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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 238918 times)

Alex

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Starsector 0.98a (Released) Patch Notes
« on: February 08, 2025, 10:09:34 AM »

    Blog post here.

    Hotfix: 0.98a-RC8, April 18, 2025

    Ships/weapons/hullmods:
    • Heavy Adjudicator: reduced reload size to 5 (was: 10), i.e. weapon now reloads twices as often
    • Paladin: reduced flux/damage to 0.3 (was: 0.35)
    • [REDACTED]: added 4x [REDACTED] to weapons loadout
    • Made some small adjustments to campaign Ziggurat weapon loadout
    • Hungering Rift: increased projectile hitpoints to 800 (was: 600)
    • Defabrication Swarm: increased hitpoints to 1000 (was: 300)
    • Shrouded Thunderhead:
      • Fixed bug to do with not counting impacts correctly
      • Theoretical maximum damage output is lower, but easier to consistently hit, so should be a bit higher in practice
    • [REDACTED] fleets tend to start with, and produce, a few more Overseer Units

    Miscellaneous:
    • Substantially improved shield AI when it is faced with overwhelming sustained damage
    • Made options during negotiation with Pather during "False Idols" more clear
    • Player characters given only one name will use that name in dialog when $playerLastName is used
    • When helping an agent escape during "The Usurpers", can no longer leave them at an uninhabited station
    • Added a short delay timer between "Knight Errant" and "False Idols"
    • Added some more person names
    • Comming contacts and other people that have a non-zero relationship with you will now show the relationship bar
    • Adjusted one of Menes' eyes by about a pixel, which somehow makes a huge difference.
    • Body parts will become more aggressive when there is no [REDACTED] on the battlefield


    Modding:
    • Fixed issue with star system map/width overrides not affecting the scrollable area
    • (Hopefully) fixed issue causing autoresolve crash when changing a fleet's flagship with modules to one without, during the initial fleet creation

    Bugfixing:
    • Fixed being able to talk to your own fleet by right-clicking it on the map
    • Fixed not being able to create an intel map marker on a nebula
    • Fixed Jethro coming back from being "dead"
    • Fixed Sedge coming back from being dead
    • Fixed an incorrect dialog path during The Usurpers (Imoinu-agent-Caden interaction)
    • Fixed issue that caused independents to become hostile when fighting Tactistar with transponder off and then turning it back on near an independent fleet that saw the battle
    • Fixed Hungering Rift healing ships without appropriate hullmod if fired by ship with a shrouded hullmod
    • Fixed issue that was causing enemy fleets to stop retreating if the player had any REDACTED hullmods installed
    • Tri-Tachyon now hostile with the new REDACTED factions
    • Fixed being able to unpause combat while in the Escape-dialog by pressing Escape and space at the same time (and similar issues with other dialogs in combat)
    • Tactically bombarding Kazeron after the League crisis is defeated no longer reduces Colony Crisis progress
    • Now able to create weapons using REDACTED substrate when at very low (or zero) credits
    • Fixed issue with Abyssal Glare and Temporal Shell interaction causing too many EMP arcs to spawn
    • Fixed "using plasma burn in the wrong direction during retreat" ship AI issue
    • Fixed dialog inconsistency with Oak at the end of "False Idols" under certain conditions
    • Fixed dialog error if you turn down, then accept, tea from Jaspis when meeting her
    • Fixed ethos check error during negotiation with Pather during "False Idols"
    • Fixed weird dialog after destroying Pather station after completing "False Idols"
    • Fixed "and then?" dialog loop
    • Fixed missing gallery entries in the codex
    • Fixed Eventide not using its illustration
    • Fixed raiding-related exploit
    • Fixed tooltip issue after removing officer from ship using right-click
    • Fixed a "weird hullmod" situation where spawned Pather station can't find a person for dialog
    • Swarm Launcher now properly installed by autofit
    • Fixed $MarketName showing up in colony size tooltip
    • Fixed system with Sentinel being used as a location for certain story missions
    • Fixed issue related to automated ships in Sentinel showing up in post-battle debris
    • Derelict Tesseract no longer shows up in post-battle debris field
    • Fixed dialog error in one variant of conversation with Siyavong at Fikenhild
    • Fixed issue where certain weapons with 0 ammo would not be able to be disabled
    • Fixed clicking sound when Swarm Launcher runs out of ammo
    • Fixed issue affecting phase ship AI that would cause ships to head towards their target unnecessarily
    • Fixed issue with special fleets in Askonia chasing the player and then not doing anything, caused by talking your way out of a cargo scan when the special fleet was in the vicinity
    • Fixed issue with orbital station ground defenses contribution not being affected by supply shortages
    • Buffalo (P) now has an autofit goal variant (Very Important)
    • Fixed issue with AI cores from colony storage being unavailable for use in the campaign simulator
    • Fixed issue with ships produced by player industry being able to have certain hullmods that require items to install
    • Fixed Hyperion sprite issue
    • Fixed issue that could cause Entropy Amplifier and Quantum Disruptor to target a friendly ship under some very specific circumstances
    • Fixed issue with player fleet behavior right after leaving jump
    • Fixed issue with Anubis occasionally backing off too far (while SpeedUp mod is being used)
    • [VERY REDACTED] fighter-sized Codex entry no longer shows up in all ship size categories
    • Fixed the right armor module on [a unique ship] being less protective than the left
    • Fixed a possible dialog loop when interrogating Ulmus during "False Idols"
    • Fixed Siyavong's intel not being useful for convincing the Archon in some cases
    • Fixed certain consequences to Sedge's untimely end not showing up in negotiation with Pather station
    • Fixed targeting range for Rift Lightning and Voidblaster
    • Fixed shield AI issue that made it possible to easily bypass shields by pointing hardpoints away from the target then swinging back in (sorry)
    • Fixed a +relations dialog loop option with Kanta's station king
    • Fixed extra words in "False Idols" intel text
    • Fixed an unimplemented dialog option about Cotton showing up in "False Idols" under certain conditions
    • Fixed "auto assign idle officers" button not counting mercenaries
    • Fixed crash caused by finishing mission with Attack Swarms deployed on the field
    • Fixed certain inappropriate dialog responses at the end of "False Idols" when talking directly to Oak
    • Fixed the "Leave" option leading instead to visiting a shrine (after seriously offending the Church)
    • Fixed issue causing certain fleets to slowly lose CR while offscreen after reloading the game
    • Fixed issue with Rift Lightning passing through targets on ships with time acceleration
    • Fixed issue with phase ships in the simulator being able to move/attack when set to "stationary, defenses only"


