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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 184504 times)

AtlanticAccent

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #15 on: January 01, 2024, 12:04:10 PM »

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

It would be lovely if this hullmod incompatibility mechanism were available to modders  ;D
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Worldtraveller

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #16 on: January 01, 2024, 12:05:36 PM »

Small typo in the third bullet point under misc: Maded the dark gray text color in the UI a little brighter to make it more readable

Time to start a new game. :)
« Last Edit: January 01, 2024, 12:08:25 PM by Worldtraveller »
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Alex

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #17 on: January 01, 2024, 12:06:39 PM »

I feel like a better direction to go would have been giving phase lance the 'use less vs shields' tag, or maybe a strike tag.

I've thought about that, yeah. I don't like that, though - I think it makes the weapon cludgy in some ways, for example it won't fire at fighters and it's quite good against them, almost worth mounting specifically for that role. And I'd rather not go in the direction of having *more* weapons where autofire makes whether-to-fire decisions.

I also feel like there are AI issues with this weapons well, because (I think) it has shot decay where not all the shots reach max range and the AI likes to hover at max range and poke where this weapon has effectively reduced efficiency and DPS. The efficiency boost is very large though, almost too much? At the very least it will be absolutely terrifying.

It *is* an omega weapon, it just was really not performing like one!


Aww no pilum love? The salamanders look very interesting now for those small/medium support missile mounts. Question about the gryphon, does this mean it can only replenish its missiles twice per deployment or is it a 2 part system? If it's now limited any chance of the missile forge becoming a hull mod?

The new Missile Spec elite helps the Pilums out a bit, actually!

The Gryphon can reload its missiles twice, yes. But a lower amount each time. (Not sure how this is related to missile forge, but: definitely not! That'd be really broken, balance-wise.)


Looking at the changes rn, two reactions beyond the amazing QoL changes im seeing.

!: What the heck did the monitor do to you alex.

Hah! I've been living in an alternate universe where, for some reason, it didn't occur to me to put SO on the Monitor. And I'm over here like "what are they all talking about, it's not *that* bad". Anyway, you're all in *my* universe now. *cackles madly* Ahem.


2: Didnt squalls already get nerfed in .96? What exactly was wrong with them.

Incremental changes and all that; I don't want to over-nerf them so I was/am making changes gradually.

As to what's wrong with them - the high HP makes point-defense useless, and they're too good at providing flux-free kinetic damage that can't really be countered, and the ammo is high enough that it's more of a problem than e.g. with Sabots where the damage really needs to be harder to counter because the ammo is relatively low. The general goal is to have the various large missile options be more competitive.


Great change, but muscle memory is going to result in me yeeting my entire collection of supplies/fuel more than once, I fear ::).

Oooof, I can totally see it. Sorry :)


It has a new way of sorting colony interactions. It's definitely a new number, you've just been staring at it too long to notice.

I'm not actually sure what you mean by "sorting colony interactions", hmm?


It would be lovely if this hullmod incompatibility mechanism were available to modders  ;D

I know, I'm sorry :(

It's in the back of my mind to do up a tag-based system for it but every time I need to make a change it needs to be a quick one and it's like, one more hack or re-doing the system? Some day!

Small typo in the third bullet point under micsc: Maded the dark gray text color in the UI a little brighter to make it more readable

(Thank you, fixing that up.)
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Deshara

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #18 on: January 01, 2024, 12:18:08 PM »

  • Luddic Path cells can once again cause incidents are player colonies

typo?
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Admiral_Daala

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #19 on: January 01, 2024, 12:21:22 PM »


Incremental changes and all that; I don't want to over-nerf them so I was/am making changes gradually.

As to what's wrong with them - the high HP makes point-defense useless, and they're too good at providing flux-free kinetic damage that can't really be countered, and the ammo is high enough that it's more of a problem than e.g. with Sabots where the damage really needs to be harder to counter because the ammo is relatively low. The general goal is to have the various large missile options be more competitive.





See, I thought the dynamic was that Sabot's were more versatile (versions in all slots as opposed to being large only), and could deal much more kinetic damage in bursts. Whereas Squalls do long range shield pressure, something missile focused ships and carriers seem to struggle with otherwise.
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Mortrag

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #20 on: January 01, 2024, 12:24:25 PM »

Campaign:
    Drastically improved effectiveness of introducing false readings into sensor arrays (for drawing off patrols to be able to complete stealth-requiring missions with a general-purpose fleet)

Could you also add some kind of tip, for when a player accepts a stealth mission for the first time, that this is an option?
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TheLaughingDead

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #21 on: January 01, 2024, 12:33:29 PM »

Wendigo, low-tech phase cruiser with AAF. Oh yeah baby, this will be a fun one!

