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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 303327 times)

Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1020 on: February 12, 2024, 01:45:18 PM »

Yes, the stable location is empty, and the hangar/storehouse with the Guardian fleet was orbiting it. (I assume it always does?)
From reading the wormhole anchor description, which mentioned that you need a pair of them, and that it was orbiting a stable location, I had the assumption "the drones were supposed to set up a wormhole here".
Then interacting with the stable location, it had unique text; said something about how the location had already been prepared and so setting up the wormhole would be instant.
Getting the anchor means killing the Guardian and its fleet first.  I was considering building the relay before touching the vault.  Until I try to crack the vault, I have no prior knowledge about a boss fight and its anchor loot.  But even if I am aware of the Guardian (when I first cracked it, my fleet was not strong enough to kill the Guardian and its fleet, had to reload and come back much later), I did not know about the exact items dropped.  (I quickly guessed it was an item for either the gate or wormhole, given the recent teasers, but not how it worked.)  When I looted the items, I quickly installed the anchor after reading the exposition.  I guess I was glad not to have built the comm relay in the empty stable point before fighting the Guardian.
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Siffrin

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1021 on: February 12, 2024, 02:05:08 PM »

Please add the game to STEAM with support for mods, I will immediately buy again (I think it will greatly increase the popularity of the game and bring a lot of money).
Yeah no thanks, Steam Workshop is terrible.
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TuxedoCatfish

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1022 on: February 12, 2024, 04:20:56 PM »

Hmm, maybe? At this point the cost is low enough that it'd need an s-mod bonus and it's not exactly clear what that might be. Part of the reason for not s-modding this one in is it makes it harder to swap around ships etc since the ship basically only becomes good for this specific purpose (as an NL ship), and is otherwise hobbled with a useless s-mod. Which, I mean - if the player wants to do it, that's fine. But it seems like with the low cost you wouldn't unless the s-mod bonus was compelling, and that gets more involved.

Wait, built-in being disallowed for those is a *user experience* decision? I always assumed it was a balance feature designed to counteract the mod's power.

Hulls are easily replaced; a build put permanently out of reach due to ordnance point limits is priceless.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1023 on: February 12, 2024, 04:35:57 PM »

Wait, built-in being disallowed for those is a *user experience* decision? I always assumed it was a balance feature designed to counteract the mod's power.

Hulls are easily replaced; a build put permanently out of reach due to ordnance point limits is priceless.

It was primarily a decision based on the high OP cost! Just saying that now, to make it build-inable would require coming up with an s-mod effect, and that the "user experience" downsides of building it in generally make this a poor choice (not always, sure) so it's a... lower priority thing for me to spend time on, if that makes sense. Might be fun if the s-mod effect was fun, though, hmm!

Edit: and now that I'm thinking about it, something like a "transfer to this ship is always instant" might be a fun effect. Let me make a note :)
« Last Edit: February 12, 2024, 06:14:05 PM by Alex »
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1024 on: February 12, 2024, 06:51:30 PM »

Edit: and now that I'm thinking about it, something like a "transfer to this ship is always instant" might be a fun effect. Let me make a note :)
That would be nice.  NL capital (or other high DP) duo is a bit awkward because of a five or so second wait.
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1025 on: February 12, 2024, 08:52:20 PM »

Should the fast transfer be limited to ships smaller than capitals?
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Wapno

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1026 on: February 12, 2024, 08:59:34 PM »

*sigh* As per tradition with every major update, the nerf circus continues.

  • Cyclone Reaper Launcher:
    • Reduced ammo to 14 (was: 20)
    • Increased refire delay to 15 seconds (was: 10)
  • Proximity Charge Launcher: increased refire delay to 2 seconds (was: 1)

  • Safety Overrides: can no longer be installed on ships with Flux Shunt (i.e. the Monitor)

Rest in peace SO Monitor. It was fun while it lasted...

At least in exchange this update also contains some much needed buffs. Especially Storm Needler is now going to be interesting to use.

Not to mention the plethora of amazing features. Can't wait for the mods to catch up so I can try this.[/list]
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Nettle

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1027 on: February 12, 2024, 09:45:38 PM »

*sigh* As per tradition with every major update, the nerf circus continues.

Would you prefer the spectacle of power creep?
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Princess of Evil

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1028 on: February 12, 2024, 10:10:55 PM »

Love the changes to economy. Now colony stockpiles are once again usable for more than just fuel, supplies and lobster. :P
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Doctorhealsgood

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1029 on: February 13, 2024, 02:52:10 AM »

Wait, built-in being disallowed for those is a *user experience* decision? I always assumed it was a balance feature designed to counteract the mod's power.