    Hotfix: 0.98a-RC7, April 02, 2025

    Bugfixing:
    • Fixed frame rate issue introduced by previous hotfix
    • Fixed Shrouded Lens/Thunderhead/Hungering Rift hitpoint recovery issues

    Hotfix: 0.98a-RC6, April 02, 2025

    Miscellaneous:
    • Improved framerate stability
    • Codex entries for hullmods now show s-mod effects section while in title screen

    Ships/weapons/hullmods:
    • Neoferric Quadcoil: increased damage/shot to 200 (was: 150)
    • REDACTED Mk.1: reduced armor to 1200 (was: 1500), and also reduced vambrace hull to 15k (was: 20k)
    • Heavy Adjudicator:
      • Reduced damage/shot to 800 (was: 1000)
      • Reduced ammo regeneration rate to 1 per 2 seconds (was: 1/second
    • Light Mass Driver: increased OP cost to 10 (was: 9)
    • Heavy Mass Driver: increased OP cost to 15 (was: 13)
    • Voidblaster: increased OP cost to 16 (was: 14)
    • Paladin PD:
      • Increased flux/damage to 0.35 (was: 0.25)
      • Also reduced brightness of explosion
    • Shrouded Lens: reduced OP cost to 3/6/9/15 (was: 5/10/15/25)
    • Fabricator Unit now recovers full CR after every engagement


    Modding:
    • Added SettingsAPI.isShowingCodex()
    • Fixed issue with person being added to Asher on new game creation without checking if Asher exists
    • CampaignUI.showInteractionDialogFromCargo() now properly passes the created dialog to reportShowInteractionDialog
    • Added to SpriteAPI:
      • float getTexX();
      • float getTexY();
      • float getTexWidth();
      • float getTexHeight();

    Bugfixing:
    • Fixed issue with combat menu showing ships that are locked in the Codex
    • Marines from "mercs on the run" bar event are back to being elite
    • Fixed issue with Galatia Academy scholarship not actually taking credits from the player
    • [REDACTED] ship can no longer be bought from the arms dealer
    • Established Polity market condition now has the correct icon
    • Fixed input processing issue with tables embedded into tooltips
    • (Possibly) fixed ship AI issue causing it to stay targeted at destroyed ships for a few seconds
    • Fixed "source mod" icon not showing for fleet member Codex entries
    • Fixed map markers not being visible during the tutorial
    • Fixed issue with Energy Lash and Displacer ship systems starting out unlocked in the Codex
    • Fixed inconsistent number in armaments donation to Standfast (it's now 10 throughout)
    • Fixed a rules error in an Elek interaction
    • Fixed T H R E A T dialog issue
    • Fixed various typos
    • Fixed mission combat simulator showing ships/factions/etc that it should not
    • Fixed mission refit screen showing hullmods that have not yet been unlocked in the Codex
    • Fixed Fighter Uplink showing in the wrong order in the Codex
    • Hopefully resolved audio issues affecting some players on OS X
    • Fixed issue with planet filter checking unsurveyed planet conditions for filter conditions
    • Fixed issue with fleets using Emergency Burn unnecessarily
    • Fixed crash caused by deleting the current save slot and then trying to "save as"
    • Fixed crash caused by trying to bribe the Tactistar mercenaries
    • Fixed issue with Tia-Tax'et asteroid belt location
    • Fixed issue that allowed saves from the previous version to still be loaded using "Continue"
    • Fixed stuttering issue on certain CPUs
    • Fixed issue with being able to create map markers on unidentified sensor contacts
    • Fixed issue that caused ships to get overloaded too easily once they lost some armor and hull
    • Fixed Voidblaster/Squall on-hit effects being incompatible
    • Fixed issue with [REDACTED] hullmod not applying the right amount of hitpoint recovery
    • Fixed issue with "Passage To Volturn" mission bar interaction when your fleet is too large
    • Fixed issue with certain Sindrian and system defense fleets repeatedly pursuing the player, not being hostile but not giving the option to disengage
    • Fixed refit screen ship tooltip not showing Carrier Group speed bonus for ships with Converted Hangar
    • Fixed issue where removing Converted Hangar from the Anubis did not refund the extra fighter's OP cost
    • Fixed minor button overlap issue in new simulator UI
    • Fixed errant sliding radar animation during planet surveys
    • Fixed dialog loop with Senior Engineer Tanaica
    • Fixed rules error when looking for Brother Cotton on Epiphany in certain circumstances
    • Fixed incorrect dialog path override when searching for Brother Cotton in certain circumstances
    • Fixed error where Gargoyle would sometimes greet you in a normal way
    • Fixed alternate dialog path during meeting with Sedge (hidden due to incorrect weighting)
    • Fixed missing contact tag on Orcus Rao (so he can give missions if he is a contact)
    • Fixed issue with Tesseract bounty drops not being consistent
    • Fixed issue with salvaging comm relays etc in nebula systems creating stable locations at the wrong location
    • S-mod effects of Fragment Coordinator and Secondary Fabricator now provide the correct bonus
    • Fixed abyssal hyperspace depth discontinuity
    • Fixed some missing codex illustration entries
    • Fixed being about to talk about [something] with Glamor-Rotanev before it's been found
    • Fixed targeting range issue for certain REDACTED weapon
    • Fixed $MarketName token in Population & Infrastructure industry tooltip
    • Fixed Angry VIP changing identities when you leave & revisit the bar
    • Fixed a couple small edges-cases if approach to "Finding Coureuse" mission is switched
    • Fixed issue with Mining Laser rendering using two different sprites
    • Fixed tooltip issue for Defabrication Swarm
    • Fixed another "using burn drive in the wrong direction during retreat" issue
    • Fragment and shrouded hullmods can no longer be installed on the same ship
    Fixed issue that caused Voltaic Cannon (and other strike/use-less-vs-shields weapons) to fire on fighters
    • Fixed issue with Shrouded Mantle hullmod retreat direction picking
    • Fixed issue with Taskforce Safeguard ship recovery when initially bypassing the fight using the Hegemony commission
    • Fixed issue with Ziggurat tooltip showing full info before the ship is unlocked in the Codex
    • Fixed issue with Hive Unit sprite
    • Fixed issue with the "Save As" dialog "make save current" checkbox state not being remembered properly




