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Starsector 0.98a is out! (03/27/25)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 358817 times)

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #840 on: February 04, 2024, 06:54:49 PM »

Hi Alex
Wolf-Class's missile weapon slots are misaligned too

Thank you, fixed!
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Frint

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #841 on: February 04, 2024, 11:33:32 PM »

Didn't want to open a topic for just this question. Is there a reason why you value fuel consumption reduction over vision for the first milestone? Knowing sooner you have a way towards a pocket of hyperspace which you havent explored yet would encourage players to leave the coreworld as well as to engage with the mechanic.

Fuel consumption reduction on it's own is not that big of a deal, you benefit from it in case you come across a slipstream sure but if you can see the route out the benefit from it is much more impactful as you know the fuel cost is going to be lower to get to your destination and it's not just up to random chance. Anyways I could go on but wanted to keep it brief and interested behind the reasoning.
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Rain

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #842 on: February 05, 2024, 01:48:58 AM »

Right, so after a rather intense weekend of an essentially unmodded playthrough (save for portraits and a couple of marginal utility things like SpeedUp; it might have been a couple years since last...), some things I felt worth remarking upon.

- Reverse polarity’s neat, no complaints. It does what it was supposed to do, I think.
- Generate slipsurge feels a little like I’m cheating or hitting a glitch somehow when I use it; the abrupt WHOOSH-fling makes it feel a little bit like a hack to the game. The mechanic is fun to play around with though, especially trying to fling for distance into the abyss. :D It could maybe do with some sort of visual effects to dampen any sort of glitchy-feel?
- I'm definitely feeling the economy's different than I'm accustomed to, but I'm not sure how much is the fact I've not played umodded for a long time and how much is the patch.
- As much as I keep telling myself to try other skills, I also keep ending up looking almost identical every time; combat skills to Systems Expertise and/or Missile Spec, both officer buff skills and Best of the Best to not get too badly suppressed on Deployment Points and they both kind of make sense together in my head, both Navigation and Sensors for the big QoL improvements. I did manage to convince myself into picking up Electronic Warfare with my last point instead of Coordinated Maneuvers or another combat skill though. The capture effect is neat, but I'm not sure if it's actually worth it next to the alternatives; it feels like it's not that big of a deal, though depending on who you are and who you ask I guess 20% speed could be no big deal either.
- Cybernetic Implants used to be a go-to due to the officer skills I always end up taking, but at level 15 that's just one point out of my reach after 5 combat, 6 leadership, in the end; shame.
- As a long time Helmsmanship connoisseur (or idiot) the buff is welcome. :D Slow, clunky ships aren't fun for me so that plus elite Impact Mitigation has been a staple ever since the last skill revamp.

- The flat +/- damage done/taken effects aren't as interesting as the quirkier and more specialised ones that used to be there on for example old elite Systems Expertise, but I can't pretend like people might not prefer more direct, obvious and visibly impactful effects. I do like more quirky effects than just "more number!", but I do understand such effects are harder to make up, balance and make actually appealing.
- I remain unsure what techmining is supposed to do for me; feels like I'm just getting random stuff I don't have much use for at the point I'm colonising in the first place?

I'll spoiler down the new colony stuff 'cause maybe someone reading this still wants to go through the event interactions unaided... Also post length.

Spoiler
For the longest time I've generally played without colonies, both modded and unmodded, since the state of "infinite free money" takes a lot of the fun out of the game for me; it just feels like it plays better when I'm constantly hungry for more money (and isn't that just a funny warp on real life...). I've also never really used AI cores for colonies, outside of the occasional temporary gamma core to reduce resource need, due to feeling that they're more of a hassle than they're worth, given Ordos aren't exactly casual pushovers for my normal fleets and the aforementioned "infinite free money" game state has been easy enough to achieve entirely without cores.

