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

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Author Topic: Starsector 0.98a (Released) Patch Notes  (Read 238913 times)

David

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #135 on: February 09, 2025, 07:45:11 AM »

Perhaps showing my age (old enough to have played Spacewar! without irony

Bit of a tangent, but I'm a fan of SPACEWAR! history. Did you play in those tourneys back at CalTech, or was there another 'scene' I'm not aware of?

(Oh wow, Spacewar talk! Hope you'll like this: https://archive.org/details/19721207rollingstoneexcerptspacewararticlev02/mode/2up ; check out the picture of my dad on page 2, "winner of the Five- Man Free-For-All at the First Intergalactic Spacewar Olympics, brandishing control buttons in triumph" :D
He has played through the tutorial of Starsector, though he's lost most of his space-piloting skills since the 70s.)


And something for the Lore Bores (that I probably should have put in the changelog and forgot): the Codex displays all kinds of content, including illustrations. Quite a few of the illustrations are hidden until you see them for the first them, then they're unlocked. And all of the illustrations have been given a unique description. Some of these are recycled from existing text, slightly rewritten, and a bunch of them are new. Just some fun treats for those who are into that sort of thing.
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Doctorhealsgood

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #136 on: February 09, 2025, 07:46:37 AM »

LG Sunder getting Coherer does raise the question of why LG Hammerhead exists. It has the same system, worse flux stats, worse OP and the Sunder has all the same relevant mounts plus a Large mount which is a Pretty Big Deal.
Sunder has paper thin hull one wrong touch and everyone is dead.
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PixiCode

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #137 on: February 09, 2025, 07:58:15 AM »

EBC theorycrafting;

Sunder: plasma cannon escort package ITU.

Hammerhead: point defense elite, ipdai smod, 2 ir pulse lasers, 1 kinetic blaster, 1 mining blaster?

Falcon: 2 heavy blasters in the hardpoint slots, ITU, escort package, max capacitors, autolances in the turrets.

Eagle: point defense elite, 2 HMG, 1 mining blasters in hardpoint, 1 heavy blaster, 2 ion cannons, 2 autolances, unstable injector

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Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #138 on: February 09, 2025, 08:04:13 AM »

LG Sunder getting Coherer does raise the question of why LG Hammerhead exists. It has the same system, worse flux stats, worse OP and the Sunder has all the same relevant mounts plus a Large mount which is a Pretty Big Deal.
Sunder has paper thin hull one wrong touch and everyone is dead.
Don't forget the paper thin shield, too. 1.2 shield damage, ouch. 7500 base capacity is nice but it only helps out so much, especially when you use up so much of your OP on your big weapons & your "free" hullmods.

EBC theorycrafting;

Sunder: plasma cannon escort package ITU.

Hammerhead: point defense elite, ipdai smod, 2 ir pulse lasers, 1 kinetic blaster, 1 mining blaster?

Falcon: 2 heavy blasters in the hardpoint slots, ITU, escort package, max capacitors, autolances in the turrets.

Eagle: point defense elite, 2 HMG, 1 mining blasters in hardpoint, 1 heavy blaster, 2 ion cannons, 2 autolances, unstable injector
One thing I'm curious about is EBC Antimatter Blasters. The range is still pretty terrible even with EBC and the only thing you can really match ranges with are hardpoint HMGs on the Eagle & Falcon, and even then only if you don't have elite PD. Probably much better on the LG Centurion, a ship I was surprised to see wasn't given EBC in the patch notes; turns out it already has it. Stacking elite PD with s-mod IPDAI for a ton of flat range is a really neat idea though.
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PixiCode

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #139 on: February 09, 2025, 08:06:39 AM »

Quote
Heavy Machine Gun: now prefers firing at non-missile targets, but will act as PD if no other targets are available

I’m guessing it’s just getting the PD_ALSO flag? I just had a funny thought. What if the IPDAI s-mod effect did that (give it PD_ALSO as well as pd) for all converted small point defense weapons? Rift Lance, ir pulse lasers, light assault gun, railgun…

Also, I noticed that Paladin’s changes are less than the blog on Anubis showed. Does that mean the Anubis’ flux is different than it was listed in the blog, too? Just curious.
« Last Edit: February 09, 2025, 09:33:11 AM by PixiCode »
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Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #140 on: February 09, 2025, 08:12:39 AM »

LG Sunder getting Coherer does raise the question of why LG Hammerhead exists. It has the same system, worse flux stats, worse OP and the Sunder has all the same relevant mounts plus a Large mount which is a Pretty Big Deal.
Fair point... Maybe? Well, it has better shield efficiency. I think maybe it should lose less or no OP from the EBC or something else could be changed? Mmmmm, maybe I should boot up the game and take a peek, but I am too lazy atm.