    Changes as of March 27, 2025

    Campaign:
    • "Help popups" new game option now remembers its state from the last time a new game was created
    • Added Brilliant variant with Paladin PD
    • More likely to find Herons for sale at black markets of the Persean League

    Ships:
    • Condor: increased top speed to 50 (was: 40) and increased acceleration a bit

    Skills:
    • Fighter Uplink:
      • Added +10% fighter damage dealt, with same scaling as other effects
    • Carrier Group:
      • Now also increases the top speed of ships with fighter bays (incl from Converted Hangar) by 10%
      • Same scaling as other effect (presence of officer, number of fighter bay)

    Modding:
    • Added do_not_show_in_build_dialog tag for industries
    • Added to CombatEngineAPI:
      • CombatEntityAPI spawnAsteroid(String spriteName, float x, float y, float dx, float dy, boolean fromRing)
    • Added to LabelAPI: Color getColor();
    • Added to SkillSpecAPI: List<SkillEffectSpecAPI> getEffectsAPI()
      • And added SkillEffectSpecAPI with various methods to examine to skill effects
    • Added to OrbitalStation:
      • public CampaignFleetAPI getStationFleet()
      • public SectorEntityToken getStationEntity()
    • Added MessageClickAction.CARGO_TAB
    • Added to ShipEngineControllerAPI: boolean isIdle()
    • Added CoreAutoresolveListener with a modifyDataForFleet(FleetAutoresolveData data) method
    • Refactored CoreLifecyclePluginImpl.createInitialPeople() to make inner part of loop a static method
    • Added to TooltipMakerAPI: void setActionListenerDelegate(ActionListenerDelegate delegate);
    • Added CustomPanelAPI.getPlugin()
    • Added MemFlags.MARKET_CAN_ALWAYS_INCENTIVIZE_GROWTH / $marketCanAlwaysIncentivizeGrowth

    Bugfixing:
    • Fixed issue with being able to repeatedly raid the same Luddic Path base for the same resource
    • Fixed issue with cargo from recovered ships from trade fleets and similar not being looted
    • Fixed issue where it was possible to permanently lose elite skills on exceptional officers by retraining them to have fewer elite skills


