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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 238942 times)

StuffyEvil

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #15 on: February 08, 2025, 11:00:54 AM »

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.
Considering that this is in the Campaign section right underneath some newly added quests, it's probably related to the 'main' narrative or something significant.
Remember that Alex had a post on Bluesky about how he added a new fight that whooped his endgame fleet, linked here: https://bsky.app/profile/amosolov.bsky.social/post/3kwin6qhnzr22

I also thank the dev team for the continued development of Starsector.
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shoi

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #16 on: February 08, 2025, 11:02:03 AM »

im ready.
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Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #17 on: February 08, 2025, 11:02:52 AM »

though I feel lore-wise, the Samarra system can also get a "system defense fleet" to protect Eventide.

I agree with this. It's a sort of 'second capital' for the Hegemony, and little variances like this make the mechanic feel less 'gamey' and more natural

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.

I feel like it'd be the opposite. The fight is pretty transparently pragmatic rather than social or ideological, so wouldn't it be the regulars coming after the player?
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SpacePoliticianAndaZealot

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #18 on: February 08, 2025, 11:07:24 AM »


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


Thank you for making this change! These kinds of restrictions made the skill feel underwhelming, so I really appreciate changes like these. :)
Also, could we reasonably expect some teasers about possible post-Galatia Academy story content? Is something like that even in plans/works?  ;D
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Goblin

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #19 on: February 08, 2025, 11:09:15 AM »

Really exciting stuff. Can't wait!
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TheMeInTeam

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #20 on: February 08, 2025, 11:11:05 AM »

Quote
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.

Worth noting that in addition to this application, neural link also simply gives you a copy of your character's skills onto a 2nd ship.  When you're running 6 or more elite skills, that's potentially justifiable value even if you never swap ships.  Especially when stacked with augmentation and applying these skills to 100-120 DP of ships (like say 2x executors, paragons, ).  Two powerful ships getting double the augmentation bonuses concentrates a lot of damage into a small area.

That's also assuming an end game swap into a 5/5/5/0 setup...you can get a bit more from augmentation if you don't max leadership, but giving up best of the best is a major sacrifice.  On the other hand, while you are still building up, 5/0/5/5 allows at least 7 elite skills easily, so your best two ships are still murder machines.  Neural link seems a bit underrated by most youtubers/tier lists to me for this reason...you can fit it into a few different styles of builds with reasonable sacrifices, and make very effective ships.
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StuffyEvil

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #21 on: February 08, 2025, 11:11:16 AM »

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.
I feel like it'd be the opposite. The fight is pretty transparently pragmatic rather than social or ideological, so wouldn't it be the regulars coming after the player?

My reasoning is because of the dialogue with the raiding Sindrian Diktat fleets being quite aggressive, declaring the player's fuel production to be criminal, purposefully undermining the Sindrian Diktat, and that the player colonies should get wiped off the Persean Sector, or at least something along those lines.
Their raiding fleets will also purposefully chase the player fleet to start a fight too.

The Lion's Guard is headed by Horacio Caden while the regular Diktat military is effectively headed by Oxana Hyder, both of whom we meet during The Usurpers quest, and I feel the former is more inclined toward such behaviours than the latter.
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Sandor057

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #22 on: February 08, 2025, 11:12:32 AM »

That's a lot of interesting Campaign changes. Looking forward to it.
Honestly curious about the Paladin change and the Neural Link S-mod. Guessing the Neural Integrator does not receive the same treatment?
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Phenir

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #23 on: February 08, 2025, 11:13:36 AM »

Do the "powerful system defense fleets" respawn?
For the historian avoiding targeting already discovered derelicts, what happens if you've already found everything?
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happycrow

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #24 on: February 08, 2025, 11:14:38 AM »

(quick, everybody, run in circles screaming and losing your minds with joy!)

runs, screams, loses
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StuffyEvil

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #25 on: February 08, 2025, 11:14:47 AM »

For the historian avoiding targeting already discovered derelicts, what happens if you've already found everything?

For this, don't quote me on this but I believe the current version of the game will generate new derelicts if everything is found.
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CV514

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #26 on: February 08, 2025, 11:15:34 AM »

Can't wait to see more Threats!

Quote
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

Maybe it's just me; this is a little bit confusing, to be honest, since hide and invisible are semantically similar. But no big deal.

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Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #27 on: February 08, 2025, 11:23:48 AM »

    • Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals
    I know what I'm doing next run. I'm assuming the exclusion of Neural Integrator here is deliberate; don't think we need to be able to instantly swap in and out of a Radiant to get even more uses out of its system.

    • Paladin PD System: reduced flux/second to 250 (was: 750)
    Isn't the flux/second 500 currently, not 750?
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    Alexis Incarnadine

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #28 on: February 08, 2025, 11:24:52 AM »

    Always a pleasure to see how you're improving one of the best indie space games ever!

    I did have a request, or suggestion:
    Quote
    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

    One of the particularly notable things about Starsector is the writing. Would it be possible to have
    some one-off dialog for each of the level 7 officers we rescue? It would make them stand out a bit
    more rather than just "Yoink! Gotcha" when they join our fleet. Maybe even a dialog choice or two
    that would let us select a skill for them? I don't know if that's asking too much but it would really
    give them some personality and make their rescue an event, rather than just a pause in the player
    steamroller of the sector.
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    Chumbosity

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #29 on: February 08, 2025, 11:34:39 AM »

    Quote
    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.

    Worth noting that in addition to this application, neural link also simply gives you a copy of your character's skills onto a 2nd ship.  When you're running 6 or more elite skills, that's potentially justifiable value even if you never swap ships.  Especially when stacked with augmentation and applying these skills to 100-120 DP of ships (like say 2x executors, paragons, ).  Two powerful ships getting double the augmentation bonuses concentrates a lot of damage into a small area.

    That's also assuming an end game swap into a 5/5/5/0 setup...you can get a bit more from augmentation if you don't max leadership, but giving up best of the best is a major sacrifice.  On the other hand, while you are still building up, 5/0/5/5 allows at least 7 elite skills easily, so your best two ships are still murder machines.  Neural link seems a bit underrated by most youtubers/tier lists to me for this reason...you can fit it into a few different styles of builds with reasonable sacrifices, and make very effective ships.
    Normally with Neural Link builds I pick up three skills at most from leadership: Coordinated Maneuvers & Wolfpack Tactics most of the time, and sometimes Crew Training depending on how many elite skills the flagship really wants. 8/2/5/0, 7/2/6/0, 6/3/6/0, etc. It'll be a bit different with the s-mod bonus, though. Now skipping out on BOTB hurts even more if you s-mod Neural Link, and if you're investing in big ships you'll really want all the s-mods you can get. If you're still going to be aiming for the 50 DP threshold it's still probably really good to consider skipping BOTB outright, but if you're going to be s-modding Neural Link I think you really can't justify anything other than 5/5/5/0.
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