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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 300382 times)

Thaago

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #990 on: February 10, 2024, 03:02:19 PM »

That's odd. Mine are firing on Falcons and Wolves without any tricks.

What are your weapon groups? You can force them to stay on autofire by pairing them with PD, that might be a good plan considering their new flux efficiency.
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Histidine

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #991 on: February 10, 2024, 06:24:21 PM »

It recently came to my attention that pirate king deal is broken if fighting any fleet originating from that base... but there's no in/near location check, meaning fighting any raid or such that originates from that base (this specific case involved a Nex vengeance fleet) breaks the deal even if it takes place several constellations away.
Is that desirable?
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #992 on: February 10, 2024, 06:57:50 PM »

It recently came to my attention that pirate king deal is broken if fighting any fleet originating from that base... but there's no in/near location check, meaning fighting any raid or such that originates from that base (this specific case involved a Nex vengeance fleet) breaks the deal even if it takes place several constellations away.
Is that desirable?

Hmm, that doesn't sound like a good thing - added a check that restricts it to the location of the base. Thank you for bringing it up!

(Thought about doing a nearby-in-hyperspace check but not sure if that's really necessary.)
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Baqar79

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #993 on: February 10, 2024, 08:12:58 PM »

In my home system I have 2 stable locations, but I wanted to try for a third, but was denied (fair enough, being a bit greedy there). 
Spoiler
However I was able to create another stable location after first setting up a wormhole first.
[close]
Is this expected behaviour? 

Spoiler
I did also send the Gate Hauler to my home system (on it's way) but wasn't expecting to have the room to set it up.  In any case it should make a fine tourist attraction for my system regardless of whether I can deploy the gate or not :D
[close]
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #994 on: February 10, 2024, 08:40:50 PM »

Spoiler
However I was able to create another stable location after first setting up a wormhole first.
[close]
Is this expected behaviour? 

Thank you, that's a bug - fixed!
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Flying Birdy

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #995 on: February 10, 2024, 08:44:13 PM »

Anyone else noticed issues with smugglers and their post-battle loot? Previously, if the smuggler was transporting drugs or others to a location, I could attack them and get their drugs. Now, smugglers only drop normal ship loot (metals, machines, supplies), and not their smuggled cargo even when the tooltip says they are smuggling drugs.

EDIT: never mind - i saw a thread on this in the bug reports section. looks like its a bug and already fixed.
« Last Edit: February 10, 2024, 08:49:05 PM by Flying Birdy »
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #996 on: February 10, 2024, 09:30:43 PM »

Yep, for the next hotfix!
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Dadada

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #997 on: February 11, 2024, 06:23:31 AM »

Vanilla 0.97a-RC8 (all I did is ingame settings stuff like like adjusting the sound volume, battle size 400 and so on).

I didn't read the recent bug reports or pages after 54. ;_;
So I am sorry for redundancy.


-> The game has a memory leak (basically stock game settings as mentioned, no (config) files were touched, no mods, no custom Java), after 4h-8h I have to restart it, so after 4h-8h saving/loading stuff/fade ins all stutter and freeze for a short while.
(System is a 5700x, a 6700xt and 32GB RAM with an NVMe SSD -> 1TB KC3000, Win11 with most Win11 security features disabled, vanilla 0.96 had no such issues for me with my old system: i5 4xxx, 24GB RAM, GTX 960 4GB, Crucial MX500 1TB, Windows 8.1)

-> Unique League Bounty, everything has 2-3 S-mods and it has 2 League flagships and so on, after defeating it, the remnants of the fleet are now a merc fleet, is this intended or am I just dense?

-> Had the same issue in vanilla 0.96 on my old PC, transport VIP from the Galatia academy picks most of the time the system south of Galatia, it was like 3/4 or 4/5 times the system south of it, only once was it the system to the right of Galatia

-> Aurora (still) keeps missing most of its Reapers.

-> On rare occasions (hotkey S) search and destroy gets börked (stops working) while I still have command points for orders, ships refuse to enter search and destroy mode, the bug resolves/fixes itself after a (very) short while but lasts for 1s-10s, never had that in earlier versions (I play since 0.95).



Early game stuff which I did not encounter later:

Weird AI behaviour with eliminate and my destroyer and frigate swarm (autofit with some even worse replacement mods and weapons I guess):
They sometimes, more or less collectively turn into cowards and blob up, far away from the enemy.

