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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 285947 times)

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #780 on: February 03, 2024, 10:55:02 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.

Possibly this is correlated with drug smuggling becoming less profitable for the player?
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #781 on: February 03, 2024, 11:15:17 AM »

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.
For the record, I'm usually checking around in Persean League markets since I'm doing a playthrough working for them for a change. Guess I just have insanely bad luck then, since this kept going after my initial comment. But now I have 5 officers so it doesn't bother me as much.

I realize how percentages work and all that bias, but to me this feels like 20% chance. Who knows maybe it is some sort of a bug.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #782 on: February 03, 2024, 11:36:13 AM »

FWIW, some of this this is configured in settings.json:

"officerBaseProb":0.1,
"officerProbPerColonySize":0.05,

So a size 3 colony would be 10%,  size 4 15%, etc.

Spaceport adds 10%, Megaport adds 20%

Patrol HQ / Military Base / High Command add 10% / 20% / 30%.

So Jangala has 10% (base) + 15% (for size above 3) + 10% (Spaceport) + 20% (Military base) = 55%


I don't know, honestly. Maybe some kind of bug? The code looks right, though, and the probabilities printed to the log right before checking them are correct. Maybe some kind of weirdness with a "bad" RNG seed, but the seed is market-specific, not the same RNG used over and over again for that check, so that doesn't make sense, either.

I hadn't noticed this being a problem in my playthroughs - got a lot of officers this way - but I'll keep an eye on it, still.
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PizzaInSpace

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #783 on: February 03, 2024, 12:07:34 PM »

I am going to enjoy using the new escort package. and on the day I recovered from my 2 week illness
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Lawrence Master-blaster

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #784 on: February 03, 2024, 01:06:29 PM »

Okay, after a dozen or so fights against double Ordo trying various things(mostly Escort Package related) I can only say one thing:

Helmsmanship buff was a mistake

Every AI core gets Elite Helmsmanship which means every Remnant ship gets +15% speed AND +10su speed bonus. This makes fighting Ordo like trying to catch fish with your bare hands. I had a situation where I ordered a Conquest with a 15% nav rating - so not exactly a slow ship - to eliminate a Radiant that was high on flux and it chased the damn thing around an objective for about two minutes(cue Benny Hill music) and, as far as I can tell, did not manage to score any hull damage whatsoever.

It may be something specific to Radiants(since they were slippery before thanks to Phase Skimmer and the +10su speed bonus affects them the most) but either way, I feel like I'm dangerously close to losing fights simply because enemies run away from my ships until I run out of CR.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #785 on: February 03, 2024, 01:30:43 PM »

Hmm, while that may be true (or not), I feel like it's probably too early to make that sort of conclusion.

It's interesting, though; if anything I expected the rest of your post to be about it being harder to back away from the Remnants, rather than the other way around! But ordering an Eliminate on a Radiant is always a gamble; and I personally would not expect a Conquest, of all ships, to do a good job of that - it may not be a slow ship, but compared to a phase skimmer? I doubt an extra 7-8 speed or some such is the difference-maker in this particular fight, especially over a relatively short time span - you might expect this to lead to a little less hull damage taken, but not be qualitative, I don't think.

My guess would be that it's more likely you're seeing the effect of whatever ship AI changes that were made, but it's hard to say, of course. The larger point is that this feels like jumping to conclusions a bit; likely just some older approaches are less effective now, for whatever reason. (And, in particular, Radiants that come out earlier are much tougher to deal with because they have more support around them!)

Edit: I should say, I'm open to the possibility of the Helmsmanship buff being an issue. This specifically - it affecting Remnants - is something I was aware of, and kept an eye on during playtesting, and it seemed fine, but even so, that's definitely something to be wary of. But also, there's a difference between "this changes how you approach the fights somewhat" and "it was a mistake", though both could also be true at the same time :)

(Edit #2: Hmm - escort package builds seem in particular ripe for running out of CR, no? I guess it depends on the specifics, but if one takes ships with low peak time, and then tries for a line-of-battle approach that negates their speed advantages... I could see how that could be a failure mode of an Escort Package fleet, is all I'm saying, so that makes me wonder.)
« Last Edit: February 03, 2024, 01:41:08 PM by Alex »
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Nico_Sama

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #786 on: February 03, 2024, 01:39:53 PM »

Hey Alex, would it be possible to add efficiency overhaul to autofit? You know how there are checkboxes for "always add "Blast Doors"" etc.

Perhaps a more... universal approach could make this more useful for everyone, for example the ability to "lock in" hull mods on the hull mod list which would force the autofit to use it and work with the rest of the OP.

This suggestion comes from me spamming the autofit function on all of my ships and then having to manually add specific hull mods to all of them, Efficiency Overhaul being the most common case for me.  :)
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #787 on: February 03, 2024, 01:42:19 PM »

Hi! You know you can make a custom autofit variant, right? To do that you click on an empty slot in the autofit dialog and select the current variant.
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Nico_Sama

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #788 on: February 03, 2024, 02:03:07 PM »

Hi! You know you can make a custom autofit variant, right? To do that you click on an empty slot in the autofit dialog and select the current variant.

