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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 303269 times)

Zsar

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #975 on: February 09, 2024, 10:38:26 PM »

There is a rounding error with "Repair your ships" in the market menu, which will go like this:
  • "Repair your ships" - now the button is greyed out
  • open any other view on the market, (optional: do whatever), return
  • "Repair your ships" is enabled again and can be used for 1 supply
  • this does not repeat without completely quitting the market menu and does not generally repeat when immediately re-entering it from the system map
Maybe the crew losses are also affected? There is only 1 between 2000 and 1999 - maybe you lost .5 crew and e.g. one part of the game rounds up, the other one rounds to odd.
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #976 on: February 09, 2024, 10:55:46 PM »

I'm going to echo everyone else about Limbo and the abyss.

Spoiler
Beautiful.  Seeing the gate hauler was a wonderful narrative experience.  Moments like these where you actually gasp in real life and have a chill go through you with a smile on your face as you experience something approaching what the people in this universe must be feeling is truly special.
[close]
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Superharem

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #977 on: February 09, 2024, 11:24:53 PM »

I love the new colony crises system. Things feel much more lively and dynamic now than before  :-*
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Princess of Evil

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #978 on: February 10, 2024, 12:03:45 AM »

To odd, unlikely, but it's entirely possible it just rounds down, if calculated losses are float. Float to int casts round down.
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Zaizai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #979 on: February 10, 2024, 12:19:23 AM »

Didn't make any deal with Kanta, I just made him more angry and got the Kanta's wrath or something. I don't remember getting any big pirate event but I might have missed it...now under monthly factors they are not there anymore

Would you mind emailing me your save? It sounds like a possible bug somewhere.

fractalsoftworks [at] gmail [dot] com


Sent the save. Also some minor thing I noticed that might be a bug. I got the big event from the diktat and in the description said that their fleet outmatched mine and it was definitely going to win, however once they got in my system they got absolutely destroyed without me lifting a finger. I still had huge fleets still alive and well when it was over. Maybe It doesn't consider that other colonies in the same system can have patrols as well? was this always the case? I remember the prediction being decently accurate in the past so I thought It might be a bug
« Last Edit: February 10, 2024, 12:21:09 AM by Zaizai »
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Bendigo

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #980 on: February 10, 2024, 12:33:01 AM »

Well Hot Damn, I guess there really is a God!
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SpacePoliticianAndaZealot

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #981 on: February 10, 2024, 03:35:22 AM »

Hopefully this is not (too) belated of a feedback post, considering I've been playing first on 0.97-RC6, then updated to RC7. I haven't updated my game to RC8, but I *did* read the relevant changelog, and I've put close to 40-ish hours in my game so far - I've reached cycle 227 ingame. With that out of the way:

First of all, huge, huge kudos for the skill tweaks and new hyperspace topography content! The former has some very interesting changes and it's made the game dramatically more fun for me. That's not to say that I wasn't having fun in prior Starsector versions, quite on the contrary, but I generally cease my playthroughs sometime after finishing the Galatia Academy storyline and reach level 15, and don't quite delve into exploring the fringe worlds or developing colonies, usually around cycle 212-214 ingame. This time around, I believe I've fought and beaten every kind of combat encounter there is, including that unique Remnant bounty. I think the disparity speaks for itself  :D As for the hyperspace topography abilities, the whole event feels feature-complete to me now, with rewards well worth the points grind. I hope it stays the way it is, I'm really happy with how it's turned out!

Likewise, my impression of the colony crises system is very positive - my issue with colonies so far has been that they've felt out of place and out of character (the latter is a minor personal gripe admittedly, but I've always felt that commanding and managing both a fleet and several colonies with potential population of millions would be too overwhelming for any one person, even when taking into account the adjutant role of hireable officers and administrators, respectively), but, frankly, I've just about done a 180 on my stance after playing through the colony crises. The system as a whole just fits like a glove from a ludonarrative perspective - not only is there lots of fun new fights to do (The Tactistar mercenary fight is a personal highlight, I believe it's the single best combat encounter in the game which manages to be challenging without requiring cheesy tactics/loadouts to easily beat) or avoid fighting (I appreciate the implementation of non-violent solutions to some of the crises a lot!), I finally have the impression that, I, as a colony-owning player, actually exist in the game's world as an entity to which other, established entities, react to and interact with. I suppose the colonies are now, in a word, beliveable? I hope I've managed to get my point accross  :)

I like the Abyss content too, though I haven't gotten around to fully exploring it yet! It's quite cozy, I'm enjoying it.

