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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 202073 times)

Madao

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #765 on: February 03, 2024, 02:39:24 AM »

Thank you for the new update Alex and Co, you are all the very best of us.
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Sarissofoi

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #766 on: February 03, 2024, 03:35:21 AM »

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.

I still don't see any ships.
Spoiler
Its a joke, which should be obvious, as the only ship is teh stealthy one.
[close]

Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #767 on: February 03, 2024, 04:46:55 AM »

I found a seed that had a great planet in a gate system... except it had Decivilized, so I restarted the game with a different portrait (from fighter jock with stars to evil red Doomguy X and spikes) but the same seed number, and the sector looks totally different.

So far, so many good habitables (class 4 ot 5 in a great system) have Decivilized.  It is hard to find one that is not Decivilized.
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ceem0

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #768 on: February 03, 2024, 05:51:19 AM »

Had a premonition this year for some 0.97 in February, Alex and the crew coming in CLUTCH.

Thanks for the release, keep doing what you're doing. 
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #769 on: February 03, 2024, 06:13:35 AM »

I have a question.
Spoiler
The gate hauler system. Or, well, a planetary well. Is it always in the same spot? If yes, then this is a pretty clever use of UI to obscure its location.
[close]

Doctorhealsgood

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #770 on: February 03, 2024, 08:42:30 AM »

Huh wedingo got renamed to grendel?
I like the new too but huh sudden change
Interesting lore about phase stuff being awful to AI. It was implied but now it is confirmed.
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

SirPhantom

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #771 on: February 03, 2024, 08:51:35 AM »

Hey so I have owned the game for a number of years and I always dip back in after a major update, however when I went to download the latest version this time I received an error message. Anyone else get this?

Website blocked due to phishing
Website Blocked: f005.backblazeb2.com
v2.6.20 | Phishing: 2.0.202402031618

Malwarebytes Browser Guard blocked this page because it may contain malicious activity.

We strongly recommend you do not continue. You may be putting your safety at risk by visiting this site. For more information, visit  Malwarebytes Support.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #772 on: February 03, 2024, 09:30:17 AM »

Hi! Googling for "malwarebytes phishing backblaze" returns a bunch of results like this:

https://forums.malwarebytes.com/topic/276631-backblaze-b2-backup-server-false-positive/

So this looks like a fairly common false positive that malwarebytes generates.

Backblaze is a file hosting provider, much like S3. I'm guessing occasionally someone will use it for something shady (which happens with all cloud service providers) and malwarebytes blacklists the entire host instead of being more selective.

But, in this case: nothing to worry about.

(Will reply to the other comments in a bit!)
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #773 on: February 03, 2024, 09:32:53 AM »

I use Bitdefender and it didn't raise any fuss.

nathan67003

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #774 on: February 03, 2024, 09:37:05 AM »

That's the only new ship in this release.
Only new ship or only new playable ship? ;)
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #775 on: February 03, 2024, 10:20:53 AM »

Hotfix is up; list of fixes in the OP.
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DelicateTask

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #776 on: February 03, 2024, 10:33:36 AM »

Cracked open this new version and was pleasantly surprised, as always, to see some new portrait options. I also happened to notice some portrait revisions. This was not unexpected exactly; art is always a work in progress and the portraits have often been modified. However, the overarching theme of these revisions seems to be that every character's life has gotten, on average, about 30% worse. I know the sector is crumbling and society as we know it is on the decline, but man do these people look miserable or grumpy or both.

Are you ok, David?

Note that none of this is intended as criticism, just an impression that I got while perusing the art during character creation. And, uh, maybe it would be nice to encounter the occasional citizen who's having a good day, or at least is unreasonably cocky for the circumstances. Maybe I would like to be able to play such a character. Not everyone needs to be so dour.
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Arghy

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #777 on: February 03, 2024, 10:41:53 AM »

Do we just grab the installer for the hotfix?
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Doctorhealsgood

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #778 on: February 03, 2024, 10:46:06 AM »

I assume the hotfix won't break an already started save? I mean i just started right now but yeah.
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Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #779 on: February 03, 2024, 10:52:18 AM »

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

Hmm, that's less universally always-good because it does compete with other cargo sometimes - there have definitely been times when I've tossed something else out the airlock - so probably not.


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.

Hmm, possibly? A lot of its role is being tough/slippery enough to be the last to go down, though, so that checks out.

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.

Sounds like a plan! And, yeah, makes sense - a lot of the things that are new/different are mid-to-late game things, and so much of the new stuff is in the various colony crises.


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

Not Wendigo anymore?
First Starfarer now Wendigo, might as well scrap the whole game at this point.
Huh wedingo got renamed to grendel?
I like the new too but huh sudden change
Interesting lore about phase stuff being awful to AI. It was implied but now it is confirmed.

Hah! Fun fact: the Grendel was the original name but got waffled-away from due to being too similar to Gremlin. But with the whole "two Gremlins strapped together" thing, the Grendel is back. I feel like it really represents the ship well - a stealthy monster that's, at the same time, more of a brawler than most mythical stealthy creatures tend to be.

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.

That is *super* weird! Offhand, I think you have maybe a 50% chance to find an officer at a market, more for larger colonies/military bases, so this is epically bad luck. Checking: 55% at Jangala, 65% at Chicomoztoc, 50% Coatl, 50% Culann - it prints this info to the log. And this is just officers (which may be mercs or not), not admins, which are checked separately.

I get the point about maybe this being immune to luck but with those kinds of odds, you don't usually need to worry about that. We're talking like one in a billion odds for what you've experienced? It's... odd.


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)?

Cool, I'm glad it's working out! IIRC the overall pricing formula is slightly different (and now, with the hotfix fixing *another* infinite credits bug, a bit more so), but nothing drastic.


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.

Hmm, not seeing this - possibly what I was doing in the hotfix fixed it?


Wonderful update, thanks a lot! ;)

Thanky *you*! <3

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.

I still don't see any ships.
Spoiler
Its a joke, which should be obvious, as the only ship is teh stealthy one.
[close]

Haha, got me :)


I have a question.
Spoiler
The gate hauler system. Or, well, a planetary well. Is it always in the same spot? If yes, then this is a pretty clever use of UI to obscure its location.
[close]

Spoiler
To within a light-year or so.
[close]


Do we just grab the installer for the hotfix?

Yep, just run it again.


I assume the hotfix won't break an already started save? I mean i just started right now but yeah.

Yeah, it should be 100% fine.
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