That said, for the sake of testing, obviously I went in deep and followed my usual "strategy"; find a nice system, colonise several planets quickly and try to be self-sufficient on as many goods as possible as quickly as possible (usually with 3-4 size 3 planets to get production + their corresponding booster item and an industry improvement or two going). Hoboy did that generate a lot of excitement very quickly. :D

- Overall I'm definitely feeling the want/need to have a more proper ~200-240-point fleet to handle all the bullying with violence! Makes sense you wouldn’t just randomly start colonies with lots of money but little means to defend yourself. :D When I did colonise in the past I used to do it pretty early with 100-150 point fleets already because the pirate annoyances weren't usually a big deal yet, but I imagine that's a lot more costly now to actually deal with the factions.
- Right away I got bullied by Perseans due to proximity (I think?). I didn't have nearly the sort of fleet to fight them when the blockade came (though I think I could've waited them out; one year of -60% access with Megaports plus having the stability goods in-faction probably would've been just fine), so I went to "make a deal".
- I'm kind of surprised I didn't get a corresponding bullying from the Hegemony; wouldn't it make sense that they both moved in on a new polity to force taking sides and not just the Perseans alone? Could it be grounds for a separate "collision of the powers" crisis, maybe? One ending with a Persean and Hegemony fleet coming to blows over you, with the option to take sides yourself?
- The sheer size of the commission payouts has long been a little pet peeve of mine, to the point I've made a habit out of going into settings to change the numbers to favour the faction bounty payout (my current number is cutting the flat rate to 10% of normal and setting the bounty base to 1250) instead of just getting paid 100k credits for doing nothing, but the 20% dues the Perseans demanded makes the huge commission even more noticable of an eyesore for me. They're... Forcing you to take their commission money to then take money back? It ends up feeling really weird.
- If you accept the deal, maybe one of the Enforcement fleets could just stick around in your system? You know, the League charter does prohibit internal meddling, of course, but "for your safety as a fledgling League policy" and totally not to "remind you of the "deal" and the costs of withdrawal..."; plus if it occasionally helped out with pirates or Pathers skulking around that'd be just a neat little nod towards the deal actually giving you *something* except just paying the submission taxes and blocking AI inspections that weren't going to come for me anyway. Maybe you get to feel more like a member if you do it pre-emptively rather than waiting for them to come knocking though?
- I thought it was a neat little thing that the colour ring around my fleets changed to reflect the Persean "deal". :)
- Actively disruptive fleets in my system being “friendly” sometimes feels weird (Commerce Raiders mainly, Luddic Church to some extent); if they attack your convoys it feels like they should be hostile to you, too, straight away; you could be carrying goods to cover your own shortages, after all!
- The colony crisis bar got really hectic with Sindrians, Luddics of both flavours, TT commerce raiders and pirates all at once for a while, but it might’ve been because I neglected the colony for a bit and due to my "go hard early" colonisation. I could've probably avoided some of that by waiting with fuel production and going easier on straight up making myself into a TT competitor.
- Sindria's bombardment attack was pretty hardcore, but I managed to fight it off one fleet at a time with acceptable losses, having gotten up to a full 240ish fleet by that time.
- Is there supposed to always be a message prompt when a crisis is fixed? I got one for fighting off the Church but didn't notice one for the Sindrians, nor am I entirely sure what effect it was supposed to have. Maybe if all finished colony events could be listed somewhere, whether Important or in Agreements (maybe call the tab something else?) so we know all the results for sure? I'm honestly not sure if I got anything out of beating the Sindrians, in specific.
- It'd be neat if the Luddic Majority tooltip alerted you in advance of what buildings will negate it so you don’t have to find out by building.
- The TT commerce raiding event definitely got me doing stuff I normally wouldn’t have; trade fleet piracy and wanton disruption of industry aren't things I usually bothered with.
- I thought it was neat that I had to have a contact to make a TT deal after "convincing" them to stop with the raiders; I'm all for more concrete uses of contacts given I've had a hard time so this is good! I still do want to make more use of contacts as mission sources, but it's generally more convenient going around to the randomly generated bounties for money, and similarly system bounties (or even AI cores) are more convenient for building faction reputation.
- I haven't seen a Hegemony event (Due to not using AI cores? Due to colonising physically closer to PL systems in the first place? The tooltip on the Perseans implied the latter but I'm not sure) so I don't know what that'd be, and I haven't yet fought the Pathers trying to sat bomb my industry (That's next on the list!) so I can't yet make comment on them.
- By and large I like the way the system is laid out, but it might be too hectic early on; it's not entirely clear to me how much of that is design and how much of that is me blitz colonising rather than taking it more gradually. I imagine once you know the factors properly, you can pretty effectively nudge the game towards the faction events in an order you want; don't do heavy industry until you're ready for Pathers, don't do fuel until you're ready for Sindria, etc.
[close]

And I guess a second spoiler for the Abyss stuff.

