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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 230849 times)

Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #90 on: February 08, 2025, 05:42:02 PM »


This one caught my eye. Mini-encounters? Don't know what it means, but it sounds fun.

I have to assume it's the same deal as the encounters the last update added to fringe planets. Like, you go to a mining station, and there's a guy stranded there who wants to go to Volturn, or maybe there's a spare gamma core lying around that you can pick up at the risk of losing some crew to a trap.

x86 boxes emulated the software to allow two players on the same keyboard. But this was only bc I was babysitting for folks who were like a solid decade ahead of everybody else around them, and as for the rest of it, I've no idea man, I was a preteen who was just thrilled not to have to wait five minutes to load a game off a tape deck.  :)

Ah, the old hotseat multiplayer. I grew up just as that was fading out of the zeitgeist.
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Draba

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #91 on: February 08, 2025, 05:44:51 PM »

  • Wasp: reduced replacement time to 3 seconds (was: 5)
I feel this one is a much bigger deal than it looks at first glance, Wasps were already very good IMO.
Now carriers can have much more reliable PD covering the fleet, I like having a cheap lowish impact baseline so fighter bays are always useful.
Curious to see how it affects missiles and fleet compositions in general (paired with the nice HBL/PD laser/paladin changes).

  • Astral
Targeting core on Astral, now that's interesting :)
Though even with the free OP from the "mandatory" hullmods becoming free it has pretty weak direct firepower so 0.7 shields might not be needed.
Certainly something to play around with when the update is out.

  • Afflictor (P): increased deployment cost to 9 (was: 6)
This one was really needed, most of the value added by the Afflictor is the amp.
Pirate version bringing it for only 6 DP was way out there, even if it also "needed" an officer for PPT+sysexp.

  • Gigacannon: increased damage to 2500 (was: 2000)
Nice!
Hit strength+burst+efficiency also go up with the DPS increase so could be just what's needed for it to be a real contender on a few ships.
« Last Edit: February 08, 2025, 05:47:38 PM by Draba »
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PixiCode

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #92 on: February 08, 2025, 05:58:03 PM »

  • Wasp: reduced replacement time to 3 seconds (was: 5)
I feel this one is a much bigger deal than it looks at first glance, Wasps were already very good IMO.
Now carriers can have much more reliable PD covering the fleet, I like having a cheap lowish impact baseline so fighter bays are always useful.
Curious to see how it affects missiles and fleet compositions in general (paired with the nice HBL/PD laser/paladin changes).

I would agree if wing behavior around the fleet was not so unreliable. If the carriers with wasps more aggressive, the wasps are mostly around the enemy and any missiles/fighters attacking the allied fleet are largely ignored. If the wasp carriers are more cautious they escort the fleet more but the escorting wings all tend to congregate at one ship for some reason, with no apparent reason besides that they seem to prioritize the player flagship.

Can't rely on wasps to actually act as a PD net. They're still useful, just, not something I'd rely on. Better as a distraction, especially with this buff. I'm sure it'll be very powerful in certain kinds of limited fleet battles (small battle sizes especially)
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TK3600

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #93 on: February 08, 2025, 06:02:32 PM »

Any chance Gladius could have its IR pulse laser fixed to 40 flux as normal ones? My OCD hurts while looking at it. Pleasssssse.
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Naeblis

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #94 on: February 08, 2025, 06:40:39 PM »

This is exciting!
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Histidine

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #95 on: February 08, 2025, 07:17:35 PM »

getActuallyAllWeaponSpecs was awkward-funny to read, but getDisplayNameWithArticleWithoutArticle probably still has it beat
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Mayu

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #96 on: February 08, 2025, 07:26:54 PM »

Quote
  • 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

Hurray! This will make my life x10 easier!
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SpaceDrake

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #97 on: February 08, 2025, 07:41:42 PM »

One thing I noticed:

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

To Eos? But not to Canaan? That's interesting. Curious about the justification for that.
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PixiCode

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #98 on: February 08, 2025, 07:47:36 PM »

One thing I noticed:

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

To Eos? But not to Canaan? That's interesting. Curious about the justification for that.

My guess is that Canaan is a largely Luddic Church civilian system, outwardly they don’t actually care much for war as shown by how the Luddic majority react poorly to military base or high command.

Eos Exodus seems like the ‘heart’ of the Knights of Ludd though, who are not just faithful who follow the Luddic Church/teachings but they also are the militant arm of the organization of the Luddic Church.

Having a sizable military force exceeding what’s needed for your average pirate patrol Canaan would probably cause Luddic unrest in Canaan. Even if they really should do it to protect Asher and Gilead.
« Last Edit: February 08, 2025, 07:52:20 PM by PixiCode »
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Antelope Syrup

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #99 on: February 08, 2025, 08:23:15 PM »

Another +1 to adding a system defense fleet to Samarra, definitely feels like both systems should have one. Maybe Kanta's den should get one too.
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:)

AdamLegend

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #100 on: February 08, 2025, 08:26:32 PM »

Kanta's Den should get a system defense fleet.
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Doctorhealsgood

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #101 on: February 08, 2025, 09:08:13 PM »

LG sunder getting bolt coherer is great. A gigacannon fits so well on their large slot that i was going insane because of them not having it.
« Last Edit: February 08, 2025, 09:09:59 PM by Doctorhealsgood »
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Haresus

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #102 on: February 08, 2025, 10:19:30 PM »

Very cool to see the Drover (always outshined by its fellow midline carrier, the Heron), various fighters, and laser PD get some buffs. I look forward to the update.
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jackthesmack

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #103 on: February 08, 2025, 10:21:44 PM »

So awesome! I can't wait to play!!!
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maksatat

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #104 on: February 08, 2025, 10:37:20 PM »

Congratulations with another milestone!

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