As a closing thought, I'd say that Starsector now definitively has fleshed-out early, mid and late game content (quite the journey so far, huh?) Apologies if it's still too early to ask, but I don't suppose some more narrative content would be in the works for the next version? With the game having shaped up to having well-rounded, mostly fleshed-out content from start to almost-finish, the foundation has definitely been laid for some sort of a final quest arc, a true end.
In any case, big thumbs up for all the work over the years! It's heartwarming to still enjoy a game I've enjoyed lots since I've first played it many years ago :)
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nathan67003

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #982 on: February 10, 2024, 05:33:54 AM »

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Selfcontrol

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #983 on: February 10, 2024, 06:03:14 AM »

Found a bug :

Spoiler
I have a Very High Underworld contact on Asharu and he gave me a new mission (to swap a datacore from an old pre-Collapse laboratory). After finding it, I had a yellow message saying something along the line of "Retrieved $_megacorpcore". Didn't have the reflex to take a screenshot unfortunately.
[close]
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Zsar

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #984 on: February 10, 2024, 06:16:19 AM »

Found a bug :

Spoiler
I have a Very High Underworld contact on Asharu and he gave me a new mission (to swap a datacore from an old pre-Collapse laboratory). After finding it, I had a yellow message saying something along the line of "Retrieved $_megacorpcore". Didn't have the reflex to take a screenshot unfortunately.
[close]
Here it is.
If your quest giver did not despawn like mine did, a holler to that effect in the report thread would be appreciated.
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Selfcontrol

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #985 on: February 10, 2024, 06:26:48 AM »

Found a bug :

Spoiler
I have a Very High Underworld contact on Asharu and he gave me a new mission (to swap a datacore from an old pre-Collapse laboratory). After finding it, I had a yellow message saying something along the line of "Retrieved $_megacorpcore". Didn't have the reflex to take a screenshot unfortunately.
[close]
Here it is.
If your quest giver did not despawn like mine did, a holler to that effect in the report thread would be appreciated.

Done :)
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #986 on: February 10, 2024, 09:44:18 AM »

Having given it some thought while in bed last night, I thought of a few other places that would be great for narrative events where your captain and crew feel the weight of history upon them: The first time finding a XIV Legion and finding each of the two cryosleepers.  These are perfect places to have an extended narrative event about the history of the sector and for the captain to have a moment of humanity when they explicitly order that no salvaging be done to the cryosleeper(s).  It's perfect after clearing the Guardian, and then everyone's collective hearts skip a beat when the salvage team reports that over a million cryopods are still viable.

Similarly, having active cryo facilities on your colonies are a good time to have narrative events associated with them.  Such as talking to sleeper in the bar grateful for being saved from limbo or receiving delegations from the Hegemony and/or PL very happy to see thousands/millions of civilians have been brought back from the dead to a sector in desperate need of growth.  Maybe once a colony reaches size 6 you can get a different effect from them for shipping people to the core systems?  This is getting beyond simple narrative events though.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #987 on: February 10, 2024, 09:49:51 AM »

I noticed that the number of crew reported lost and recovered seems a bit off.  I might be imagining this, but sometimes it seems to not report any loss of crew when some are actually lost (for example I just took down a Luddic Path starbase and no losses were reported, but my crew went from 2000, to 1999 and I don't think I lost them elsewhere), other times it seems to over report the losses (eg instead of the battle report stating I lost 5 (after subtracting the numbered recovered from those lost) I might lose just 2 or 3).

Could the effects of Containment Proceedures and/or officers with Damage Control not be taken into account when displaying the number lost and recovered?  I generally run most of my combat ships with s-modded Blast Doors to keep casualties pretty low even if a ship is disabled and destroyed; and bigger ships I usually have officers with the Damage Control skill.

Ah - the actual numbers presented here are approximate, not extact. The text iirc indicates this.

There is a rounding error with "Repair your ships" in the market menu, which will go like this:
  • "Repair your ships" - now the button is greyed out
  • open any other view on the market, (optional: do whatever), return
  • "Repair your ships" is enabled again and can be used for 1 supply
  • this does not repeat without completely quitting the market menu and does not generally repeat when immediately re-entering it from the system map
Maybe the crew losses are also affected? There is only 1 between 2000 and 1999 - maybe you lost .5 crew and e.g. one part of the game rounds up, the other one rounds to odd.

Made a note, thank you!


I'm going to echo everyone else about Limbo and the abyss.

Spoiler
Beautiful.  Seeing the gate hauler was a wonderful narrative experience.  Moments like these where you actually gasp in real life and have a chill go through you with a smile on your face as you experience something approaching what the people in this universe must be feeling is truly special.
[close]

Spoiler
So happy to hear this "landed" right for you! Seriously, that means a lot.
[close]


I love the new colony crises system. Things feel much more lively and dynamic now than before  :-*

*thumbs up*


Sent the save. Also some minor thing I noticed that might be a bug. I got the big event from the diktat and in the description said that their fleet outmatched mine and it was definitely going to win, however once they got in my system they got absolutely destroyed without me lifting a finger. I still had huge fleets still alive and well when it was over. Maybe It doesn't consider that other colonies in the same system can have patrols as well? was this always the case? I remember the prediction being decently accurate in the past so I thought It might be a bug

Thank you! From what I can see, it looks like you did defeat a large pirate raid at some point, and I'm not seeing any pirate fleets in-system.

