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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 177645 times)

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #735 on: February 02, 2024, 12:00:51 PM »

Also seems like Escort Package got nerfed on release, now it only decreases shield damage by 10% when S-modded on destroyers. On the other side the hullmod is super cheap (-/7/15/-) so there's a good argument to be made to not S-mod it in.

Ah - it's +20% when near a capital, due to the doubling, like for all the other bonuses.
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Lawrence Master-blaster

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #736 on: February 02, 2024, 12:11:59 PM »

Oh, I see. Well, good for me I guess.

Abyssal Deadspace content:

Spoiler
Dunno how I feel about the game overtly telling you how to interact with the Abyssal Light - I think that of all places to "hide" game mechanics, this one would be best? I think the signal officer telling you that interacting with Abyssal Light is considered a bad luck should be enough of a hint
[close]
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Sandor057

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #737 on: February 02, 2024, 12:21:25 PM »

Boy oh boy, Escort Package here I come  :D
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Vanshilar

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #738 on: February 02, 2024, 12:26:11 PM »

Of course the first thing I do is to shamelessly cheat and console command my way to the Abyss...

Spoiler
This planet is deep in abyssal hyperspace and can not be colonized.
[close]

Darn it.

Anyway, I always enjoy the text and the ambience (sound, very gradual acceleration, etc.) giving the feeling of something truly massive and beyond comprehension in the Sector.
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #739 on: February 02, 2024, 12:31:57 PM »

@Alex
Someone on reddit said 0.96 download link downloads 0.97. And yeah the same happens to me so that's probably an accident.
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #740 on: February 02, 2024, 12:34:03 PM »

Someone on Discord said you can't get Reverse Polarity, if you load a save from 0.96 that already had maxed hyperspace topography.

can not be colonized
we hebben een serieus probleem

Siffrin

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #741 on: February 02, 2024, 12:34:55 PM »

I love how random these updates drop like there is no countdown, you just wake up one day or refresh the forum page and realise that there's a new update.
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Arghy

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #742 on: February 02, 2024, 12:58:02 PM »

I'm not the best tester since i'm running old mods that i've manually updated but i'm doing the tutorial atm and it let me keep the gamma core. Can anyone running without mods double check to see if it's doing that?
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #743 on: February 02, 2024, 01:00:50 PM »

@Alex
Someone on reddit said 0.96 download link downloads 0.97. And yeah the same happens to me so that's probably an accident.

Yeah, I usually change the links from the old post to the new version. Otherwise someone always gets the old version by accident. If you still want the old version, you can just change that URL to say 0.96a-RC10.

I'm not the best tester since i'm running old mods that i've manually updated but i'm doing the tutorial atm and it let me keep the gamma core. Can anyone running without mods double check to see if it's doing that?

You might'v just got 2 of them? That can happen.

Abyssal Deadspace content:

Spoiler
Dunno how I feel about the game overtly telling you how to interact with the Abyssal Light - I think that of all places to "hide" game mechanics, this one would be best? I think the signal officer telling you that interacting with Abyssal Light is considered a bad luck should be enough of a hint
[close]

Hmm, noted.
Spoiler
I do think it works ok since it's yellow small-text and not something in-character, but I also see what you're saying.
[close]
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Thaago

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #744 on: February 02, 2024, 01:42:48 PM »

Wooo! Come to me my SD escort package destroyers and we shall rule the sector! Muahahaha.
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Arghy

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #745 on: February 02, 2024, 02:18:07 PM »

Haha just ate a stun round for mouthing off on volturn, it was delightful and now i'm reading everything just encase more things were changed. I usually rush the tutorial so i wasn't paying attention if i got 2 gammas or not, don't think i've ever gotten 2 before though! A good sign.

I love the salamander change it's opened a huge window for load outs where i'd normally just cram pilums on my endurance/harass ships. Looking forward to seeing the skill changes when i start recruiting more officers.
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Fenrir

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #746 on: February 02, 2024, 03:09:31 PM »

Abyssal Deadspace content:

Spoiler
Dunno how I feel about the game overtly telling you how to interact with the Abyssal Light - I think that of all places to "hide" game mechanics, this one would be best? I think the signal officer telling you that interacting with Abyssal Light is considered a bad luck should be enough of a hint
[close]

Hmm, noted.
Spoiler
I do think it works ok since it's yellow small-text and not something in-character, but I also see what you're saying.
[close]
Considering it took me 2 years and a half to find out that
Spoiler
Interdiction pules drives sensor ghosts away
[close]
having relatively clear hints on how to "mess with" abyssal lights in some form can be crucial
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*cough* try tossing the PK into a black hole *cough*

Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #747 on: February 02, 2024, 03:39:16 PM »

Did a straight shot to Limbo before I began my sector sweep for gate systems to colonize.

Out of all the spooky hints about the Abyss, it was a letdown.  Mostly just a bunch of powerup lights that make my fleet faster or see further, even though the lights scare my crew.  I take the speed boost because traveling through dark space is a boring slog.  I guess that is one way to make Interdiction Pulse useful - turn it into a speed booster in dark space.  Once, I found a gravity well, but it was just a gas giant inside that I lacked to resources to fully scan.  After I made it to Hades, I met the beef gate Guardian and its fleet guarding what is obviously special or unique loot.  Hopefully, that loot is something good and not something obnoxious like the planetkiller in Sentinel.

So, I will need to play through early and midgame before I can crush the guards (and take their ships because I will take Automated Ships - I do not like being locked out of playable content).

Now, the big decision point for me is whether to take Flux Regulation as before or take Neural Link instead on the way to Automated Ships.
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Liral

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #748 on: February 02, 2024, 04:24:33 PM »

Added BeamWeaponSpecAPI (with around 70 assorted getter/setter methods for various properties)

Finally!  No more black magic in Realistic Combat.

lili

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #749 on: February 02, 2024, 06:20:09 PM »

Wow, another update!

But this makes me more and more curious about the version number naming rules after that, Alex could you please satisfy my curiosity by explaining how the next versions are planned?

Is the next version 0.98? 0.97.1?
Do you consider 1.0 to be a significant release, or do you believe that the official release isn't necessarily tied to whether it's a 1.0 version number, and that it could even exceed 1.0?
« Last Edit: February 02, 2024, 07:24:49 PM by lili »
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