    Changes as of February 08, 2025

    Campaign:
    • Added a "quest" involving Jethro Bornanew which follows the "Knight Errant" mission
    • Added an exploration mission involving Academician Cornelius Elek
    • Mazalot now has the Luddic Majority condition
    • Added some mini-encounters to abandoned fringe stations
    • Added Angry VIP Transport bar mission
    • Pressing "Take all" a second time will now take any over-capacity fuel when looting/salvaging
    • Providing the Luddic insurgency on Volturn with heavy weapons will lower market stability
    • Player can set up a Galatia Academy scholarship with Sebestyen (effectively trading credits to skip some to most of the early Galatia Academy missions)
    • During "At The Gates", if certain fleets interfering with Gate scans lose a battle to a third party, they stop interfering with scans
    • Added more dialog with various characters concerning various subjects (Imoinu Kato, Caliban Tseen Ke, Orcus Rao, Rayan Arroyo, etc.)
    • Added unique illustration for Diktat bars
    • Added Threat
    • Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items
    • Save/loading UI and functionality:
      • Updated the look of the overall save/load UI
      • Replaced "Save Copy" with "Save As"
        • Can save over an existing slot, or to a new slot
        • Can choose to have the new save become "current" (for quicksave etc) or not
      • Savefiles can have a brief custom description; shows current location (e.g. "Galatia Star System") if left blank
      • Fixed screen rapidly switching between current/previous frame when saving/loading sometimes
      • Attempts to load backup files automatically if there's some kind of error or file corruption
      • Added limited autosave functionality
        • Goal is to limit lost progress if player forgot to save, not to replace regular save functionality
        • Can be turned off or have the desired save interval configured in the settings menu
        • Default interval is 30 minutes, but it's approximate based on what's going on in-game
        • Rotates through 3 save slots, will never overwrite a manually-created save slot
        • Disabled when playing in iron mode (since that does not allow multiple save slots)
    • Player distress calls: the fleets that show up to help should always have a reasonable amount of fuel
    • If sector gen did not produce 4 level 7 officers in sleeper pods:
      • They may be found in sleeper pods when answering distress calls, up to a total of 4
      • The number spawned does not increment until the officer is actually rescued
        • So you can't permanently miss out by not investigating a particular distress call
    • Intel
      • Contact intel no longer flagged "important" by default
      • Changed the visuals for the "always pinned" tags (New, Important, Story, etc) to make it clear which tags those are
        • And put them on their own line (rest of tags are sorted alphabetically)
      • Pinned tags are always shown even if they have no intel under them
      • Clicking on a star takes you to the map (can press S to go back to intel)
      • Added shortcut ("4") to the "Major events" tag
      • Added ability to toggle "Starscape" mode off on the intel map (shortcut: "Q")
      • Right-clicking on an intel icon lays in course for the actual target location rather than the star system
      • Added intel map markers
        • Created using the left-click menu on the map, "Create intel map marker"
        • Requires an entity to click on, but can click on player fleet to create entry at current location
          • Pick an icon, a name, and a short bullet point
        • Marker goes under "Fleet log" tag
        • Can edit and delete markers
      • Reconsidered meaning of the "Fleet log" and "Exploration" tags, reclassified intel items
        • Fleet log: things you've found / known things / misc info /catch-all
        • Exploration: things that likely lead you to explore places you probably haven't been yet
      • Added new "Salvor's Tally" intel that shows the number and type of discovered salvageable entities in a star system
        • Shows up under Exploration and a new "Salvage" tag
      • Added intel for:
        • Remnant Nexus
        • Cryosleepers
        • Hypershunt
        • Wormhole Termini, arrows show connections
      • Survey Data intel:
        • No more "interesting condition" or "preliminary systemwide survey", just full survey data for a planet
        • The planets selected are generally higher quality
        • New intel item with improved visuals/functionality
        • Fixed bug with showing wrong planet location
      • Lots of new icons for intel items that previously shared the Fleet log one
      • Can press Ctrl-S to save current set of selected tags, and press Q to restore it
        • Shift or Ctrl - Q will add the saved tags to the currently selected
        • Works on intel screen only, not general to all tag displays
      • Blueprint/special item missions (bar, historian) no longer target already-discovered derelicts and ruins
    • Radar widget now slides in along with the rest of the UI when showing/hiding the core UI
    • Reworked planet intel list and filter
      • Planet list:
        • Fits a few more rows on the screen
        • Removed some mostly-useless columns; added number of stable locations in system
        • Faster transitions when moving to map
        • Clicking on the location display in the row goes directly to map instead of opening star system details
        • Shows "Orbital Solar Array" (and potentially other relevant conditions) that it didn't before
      • Planet filter allows filtering the planet list by:
        • Type (star/gas giant/planet)
        • Populated/claimed/unclaimed
        • Surveyed/not surveyed
        • Maximum hazard level
        • Minimum number of stable locations in the system (including those already in use)
        • Required minimum level of resources (ore/transplutonic ore/volatiles/organics/farmland/ruins)
        • Required absence of resources
        • Ability to use specific colony items on planet
          • Requires player to be aware of colony item; this persists across saves
        • Presence of Orbital Solar Array
        • Being in range of a Coronal Hypershunt or Cryosleeper
      • Centered at higher resolutions instead of being left-aligned
      • Takes advantage of a bit of extra space at higher resolutions
    • Minor sprucing up of the intel Factions tab:
      • Centered at higher resolutions
      • Fixed some UI element alignment issues
      • Added dark background/border around faction description text
      • Remembers previously selected faction when re-opening screen
    • When opening the map via Tab, it will always center around the player's location
    • Historian blueprint intel starts out marked "important"
    • Luddic Majority status is updated as soon as a conflicting industry is queued, if it's first in queue
    • Remote Survey ability: reworked to indicate highest-rated planet in the system and give preliminary survey data and an estimate of its class
    • Reworked the Codex entirely
      • Brand-new UI
      • Categories: Ships, Stations, Fighters, Weapons, Hullmods, Ship systems, Special items, Industries, Commodities, Stars & planets, Planetary conditions, Skills, Abilities, Gallery
      • Expanded info for ship systems - some numbers etc
      • Shows factions that use certain equipment/sell it more commonly (weapons, fighters, ships, hullmods)
      • Codex navigation:
        • Supports going back/forward through the previously viewed entries (e.g. history)
        • Can search for a specific string; searches entry names only
        • Button to open a random entry
        • Entries have "related entries" that can be browsed easily
        • For example, a hull's related entries include all of its hullmods and weapons
        • And the related entries for a hullmod include all the hulls that use it
        • Related entries for skills include the hullmods and abilities those unlock
        • And so on; being able to easily see and navigate to related entries is one of the main benefits of the Codex
        • Most Codex categories have tags to make browsing them easier
      • Codex integration:
        • Can press F2 almost anywhere in the game to instantly bring up the Codex
          • Mid-combat, while another dialog is up, etc
        • Many screens are context-aware and pressing F2 will open the relevant Codex entry
          • For example, F2 in the refit screen will open the Codex entry for that ship
          • F2 on the character screen will open the entry for the moused-over skill
          • And targeting a ship in combat then pressing F2 will open its entry
        • Special support for ship variants - normally the Codex shows ship hulls, but F2'ing a variant will show a special entry that's related to all of the installed hullmods, weapons, etc
        • When viewing tooltips for things that have Codex entries, can press F2 to open the entry
        • "F2 open Codex" hint below tooltips that support this
      • Codex entry unlocking:
        • Most entries start unlocked, but things that are more spoiler-y start out locked
          • For example [REDACTED] ships, colony items, and so on
        • Locked entries are visible in the category they're in, and in any "related entry" lists, but with no other information
        • Entries are unlocked by having the item/ship/etc in your possession, viewing the tooltip for that item, and similar
        • Unlocked entries persist across saves
      • Modding support:
        • Fully custom Codex entries, categories, and tags, nested categories
        • Modular ships
        • Codex can be fully unlocked by editing settings.json
        • For entries coming from a mod (i.e. a modded ship or a weapon), unobtrusively shows the mod name
      • Campaign menu now only shows ships that are unlocked in the Codex
    • Added new interaction to certain types of Abyssal Lights
    • Colony crises:
      • Added "Escalate crisis" option that costs 1 story point and sets colony crisis progress to 550 points
      • Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)
      • Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military
      • Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells
      • Persean League crisis reward:
        • Added +10% accessibility to all colonies ("established polity")
        • Also applies when a member of the League on any terms
        • Removed reputation bonus with Hegemony/independents
      • Pirate crisis reward: changed to reduce shipping disruptions from pirates (was: increased accessibility)
    • Added a powerful "system defense fleet" to Aztlan, Thule, Hybrasil, and Eos Exodus star systems
    • Hyperspace Topography: swapped "slipstream detection" and "reverse polarity"; the latter can now be unlocked at 250 points
    • Added note about doctrine-based personality to the "assign an officer" tooltip in the fleet screen


    Skills:
    • Electronic Warfare: reduced objective capture range bonus to 500 (was: 1000)

