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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 219752 times)

Avesynt

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #105 on: February 08, 2025, 10:49:59 PM »

Lots of great content, but I'm most excited for the balance changes and the combat simulator:)



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.


+1 for making the Usurper's "Lion's Guard Grand Armada" and "Askonia System Defense Armada" respawn or reinforce periodically. Sometimes in vanilla but especially in modded gameplay the fleets get annihilated down to freighters and tankers which makes the confrontation pretty anticlimatic
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Elshama

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #106 on: February 08, 2025, 11:17:37 PM »

Lots of great stuff this patch. But The buff to the lion guard ships seem more like nerfs except for the Falcon. It actually works well with the Falcon and for less op.

The Fulgent needs a rework. Not because it's bad. It rocks in its role as an escort ship. It just does not seem to fit in with the remnant fleet doctrine. So buffing it when it's already really good at what it does seems crazy to me. The buff seems to be for the players as I don't think that would make it better in the remnants hands cuz the rest of the remnant fleet is doing other things than what it is trying to do. The Fulgent change makes me happy but at the same time confuses me.

Next change that confuses me as to gigacannon. It is already amazing on the ziggurat with phase anchor. That ship alone can take out entire fleets without even needing Omega weapons. And the Cannon's good on a couple other ships too. Buffing it is wild!

Next are the fighter buffs which are great, especially the sparks, but the wasps buff is crazy good. Not only do they regenerate quickly, but they also got a buff to their weapon in the form of an extra hundred range. It's no wonder there's so much PD that has been buffed this patch because carriers are going to do great things and need to be stopped lol

I've been reading everyone's comments and I'm a bit surprised to see how people build out their skills in relation to the neural link. Am I the only one that puts one in tech the goes into industry and then goes leadership to gets support doctrine all while doing missions and scouting for where I'm going to put my colonies. Then as late game approaches I reskill taking everything out of industry and putting it all in technology and leadership with just three red skills those being helmsmanship, combat endurance, and field modulation. That's four elite skills which are perfect for phase ships so you just run two of them. That way you can max out your officers plus have two great ships under your control. To each his own I guess.

P.S. I can't wait to see what the threat is. I hope it's the domain!?
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Wyvern

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #107 on: February 08, 2025, 11:54:17 PM »

Next change that confuses me as to gigacannon. It is already amazing on the ziggurat with phase anchor. That ship alone can take out entire fleets without even needing Omega weapons. And the Cannon's good on a couple other ships too. Buffing it is wild!
...That... That's the Ziggurat being amazing, not the gigacannon. Try tachyon lances (backed by heavy needlers & HVDs, with a side order of burst PD - though I think the specific variant I used was actually 4x burst PD 2x rift lance in the smalls). Taking out a fleet, singular, is pocket change - I ran the zig head-first into the entire Persean League Blockade and won. (Waited in hyperspace just outside the system the blockade was gathering in, hit them when they were all bunched up from entering hyperspace. Yes, I did have to retreat and re-deploy once to reset the CR timer; it was a lot of ships to chew through. Should've installed hardened subsystems for that fight.)

Honestly, I'm skeptical that the gigacannon buff is enough to make it worth its price tag. Especially if it's keeping the charge-up time that makes it extra hard for the AI to land hits. But I guess we'll see.
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Princess of Evil

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #108 on: February 09, 2025, 12:04:03 AM »

It's still hilariously overcosted and weak per-slot, but with the 25% DPS buff (armor pierce matters little past like 800) it's a funny meme now at least.
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Spyro

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #109 on: February 09, 2025, 12:12:13 AM »

Yeah, the buff I was expecting was OP cost reduction (so that it makes sense as a budget low DPS weapon) but I don't mind this buff either. At least it's fitting for its name.
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Breadley

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #110 on: February 09, 2025, 12:23:26 AM »

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

Is this OP reduction added to the existing OP reduction due to the built-in Solar shielding? or replaces that?
« Last Edit: February 09, 2025, 01:13:59 AM by Breadley »
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Neo15555

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #111 on: February 09, 2025, 12:37:12 AM »

Quote
Added Anubis-class Experimental Cruiser (found in Tri-Tachyon fleets)

So, the only way to get those new ship is to mug a TT fleet?
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Vanshilar

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #112 on: February 09, 2025, 12:49:15 AM »

Looks like lots of great stuff!

  • Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items

Hmm...if the player is just getting credits or relations boosts from it, what is the purpose? I'm assuming [EXTREMELY REDACTED] items are of the limited-amount-per-playthrough variety, so it doesn't make sense to trade them in for stuff that can be gotten by other means. It would be interesting if it were like...you can turn them in for other [EXTREMELY REDACTED] items (i.e. the guy can basically transmute the ones you don't want into the ones you want), or turn them in to buff other [EXTREMELY REDACTED] items in some way, or something. Obviously it really depends on just what the implementation is.

  • Colony crises:
    Hmm...did it eventually get added where when the player first founds a colony, there will be some info screen or another saying that the other factions will now see the player's colonies as a threat to their power and to prepare accordingly? My feeling about the colony crises feedback is that some players thought it was too hard but it was really simply because they didn't have warning about it and didn't know that they'd need to build up a fleet or do some other solution.

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

    As with other players asking...is this a one-time thing or will those fleets respawn/rebuild? Will they give special rewards? Depending on their difficulty it would be interesting to have different "endgame" or more-difficult-than-usual fleets to fight, plus they would give each faction's identity and fleet composition a chance to shine.

