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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Starsector 0.98a (In Development) Patch Notes  (Read 82830 times)

Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #30 on: February 08, 2025, 11:42:47 AM »

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.

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.

The dialogue with the fleets is pretty crazy, but I can't really picture Caden looking at an exports spreadsheet. Maybe I'm biased towards it being more interesting to deal with a faction of the Diktat that just wants to keep the lights on, and needs you to stop exporting fuel in order to make that happen. Only so much can be done with "crazy guys want to kill you", and a good/evil split where LG is responsible for all of the antagonistic stuff feels too clean. Especially since losing the fuel monopoly is a legitimate threat to the entire Sindrian Diktat, even if they reform its government to be all about sunshine, wildflowers, and tea parties.



Do the "powerful system defense fleets" respawn?

Have to figure yes, or they'll all be gone a month or so in due to random piracy. Has the thing where the Diktat's story fleets become individual drams for a while in the aftermath of pirate incursions been changed? Maybe by having them head back to Sindria to re-equip if they're decimated by a non-player fleet.



Also, has a general buff to EBC been considered? Right now, the Remnant ship that relies on it feels rather underwhelming - it doesn't really have the flux to use an EW-heavy loadout to great effectiveness, and more-or-less feels like a worse Aurora, diverging from the general theme of Remnant ships being truly exceptional in some way, and breaking one or more gameplay 'rules' in a way that makes them frightening to fight and appealing enough to spend a capstone skill to field them. The Diktat ships feel more or less unchanged by such a small bonus, as well. Doubling it in both cases might make gimmick builds (like an APL Executor, or some weird weapon combination on an LG hull) more usable, and would add more of an "Oh no, what the hell is that?!" factor to seeing a Remnant ship fire off an AMB from a lot farther than the player thought it could.
« Last Edit: February 08, 2025, 11:48:32 AM by Bungee_man »
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imperator1967

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #31 on: February 08, 2025, 11:44:42 AM »

Ah yes, added threat.
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"I've drunk real Earth whiskey out of a Hegemony admiral's mug and then scuttled her ship.
I flew dark past a Tri-Tachyon battlegroup, and they never even knew I was there.
And I've seen friends breathe the vacuum and watched my only child burn.
So when I tell you tread carefully... you would do well to stop talking."

happycrow

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #32 on: February 08, 2025, 11:47:47 AM »

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.

Perhaps showing my age (old enough to have played Spacewar! without irony, more interest in the campaigns than the ins and outs of the fights), I have to wholeheartedly agree -- anything and everything we can beg for writing-wise, because it's a massive and somewhat undersold strength of the game. 
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Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #33 on: February 08, 2025, 11:49:40 AM »

Perhaps showing my age (old enough to have played Spacewar! without irony, more interest in the campaigns than the ins and outs of the fights), I have to wholeheartedly agree -- anything and everything we can beg for writing-wise, because it's a massive and somewhat undersold strength of the game.

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?
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Matheld

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #34 on: February 08, 2025, 11:53:11 AM »

Marching ever closer to the 1.0.
Excited to see where the story will go  ;D

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SCC

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #35 on: February 08, 2025, 11:54:46 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 think it's neat that an opportunity to fight Lion's Guard comes to you.

Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items
If this is about omega weapons, I don't think it's worth it. You aren't getting any more of them.

giving up best of the best is a major sacrifice.
Eh, not really. It's a good skill, but most builds can get by with just 2 s-mods. It's rougher for the NPC ships, though.

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.
It's because they're bad, or because they haven't tried going all in on a Radiant. Radiant is really good. Probably the best single ship outside of a rift torpedo Ziggurat, but without rifts, I think Radiant is better again. And I think it might only be the 4 APL, 1 HIL, 4 IRAL s-modded expanded magazines Radiant that is so good.

Wyvern

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #36 on: February 08, 2025, 11:59:41 AM »

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.
Conversely, I kinda doubt this is actually going to change anything. The people who were going to start up all their colonies at once will get hit with PL crisis as soon as any of their colonies reach size 4, same as before. The people who start up one colony on its own will get hit with PL crisis at size 5, same as before. This only has an impact if the player starts up exactly two colonies, and who does that?