And, yeah, there was definitely a bug with the estimate; I think it could also affect the way this would autoresolve, too. Fixed that up, really glad you mentioned it!


Hopefully this is not (too) belated of a feedback post, considering I've been playing first on 0.97-RC6, then updated to RC7. I haven't updated my game to RC8, but I *did* read the relevant changelog, and I've put close to 40-ish hours in my game so far - I've reached cycle 227 ingame. With that out of the way:

First of all, huge, huge kudos for the skill tweaks and new hyperspace topography content! The former has some very interesting changes and it's made the game dramatically more fun for me. That's not to say that I wasn't having fun in prior Starsector versions, quite on the contrary, but I generally cease my playthroughs sometime after finishing the Galatia Academy storyline and reach level 15, and don't quite delve into exploring the fringe worlds or developing colonies, usually around cycle 212-214 ingame. This time around, I believe I've fought and beaten every kind of combat encounter there is, including that unique Remnant bounty. I think the disparity speaks for itself  :D As for the hyperspace topography abilities, the whole event feels feature-complete to me now, with rewards well worth the points grind. I hope it stays the way it is, I'm really happy with how it's turned out!

Likewise, my impression of the colony crises system is very positive - my issue with colonies so far has been that they've felt out of place and out of character (the latter is a minor personal gripe admittedly, but I've always felt that commanding and managing both a fleet and several colonies with potential population of millions would be too overwhelming for any one person, even when taking into account the adjutant role of hireable officers and administrators, respectively), but, frankly, I've just about done a 180 on my stance after playing through the colony crises. The system as a whole just fits like a glove from a ludonarrative perspective - not only is there lots of fun new fights to do (The Tactistar mercenary fight is a personal highlight, I believe it's the single best combat encounter in the game which manages to be challenging without requiring cheesy tactics/loadouts to easily beat) or avoid fighting (I appreciate the implementation of non-violent solutions to some of the crises a lot!), I finally have the impression that, I, as a colony-owning player, actually exist in the game's world as an entity to which other, established entities, react to and interact with. I suppose the colonies are now, in a word, beliveable? I hope I've managed to get my point accross  :)

I like the Abyss content too, though I haven't gotten around to fully exploring it yet! It's quite cozy, I'm enjoying it.
...
In any case, big thumbs up for all the work over the years! It's heartwarming to still enjoy a game I've enjoyed lots since I've first played it many years ago :)

Thank you! <3

As a closing thought, I'd say that Starsector now definitively has fleshed-out early, mid and late game content (quite the journey so far, huh?) Apologies if it's still too early to ask, but I don't suppose some more narrative content would be in the works for the next version? With the game having shaped up to having well-rounded, mostly fleshed-out content from start to almost-finish, the foundation has definitely been laid for some sort of a final quest arc, a true end.

(Hah, it's been something, alright!) Hmm - I'm not sure about "next version" or not; still deciding on exactly how to arrange the things that need to be in the next couple of releases - but as you say, it's at a point where it's ready for that.


Found a bug :

Thank you!


Having given it some thought while in bed last night, I thought of a few other places that would be great for narrative events where your captain and crew feel the weight of history upon them: The first time finding a XIV Legion and finding each of the two cryosleepers.  These are perfect places to have an extended narrative event about the history of the sector and for the captain to have a moment of humanity when they explicitly order that no salvaging be done to the cryosleeper(s).  It's perfect after clearing the Guardian, and then everyone's collective hearts skip a beat when the salvage team reports that over a million cryopods are still viable.

Similarly, having active cryo facilities on your colonies are a good time to have narrative events associated with them.  Such as talking to sleeper in the bar grateful for being saved from limbo or receiving delegations from the Hegemony and/or PL very happy to see thousands/millions of civilians have been brought back from the dead to a sector in desperate need of growth.  Maybe once a colony reaches size 6 you can get a different effect from them for shipping people to the core systems?  This is getting beyond simple narrative events though.

Hmm, yeah - there are definitely som possibilities around these, the cryosleepers especially. Right now they're more of a mechanics rather than narrative thing, but it's such a potentially evocative situation!
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Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #988 on: February 10, 2024, 11:04:54 AM »

Rather enjoying the Grendel.  I used the standard, max-range builds with HVDs, and a dual flak cannon chugging away, chewing apart most of Locust volleys (with IPDAI).  It was serviceable.

But serviceable isn't good enough.  Try two hmgs, two chainguns, a thumper, and Phase Anchor.  Yeah, that thing can crack stations if you can get it close.  I think I was even able to stuff a Nav Relay in there with all the OP savings from the weapons.

Retribution with the new Storm Needler feels a bit broken against 90% of ships.  Still, I rather like it.  Good job on configuring the AI to fire on shields.  Would have been a waste otherwise.
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chennitoa

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #989 on: February 10, 2024, 02:11:54 PM »

The AI feels very weird with phase lances now. Like, the autofit Eagle variant with phase lances used to be very good, but it now feels like the Eagle rarely fires the phase lances, when it used to spam it all the time making for good pressure.
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