    Combat:
    • Improved UI rendering performance for ships with a lot of weapons
    • Entropy Amplifier and Quantum Disruptor can no longer target fighters
    • No more asteroids in hyperspace battles
    • Lidar Array: passive weapon range bonus is now 35% (was: 25%)
    • "Avoid" order can now be put on waypoints and objectives, not just enemy ships
    • Added "Ignore" order
      • Ship won't be pursued or have its movements reacted to
      • Will still be shielded against and autofiring weapons may fire at it
      • Like with "Avoid", ships assigned to the task will engage it instead

    Ships:
    • Eagle (LG): added built-in Energy Bolt Coherer, reduced OP by 11
    • Falcon (LG): added built-in Energy Bolt Coherer, reduced OP by 8
    • Sunder (LG): added built-in Energy Bolt Coherer, reduced OP by 9
    • Gryphon: removed built-in Extended Missile Racks, since with the way the system works now (based on base missile ammo rather than after all the bonuses) it's no longer a no-brainer to install on the ship
    • Tempest: reduced Terminator Drone replacement time to 10 seconds (was: 20)
    • Added Anubis-class Experimental Cruiser (found in Tri-Tachyon fleets)
    • Fulgent:
      • Reduced deployment cost to 10 (was: 11)
      • Increased OP to 105 (was: 100)
      • Increased flux dissipation to 400 (was: 300)
    • Afflictor: increased deployment cost to 12 (was: 10)
    • Afflictor (P): increased deployment cost to 9 (was: 6)
    • Astral:
      • Removed built-in Advanced Optics
      • Added built-in Advanced Targeting Core and Expanded Missile Racks
      • Increased shield flux/damage to 0.7 (was: 0.6)
    • Drover:
      • Reduced deployment cost to 12 (was: 14)
      • Reduced base purchase price by a bit over 20%

    Weapons:
    • Heavy Burst Laser:
      • Increased burst time slightly (increasing effective damage)
      • Increased charge regeneration rate by 50%
      • Increased turn rate substantially
    • Dragonfire: reduced OP cost for medium to 10 (was: 12) and for large to 25 (was: 28)
    • Gorgon SRM Pod: increased ammo to 16 (was: 12)
    • Mining Laser, Mining Blaster: added skin for when used on high tech ships
    • Reality Disruptor: reduced duration of "slowed repairs" effect to 5 seconds (was: 10)
    • Disintegrator:
      • Increased range to 900 (was: 700)
      • Increased anti-armor DoT to 1000 over 10 seconds (was: 500 over 20 seconds)
    • Cryoflamer:
      • Increased damage to 100 (was: 75)
      • Reduced max charges to 90 (was: 120)
      • Reduced reload amount to 30 (was: 60); charges/second value remains the same
    • Rift Beam:
      • Reduced flux/second to 75 (was: 150)
      • Reduced OP cost to 10 (was: 15)
    • Paladin PD System: reduced flux/second to 250 (was: 750)
    • PD Laser: reduced OP cost to 3 (was: 4), increased range to 500 (was: 400)
    • Heavy Machine Gun: now prefers firing at non-missile targets, but will act as PD if no other targets are available
    • Gigacannon: increased damage to 2500 (was: 2000)


    Fighters:
    • Piranha: increased bomb rate of fire by 50%
    • Wasp: reduced replacement time to 3 seconds (was: 5)
    • Thunder: improved maneuverability, should be able to hit targets more reliably
    • Trident: reduced OP cost to 20 (was: 25)
    • Perdition: reduced OP cost to 18 (was: 20)
    • Spark: now uses normal Burst PD Laser (instead of the high-delay version)


    Hullmods:
    • Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals


    Ship AI:
    • Fixed issue with burn drive and phase teleporter sometimes being used in the wrong direction when retreating
    • Fixed issue with ships being sometimes too eager to gain the zero flux bonus to turn towards a flanking enemy, exposing themselves to unnecessary damage
    • Fixed bug that could cause ships to use their ship system unnecessarily when ordered to escort a ship that then targeted them
    • Fixed bug that could cause certain loadouts to think they were broadside ships
    • Fixed issue with hardpoint aim (via ship facing) and target leading, especially during approach to target
    • Fixed bug that could cause the AI to think the ship had no non-missile/non-PD weapons under certain circumstances, making the ship try to stay at range
    • Recall Device AI:
      • Now considers flamed out and overloaded fighters as needing recall
      • More willing to use system when a few bombers still haven't fired, after giving them a few seconds to do so
    • Improved carrier target selection (more willing to switch targets to safer ones for the fighters)
    • Ships ordered to eliminate a target more willing to move in at somewhat higher hard flux levels, especially if steady
    • Fixed issue with phase AI that caused it to disregard certain types of incoming damage
    • Improved reliability of ships actually engaging an "Eliminate" target
    • Improved ability of Invictus to stay on target while Lidar Array is on
    • Fixed issue with phased ships unphasing into allies sometimes
    • Fixed issue that could cause non-aggressive "missile and PD only" ships to close into PD range sometimes
    • Fixed issue with carriers using only missiles with longer range than their fighters not closing in to fighter engagement range
    • Fixed issue that caused ships to feel threatened by missile weapons that are out of ammo
    • Fixed issue related to ships escorting other ships sometimes getting too close and crowding the ship being escorted
      • May still occur in certain situations, but should be much less likely
    • Fixed issue with evaluation of the threat of particularly maneuverable missiles


    Miscellaneous
    • Updated to Java 17 (big thank you to Himemiko for the help!)
      • Improved performance (~+30%, possibly more depending on system)
      • Improved stability when using large number of mods
    • Updated combat simulator
      • Options for officers/AI cores/aggression/behavior/ship quality/randomized loadouts
      • Unlockable ships and factions (carries over between saves)
      • Customizable set of opponents
    • Made scrollbars easier to click on for dragging
    • Weapon tooltip/stats panel now shows missile hitpoints, including for MIRV-type submunitions/multi-stage missiles