I think it's neat that an opportunity to fight Lion's Guard comes to you.
Agreed. Though I'm skeptical if the gigacannon change is going to be enough to make it worth using. (I am happy with the change I've modded in for my own use, though, that gives it an ammo count of 2, a regen rate equal to current fire rate, and - critically - zero charge-up time. That works quite nicely.)
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Wyvern is 100% correct about the math.

Killer of Fate

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #37 on: February 08, 2025, 12:05:26 PM »

I assume 2500 is some MAGICAL breakpoint that will cause Gigacannon to be suddenly good in the hands of min-maxers. So, you could be wrong about it not being attractive even with this seemingly minuscule change

Note that the main ship using the Gigacannon is most likely the Sunder
And Sunder doubles that damage. So it went from 4k to 5k.
The same thing applies to Executor
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Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #38 on: February 08, 2025, 12:09:57 PM »

giving up best of the best is a major sacrifice.
Eh, not really. It's a good skill, but most builds can get by with just 2 s-mods. It's rougher for the NPC ships, though.
I'd say the opposite, that it's rougher on your flagship than it is on NPC ships. At least NPC ships still get two s-mods, your two flagships now need to s-mod Neural Link, leaving you only one slot available.
« Last Edit: February 08, 2025, 12:14:05 PM by helias »
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PixiCode

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #39 on: February 08, 2025, 12:10:40 PM »

Wooo patch notes!

The Gryphon’s nerf. I feel like EMR is a no-brainer on the Gryphon given how much of the ship relies on its missiles, even if you removed its system entirely. Removing EMR because of the system no longer synergizing directly with EMR feels like a reason that doesn’t consider the Gryphon’s mount selection as a whole.

I’m not for or against Gryphon nerfs or buffs, the reason given just seems a bit weird.
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MasterLorian

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #40 on: February 08, 2025, 12:10:56 PM »

So for the most part it's a UI update so far, I am still excited, but would love to see more content being added to the update before release.
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Killer of Fate

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #41 on: February 08, 2025, 12:12:37 PM »

Wooo patch notes!

The Gryphon’s nerf. I feel like EMR is a no-brainer on the Gryphon given how much of the ship relies on its missiles, even if you removed its system entirely. Removing EMR because of the system no longer synergizing directly with EMR feels like a reason that doesn’t consider the Gryphon’s mount selection as a whole.

I’m not for or against Gryphon nerfs or buffs, the reason given just seems a bit weird.
Salamander spam i suppose... But why would you ever use that?
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Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #42 on: February 08, 2025, 12:14:17 PM »

I assume 2500 is some MAGICAL breakpoint that will cause Gigacannon to be suddenly good in the hands of min-maxers. So, you could be wrong about it not being attractive even with this seemingly minuscule change

Note that the main ship using the Gigacannon is most likely the Sunder
And Sunder doubles that damage. So it went from 4k to 5k.
The same thing applies to Executor
Even if it still isn't very good, I'm definitely more interested in trying the Gigacannon now that it's got better damage and efficiency. 250 DPS at 150 flux is 0.6 flux per damage, which is phenomenal. That's the same DPS and flux efficiency of a sustained Thermal Pulse Cannon.
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SCC

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #43 on: February 08, 2025, 12:14:52 PM »

I'd say the opposite, that it's rougher on your flagship than it is on NPC ships. At least NPC ships still get two s-mods, your two flagships now need to s-mod Neural Link, leaving you only one slot available.
What loadout is this an issue with?

Chumbosity

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #44 on: February 08, 2025, 12:17:45 PM »

I'd say the opposite, that it's rougher on your flagship than it is on NPC ships. At least NPC ships still get two s-mods, your two flagships now need to s-mod Neural Link, leaving you only one slot available.
What loadout is this an issue with?
Any loadout where you have Neural Link installed? When the whole point of the build is to invest heavily into two ships with the Neural Link skill giving the player's combat skills to two ships, functionally only having one s-mod is pretty rough. It's quite possible that it's a worthwhile tradeoff overall, but that's a different discussion.
« Last Edit: February 08, 2025, 12:24:38 PM by helias »
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