Spoiler
- Here's the opportunity for actual hyperspace monsters... ;) I had this spontaneous thought of hyperspace monstrosities/anomaly things/"p-space leaks" with some attacks/"weapons" similar to some of the Omega weapons, like the Disintegrator and Cryoflamer, as a sort of "hey here's a component part of how this super AI designed these weapons" nod.
- I rather enjoyed the writing for the little chain towards the gate carrier and the random mining operation planets I Transverse-dove to find.
- Kind of creepy ambience in the abyss, but I never really felt in after the first time where I ended up cutting it close on supplies and the closest gate I could take back is orbiting a frickin' neutron star, which is always capital-E-Exciting. It feels like a mostly blank canvas, and/or a sort of resource check for having enough supply capacity to make the trip and carry the transplutonics to get your (not-quite-)free gate. On the other hand, if it's full of various stuff to find, people would go there all the time... Unless there was extra dangers.
[close]

Well, that got longer than I thought. Hope some of it's helpful!
« Last Edit: February 05, 2024, 01:56:51 AM by Rain »
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Hiruma Kai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #843 on: February 05, 2024, 07:34:20 AM »

So here's a bit of early skill/ship feedback, as I've done a run to test the Technology tree basically to end game fleet configuration, specifically with an eye towards a Neural Linked Radiant.  For me, a player piloted Nova and Radiant feel over priced compared to other player piloted alternatives.

I can't help but compare a neural linked Nova at 48 DP to a player piloted Odyssey at 45 DP.  Due to the layout of the Nova (forward focused, narrow front shield) compared to an Odyssey (broadside, can effectively engage from 135 degrees from front), I just can't leverage the ship system for escape like I can on an Odyssey.  Now that might just be a flaw with my player piloting of it, but if that is the case, what skill level is the 48 DP Nova supposed to be balanced against?

Nova does have shields are twice as strong, but the Odyssey is more than twice as good at getting away, at least for me.  Plus there's still the 25 OP tax, and the skill point spent on Neural link combined with the fact that I don't feel like I can leave the Nova alone for long - it likes to dive in under AI control, and then has to be rescued and get out, eating up too much attention if I try to take advantage of Neural Link for any length of time.

Similarly, 72 DP is alot for a single ship, even a Radiant.  For 3 more DP, and 1 or 2 less skill points (depending on how you're counting), I'd rather just take the Ziggurat.  And in this case, I think it is a fair comparison.  Sure, there is only one Ziggurat, but there can only be one player piloted Radiant.  They both are effectively unique.  One requires levels and defeating an Ordo to get, the other requires knowing it is there, and sufficient PD coverage.  And the Ziggurat is much, much more powerful than the Radiant in player hands.

Alternatively, take a player piloted Onslaught, ditch a high tech frigate, and get another Onslaught or 2 Gryphons, and put the Neural link point (and maybe the Automated ships point depending on fleet) into the leadership tree.  Yes, a player piloted Radiant is powerful, but so is an Onslaught, Odyssey, Doom, Hyperion, or even Afflictor with additional AI support, who all can have outsized effects on the battle far higher than their DP cost would imply.

Basically, it hit me when my initial deployment is a neural linked Radiant (72 DP), neural linked Doom (35 DP), a Legion XIV (40 DP), and 2 Omens (12 DP).  Which looks like very few ships to capture points with.  And arguably, when focused with, the Doom is just as impactful as the Radiant, but at half the DP cost.  But I can't really pilot both simultaneously (and there's like a 5-6 second lag when switching).  I eventually felt forced to respec and grab electronic warfare just so I could ensure I get the 3 Dominators and extra Omen deployed.  Which is awkward as there really isn't an initial line in that case.  It also means my 8th officer (a level 7 without missile spec or systems expertise, so a poor match to missile ships or Omens) is just sitting off on the sidelines.