    Modding:
    • Added to SettingsAPI:
      • List<FactionSpecAPI> getAllFactionSpecs();
      • void writeJSONToCommon(String filename, JSONObject json, boolean onlyIfChanged);
      • JSONObject readJSONFromCommon(String filename, boolean putInWriteCache);
      • List<String> getSimOpponents();
      • List<String> getSimOpponentsDev();
      • List<WeaponSpecAPI> getActuallyAllWeaponSpecs();
    • Added to CombatEngineAPI:
      • boolean isInMissionSim()
    • Added to FleetMemberAPI:
      • String getPersonalityOverride();
      • void setPersonalityOverride(String personalityOverride);
    • Added to SectorAPI:
      • MarketAPI getCurrentlyOpenMarket();
      • void setCurrentlyOpenMarket(MarketAPI currentlyOpenMarket);
      • boolean isInSectorGen();
      • void setInSectorGen(boolean isInSectorGen);
    • Added to CampaignUIAPI:
      • void autosave();
    • Added "enableMemoryLeakChecking" to settings.json
    • Added VM parameter to specify launcher background, example:
      • -Dcom.fs.starfarer.launcher_bg=graphics/illustrations/ai_uninstall.jpg
    • Added tags to ship systems:
      • offensive, defensive, movement
      • Currently only used for certain new simulator options ("Stationary, defenses only")
    • Added enableCampaignMapGridLines to settings.json, defaults to true
    • Added ColonyCrisesSetupListener to help add colony crisis factors/causes; expected use pattern:
      • If HostileActivityEventIntel exists: just add the factor/cause
      • If not: the ColonyCrisesSetupListener.finishedAddingCrisisFactors() will be called when the event is initialized, add the factors there
    • Added DetectedEntityListener, for different VisibilityLevel of detection
    • Added "requireTypingDeleteToDeleteSave" to settings.json (can not be changed by mods, only by player)
    • Added to MarketConditionSpecAPI:
      • Set<String> getTags();
      • void addTag(String tag);
      • boolean hasTag(String tag);
    • Planet intel/filter:
      • Configured mostly in PlanetSearchData class
      • ColonyOtherFactorsListener can implement PlanetFilter to show up
      • Can add "planet_search" tag to market condition to show up in the filter
      • Can add "show_in_planet_list" tag to market condition to force it to show up in the filter (conditions that can be generated during default planet condition generation always show up)
      • Planet filter uses a scroller if height exceeds available space
      • Colony items are "unlocked" by having them in the inventory OR by seeing their tooltip
      • Stored using SharedUnlockData class, which stores the data in common/core_shared_unlocks.json
      • Items must have a "planet_search" tag to show up in filter
      • See PlanetSearchData for how planet search data is configured
    • Added to SettingsAPI:
      • showCodex(String entryId)
      • void showCodex(CodexEntryPlugin tempEntry);
      • void showCodex(FleetMemberAPI member);
        • Can be called from anywhere, including from inside dialogs or while other dialogs are up
        • Will do nothing if codex is already being shown
    • Added to TooltipMakerAPI:
      • void setCodexEntryId(String codexEntryId);
      • String getCodexEntryId();
      • void setCodexEntryFleetMember(FleetMemberAPI member);
      • void setCodexTempEntry(CodexEntryPlugin tempCodexEntry);
      • Allows setting the Codex entry to be opened with F2 when this tooltip is showing
      • See: CodexDataV2.getXXXXEntryId() methods for how to get entry ids
      • Due to the skill tooltip being shown in the Codex in a larger font, what "fits" lengthwise is slightly less
    • Added Codex-related tags to almost every type of thing that shows up in the Codex
      • hide_in_codex: do not add to the codex
      • HIDE_IN_CODEX hint continues to work where applicable
      • invisible_in_codex: add, but it's invisible, can be shown directly by entry id
      • codex_require_related: only visible/unlocked if a related item is
      • codex_unlockable: invisible by default, requires being unlocked via SharedUnlockData
      • show_in_codex: force the entry to be included in the codex where it might normally not be
        • This one is not universally supported
    • Commodities with a "demand class" no longer automatically get all of the base demand class tags
    • Added tags to planets (in planets.json); added related methods to PlanetSpecAPI
    • Added Global.CODEX_TOOLTIP_MODE boolean, set to true while creating Codex entry details
      • Certain tooltips are expected to respect this and not run campaign-specific code during tooltip creation, for example:
        • Hullmods, abilities, special items, market conditions, etc
        • Ability tooltips in particular seem most prone to crashing if this is not done
        • Tooltips should not add a title in this mode
    • Use $Market token when starting a sentence in market condition descriptions for proper capitalization
      • Codex entries replace $Market with "The planet" and $market with "the planet"
    • Added CodexCustomEntryExample class
    • Added TagDisplayAPI
    • Added MODULE ship type hint, results in ship tooltip not showing irrelevant logistics values
    • Added "logistics n/a reason" column to ship_data.csv, can be used to hide logistics data in ship stats tooltip
    • Ship systems: now using the text5 column in descriptions for additional Codex info
      • In that specific text only, can use {{string}} or {{color:<color>|string}} for highlights
      • Color can be h|good|bad|player|gray or a color in settings.json
      • Also added TooltipMakerAPI addParaWithMarkup() methods that handle this markup
      • May expand the use of this later
    • Planet survey screen now actually uses illustration provided by the SurveyPlugin instead of always using the "survey" one
    • Codex unlocking: "allCodexEntriesUnlocked" and "showLockedCodexEntries" in settings.json
    • Can create completely custom Codex categories and entries
      • See: CodexDataV2 for how the Codex data is created and interlinked
      • See: CodexEntryPlugin and CodexEntryV2 (base implementing class)
    • Ctrl-R to reload the Codex data while already in-game, in devMode
    • Added "automated" tag that can be used on variants and hulls to mark a ship as automated
      • The "Automated" hullmod will also do this, but is no longer strictly required for it
    • Added to ShipAPI:
      • boolean isSpawnDebris();
      • void setSpawnDebris(boolean spawnDebris);
        • Controls whether debris is spawned when the ship takes damage
      • float getdHullOverlayAngleOffset();
      • void setdHullOverlayAngleOffset(float dHullOverlayAngleOffset);
    • Added to CombatEngineAPI:
      • String getBackgroundSpriteName()
    • Hullmods can now require items to install
      • Implement HullModEffect.getRequiredItem()
      • Quantity is always one
      • Returned when the hullmod is removed, the ship is scuttled, or the ship is lost
    • Negative recoil offset values are now supported for ballistic weapons (for barrel movement on firing)
    • Added Stats.MAX_MARKET_SIZE to allow individual market max size manipulation
    • Added overloadColor to hull_styles.json
    • Made EMP arcs more configurable, EmpArcParams can be passed in to various methods that spawn these
      • Also support for these parameters in the .system file
      • Arcs can be made significantly less performance-intensive
    • Added "fadePreviousFireSound" setting to .wpn files - the previously playing sound (if any) is faded out when the weapon fires again
    • Added MutableShipStatsAPI.getBeamSpeedMod()
    • Added to IntelDataAPI:
      • IntelInfoPlugin getSelectedIntel();
      • void setSelectedIntel(IntelInfoPlugin selectedIntel);
    • Added $combatMusicSetId, can be set on fleets to set the combat music when fighting them
      • If not found, falls back to music -> music_combat_set in the faction file
      • If that's not found either, plays music_combat from sounds.json
    • Added to UIPanelAPI:
      • void sendToBottom(UIComponentAPI c);
    • Added no_ai_core tag, can use to prevent skills from being shown in AI core skill picker dialog
    • Added .webp support (does not work for phase ship glow layers and weapon animations or anywhere the game expects a specific filename ending with .png)
    • Added support for weapon skins for different hull styles, see: weaponSkinsPlayerAndNPC in settings.json
      • Does not support animated weapons
      • Does not support different glow layers for different skins
    • Fixed issue with tracking version number of mods enabled for a particular save
    • Added optional sModdedBuiltIns field to .variant files