I think, at some point, there's going to be a need to go in and figure out what the Lion's Guard's doctrine was supposed to be. Like, I get the idea that it didn't work out as intended, but there had to be some kind of thought process around "put energy bolt weapons on midline ships". Some kind of 'idea', like how low tech is (generally) built with the idea of a battle line of durable capitals smashing through the enemy, midline is designed to provide a flexible, maneuverable force that can pick its battles, and high tech works to facilitate a fleet of fast, aggressive ships, with its capitals either supporting them from a distance or serving as shelter to retreat into.

Like, the Astral is supposed to be a long-ranged center of support for a wolfpack (though clever players have done other things with it), so Alex was able to buff it to do that job better by giving it more range. What would the LG Hammerhead's "job" be?

I wonder how the cannon will work on the Anubis with its temporal shell?

People looked into this. It generates a huge amount of soft flux relative to the ship's limit, to the point where it's dangerous to use too heavily. I'm sure one or two highly-skilled lunatics will mount two gigacannons on a flagship Anubis and make it work somehow, but I don't think it'll be safe or practical.




(Oh wow, Spacewar talk! Hope you'll like this: https://archive.org/details/19721207rollingstoneexcerptspacewararticlev02/mode/2up ; check out the picture of my dad on page 2, "winner of the Five- Man Free-For-All at the First Intergalactic Spacewar Olympics, brandishing control buttons in triumph" :D

Now that is pretty cool. I love the degree of strategy involved - with limited fuel and ammunition, along with orbital dynamics, the skill ceiling is incredibly high, and the mechanics have a lot of depth considering the fact that the game can be implemented in Python in less than an hour. Even today, making a 'perfect play' opponent script for Spacewar would be a serious challenge.
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Foxy

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #141 on: February 09, 2025, 09:22:58 AM »

I think the transponder is way too overpowered. If I turn it off, I can go around literally everywhere even if everyone hates me. If they stop me and ask me to enable, all I do is refuse and leave and I get negative rep, which is already at -100, but it makes no difference. I can plunder and loot to my heart's content, the only penalty is that I have to wait 3 months if I raid things nearby a base/planet, but other than that no one identifies me as the enemy, no one chases me, and most of all there are no serious reinforcements coming after me.


During the colony missions, I liked the idea of having a bounty on my head from tritachion, but unfortunately they are scripted, so if you avoid/break their triggers they get canceled and you never see them again. Maybe having bounties from the factions you mess with (-50 reputation) they send all they can after you, making movement tricky (unless you have stealth ships, and even then if someone spots you in their radius, all hell should break loose).
I'm still waiting for exploration to be more engaging, and less of a click fest to scan planets. That part is really not fun and there is really little incentive to do it.


The Ludic Path needs a bit more love, so far their missions are quite sparse, and for some reason they are neutral with the pirates but they mostly give you bounties to hunt them. I think they should give you bounties for the other factions in the core sectors, just like the pirates do. They also need more Contacts, especially for commerce.
« Last Edit: February 09, 2025, 10:20:23 PM by Foxy »
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stormysector

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #142 on: February 09, 2025, 09:25:20 AM »

Very nice changes, I like most of them. Super happy about the Fulgent's buff, but not so much about the Afflictor. :P  I was hoping for a small buff to the Quantum Disruptor's range and duration.
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Killer of Fate

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #143 on: February 09, 2025, 09:27:01 AM »

I think the transponder is way too overpowered. If I turn it off, I can go around literally everywhere even if everyone hates me. If they stop me and ask me to enable, all I do is refuse and leave and I get negative rep, which is already at -100, but it makes no difference. I can plunder and loot to my heart's content, the only penalty is that I have to wait 3 months if I raid things nearby a base/planet, but other than that no one identifies me as the enemy, no one chases me, and most of all there are no serious reinforcements coming after me.