1. Wrapping up the fight, my fleet of 2 Sunders, 2 Hammerheads, 2 Brawlers vs one Gremlin and one Enforcer, my ships are maybe(?) out of missiles. Both enemies are surrounded, each one by half of my fleet, so one Sunder, 1 Hammerhead, 1 Brawler for each one of the 2 targets, and the fights are at least 1k su apart, each group has an eliminate order for their respective target (not full assault, maybe I could've done that too I guess) -> suddenly the destroyers (at low flux) while chasing the Gremlin decide they must back off by going through (???) the other brawl group with the Enforcer.
Autofit, badly equipped Dmod vessels, but basically no hull/armour damage on my ships in this one.

2. Wrapping up another fight, even more Sunders, Hammerheads and Brawlers and who knows what else against one pirate Shade and a Manticore, I think I gave eliminate orders for the 2 targets, probably some ships to play with the Shade and the rest on the Manticore, I don't remember how many missiles my ships had left, suddenly my whole fleet backs off and blobs up, dunno at what distance, 1.5k-2.5k su away?
Autofit, still badly equipped and Dmodded, and some ships lost their armour and are at around 50% hull strength.

That Shade trashed me real good, I think it killed 2 ships... And I love it.


Suggestion: QoL/less clicking: auto resolve with "send adequate force" or something button (or half or all)


So, now after barfing some (potential) bug list out: I really love all the new encounters while surveying the sector, I have yet to see most of the new stuff and I am excited, thank you all for making this wonderful game. :D


E2: QoL suggestion: I still click on the shrines instead of the bars and pubs when I land on a market, happens each time, maybe the shrines could move down on/in the list once the quest to visit them is completed? So maybe they could be moved to be above leave?
« Last Edit: February 11, 2024, 06:53:06 AM by Dadada »
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Histidine

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #998 on: February 11, 2024, 06:58:21 AM »

Is it me or are prices of commodities in 0.97a rather depressed (even more so than before, that is)?

Like metals (particularly relevant since they're the most abundant vendor trash) have a base price of 30 credits; in 0.96 and earlier I expected to see a best non-shortage sale price of 24; now 20 or less seems to be the norm. Stuff like food, ore, organics are also cheaper than I remember them being.
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #999 on: February 11, 2024, 08:40:57 AM »

Is it me or are prices of commodities in 0.97a rather depressed (even more so than before, that is)?

Like metals (particularly relevant since they're the most abundant vendor trash) have a base price of 30 credits; in 0.96 and earlier I expected to see a best non-shortage sale price of 24; now 20 or less seems to be the norm. Stuff like food, ore, organics are also cheaper than I remember them being.
There's a few commodities that could probably use a recenter or something for their base price so that colony draw downs are more accurate to their average.  Volatiles have been out of line for a long time now.  The new patch brought down the prices on metals and heavy machinery a fair bit, and food slightly.  Organics seem to be the main one not affected.  The one the player benefits on are supplies, the source planets are now cheap enough that you can buy them from the open market for less than 100 credits each even with tariffs.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1000 on: February 11, 2024, 11:05:43 AM »

Weird AI behaviour with eliminate and my destroyer and frigate swarm (autofit with some even worse replacement mods and weapons I guess):
They sometimes, more or less collectively turn into cowards and blob up, far away from the enemy.

1. Wrapping up the fight, my fleet of 2 Sunders, 2 Hammerheads, 2 Brawlers vs one Gremlin and one Enforcer, my ships are maybe(?) out of missiles. Both enemies are surrounded, each one by half of my fleet, so one Sunder, 1 Hammerhead, 1 Brawler for each one of the 2 targets, and the fights are at least 1k su apart, each group has an eliminate order for their respective target (not full assault, maybe I could've done that too I guess) -> suddenly the destroyers (at low flux) while chasing the Gremlin decide they must back off by going through (???) the other brawl group with the Enforcer.
Autofit, badly equipped Dmod vessels, but basically no hull/armour damage on my ships in this one.

2. Wrapping up another fight, even more Sunders, Hammerheads and Brawlers and who knows what else against one pirate Shade and a Manticore, I think I gave eliminate orders for the 2 targets, probably some ships to play with the Shade and the rest on the Manticore, I don't remember how many missiles my ships had left, suddenly my whole fleet backs off and blobs up, dunno at what distance, 1.5k-2.5k su away?
Autofit, still badly equipped and Dmodded, and some ships lost their armour and are at around 50% hull strength.

That Shade trashed me real good, I think it killed 2 ships... And I love it.

Just, real quick - this sounds like the (relatively, since 0.96a) new behavior where ships will try to counter phase ships by forming up into a ball. You can indeed order a full assault to cancel it.