    • Disintegrator:
      • Increased range to 900 (was: 700)
      • Increased anti-armor DoT to 1000 over 10 seconds (was: 500 over 20 seconds)

    Depending on how it shakes out, this may be an interesting way to get some good anti-armor on medium energy and/or medium ballistic slots. First candidate I'd try is probably the Eagle but I'm sure people will think of many others.

    • Fixed issue that caused ships to feel threatened by missile weapons that are out of ammo

    Hmm...does this check for that the missile ammo does not regen? A missile that regenerates ammo means it could still fire at any time and is still a threat, even if the slot currently has 0 ammo.[/list][/list]
    « Last Edit: February 09, 2025, 12:51:22 AM by Vanshilar »
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    Doctorhealsgood

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #113 on: February 09, 2025, 01:09:41 AM »

    Lots of great stuff this patch. But The buff to the lion guard ships seem more like nerfs except for the Falcon. It actually works well with the Falcon and for less op.
    Range is one of the most important stats so i would argue that going all in on the jank and giving all the LG ships coherer is definitively going to be worth the cost/hassle/crew
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    NaitNait

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #114 on: February 09, 2025, 02:20:19 AM »

    With the codex updates, I would really like to see a search function for ship names (and variants), type but particularly stats. For instance, quickly fine the info of a derelict ship or blueprint, filter any ships labeled as a "freighter", filter out ships with greater or less than stats, additionally the search may even include the ship system. This would make the codex extremely useful especially when playing with many mods.
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    ilikegoodfood

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #115 on: February 09, 2025, 03:07:35 AM »

    I'm very excited for the UI, intel, and codex updates, and that memory leak checking feature sounds like just to tool to let the developers of the mods I use track donw that memory leak.
    I've been excitedly anticipating these changes since they were first announced.

    If I may, I have a request for a mod-support feature that I was hoping to see here, and didn't.
    I have been told in the past by mod developers in the community that the effect of AI cores on planetary industries was not easily moddable, to the poiint that it isn't being done. This was an exchange with the creator of Legio Inferno, which introduces two new AI cores.
    If this is still the case, I would like to request that this be made more accessable in future.

    Thank you for the amazing game, and continuing updates!
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    Unknown602Knowm?

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #116 on: February 09, 2025, 03:11:58 AM »

    Congrats! Though my only fear is Java 17 due to my PC might reject the new Java 17, still my hopes are high and best regards!
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    FooF

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #117 on: February 09, 2025, 03:36:14 AM »

    Well, well, well...always a good day when patch notes are revealed.

    I'm super stoked regarding all the QoL/UI updates.  I've said it before, infrastructure is never sexy but it's absolutely vital. The new Simulator, Codex, Intel and Planet screens...all of it is going to make the experience smoother, more refined, and give the player more control to do what they want. 1000% worth the Dev time.

    As for particulars, "Threat added" is probably the understatement of the century. I can't wait to get curb-stomped.

    I'm very much looking forward to all the added missions. All of the ones added last patch were well-done and I'm the sure the quality has only improved since then.

    As with other posters, I think all the Colony Crisis changes look good. Using the Lion's Guard makes me happy since I generally don't go hunting them in Askonia. I also think it's "on-brand" for the Diktat to use their version of ships. I also like the changes to the rewards.

    I love the idea of system defense fleets. Not only as challenges but it makes sense for them to exist. I think they would be prime candidates for Faction-specific unique ships that are one-of-a-kind.

    Ships/Weapons:

    Astral buff is interesting because it buffs the ship and not the fighters. I suppose if I want to treat it more like a battle carrier now, I can.

    Regarding the Tempest, I'll take the replacement rate buff but I'd still prefer a charge-based system that replaces the Drone when used. That way the Tempest doesn't gimp its own PD by using its system. Maybe if the AI isn't so trigger happy with it now, it won't be so bad.

    Very excited about the HMG being PD_ALSO. Personally, I think all MGs should be this way but the HMG was the worst offender.

    Looks like Omega weapons got a once over. Might I suggest the Rift Lance be brought to 0.8 efficiency? Prior to 0.97 it had identical stats to the Phase Lance but since the PL was buffed in efficiency, the RL looks worse by comparison.

    All Fighter changes look good, though I admit Sparks having normal Burst Lasers triggered Spark Spam PTSD from many moons ago. I think PD and carriers have been adjusted enough that this won't be a big deal but they were nasty when they first came out.

    • Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items

    Hmm...if the player is just getting credits or relations boosts from it, what is the purpose? I'm assuming [EXTREMELY REDACTED] items are of the limited-amount-per-playthrough variety, so it doesn't make sense to trade them in for stuff that can be gotten by other means. It would be interesting if it were like...you can turn them in for other [EXTREMELY REDACTED] items (i.e. the guy can basically transmute the ones you don't want into the ones you want), or turn them in to buff other [EXTREMELY REDACTED] items in some way, or something. Obviously it really depends on just what the implementation is.

    It's not difficult to find get the heavily shielded crate from the Alpha Site extremely early in the game. I know it's not many weapons but if the guy is paying hundreds of thousands for any kind of Omega weapon, that might be worth it early on. I agree with you otherwise. Credits are not hard to come by when I'm taking on endgame content. I would like an exchange option for Omega weapons, even if you have to pay for it.
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    Killer of Fate

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #118 on: February 09, 2025, 03:40:32 AM »

    what if Omega spawn as random encounters in hyperspace now?
    Maybe then it'd be worth it?
    Or maybe it's solely to get a better deal on the phase capital
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    Princess of Evil

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    Re: Starsector 0.98a (In Development) Patch Notes
    « Reply #119 on: February 09, 2025, 03:50:39 AM »

    I would literally pay millions for Omega weapons.
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