During the colony missions, I liked the idea of having a bounty on my head from tritachion, but unfortunately they are scripted, so if you avoid/break their triggers they get canceled and you never see them again. Maybe having bounties from the factions you mess with (-50 reputation) they send all they can after you, making movement tricky (unless you have stealth ships, and even then if someone spots you in their radius, all hell should break loose).
I'm still waiting for exploration to be more engaging, and less of a click fest to scan planets. That part is really not fun and there is really little incentive to do it.
The Ludic Path needs a bit more love, so far their missions are quite sparse, and for some reason they are allied with the pirates but they give you bounties to hunt them. I think they should give you bounties for the other factions in the core sectors, just like the pirates do. They also need more Contacts, especially for commerce.
Pathers aren't allied with pirates. They're neutral to them.
Pirates will for example target Pather worlds like Epiphany and Chalcedeon in Kumari Kundam (might have spelled that name wrong)

I agree with the rest of the statement though. But I'm sure that is something that will be worked on in the next patch and future patches. Considering the patch notes themselves I think mention some new dialogue and missions...
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Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #144 on: February 09, 2025, 09:43:42 AM »

Also, I noticed that Paladin’s changes are less than the blog on Anubis showed. Does that mean the Anubis’ flux is different than it was listed in the blog, too? Just curious.
I think it's just an error. The patch notes list the Paladin's flux as being reduced from 750, but in the current patch it's only 500 to begin with.
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Dadada

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #145 on: February 09, 2025, 10:02:43 AM »

Very nice changes, I like most of them. Super happy about the Fulgent's buff, but not so much about the Afflictor. :P  I was hoping for a small buff to the Quantum Disruptor's range and duration.
I am happy Afflictor got nerfed by increasing the DP, especially the 6DP Afflictor with 2AMBs and otherwise zero investments is a monster, and it's worse with skills, officers, SMods and 3AMBs...
But yeah, unless something is done, probably more than just adjusting the layouts, NPC fleets will be weaker DP wise with them.

3s thought up "solution": Certain fleets like elite SMod Phase bounties get much stronger builds.
Also: Fleet generation could give certain fleets for certain ships from certain factions more DP, and for example Phase fleets could have a fleetwide Phase compactor skill which reduces DP of Phase ships by 20% or something.
E: Wait, the Phase bounties are small, right?... Maybe more armour after unphasing and time dilation? Well, better builds at least, right?
« Last Edit: February 09, 2025, 10:08:19 AM by Dadada »
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happycrow

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #146 on: February 09, 2025, 10:11:00 AM »

And something for the Lore Bores (that I probably should have put in the changelog and forgot): the Codex displays all kinds of content, including illustrations. Quite a few of the illustrations are hidden until you see them for the first them, then they're unlocked. And all of the illustrations have been given a unique description. Some of these are recycled from existing text, slightly rewritten, and a bunch of them are new. Just some fun treats for those who are into that sort of thing.

Yay lore bores!
I was a monster (in my peer group) at Spacewar! (fav thing: bouncing people into bad orbits until they asplode) but still have real trouble with the slidey-around screen thing. Have to learn it though bc in AI hands the Ziggy isn't the murder weapon all these players are enjoying....
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ceem0

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #147 on: February 09, 2025, 10:50:44 AM »

And something for the Lore Bores (that I probably should have put in the changelog and forgot): the Codex displays all kinds of content, including illustrations. Quite a few of the illustrations are hidden until you see them for the first them, then they're unlocked. And all of the illustrations have been given a unique description. Some of these are recycled from existing text, slightly rewritten, and a bunch of them are new. Just some fun treats for those who are into that sort of thing.

Yay lore bores!
I was a monster (in my peer group) at Spacewar! (fav thing: bouncing people into bad orbits until they asplode) but still have real trouble with the slidey-around screen thing. Have to learn it though bc in AI hands the Ziggy isn't the murder weapon all these players are enjoying....

Slammed my face into my monitor I was so hype for lore bore.  Looking forward to the next release.  :D
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Wyvern

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #148 on: February 09, 2025, 11:00:25 AM »

And something for the Lore Bores (that I probably should have put in the changelog and forgot): the Codex displays all kinds of content, including illustrations. Quite a few of the illustrations are hidden until you see them for the first them, then they're unlocked. And all of the illustrations have been given a unique description. Some of these are recycled from existing text, slightly rewritten, and a bunch of them are new. Just some fun treats for those who are into that sort of thing.
Ooh, neat! Looking forward to finding those.
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SCC

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #149 on: February 09, 2025, 11:12:19 AM »

And something for the Lore Bores (that I probably should have put in the changelog and forgot): the Codex displays all kinds of content, including illustrations. Quite a few of the illustrations are hidden until you see them for the first them, then they're unlocked. And all of the illustrations have been given a unique description. Some of these are recycled from existing text, slightly rewritten, and a bunch of them are new. Just some fun treats for those who are into that sort of thing.
I hope to actually do it and not just think about it, but I was thinking after that codex overhaul blogpost about making a mod that adds lore entries you can collect from random loot, and do the wh40k thing with it where I say they are all true because they are fake in-universe and you just fell for it roflmao
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