    Bugfixing:
    • (Possibly) fixed issue with "search & destroy" order sometimes being impossible to give for a few seconds
    • Fixed being able to leave crew at Sentinel when low on crew
    • Fixed Sentinel medevac dialog
    • Fixed lost miners outpost dialog error when placed on plentiful organics/volatiles planet
    • Fixed old man reappearing as force ghost at end of Passage to Volturn if handed over to Diktat
    • Fixed having PK in possession no longer overrides shrine conversation with Gideon Oak
    • Fixed ability to sidestep credits check when paying certain Pathers a very large tithe
    • Fixed buttons not fitting inside ability picker dialog during tutorial
    • Fixed a pair of missile turrets on the Onslaught being a few pixels off in alignment
    • Fixed issue with raiding Kanta's Den during the "At the Gates" mission
    • Fixed issue that could cause "exceptional" level 7 cryopod officers to be rolled as level 5 instead
    • Fixed issue with some officers found in sleeper pods having 0 XP instead of the right amount for their level
    • Fixed issue with finding data about ruins on planets (while salvaging other things) not actually working at all, ever
    • Fixed issue with AI cores not dropping from ships that it was possible to recover post-combat
    • Fixed possible pirate base commander related crash
    • Fixed issue with intel screen tags overlapping the bottom row of buttons slightly at a low vertical resolution when there are too many tags
    • Fixed issue with AI fleets being unable to reach locations inside a star's corona sometimes
    • Fixed issue with slipstream navigation when screen scaling is set to anything other than 100%
    • Fixed issue with Persean League Blockade (and similar) fleet quality being affected by changes in the source colony's fleet quality after the fleets have already departed
    • Fixed issue with Hegemony Investigator fleets continuing to show up when the Hegemony has no military colonies
    • Fixed issue with winning disengage battle with a station (in which the station is not involved) would register as having destroyed the station for colony crisis progress reduction
    • Fixed issue with module placement on station/modular ship icons
    • Fixed visual-only issue with ship explosion size being partially based on player's ship instead of the ship that's exploding
    • DEM missiles no longer show fighter icons on the combat map while firing
    • Fixed issue with variants with Converted Hangar and Dedicated Targeting Array not getting the latter added during autofit
    • Fixed issue with autofit where s-mods from the target variant would not be added to the ship being autofitted
    • (Hopefully) fixed issue with player portrait selection affecting sector generation from a given seed
    [/list]
    « Last Edit: April 18, 2025, 05:47:26 PM by Alex »
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    Killer of Fate

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #1 on: February 08, 2025, 10:20:19 AM »

    this balance change will change the entire meta forever
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    Alex

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #2 on: February 08, 2025, 10:25:03 AM »

    Hahah thank you, fixed with the right value! (Which is 20.)
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    Killer of Fate

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #3 on: February 08, 2025, 10:31:18 AM »

    Hahah thank you, fixed with the right value! (Which is 20.)
    I don't like these balance changes. But I'm wishing you luck with the next update

    I'm also excited to see new images for Sindrian Diktat bar among other things
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    Ruddygreat

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #4 on: February 08, 2025, 10:36:02 AM »

    Changes as of February 08, 2025
    • Added Threat

    Possibly the most ominous patch note a game has ever had!

    Purple Nebula

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #5 on: February 08, 2025, 10:36:20 AM »

    I am looking forward to seeing the newly added stuff as well as see how the changes actually change the gameplay :)) Discords are already going wild on the fact this has been posted lol
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    Bungee_man

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #6 on: February 08, 2025, 10:39:55 AM »

    Crises will be a lot smoother now, I think.

    Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)

    I think this one will make the pacing way better.

    Quote
    Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military

    It was already one of the easier ones to fight directly, I don't know that it needed a nerf.

    Quote
    Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells

    I like this one a lot - makes it viable to have a 'good' colony without just accepting that the Path will constantly try to attack it if it's doing anything interesting, enabling a new tradeoff.

    Quote
    Added a powerful "system defense fleet" to Aztlan, Thule, Hybrasil, and Eos Exodus star systems

    I remember asking for this - it's good for balance, but it also adds new, interesting endgame fights.



