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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 285903 times)

Wyvern

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #750 on: February 02, 2024, 06:33:27 PM »

There are various systems for how version numbers work...

...And Alex doesn't consistently use any of them, as witness Starsector going from 0.9.1 to 0.95 instead of the more sensible 0.10. (What are we going to get next? Version SE? ME? XP? Who knows.)

In general, though, we can probably expect an 0.97.1 next, with balance tuning and bugfixes, while an 0.98 would represent significant additional content. (The current 0.97 was originally slated as 0.96.1, but then it got enough content that Alex made it 0.97 instead.)
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Wyvern is 100% correct about the math.

Sarissofoi

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #751 on: February 02, 2024, 06:40:06 PM »

Where are new ships?
I don't see any.

Hiruma Kai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #752 on: February 02, 2024, 06:45:12 PM »

First off, thanks for the release.

I'm trying to remember, is it normal to fail a contact bounty if the bounty target is killed by a fleet other than the player's, or is this a new behavior?  I've got a saved game where if I go up (apparently away from the bounty and a scavenger fighting that I have not seen yet), I fail the mission in about 1 day, and if I go down from my location and see the pirate fleet engaging a scavenger, I succeed in 1 day as the Scavenger defeats the raider.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #753 on: February 02, 2024, 07:01:48 PM »

Where are new ships?
I don't see any.

The Hegemony has access to the new Grendel-class (renamed) phase cruiser. That's the only new ship in this release.

First off, thanks for the release.

I'm trying to remember, is it normal to fail a contact bounty if the bounty target is killed by a fleet other than the player's, or is this a new behavior?  I've got a saved game where if I go up (apparently away from the bounty and a scavenger fighting that I have not seen yet), I fail the mission in about 1 day, and if I go down from my location and see the pirate fleet engaging a scavenger, I succeed in 1 day as the Scavenger defeats the raider.

This is actually the normal/standard behavior - you complete the bounty if you can see the target fleet, but not if it gets destroyed entirely out of your vision. Basically completing it in this "you can see it" case is a little bonus to make the situation less frustrating if you're right there.
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Awe

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #754 on: February 02, 2024, 07:31:22 PM »

Quote
"Take all" button no longer takes over-capacity fuel

Yes. Yes! YES!!!11
Btw, can we have similar mechanic also for metal? So it would be exchanged with other other loot up to fleet capacity. It's also quite annoying to manually dump metal after each battle/scavenge almost as fuel overflow. :P
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FooF

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #755 on: February 02, 2024, 08:25:21 PM »

Fought a Grendel early in my run as a contact bounty and it was...less than enthusiastic...to engage my Destroyer fleet. There was an Eagle and Grendel and the Grendel had some HVDs (couldn't tell what else). It took some pot shots at my Hammerhead but was very content to back away. Maybe there was a timid or cautious officer in it. At any rate, it really didn't much damage and got focused fired down pretty quick once the Eagle popped. I will say it was the last ship on the field so that counts for something. It's my only experience with it so far but I do like the lore piece where it (understandably) looks like a droneship.

I'm trying to do exploration to get my Hyperspace Topography score high enough to use the new Hyperspace abilities. I also haven't ventured toward the Abyss yet. I'm also intending to use the new Cybernetic Augmentation with a bunch of Elite Flagship skills and see how it goes. Not too much feels different yet but I'm just now getting to the Cruiser-era of my fleet and Escort Package is starting to look more and more tempting.
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Bungee_man

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #756 on: February 02, 2024, 09:09:06 PM »

> Add a new low-tech phase cruiser (the Grendel-class) to your fleet

Not Wendigo anymore?
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R4dioS1lence

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #757 on: February 02, 2024, 09:28:07 PM »

I thought market changes were just about demand filling for longer under player interaction and Black Market filling demands, but either just these two (or the Black Market one) that changed nearly everything, or something else got changed under the hood.

Usually, making credits was just buying sewing needles for pirates and terrorists, usually from Magec or Hybrasil to the highest bidder, and most of the time it involved just waiting in Magec until more was available. That was effective, but also kinda boring (I only switched trades when bored or saw a really good opportunity).

Now, demands aren't so volatile, and way more interesting trade opportunities are appearing. Less opportunities for sewing needles (specially after one or two trades), with prices and demands kinda leveling around after a few rounds of trades, but more opportunities for other stuff with better payouts. I'm traveling around way more for trades, getting more experience from trades, and even if it's not paying out as fast as before (until I start 'tweaking' the market with an attack fleet to 'convince' some traders to help me with these 'tweaks'), it's more fun and interesting than before.

Besides that infinite credits glitch getting fixed and these two changes, was there anything else that changed, Alex? Or is that just the Black Market fills demands change that made the market better (if it's applying to NPCs and it didn't before)?

EDIT: Also, when a station has surplus but you buy everything on the Black Market, even if the BM didn't have enough to cover the whole surplus, buying everything clears the surplus. Like, if it has a 400 surplus of Heavy Armaments and you buy the whole 380 that was on the BM, the surplus ends instead of still having a 20 that you can buy from the normal market. Is that intended or a bug? I remember 96 having a different behavior.
« Last Edit: February 02, 2024, 10:03:21 PM by R4dioS1lence »
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Cryovolcanic

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #758 on: February 02, 2024, 09:29:44 PM »

I found a hero level 7 officer pretty early in my run. Straight red skills. Not a bad officer, planning to put her on a regular Legion (she has ballistic mastery but no Missile Spec) if I can find one.
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Arghy

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #759 on: February 02, 2024, 09:49:15 PM »

I totally forgot about the market changes. So far i've been trading like mad because there's very few system bounties but i've not noticed anything too different. It does feel like most systems are far more stable with most swings happening because of pirate raids. The lucrative food to pirates trade isn't as expansive as it used to be, far more systems only offering 22-26 credits instead of the usual 30+.

Overall trading does feel more balanced with me actually having to hunt for deals where before i could always count on kanta needing food and people wanting to buy her drugs.
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Siffrin

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #760 on: February 02, 2024, 10:13:25 PM »

> Add a new low-tech phase cruiser (the Grendel-class) to your fleet

Not Wendigo anymore?
Got renamed which is a shame.
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #761 on: February 02, 2024, 10:32:26 PM »

First Starfarer now Wendigo, might as well scrap the whole game at this point.

One thing I'm once again finding annoying is acquiring new officers. Did an Apogee start so no extra officers and I probably visited 15-20 planets in a span of 2 months, yet I've found only a single one. That's stupid. But somehow there's plenty of administrators available. I feel like there should always be an officer available for hire, at the very least on larger colonies. Because this whack a mole to find someone to fly my ships is pretty darn boring.
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Comrade_Bobinski

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #762 on: February 03, 2024, 01:14:26 AM »

First Starfarer now Wendigo, might as well scrap the whole game at this point.

One thing I'm once again finding annoying is acquiring new officers. Did an Apogee start so no extra officers and I probably visited 15-20 planets in a span of 2 months, yet I've found only a single one. That's stupid. But somehow there's plenty of administrators available. I feel like there should always be an officer available for hire, at the very least on larger colonies. Because this whack a mole to find someone to fly my ships is pretty darn boring.

It might be just back luck here.

I had an officer available in the tutorial system, then I found 3 good one in between bar mission without even trying in a span of a couple of in game month.
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #763 on: February 03, 2024, 01:18:24 AM »

I mean that's obvious, but I'm saying luck shouldn't be a factor to this extent.
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Nico_Sama

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #764 on: February 03, 2024, 01:54:20 AM »

Wonderful update, thanks a lot! ;)
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