddic Church/Path to be a mirror or mockery of real-life religions.


P.S.  The worst thing about the Church right now is following their plot does not (seem to) have any rewards I care about (few more story points?)  The best I get is a picture of a shambling mound or other D&D veggie-monster when visiting Jangala on the pilgrimage, which... is not loot like Ziggurat or Omega weapons, or new game-changing powers like gate travel.  At least Diktat offers an Executor and few special weapons, when Diktat ships and weapons are a pain to farm without destroying rep.
« Last Edit: October 31, 2023, 06:21:59 AM by Megas »
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David

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1469 on: October 31, 2023, 06:43:24 AM »

*Ahem* hello.

So, yes, obviously the Church of Galactic Redemption et al is a commentary on/exploration of religion which borrows elements from many different, but mostly Christian, sources. This is due largely to me being more familiar with the aesthetics and history of Christianity rather than other religions due to growing up in North America.

There are a few very good reasons why the in-game Luddic religion is intentionally portrayed as a slightly kooky "scifi religion" which intentionally doesn't reference certain extremely contemporary real-world associations ie. Jesus Christ, or, for that matter Muhammad, or the actual Bible.

The reasons are:
  • People get really, really mad when they talk about real world religion (see: this thread; moderation note incoming). This is particularly bad in the context of videogames which tend to have unreasonably fractious and poorly managed communities, so these conflicts get ugly, fast.
  • To Histidine's point: Science fiction, as a genre, (whether it admits it or not) intentionally puts contemporary subjects into imaginary aesthetic wrapping to comment upon them with a certain subjective distance which allows them to be a little more accessible, or seen in a different light. This sort of conceit is absolutely standard-issue practice.
  • Also, sirs, this is a video game. It's built to be accessible to a general audience in a way, perhaps, a novel would not. It's not a game made for religious people, or one made for atheists. It's not a game that wants to convert anyone one way or the other. If certain players (named Megas) just want to blow up all the Luddic Church fleets, they can do that.
  • (Also, if I tried to actually tie this in strongly with real-world religions I'd have to do more research and that'd be a ton of work.)
All that said, the gaming audience traditionally comes from a certain viewpoint about religion that tends toward the negative and portrayals of religious factions in games tend toward the negative as well. The challenge I set out for myself several years ago was to offer a way for some (not all, obviously) people from that general audience to think about religion with a little more nuance. Is Starsector successful in this? I like to think it is, sometimes. I hope.

Neldonax, if I may: For the reasons above, it is not reasonable for us to put explicit references to Jesus Christ, etc., into the game, nor do I think it would serve the narrative or aesthetics. It'd probably just make a lot of people from every viewpoint really, really mad. There is a place in the world for a space game that is built from the ground up that specifically centers an exploration of Christianity in particular, but this is not that game.

From a moderation standpoint, I would ask that everyone be respectful here and keep it chill. We've got rules about no bigotry and no toxicity ie. don't be a huge jerk.
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