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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 0.97a (Released) Patch Notes  (Read 291211 times)

Gris

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1410 on: March 07, 2024, 11:15:35 PM »

Good day Vanshilar!
I was wondering this too if there will be a 0.97a rc-12 hotfix? :-\
« Last Edit: March 08, 2024, 05:16:03 AM by Gris »
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Helldiver

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1411 on: March 08, 2024, 05:05:41 PM »

There's been quest bugs and stuff reported and then mentioned as fixed shortly after the last RC dropped so there's going to be at least one more for those.
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Gris

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1412 on: March 08, 2024, 06:23:31 PM »

There's been quest bugs and stuff reported and then mentioned as fixed shortly after the last RC dropped so there's going to be at least one more for those.

Ok thank you for the reply!  :D

I just hope there is rc-12 hotfix.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1413 on: March 08, 2024, 07:36:45 PM »

Actually, there definitely will not be another hotfix - I'm already well into developing new features! The bugs that were fixed were not critical, and bugfixing is an ongoing process.
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Gris

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1414 on: March 08, 2024, 08:14:43 PM »

Good day Alex!   :)
Thank you for clarifying that there will be no another hotfix.
Can you give us atleast a small hint of what upcoming features you are creating?
Im hoping for some super late endgame content farm or boss fight even you don't continue the Galatia Storyline.
Since this is unfortunately the only feature that is lacking in your game.

What's it gonna be 0.97.1a or 0.98a?

Anyways I hope you do well in the next update.  :D
« Last Edit: March 08, 2024, 08:16:43 PM by Gris »
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Vanshilar

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1415 on: March 08, 2024, 10:12:05 PM »

Awesome! Yeah usually I test various stuff while hotfixes are going on, and then wait until the final hotfix before I start a full playthrough. So it's good to know that I can now start a full game. (Going to be trying out immediately putting some colonies in the core worlds at the very beginning, and see if I can fight off saturation bombings, colony crises, etc. when I do it "wrong".)
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ohsnapdragon

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1416 on: March 09, 2024, 02:21:07 AM »

Playing around with 0.97 some more, I think it would be a good idea if the Sindian Diktat crisis allowed you to saturation bombard Diktat worlds without the usual dropping everyone to hostile.

It seems odd to me that the Diktat can just get away with attempting to saturation bombard YOUR worlds with impunity - other factions only do this if you settle in a system they claim, and they immediately stop if your colony grows to size 5, because then that would be considered barbaric. But here the Diktat will happily bombard your size 5 or 6 fuel planet, without even a somewhat-justifiable casus belli,  and suffer no penalties to anybody. If they're not beholden to the rules, then why should the player be punished so steeply if they do a retaliatory saturation bombarding of Sindria?

Either punish both, or punish neither.
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nathan67003

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1417 on: March 09, 2024, 05:45:44 AM »

there definitely will not be another hotfix
EXACTLY WHAT I WAS WAITING FOR.
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Matheld

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1418 on: March 09, 2024, 09:33:14 AM »

Maybe someone already mentioned it.

But the fleets tied to colony crises, the ones that stop and inspect you?
I find it very funny that if you comply and let them inspect your fleet. They end the interaction with "Don't let me catch you out here again".

Like.. I'm in my own rightfully claimed territory my guy. You're in orbit of MY colony, patrolled by fleets under MY command, in line of sight of MY spacestations. You have no power here. I am just entertaining you for the moment.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1419 on: March 09, 2024, 11:13:01 AM »

Can you give us atleast a small hint of what upcoming features you are creating?

There should be a blog post talking about it in the near-ish future :)

Also, the update to java 17 is official now, we've got everything squared away, and it's running *great*. <knock on wood>


Like.. I'm in my own rightfully claimed territory my guy. You're in orbit of MY colony, patrolled by fleets under MY command, in line of sight of MY spacestations. You have no power here. I am just entertaining you for the moment.

Perspectives on this differ, apparently :D
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Bungee_man

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1420 on: March 09, 2024, 12:59:44 PM »

Maybe someone already mentioned it.

But the fleets tied to colony crises, the ones that stop and inspect you?
I find it very funny that if you comply and let them inspect your fleet. They end the interaction with "Don't let me catch you out here again".

Like.. I'm in my own rightfully claimed territory my guy. You're in orbit of MY colony, patrolled by fleets under MY command, in line of sight of MY spacestations. You have no power here. I am just entertaining you for the moment.

On the topic of those fleets, I do kind of wish they spawned at their home ports and headed over, rather than materializing near my colonies. They tend to pop back up quite a bit quicker than I'd expect, to the point where the player's options seem to be either avoiding his own colonies until the crises run out, or dealing with perpetual costs due to trade disruption. Counterintuitive - colonies do worse rather than better when the player is nearby.
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Matheld

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1421 on: March 09, 2024, 04:05:38 PM »

Like.. I'm in my own rightfully claimed territory my guy. You're in orbit of MY colony, patrolled by fleets under MY command, in line of sight of MY spacestations. You have no power here. I am just entertaining you for the moment.

Perspectives on this differ, apparently :D

Hegemony is like "Do you have a flag? No flag no country.."
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1422 on: March 09, 2024, 04:33:44 PM »

Hegemony is like "Do you have a flag? No flag no country.."
Yes, we do!  We select a flag the moment we build our first colony.

On the topic of those fleets, I do kind of wish they spawned at their home ports and headed over, rather than materializing near my colonies. They tend to pop back up quite a bit quicker than I'd expect, to the point where the player's options seem to be either avoiding his own colonies until the crises run out, or dealing with perpetual costs due to trade disruption. Counterintuitive - colonies do worse rather than better when the player is nearby.
Sometimes, it is blatantly obvious they magically spawn just off the screen like some RPG random encounter.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1423 on: March 09, 2024, 04:43:30 PM »

Counterintuitive - colonies do worse rather than better when the player is nearby.

(This isn't actually the case, or at least shouldn't be - it's possible to get trade disruptions when you're not there, too.)
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Gris

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1424 on: March 09, 2024, 07:43:35 PM »

Can you give us atleast a small hint of what upcoming features you are creating?

There should be a blog post talking about it in the near-ish future :)

Also, the update to java 17 is official now, we've got everything squared away, and it's running *great*. <knock on wood>


Like.. I'm in my own rightfully claimed territory my guy. You're in orbit of MY colony, patrolled by fleets under MY command, in line of sight of MY spacestations. You have no power here. I am just entertaining you for the moment.

Perspectives on this differ, apparently :D

Wow! That's A big upgrade to Java 7!  :D
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