Escort Package sounds decent as detailed, but I have to ask: does it stack?!

Can't wait to play through all the different colony crises  ;D
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Worldtraveller

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #22 on: January 01, 2024, 12:42:54 PM »

This seems like a good place to ask this, so: Have you considered putting in a 'Check for Updates' and auto update in the main menu?

I know a lot of players don't want it to auto-update because it can break mods, but being able to do it manually from the main menu would be nice.

Also also...it sounds like you're getting close to releasing this next version! Rough time frame estimate? :)

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Grievous69

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #23 on: January 01, 2024, 12:55:05 PM »

Every single listed change I like, but that Phase Lance buff is somehow sticking out to me. Not to say it's going to break anything but why would a burst anti-armour beam be efficient like that? I understand the range is bad but it just "feels wrong" is what I'm trying to say. And maybe it will feel good using it, who knows. I just can't wait to abuse the hell out of them.

Heavy Autocannon minor buff is nice.
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TheFreind

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #24 on: January 01, 2024, 12:57:24 PM »

That escort package amplifying your destroyers is a stroke of genius. Insofar the destroyers are having a slight identity crisis - either too weak to field later on, or simply too expensive to beat frigates that perform the same job. Making it a premier escort ship that is fast, nimble, and dangerous is an incredibly exciting idea. Either they eat up frigates like anteaters, or they can offer ample fire support/point defense against larger threats. I already see a few strategies cooking.

I just find it so thematic and appropriate that we're getting inspiration from IRL naval doctrine where the destroyers are meant to destroy submarines and offer escort duty to carrier fleets. Well done!  :D
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ishiggydiggydowop

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #25 on: January 01, 2024, 12:58:04 PM »

  • Galatia Academy probe package retrieval mission:
    • Added description of where the probe will be found
    • Excluded certain terrain (system-wide nebula and very large ring systems) from list of possible locations

Awesome! I will admit sometimes I spent a good 20 minutes crawling around a system looking for that tiny probe. Having no landmarks to reference to was always a bit painful (similar to the "in the outer reaches of the system" landmark for probe/derelict ships, but it was a bit worse with probes.)

  • Derelict Mothership: now always drops one of: Pristine Nanoforge, Synchrotron, Catalytic Core

With this, a thousand voices arise in a chorus of "TWO CATALYTIC CORES IN THIS RUN?! NOOO!". But still a good change imo, I'm not one of the players that thinks you *deserve* a perfectly optimised colony or industry item selection, so this increases variety in an interesting way. 

Added new type of sensor ghost

Is this a hyperspace sensor ghost? Or is this an Abyss sensor ghost? Either way, I'm scared.

Added a new hand-made star system in the Abyss
Added rogue planets to the Abyss

Finding Sentinel randomly surprised me, I didn't think the game could put a dopey smile on my face even after so many hours but it still did. Even if there's not even combat in this system I'm probably just gonna enjoy stumbling around in the dark. Super excited to play through all this, honestly it feels like this is a big patch just from the breadth of content being altered (hyperspace travel, colony crises, skills, new area of the map, balance changes on ships/weapons, escort package). Great work, can't wait to play it when it's ready.
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SpacePoliticianAndaZealot

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #26 on: January 01, 2024, 01:02:36 PM »

Very interesting changes and additions across the board! I'm glad to see Reverse Polarity getting added - getting stuck on the wrong side of slipstreams was a frequent issue for me, and I'm happy to have a way to deal with that now. Thank you for this  :)
Also, Cybernetic Augmentation looks very interesting now! Truthfully, that was the one skill I never picked in any of my runs so far, looks like that's about to change. Can't wait!
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Amoebka

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #27 on: January 01, 2024, 01:04:53 PM »

Yeah, can't wait to spend 5 hours flying around the sector map only to realize all the new exoplanets are indeed in the named corner.  :D
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Nimiety

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #28 on: January 01, 2024, 01:12:17 PM »

Boo yeah, can't wait to fly headfirst into a pirate armada in a slipstream, both of us going burn 30 in opposite directions.

One niggling annoyance with neural link I've found is every time you swap it changes your strafe to cursor toggle back to whatever the default is. Any easy fix possible for that?
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StuffyEvil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #29 on: January 01, 2024, 01:13:56 PM »

Added rogue planets to the Abyss

Can we colonize rogue planets?
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tachyon lance
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