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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 330445 times)

Sundog

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #945 on: February 08, 2024, 05:14:01 PM »

Quote
Removed "final" modifier from static fields in FractureJumpAbility
Thanks!  ;D <3

Dadada

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #946 on: February 08, 2024, 05:14:58 PM »

I think I found a bug:
Academy extraction from Pathers via the bar (when you get contacted once you descend to the bar on the target market) -> if I get the target, I mean fetch the target but don't leave the market and choose the raid option, I can still see the extraction is listed as a possible target

0.97a RC8, vanilla, all I did is ingame settings stuff like like adjusting the sound volume, battle size 400 and so on

E: Did the Centurion always have only one prefit? -> Assault?

E2: Random extraction mission from (our boy o.O) Alviss Sebestyen. NO, just a random extraction mission from a contact and the target was the Pather world Chalcedon, it wasn't an Academy mission.
« Last Edit: February 08, 2024, 05:26:02 PM by Dadada »
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #947 on: February 08, 2024, 05:16:37 PM »

Thank you, made a note!
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #948 on: February 08, 2024, 06:15:01 PM »

I noticed that inhabited systems don't list what type of primary body they have on the sector map screen tooltip.  Previously this didn't really matter, but now that we have slip surges, it does.  Knowing that Isirah, Al Gebbar, and Askonia are giant stars by hovering over them lets the player quickly know they can use them for slip surges.

Uninhabited systems have the name fallowed by the primary type.  Inhabited ones drop the primary type.
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Sts678

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #949 on: February 08, 2024, 08:32:56 PM »

Hello, Alex.
I found an interesting thing. The behavior of deserter's fleet seems to be strange. After the time is up, it returns to the core worlds instead of the nearest planet which is the destination of normal bounties' fleets. I saw a deserter's fleet tried to return to Chicomoztoc after I canceled it (chasing me at the same time)! Did it work as you designed? The resolution of the image is low because of the restriction on its size, but we can still see the station and patrols of Hegemony and the deserter's fleet.
« Last Edit: February 08, 2024, 08:36:09 PM by Sts678 »
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Princess of Evil

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #950 on: February 08, 2024, 10:45:11 PM »

Electronic Maneuvers? Sounds like quite a rare skill.
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Zaizai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #951 on: February 09, 2024, 03:20:23 AM »

I played a lot with escort package so that I can bring smaller vessels to spice up my composition....but the problem I have is that my preferred style of playing is a rather defensive one where I slowly cook the enemies rather than goin in hard with torpedoes and stuff.  This means that despite taking skills that help, my frigates always run out of cr. Making so I just can't use frigates with my playstyle, let alone all the SO builds that float around the forum. 
 
What If escort package, If given to a capital class ship at the expense of a huge amount of points (and some heavy malus if built in maybe? or impossible to build in, or some other flux malus just by installing it), could also restore CR to all frigates and maybe destroyers within a 1000su range that also have escort package equipped? you are effectively trading a chunk of power/performance from a capital in order to have your frigates staying with you for the whole fight (well, unless the capital is destroyed), which could be enough to balance it, and could easily expand the strategies available to the player.
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Jess_catte

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #952 on: February 09, 2024, 08:02:18 AM »

Thank you! Hmm, this one I think actually checks out, if the factions are friendly - what's covered in the fix are fleets that are engaging in shady stuff like the Commerce Raiders.

I find being blackmailed for supplies to be pretty shady.

Here's another edge case I just encountered: Some commerce raiders were attacking a trade fleet belonging to my colony faction. I joined the fight on the side of my fleet and my station, and some nearby Smugglers somehow decided they wanted to get in on the action, on the side of the commerce raiders...

The commerce raiders are technically independents, and therefore register as friendly. The smugglers did too, and so I got a warning that I had been "positively identified" (presumably cuz I was joining my own faction which I can do even with transponder off) and warned me that I was engaging a non-hostile faction. Which made me worried that I'd instantly go to -50 if I fought the battle.

Thankfully that did not happen, but it wasn't clear whether it was going to happen or not, since the join battle screen also didn't have any explicit "This will NOT cause any reputation penalty" text. If you could make the messaging more consistent in future I would appreciate it a lot!
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #953 on: February 09, 2024, 08:12:10 AM »

Just to confirm, do you mean that when joining the battle you got a popup dialog warning you've been positively identified? And the only enemies were Commerce Raiders and a Smuggler? If so, that sounds like a bug.
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robepriority

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #954 on: February 09, 2024, 10:21:14 AM »

I played a lot with escort package so that I can bring smaller vessels to spice up my composition....but the problem I have is that my preferred style of playing is a rather defensive one where I slowly cook the enemies rather than goin in hard with torpedoes and stuff.  This means that despite taking skills that help, my frigates always run out of cr. Making so I just can't use frigates with my playstyle, let alone all the SO builds that float around the forum. 