    Quote
    Gigacannon: increased damage to 2500 (was: 2000)

    It'll be interesting to see if this is enough to get it some use. Aside from the Gigacannon Executor facing five ordos while breaking every ship build rule (ironic, given the weapon's design intent), it seemed to be unworkable, to the point where people (me among them) were suggesting pretty crazy changes.



    Quote
    Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals

    It was already great for the top one percent of players, but I think they've earned this buff for controlling two ships at once without going insane. I'll try it out myself now that it's easier.



    this balance change will change the entire meta forever


    Yeah, can't say I approve of that one.
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    StuffyEvil

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #7 on: February 08, 2025, 10:41:15 AM »

    • Added a "quest" involving Jethro Bornanew which follows the "Knight Errant" mission
    Huh, did not expect a follow-up quest to the Luddic Church questline, will look forward to this.

    • Added Threat
    That's terrifyingly ambiguous.

    • Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items
    Will they be buying items that will be introduced in this patch or certain [SUPER ALABASTER] items? If you're willing to divulge.

    • Colony crises:
      • Added "Escalate crisis" option that costs 1 story point and sets colony crisis progress to 550 points
      • Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)
      • Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military
      • Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells
      • Persean League crisis reward:
        • Added +10% accessibility to all colonies ("established polity")
        • Also applies when a member of the League on any terms
        • Removed reputation bonus with Hegemony/independents
      • Pirate crisis reward: changed to reduce shipping disruptions from pirates (was: increased accessibility)
    Like these changes overall, the reward for defeating the Luddic Path & the Persean League are a lot better.
    Also regarding the Pirates crisis reward change, I understand it being changed to reduce Pirate shipping disruptions, as its an easier crisis to deal with compared to the Persean League and would have given the same rewards, but it also came in a 2 part where making a deal with Kanta also gave 10% increased accessibility.
    Is the Pirate crisis reward change just for defeating the crisis and the deal with Kanta still the same?

    • Added a powerful "system defense fleet" to Aztlan, Thule, Hybrasil, and Eos Exodus star systems
    Oh, this is an interesting addition as it makes sense as these are the major faction's capital systems, and can make "obtaining" Pristine Nanoforges more difficult, though I feel lore-wise, the Samarra system can also get a "system defense fleet" to protect Eventide.

    • Hyperspace Topography: swapped "slipstream detection" and "reverse polarity"; the latter can now be unlocked at 250 points
    This is also nice, "Reverse Polarity" will be more useful earlier on than "Slipstream Detection".


    But yeah, nice to see all the aforementioned QoL changes, and the balancing changes should be nice, should make the Astral better now without making it too strong with all the other weaker / less used weapons or fighters getting nice buffs.
    « Last Edit: February 08, 2025, 10:50:21 AM by StuffyEvil »
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    Auraknight

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #8 on: February 08, 2025, 10:44:03 AM »

    Always excited to see new patch notes.

    I know it's not 'Soon', but they always get my hopes up for the soon of the update.

    perhaps predictably, I am exceptionally looking forward to getting my hands on the Anubis!
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    StuffyEvil

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #9 on: February 08, 2025, 10:46:51 AM »

    Quote
    Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military

    It was already one of the easier ones to fight directly, I don't know that it needed a nerf.

    Quote
    Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells

    I like this one a lot - makes it viable to have a 'good' colony without just accepting that the Path will constantly try to attack it if it's doing anything interesting, enabling a new tradeoff.

    this balance change will change the entire meta forever


    Yeah, can't say I approve of that one.

    For the Sindrian Diktat colony crisis change, I do feel it's more appropriate lore-wise that it's the Lion's Guard that's picking a fight, not the more grounded regular Diktat military, as the former is a lot more indoctrinated, and thus more likely to be the ones to be aggressively picking a fight.
    Can also serve as an opportunistic way to get some of the Lion's Guard ships, especially since some of them will be getting some changes this patch, like also getting Energy Bolt Coherer.

    I also like the Luddic Path crisis change a lot, it will make not giving them the PK a more viable option, great for RP (and other stuff).

    As for the Trident change, I do believe it should get some buff since they are kind of worser than Daggers, especially with how slow they are, but the OP reduction might be a bit too much, maybe it can cost 22 OP or something (just throwing out a number as I don't really know too much about balancing).
    « Last Edit: February 08, 2025, 10:48:57 AM by StuffyEvil »
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    Weavy

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #10 on: February 08, 2025, 10:48:13 AM »

    Heavily biased opinion as a paladin pd enjoyer - the balance changes are amazing
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    RoadTrain

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #11 on: February 08, 2025, 10:48:22 AM »

    Blueprint/special item missions (bar, historian) no longer tagret already-discovered derelicts and ruins

    Other than that, looking good!
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    Princess of Evil

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #12 on: February 08, 2025, 10:50:13 AM »

    Mmm. 2500 damage/250 DPS gigachaddon for the same flux sounds incredibly useful. Especially on Anubis. 750 with infinite armor pierce is genuinely respectable DPS for a cruiser.

    >Heavy Burst Laser:
    >     Increased turn rate substantially
    Honestly long overdue. HBL has been the slowest PD weapon by like 30 degrees per second for way too long.

    Interesting how, apart from Spark and Trident, the changes only buffed the bombers i consider good. At least there aren't any Khopesh buffs.

    >Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals
    Oh great! Now you don't have to choose between a Radiant and a Ziggy.

    LG ship bullying continues. At least it's consistent.

    Thank you for coming to my Highly Sarcastic Patch Notes Review.
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    Nettle

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #13 on: February 08, 2025, 10:52:44 AM »

    Changes as of February 08, 2025
    • Added Threat

    Possibly the most ominous patch note a game has ever had!
    • Added Threat
    That's terrifyingly ambiguous.

    Hard to tell from this note, but if, by any chance, this is related to the 'main' narrative, I'm really looking forward to it. Thank you for the continuous development of this gem of a game.
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    Shinr

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #14 on: February 08, 2025, 10:59:44 AM »

    This is gonna completely break some intel based utility mods like Captain's Log and Stellar Networks to the point that simply changing a version number won't cut it anymore, isn't it?
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