Is it me or are prices of commodities in 0.97a rather depressed (even more so than before, that is)?

Like metals (particularly relevant since they're the most abundant vendor trash) have a base price of 30 credits; in 0.96 and earlier I expected to see a best non-shortage sale price of 24; now 20 or less seems to be the norm. Stuff like food, ore, organics are also cheaper than I remember them being.

Hmm, you're right. I see what happened here, I think - some unintentional side effects when changing some.. other stuff. Dug into this a bit and made some tweaks; non shortage/excess prices should be much closer to the stated base price now. Thank you for bringing it up!
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1001 on: February 11, 2024, 11:36:33 AM »

I just dealt with the PL crisis.  The initial appearance of the thing with 17 fleets and the Grand Armada was far more intimidating than it ended up being to deal with when it was pointed out I didn't need to kill those.  This was vastly more manageable than the major pirate raid was on the last version.  My fleet was actually significantly stronger than it needed to be in this instance to win, sitting on 400 DP worth of combat ships when I took my full warfleet out of storage.  I'm 5 cycles into this run.  Though it was still something that there would have been no chance to defeat if it came up sufficiently early in a run.

Overall I liked the mechanics of defeating the blockade a lot more than the major pirate raid.  The fleets being non-hostile to you unless you picked a fight helped immensely and it felt like a puzzle to be solved rather than a pure slog against massive enemy numbers.  The opinion boost reward felt underwhelming?  Certainly compared to the pirate raid reward.  It was essentially an afterthought compared to removing the blockade penalties and PL crisis points.
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Dadada

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1002 on: February 11, 2024, 11:50:09 AM »

-> On rare occasions (hotkey S) search and destroy gets börked (stops working) while I still have command points for orders, ships refuse to enter search and destroy mode, the bug resolves/fixes itself after a (very) short while but lasts for 1s-10s, never had that in earlier versions (I play since 0.95).
Welp, so maybe I am a big dumdum and occasionally flicker the map and waste my command points... Most of the time I am in the map screen. I will try to see if it is me ocd flickering the screen, if it's not me I will post it again, maybe with other bugs or "bugs" if I find more.

Just, real quick - this sounds like the (relatively, since 0.96a) new behavior where ships will try to counter phase ships by forming up into a ball. You can indeed order a full assault to cancel it.
Ohh... I didn't know about that, neat... Felt kinda weird since I think I had the overwhelming advantage in both fights.

E: Oooofff, It's most likely me, I flicker the screen to get rid of all the green the waypoints... Damn, but it's nice to get rid of all the wps at once. I blame RTS and over 9k apm. ;_;
So there isn't such a bug, it's just me depleting my orders with flickers to clear. I feel kinda stupid. :D
Anyway, the feature is damn nice QoL, would flicker again/10, much better than deleting the waypoints one by one or clearing them with full assault.
« Last Edit: February 11, 2024, 01:44:32 PM by Dadada »
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1003 on: February 11, 2024, 02:01:10 PM »

I've noticed looking around at other player's experiences in Limbo that some people are completely missing that you're suppose to immediately deploy the wormhole in the Limbo stable location.  So they get stuck on the quest and have no idea how to proceed.  Maybe it should be an option from the menu right after you salvage it to try and idiot proof it or salvaging it triggers a mission to deploy the wormhole and see where it connects?

Someone else also mentioned that if you put something down in that stable location, it will remove the ability to instantly activate the wormhole.  It's an easy mistake if someone decided to add something on that stable location before trying to salvage the wormhole cache.
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1004 on: February 11, 2024, 06:26:27 PM »

Someone else also mentioned that if you put something down in that stable location, it will remove the ability to instantly activate the wormhole.  It's an easy mistake if someone decided to add something on that stable location before trying to salvage the wormhole cache.
I almost did that right before I went to the vault.  The idea would be to get intel/news while I explore the surrounding area around Limbo for more systems and/or enemies to find and loot.

For what it is worth, after I want to the gate hauler system, I built a comm relay the moment after I grabbed "Charlie".  When the fleet moves at burn 5 in the void and there is nothing to see but black on the whole screen, having intel ping as player gets near an invisible system (with a comm relay) while flying blind could be handy.

I left "Foxtrot" behind because my fleet was full after recovering the entire Derelict fleet minus Guardian, and I intend to come back to kill the other Derelict fleet and recover every last one of them and bring home.  (I have Automated Ships and Neural Link.)
« Last Edit: February 11, 2024, 06:30:48 PM by Megas »
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