Character is 5 Combat (Combat Endurance, Impact Mitigation, Field Modulation, Target Analysis, System Expertise), Leadership 1 (Crew Training), Technology 9 (all but sensors).  I was trying out the tech tree changes, had 2 leadership at one point, but then swapped to Electronic Warfare after failing to deploy the full fleet too many times.
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Doctorhealsgood

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #844 on: February 05, 2024, 08:06:17 AM »

The jailbreak return still ticks down i think. I went to do a bounty far into space and did one jailbreak on the way but the mission failed while i was returning.
At least i think it was jailbreak? I raided a place to grab a guy or something.
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Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #845 on: February 05, 2024, 08:24:33 AM »

The jailbreak return still ticks down i think. I went to do a bounty far into space and did one jailbreak on the way but the mission failed while i was returning.
At least i think it was jailbreak? I raided a place to grab a guy or something.

Yeah, the extraction missions still do this, too.  Got one from the Luddic Church.
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Doctorhealsgood

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #846 on: February 05, 2024, 09:30:52 AM »

The jailbreak return still ticks down i think. I went to do a bounty far into space and did one jailbreak on the way but the mission failed while i was returning.
At least i think it was jailbreak? I raided a place to grab a guy or something.

Yeah, the extraction missions still do this, too.  Got one from the Luddic Church.
Oh i see.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #847 on: February 05, 2024, 10:54:04 AM »

The jailbreak return still ticks down i think. I went to do a bounty far into space and did one jailbreak on the way but the mission failed while i was returning.
At least i think it was jailbreak? I raided a place to grab a guy or something.

Yeah, the extraction missions still do this, too.  Got one from the Luddic Church.

Oh, oops - applied the change to that one, as well.


Spoiler
So here's a bit of early skill/ship feedback, as I've done a run to test the Technology tree basically to end game fleet configuration, specifically with an eye towards a Neural Linked Radiant.  For me, a player piloted Nova and Radiant feel over priced compared to other player piloted alternatives.

I can't help but compare a neural linked Nova at 48 DP to a player piloted Odyssey at 45 DP.  Due to the layout of the Nova (forward focused, narrow front shield) compared to an Odyssey (broadside, can effectively engage from 135 degrees from front), I just can't leverage the ship system for escape like I can on an Odyssey.  Now that might just be a flaw with my player piloting of it, but if that is the case, what skill level is the 48 DP Nova supposed to be balanced against?

Nova does have shields are twice as strong, but the Odyssey is more than twice as good at getting away, at least for me.  Plus there's still the 25 OP tax, and the skill point spent on Neural link combined with the fact that I don't feel like I can leave the Nova alone for long - it likes to dive in under AI control, and then has to be rescued and get out, eating up too much attention if I try to take advantage of Neural Link for any length of time.

Similarly, 72 DP is alot for a single ship, even a Radiant.  For 3 more DP, and 1 or 2 less skill points (depending on how you're counting), I'd rather just take the Ziggurat.  And in this case, I think it is a fair comparison.  Sure, there is only one Ziggurat, but there can only be one player piloted Radiant.  They both are effectively unique.  One requires levels and defeating an Ordo to get, the other requires knowing it is there, and sufficient PD coverage.  And the Ziggurat is much, much more powerful than the Radiant in player hands.

Alternatively, take a player piloted Onslaught, ditch a high tech frigate, and get another Onslaught or 2 Gryphons, and put the Neural link point (and maybe the Automated ships point depending on fleet) into the leadership tree.  Yes, a player piloted Radiant is powerful, but so is an Onslaught, Odyssey, Doom, Hyperion, or even Afflictor with additional AI support, who all can have outsized effects on the battle far higher than their DP cost would imply.