Frigs can have matching PPT with wolfpack/hardened subsystem/combat endurance.
BTW escort package goes best with destroyers due to the inbuild bonus.

Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #955 on: February 09, 2024, 10:22:54 AM »

I was thinking about it some more, and I think the issues I've got with the colony crises in its current form does come down solely to how it ramps up too quickly.  If each crisis you triggered slowly increased in strength, then I think it would work out a lot better.  Say you had a 'colony level' that increased each time you successfully defeated or resolved a crisis.  This colony level determines how strong both the actual crisis event is, and how strong random fleets spawned around your colonies are.  It might also unlock increasing benefits for you and your colonies, like increased colony and administrator limits.  Maybe this is where all the old colony management perks go?



Pure speculation and brainstorming past this point:

Say at level one colony level, only Pirates, Pathers, and the Hegemony can take an interest in you.  Random fleets that spawn around your system range from small to medium sized bounties during the early game (four frigates to a couple destroyers with escorts).  You have a colony limit of 1 and an administrator limit of 0.  The first colony crisis triggers at 200-250 points and is a single large bounty fleet (a 60-100 DP fleet which might include 1 capital and/or 2-3 cruisers).  Defeat the expedition/raid and you get a colony level up.  Going over your colony limit will give a big increase to the rate that colony crises spawn, letting players accelerate that if they want to level up their colony level fast.  Or just put AI cores on everything.

Getting to level two colonies means you get 2 colony slots, 1 administrator slot, can now negotiate to resolve a colony crisis once it triggers, and can draw the attention of all the factions.  This would also be where the Luddic immigration mechanics would be enabled.  Random fleets hovering around your systems are now larger and more common.  The crises fleets will now include multiple fleets, with the exceptions of the Hegemony and PL who follow different rules.  It's at this point where defeating a faction crisis will also permanently disable that crises and earns the respective bonus for doing so.

Each time you defeat or resolve a crisis increases your colony level, which also increases the difficulty of the next crisis.  This way they prove they can handle defending their colonies against a larger force.  If they fail, they keep the current colony level.  Again, with the exceptions of the Hegemony and PL.  The two largest factions must be defeated at their full strength in order to disable them and earn the benefits for doing so.  If the player gains their attention before they have their endgame fleet, they should probably accept the downsides of failing the crisis or make a deal with them rather than fighting the full strength of those factions.
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Jess_catte

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #956 on: February 09, 2024, 10:31:33 AM »

Just to confirm, do you mean that when joining the battle you got a popup dialog warning you've been positively identified? And the only enemies were Commerce Raiders and a Smuggler? If so, that sounds like a bug.

I went back to take another screenshot. I clicked on the Commerce Raiders. They were fighting my station and fast picket. The smugglers were joining the enemy side. And yes, I got the dialogue popup warning that I had been positively identified (I last had the transponder on chasing the Commerce Raiders into the system, maybe they saw me then). Though I could not tell you whether it was the Commerce Raiders being friendly or the Smugglers being friendly that triggered it, given that they're both registered as Independent and I suspect the popup is related to joining a fight in progress which seems to circumvent the usual "Is this fleet hostile to you and an official representative of their faction" checks.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #957 on: February 09, 2024, 10:33:25 AM »

You don't have that save handy, do you? I could probably reproduce the scenario but it would be really nice to have in case it's something special about it.

If it's not too much trouble and you have it, would you mind sending it to:

fractalsoftworks [at] gmail [dot[ com

If not, no worries, just thought I'd ask.
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #958 on: February 09, 2024, 11:05:31 AM »

Say you had a 'colony level' that increased each time you successfully defeated or resolved a crisis.
"People are unwilling to join the colonisation effort - they remember what happened the last time someone tried to upset the balance of power. Perhaps time and showing off the capacity to deal with smaller threats will convince others to follow."

I'm not sure. I would like the flexibility to *** off everyone at the same time and as much as possible by doing crazy outrageous colonisation efforts, but it would be good to somehow convey to the player the information that a) factions are bullies and they do not play fair at all and b) especially when you're breaking the status quo in half.

Jess_catte

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #959 on: February 09, 2024, 11:21:15 AM »

You don't have that save handy, do you? I could probably reproduce the scenario but it would be really nice to have in case it's something special about it.

If it's not too much trouble and you have it, would you mind sending it to:

fractalsoftworks [at] gmail [dot[ com

If not, no worries, just thought I'd ask.

Sent it! While you have it, could you confirm that my save is properly seeding the Mora and Heron carriers in the various faction markets? I haven't seen any all game! My fleet doctrine is suffering direly.  :D
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