Yeah, I know about that. It's just that I often use a lot of different salvaged ships and I end up having to make custom fits for all of them or keep adding it manually, which takes a lot of time and this happens on every run.  ^^

Oh, and thanks for your quick reply! :)
« Last Edit: February 03, 2024, 02:05:29 PM by Nico_Sama »
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #789 on: February 03, 2024, 02:04:28 PM »

Ah, gotcha! Makes sense, but to be honest, I'm not sure EO is general-purpose enough to earn top-level billing in that dialog like this.
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Nico_Sama

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #790 on: February 03, 2024, 02:19:58 PM »

Ah, gotcha! Makes sense, but to be honest, I'm not sure EO is general-purpose enough to earn top-level billing in that dialog like this.

Understandable, This is partially why I suggested two potential solutions, an easy one and an universal one that takes a bit more... work (I think, I'm not a code wizard) but could potentially help different cases of the same nature.

Personally I use EO on all of my ships because it's relatively affordable and it makes flying a larger fleet that much cheaper.
I rarely if ever use RB or BD so I think it would be more practical (perhaps I need to get my priorities straight lol), but I agree that it's more general-purpose and if it's meant to help new players then I think you're right with your judgement.
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #791 on: February 03, 2024, 02:36:37 PM »

Re: Helmsmanship

It was evident from the start that Ordos would get more powerful annoying to fight. You just can't balance a valuable resource (elite skill for officer), and having the player feel powerful without making, without also messing up the enemy that gets guaranteed all elite skills on most ships.

Sure it's too early to yell for changes but something about AI cores will probably happen. Or we'll once again go back to meh elite skills.

Because all this does for Ordos is make strats that were already best against them even more obvious now. And more interesting approaches will suffer.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #792 on: February 03, 2024, 02:45:09 PM »

Understandable, This is partially why I suggested two potential solutions, an easy one and an universal one that takes a bit more... work (I think, I'm not a code wizard) but could potentially help different cases of the same nature.

Personally I use EO on all of my ships because it's relatively affordable and it makes flying a larger fleet that much cheaper.
I rarely if ever use RB or BD so I think it would be more practical (perhaps I need to get my priorities straight lol), but I agree that it's more general-purpose and if it's meant to help new players then I think you're right with your judgement.

Yeah, the "lock in" suggestion makes sense but UI-wise it'd need to be a bunch easier than just re-adding that hullmod... hmm. Honestly, autofit is generally not *that* good in the first place - it's good enough as a starting point or for newer players, imo (which is the main reason it exists), but the loadouts are going to be worse than what you might come up with manually. So I'm not sure how much it makes sense to finagle the fine details of it, if you know what I mean - at that point, you might as well make a custom loadout and get a stronger ship for it.

Re: Helmsmanship

It was evident from the start that Ordos would get more powerful annoying to fight. You just can't balance a valuable resource (elite skill for officer), and having the player feel powerful without making, without also messing up the enemy that gets guaranteed all elite skills on most ships.

Sure it's too early to yell for changes but something about AI cores will probably happen. Or we'll once again go back to meh elite skills.

Because all this does for Ordos is make strats that were already best against them even more obvious now. And more interesting approaches will suffer.

I mean, yeah, "elite skills being better makes Ordos stronger" is a given.

But re: approaches, is that actually the case? For example, one could imagine how the Remnant ships being faster might reward builds that have more HE/hull rather than kinetic damage, to take better advantage of the slightly smaller windows of opportunity, or some such. (Not saying this is actually the case, just, an example of how stronger Ordos might lead to something other than the same strats becoming "more obvious".) Or, if speed turns out to be that important, it might increase the value of Helmsmanship on your own officers.

It's definitely a little different, though I'd say not by that much. And Ordos being stronger does mean, by definition, that less overall strategies will work. On the other hand, you wouldn't take that statement and draw the conclusion that Ordos need to be extremely weak, to ensure that the most possible strategies work, either, so "more strategies work" is not an unqualified good. Given how many Ordos at once can be handled by high-end fleets, I'd say there's *plenty* of room to move this window around a little bit, and, again, I don't think the change here is massive. We'll see, though!
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #793 on: February 03, 2024, 03:05:12 PM »

Btw just want to say how the game feels MUCH more alive with all these new interactions (I still have a ton more to see). David really did an outstanding job.

Been also trying the Dragonfire a bit more this run. It feels more reliable which is nice but still manages to get completely brushed of by a ship that just vents the damage. That's kinds to be expected though.

And finally got my hands on a Grendel, curios to see how it performs.
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SirPhantom

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #794 on: February 03, 2024, 03:13:24 PM »

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!)

Thanks for checking, yes I did see there were a few other posts (unrelated to this game) which suggested it was a false positive but as I had downloaded Starsector so many times and never seen it before I thought I would flag it. Just in case something nefarious had occurred.
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