Basically, it hit me when my initial deployment is a neural linked Radiant (72 DP), neural linked Doom (35 DP), a Legion XIV (40 DP), and 2 Omens (12 DP).  Which looks like very few ships to capture points with.  And arguably, when focused with, the Doom is just as impactful as the Radiant, but at half the DP cost.  But I can't really pilot both simultaneously (and there's like a 5-6 second lag when switching).  I eventually felt forced to respec and grab electronic warfare just so I could ensure I get the 3 Dominators and extra Omen deployed.  Which is awkward as there really isn't an initial line in that case.  It also means my 8th officer (a level 7 without missile spec or systems expertise, so a poor match to missile ships or Omens) is just sitting off on the sidelines.

Character is 5 Combat (Combat Endurance, Impact Mitigation, Field Modulation, Target Analysis, System Expertise), Leadership 1 (Crew Training), Technology 9 (all but sensors).  I was trying out the tech tree changes, had 2 leadership at one point, but then swapped to Electronic Warfare after failing to deploy the full fleet too many times.
[close]

Thank you for the feedback! I think this makes sense; made some changes (reducing the OP cost to 15 for caps, reducing the DP penalty to 10%).

(One thing to note is one of the selling points of Neural Link is "an extra officer on the field" so a fleet that doesn't utilize that aspect of it is leaving some power on the table. Which, yeah, the 72 point Radiant does work against, but going with *other* high-DP ships alongside that is biting off too much, imo.)


Didn't want to open a topic for just this question. Is there a reason why you value fuel consumption reduction over vision for the first milestone? Knowing sooner you have a way towards a pocket of hyperspace which you havent explored yet would encourage players to leave the coreworld as well as to engage with the mechanic.

Part of the reason is you're much more likely to unlock it before you have a built-up colony, let alone multiple. And you really need multiple built-up colonies, with sensor arrays etc, to get the most out of the slipstream detection perk.


Spoiler
Right, so after a rather intense weekend of an essentially unmodded playthrough (save for portraits and a couple of marginal utility things like SpeedUp; it might have been a couple years since last...), some things I felt worth remarking upon.

- Reverse polarity’s neat, no complaints. It does what it was supposed to do, I think.
- Generate slipsurge feels a little like I’m cheating or hitting a glitch somehow when I use it; the abrupt WHOOSH-fling makes it feel a little bit like a hack to the game. The mechanic is fun to play around with though, especially trying to fling for distance into the abyss. :D It could maybe do with some sort of visual effects to dampen any sort of glitchy-feel?
- I'm definitely feeling the economy's different than I'm accustomed to, but I'm not sure how much is the fact I've not played umodded for a long time and how much is the patch.
- As much as I keep telling myself to try other skills, I also keep ending up looking almost identical every time; combat skills to Systems Expertise and/or Missile Spec, both officer buff skills and Best of the Best to not get too badly suppressed on Deployment Points and they both kind of make sense together in my head, both Navigation and Sensors for the big QoL improvements. I did manage to convince myself into picking up Electronic Warfare with my last point instead of Coordinated Maneuvers or another combat skill though. The capture effect is neat, but I'm not sure if it's actually worth it next to the alternatives; it feels like it's not that big of a deal, though depending on who you are and who you ask I guess 20% speed could be no big deal either.
- Cybernetic Implants used to be a go-to due to the officer skills I always end up taking, but at level 15 that's just one point out of my reach after 5 combat, 6 leadership, in the end; shame.
- As a long time Helmsmanship connoisseur (or idiot) the buff is welcome. :D Slow, clunky ships aren't fun for me so that plus elite Impact Mitigation has been a staple ever since the last skill revamp.

- The flat +/- damage done/taken effects aren't as interesting as the quirkier and more specialised ones that used to be there on for example old elite Systems Expertise, but I can't pretend like people might not prefer more direct, obvious and visibly impactful effects. I do like more quirky effects than just "more number!", but I do understand such effects are harder to make up, balance and make actually appealing.
- I remain unsure what techmining is supposed to do for me; feels like I'm just getting random stuff I don't have much use for at the point I'm colonising in the first place?

I'll spoiler down the new colony stuff 'cause maybe someone reading this still wants to go through the event interactions unaided... Also post length.

