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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 204228 times)

SpaceDrake

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1455 on: March 29, 2024, 04:18:55 AM »

following this topic; will there be an opportunity for us to choose which faction we start in the tutorial? I would like to start in Tri-tach territory and just have them ask us to put down a pirate fleet amassing in Donn

Honestly, that's a bit outside the scope of Nex; it assumes you've played through the vanilla tutorial at least once (and even has an option to skip the current Galatia storyline entirely, partially because Nexerelin far predates the addition of story content to Starsector). The current faction starts just let you get down with things, and the console is there if you want to customize your starting relations post-tutorial (and you can edit what ships are available in the tutorial start by either editing data/config/exerelinFactionConfig/player.json in Nexerelin's directory, or creating one in your own mod to supplement the list!

---

Anyway, as a bug report, I only just noticed recently: in .97-RC11, the lpp_JangalaEnter1 text in rules.csv has for some reason been wiped completely. Previously, the entry read:

Code
lppJangalaShrineDesc1,DialogOptionSelected,$option == lpp_JangalaEnter1,ShowImageVisual luddic_shrine,"The reception lounge is filled with parties of Luddic pilgrims in traditional handweave led by subcurates in ritual hand-washing. A glance upward reveals the true cleansing: a battery of air-purification units caught in a tangle of murmuring ducts.

Foliage presses itself almost sensually against the outer viewports, letting in only dim light. The plant life seems to twitch, liquids oozing over the panes from cracks in bladders and tubules, leaving rivulets cutting across flaking encrustations. Between the zeal of the foliage and hand-crafted charm of Luddic engineering, the place feels distinctly worrisome compared to the environmental containment you are accustomed to.",lpp_jangalaShrineDesc2:Continue,

In .97-RC11, though, it just reads:

Code
lppJangalaShrineDesc1,DialogOptionSelected,$option == lpp_JangalaEnter1,ShowImageVisual luddic_shrine, ,lpp_jangalaShrineDesc2:Continue,

Not quite sure how that happened, since it looks unintentional (with the empty section just in front of a comma), but that's how it is in the current build of the game and it does result in an empty block of text during the initial Jangala visit.
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David

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1456 on: March 29, 2024, 05:14:41 AM »

Anyway, as a bug report, I only just noticed recently: in .97-RC11, the lpp_JangalaEnter1 text in rules.csv has for some reason been wiped completely.

Agh, that sucks! Fixed in dev, thank you.
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w00d

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1457 on: March 30, 2024, 04:14:32 PM »

Hello

i got this message

Failed to retrieve latest Starsector version
(SSL.HandshakeException):
- Current : Starsector 0.97a-RC11
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1458 on: March 30, 2024, 07:32:41 PM »

Hmm - there are some alternate download links here (below the buttons), probably worth trying those. All of the downloads seem to be working fine for me, though.
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Wapno

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1459 on: April 02, 2024, 03:12:49 AM »

I've played around with the new update for a while. I love it.

I mean, it's still disgusting to have the fun police as usual, and it's a regular frustration with every update, but the new additions at least help with dealing with the sour taste of it.

I'm really hoping for the Abyss to get more content in the future. It really looks promising.

And man, I absolutely adore the fat buff that the Storm Needler got. Finally it's a viable weapon.

Skill tree changes are great too. No more need to dump 70% of skill points into technology tree just so I can unlock Neural Link and Automated ships at once.
« Last Edit: April 02, 2024, 09:17:20 AM by Wapno »
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Nettle

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1460 on: April 02, 2024, 05:57:11 PM »

I mean, it's still disgusting to have the fun police as usual, and it's a regular frustration with every update, but the new additions at least help with dealing with the sour taste of it.

I'm curios about this bit. Some balance changes you didn't like? Do you mind elaborating on it?
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Selfcontrol

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1461 on: April 08, 2024, 07:08:55 AM »

I mean, it's still disgusting to have the fun police as usual, and it's a regular frustration with every update, but the new additions at least help with dealing with the sour taste of it.

I'm curios about this bit. Some balance changes you didn't like? Do you mind elaborating on it?

I think it has to do with the nerfs to both Cyclone Reaper Launchers and Proximity Charge Launchers.

You know, 2 weapons that were vastly overpowered in their respective categories.
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Squalor

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1462 on: April 22, 2024, 03:11:54 PM »

I think it has to do with the nerfs to both Cyclone Reaper Launchers and Proximity Charge Launchers.

You know, 2 weapons that were vastly overpowered in their respective categories.

Reapers are fine as they are now*. If the Typhoon went back up to seven then it'd match up nicely to the Cyclone with the same number of "shots" but other than that it's in a nice spot. It's strong as a finisher and refire doesn't mean much when you're holding onto them for the optimal time to shoot. Slow firing high damage strike weapons like that make S-modding expanded racks and autoloader not a big deal since it just makes an already slow to shoot weapon slow to shoot, and putting the autoloader on a frigate like a Centurion turns 1 reaper into 4 and EMR doubles capacity. You only need to land one good hit to either kill a ship or put it on life support. It is a problem, at least in AI hands because the AI is awful at aiming dumb fire missiles and will miss to the side or shoot from extreme range. They don't lead the target or take into account how fast they're moving around a slow one, combine that with poor timings and when you need them the most they're out of ammo or on cooldown.

Funny thing about Proximity Charge Launchers, I could never find the damn things in markets. So I couldn't tell you if the nerf was warranted or not.
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ApolloStarsector

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1463 on: April 24, 2024, 07:13:06 PM »

Combat Endurance still shows 50% max hull regen in both character sheet and officer screen. Maybe someone already said it, though.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1464 on: April 24, 2024, 07:47:32 PM »

Combat Endurance still shows 50% max hull regen in both character sheet and officer screen. Maybe someone already said it, though.

Yep, it's correct - that's the amount it regenerates. What changed is the threshold for when the regen kicks in, which used to *also* be 50%.
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ApolloStarsector

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1465 on: April 25, 2024, 03:15:08 PM »

Yep, it's correct - that's the amount it regenerates. What changed is the threshold for when the regen kicks in, which used to *also* be 50%.

Ah, thank you for explaining. I like the change.
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mobius twist

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1466 on: April 28, 2024, 11:05:56 PM »

Is there such a thing as a Grendel blueprint? I'm able to salvage them, buy from ports, or build from weapons dealers, but have yet to find a way to make them myself.
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Siffrin

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1467 on: April 28, 2024, 11:10:04 PM »

Is there such a thing as a Grendel blueprint? I'm able to salvage them, buy from ports, or build from weapons dealers, but have yet to find a way to make them myself.
It exists but blueprint drops are quite rare and the Grendel doesn't belong in any BP packages. I recommend looking for flashily dressed people bar encounters or talking to the Historian (also in bars) for the opportunity to buy blueprint locations with credits or story points.
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Nettle

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1468 on: April 29, 2024, 01:30:25 AM »

I think Hegemony should have the blueprint for Grendel, no? So you can just raid them for it.
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1469 on: April 29, 2024, 05:51:39 PM »

I found a Grendel blueprint from salvage before I got around to raiding Raesvelg into the ground for Hegemony's exclusive ships plus some weapons like Railgun and Mauler.
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