Hulls are easily replaced; a build put permanently out of reach due to ordnance point limits is priceless.

It was primarily a decision based on the high OP cost! Just saying that now, to make it build-inable would require coming up with an s-mod effect, and that the "user experience" downsides of building it in generally make this a poor choice (not always, sure) so it's a... lower priority thing for me to spend time on, if that makes sense. Might be fun if the s-mod effect was fun, though, hmm!

Edit: and now that I'm thinking about it, something like a "transfer to this ship is always instant" might be a fun effect. Let me make a note :)
Instant transfer does indeed sound fun.
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1030 on: February 13, 2024, 05:20:29 AM »

Should the fast transfer be limited to ships smaller than capitals?
No.  Almost any two ships smaller than capitals already have instant transfer by being within the 50 DP limit.  35+ DP ships (i.e., capitals plus Doom) are the ones likely to break the 50 DP cap.  Having this for any ship would be nice for anyone willing to give up an s-mod for instant transfer on a high-DP duo.  While I would prefer no DP cap for free instant transfer, at least paying s-mods to break the limit would become an option.
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Zaizai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1031 on: February 13, 2024, 06:59:46 AM »

After playing way more than I should have, I have only one complaint: [Redacted] weapons are so fun. Missiles that use flux instead of munitions? give them to me. But you only get a tiny cache if you know the location, a sample that most likely can't be used to fully make a build. Then you defeat the doritos and its based on luck whether you get the weapons you want in the quantity you want, and by the time you even manage to take them down you are already in the end game with not much time left to have fun with these cool weapons. 
It always feels like such a shame. I cheated enough of those weapons to made a build and had a blast with it, its a shame it would never happen in a regular game. 
While some of them are truly powerful, other feels like they could have a space in the sector. Missiles in their regular form are extremely low tech, so they fit really well with hegemony and luddites, and the new Persean League missiles truly embodies what a "mid-line" missile would look like. Now, why is tri-tachyon using low tech missiles instead of something more high-tech than what the Persean League uses? doritos missiles still eat huge amount of flux so they seem fairly balanced if not almost underpowered , as they void the true advantage that missiles have of being able to use no flux. So, wouldn't it make sense for the tri-tachyon to make use of some of these high tech "missiles"?
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Worldtraveller

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1032 on: February 13, 2024, 07:24:58 AM »

After playing way more than I should have, I have only one complaint: [Redacted] weapons are so fun. Missiles that use flux instead of munitions? give them to me. But you only get a tiny cache if you know the location, a sample that most likely can't be used to fully make a build. Then you defeat the doritos and its based on luck whether you get the weapons you want in the quantity you want, and by the time you even manage to take them down you are already in the end game with not much time left to have fun with these cool weapons. 
It always feels like such a shame. I cheated enough of those weapons to made a build and had a blast with it, its a shame it would never happen in a regular game. 
While some of them are truly powerful, other feels like they could have a space in the sector. Missiles in their regular form are extremely low tech, so they fit really well with hegemony and luddites, and the new Persean League missiles truly embodies what a "mid-line" missile would look like. Now, why is tri-tachyon using low tech missiles instead of something more high-tech than what the Persean League uses? doritos missiles still eat huge amount of flux so they seem fairly balanced if not almost underpowered , as they void the true advantage that missiles have of being able to use no flux. So, wouldn't it make sense for the tri-tachyon to make use of some of these high tech "missiles"?
Yeah. I've thought adding an industrial skill "Reverse Engineering" to the skill tree would be fun. It would allow you to sacrifice a weapon to deconstruct and have a chance (slightly better than 50/50?) to get a functional blueprint.

Or maybe you always get a blue print, but the effects of the weapon are somewhat random from normal, full-strength, to some variations of reduced range, damage, increased flux, or something like that.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1033 on: February 13, 2024, 09:00:01 AM »

Another hotfix is up - fixes a post-battle crash when you have a deal with the pirate station king. Was introduced in the previous hotfix, my bad.
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1034 on: February 13, 2024, 09:25:48 AM »

A hammerhead, a shrike, an enforcer and a centurion pursue a half-dead Falcon (P). Full assault is turned on, eliminate order is placed on the Falcon. Neither the Shrike nor the Enforcer use their ship systems to get closer to the retreating ship, even though I ordered them to attack it as aggressively as possible.
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