Spoiler
For the longest time I've generally played without colonies, both modded and unmodded, since the state of "infinite free money" takes a lot of the fun out of the game for me; it just feels like it plays better when I'm constantly hungry for more money (and isn't that just a funny warp on real life...). I've also never really used AI cores for colonies, outside of the occasional temporary gamma core to reduce resource need, due to feeling that they're more of a hassle than they're worth, given Ordos aren't exactly casual pushovers for my normal fleets and the aforementioned "infinite free money" game state has been easy enough to achieve entirely without cores.

That said, for the sake of testing, obviously I went in deep and followed my usual "strategy"; find a nice system, colonise several planets quickly and try to be self-sufficient on as many goods as possible as quickly as possible (usually with 3-4 size 3 planets to get production + their corresponding booster item and an industry improvement or two going). Hoboy did that generate a lot of excitement very quickly. :D

- Overall I'm definitely feeling the want/need to have a more proper ~200-240-point fleet to handle all the bullying with violence! Makes sense you wouldn’t just randomly start colonies with lots of money but little means to defend yourself. :D When I did colonise in the past I used to do it pretty early with 100-150 point fleets already because the pirate annoyances weren't usually a big deal yet, but I imagine that's a lot more costly now to actually deal with the factions.
- Right away I got bullied by Perseans due to proximity (I think?). I didn't have nearly the sort of fleet to fight them when the blockade came (though I think I could've waited them out; one year of -60% access with Megaports plus having the stability goods in-faction probably would've been just fine), so I went to "make a deal".
- I'm kind of surprised I didn't get a corresponding bullying from the Hegemony; wouldn't it make sense that they both moved in on a new polity to force taking sides and not just the Perseans alone? Could it be grounds for a separate "collision of the powers" crisis, maybe? One ending with a Persean and Hegemony fleet coming to blows over you, with the option to take sides yourself?
- The sheer size of the commission payouts has long been a little pet peeve of mine, to the point I've made a habit out of going into settings to change the numbers to favour the faction bounty payout (my current number is cutting the flat rate to 10% of normal and setting the bounty base to 1250) instead of just getting paid 100k credits for doing nothing, but the 20% dues the Perseans demanded makes the huge commission even more noticable of an eyesore for me. They're... Forcing you to take their commission money to then take money back? It ends up feeling really weird.
- If you accept the deal, maybe one of the Enforcement fleets could just stick around in your system? You know, the League charter does prohibit internal meddling, of course, but "for your safety as a fledgling League policy" and totally not to "remind you of the "deal" and the costs of withdrawal..."; plus if it occasionally helped out with pirates or Pathers skulking around that'd be just a neat little nod towards the deal actually giving you *something* except just paying the submission taxes and blocking AI inspections that weren't going to come for me anyway. Maybe you get to feel more like a member if you do it pre-emptively rather than waiting for them to come knocking though?
- I thought it was a neat little thing that the colour ring around my fleets changed to reflect the Persean "deal". :)
- Actively disruptive fleets in my system being “friendly” sometimes feels weird (Commerce Raiders mainly, Luddic Church to some extent); if they attack your convoys it feels like they should be hostile to you, too, straight away; you could be carrying goods to cover your own shortages, after all!
- The colony crisis bar got really hectic with Sindrians, Luddics of both flavours, TT commerce raiders and pirates all at once for a while, but it might’ve been because I neglected the colony for a bit and due to my "go hard early" colonisation. I could've probably avoided some of that by waiting with fuel production and going easier on straight up making myself into a TT competitor.
- Sindria's bombardment attack was pretty hardcore, but I managed to fight it off one fleet at a time with acceptable losses, having gotten up to a full 240ish fleet by that time.
- Is there supposed to always be a message prompt when a crisis is fixed? I got one for fighting off the Church but didn't notice one for the Sindrians, nor am I entirely sure what effect it was supposed to have. Maybe if all finished colony events could be listed somewhere, whether Important or in Agreements (maybe call the tab something else?) so we know all the results for sure? I'm honestly not sure if I got anything out of beating the Sindrians, in specific.
- It'd be neat if the Luddic Majority tooltip alerted you in advance of what buildings will negate it so you don’t have to find out by building.
- The TT commerce raiding event definitely got me doing stuff I normally wouldn’t have; trade fleet piracy and wanton disruption of industry aren't things I usually bothered with.
- I thought it was neat that I had to have a contact to make a TT deal after "convincing" them to stop with the raiders; I'm all for more concrete uses of contacts given I've had a hard time so this is good! I still do want to make more use of contacts as mission sources, but it's generally more convenient going around to the randomly generated bounties for money, and similarly system bounties (or even AI cores) are more convenient for building faction reputation.
- I haven't seen a Hegemony event (Due to not using AI cores? Due to colonising physically closer to PL systems in the first place? The tooltip on the Perseans implied the latter but I'm not sure) so I don't know what that'd be, and I haven't yet fought the Pathers trying to sat bomb my industry (That's next on the list!) so I can't yet make comment on them.
- By and large I like the way the system is laid out, but it might be too hectic early on; it's not entirely clear to me how much of that is design and how much of that is me blitz colonising rather than taking it more gradually. I imagine once you know the factors properly, you can pretty effectively nudge the game towards the faction events in an order you want; don't do heavy industry until you're ready for Pathers, don't do fuel until you're ready for Sindria, etc.
[close]

And I guess a second spoiler for the Abyss stuff.

Spoiler
- Here's the opportunity for actual hyperspace monsters... ;) I had this spontaneous thought of hyperspace monstrosities/anomaly things/"p-space leaks" with some attacks/"weapons" similar to some of the Omega weapons, like the Disintegrator and Cryoflamer, as a sort of "hey here's a component part of how this super AI designed these weapons" nod.
- I rather enjoyed the writing for the little chain towards the gate carrier and the random mining operation planets I Transverse-dove to find.
- Kind of creepy ambience in the abyss, but I never really felt in after the first time where I ended up cutting it close on supplies and the closest gate I could take back is orbiting a frickin' neutron star, which is always capital-E-Exciting. It feels like a mostly blank canvas, and/or a sort of resource check for having enough supply capacity to make the trip and carry the transplutonics to get your (not-quite-)free gate. On the other hand, if it's full of various stuff to find, people would go there all the time... Unless there was extra dangers.
[close]

Well, that got longer than I thought. Hope some of it's helpful!
[close]

Thank you for sharing your thoughts! Too much for me to respond to point-by-point, but I've read through it and I appreciate you taking the time to write it all up!
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Zaizai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #848 on: February 05, 2024, 01:50:16 PM »

Little bit of an "exploit" I found. You can take the deal to pay a pirate base 10% of your profits a month to make them stop raid you, then immediately destroy the base, and you'll get both the +50 for the deal and the +50 for destroying the base, plus you never have to pay since you killed them.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #849 on: February 05, 2024, 01:53:08 PM »

Thanks for letting me know! This actually is as expected - it may feel like an exploit, but rather what it is is an underhanded move that will damage your reputation for trustworthiness and may have gameplay implications (that is to say, already implemented ones, not "in some future build maybe" ones).
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TRorous

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #850 on: February 05, 2024, 03:54:00 PM »

Hey Alex, I just tried to DL the previous version but the link gave me 0.97 rather than 0.96! Is there any chance that can be fixed?

Either way, thanks for all the work on this game over the years, ive had a reat time with it so far :)
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #851 on: February 05, 2024, 04:31:33 PM »

Thank you, glad to hear it!

You can replace the version in the URL with 0.96a-RC10, that should do it. The change is intentional; otherwise some people always download the old version by accident and are then confused. Though I suppose there's some confusion doing it this way, too :)
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TRorous

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #852 on: February 05, 2024, 05:07:45 PM »

oh really, that simple, huh? it worked, so thanks for that and thanks for the fast reply -  I've already recommended the game to friends, so if/when it finishes ill be gifting it to a few that shy away from early access.

your reasoning makes sense, its only because wanted to play with a mod that hasn't updated yet (and probably wont for a while) that I needed to ask.

Thanks again!
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cjy4312

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #853 on: February 06, 2024, 12:18:47 AM »

 ;D
maybe we need a "Recover and Mothball" button

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Dripko-1

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #854 on: February 06, 2024, 12:42:00 AM »

Is the black market instant search a bug or intended behaviour? ie buying weapons or ships triggers a search with -rep and -CR even with no contraband
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