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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 216413 times)

Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #465 on: March 07, 2025, 01:18:51 PM »

nvm, I guess it makes sense for them to attack Eochu Bres from gameplay perspective. The question is though whether you should be able to spend mere 1 million credits to destroy a Core World

I have no idea

I agree with you there, the amount of credits should be substantially higher, given how strong the fleets are. IIRC it used to be quite a bit more expensive (5 million credits?), but it was nerfed after the first release.

Maybe a compromise would be offering the option to pay Tactistar 1M credits + story point (50-100%) to guard the player's system for a year (stalling the Tri-Tachyon crisis due to conflict of interest, and helping out against any other crises that might emerge in the meantime), while restoring the original cost to turn on Tri-Tachyon and resolve the crisis permanently.
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Vanshilar

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #466 on: March 08, 2025, 12:18:45 AM »

Come to think of it, shouldn't every major faction's markets get the "Proven Polity" bonus that the player gets from joining/repelling the League?

Huh, that's a good point -- if Heg/PL/LC/TT/SD have the "Proven Polity" buff, but not pirates/LP/independents, then that'd subtly reinforce that those are the major factions of the Sector, and that you've become one of the major factions on finishing the League Crisis. It would also make sense as to why you can take a commission with those factions, but not with pirates/PL/independents, since they're not as major or organized.

Edit: As a side note, I'm also liking that this makes it "make sense" that the League Crisis gives you the most number of fleets to deal with (...if you choose to, anyway). It's almost a "trial by fire" sort of thing where you stood up to the intimidation as sort of a "final test" before you're accepted as a major power in the Sector. Unless you knuckled under and decided to join the League, heh.
« Last Edit: March 08, 2025, 12:28:46 AM by Vanshilar »
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Megas

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #467 on: March 08, 2025, 05:57:59 AM »

Maybe earn "Proven Polity" after defeating not just League, but League and other crises.

Or have the accessibility bonus go higher after winning more crises against major factions.  Maybe +5% per major faction defeated.  Player could get up to +25% after beating all five majors.  Or it can be capped at +20% after beating League and any three other crises, but he needs to beat the League to get that bonus.  Yes, this means if he beats League first, he gets only +5% and needs to wait until he beats more to get a higher bonus.
« Last Edit: March 08, 2025, 06:00:59 AM by Megas »
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StuffyEvil

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #468 on: March 08, 2025, 09:28:27 AM »

Maybe earn "Proven Polity" after defeating not just League, but League and other crises.

Or have the accessibility bonus go higher after winning more crises against major factions.  Maybe +5% per major faction defeated.  Player could get up to +25% after beating all five majors.  Or it can be capped at +20% after beating League and any three other crises, but he needs to beat the League to get that bonus.  Yes, this means if he beats League first, he gets only +5% and needs to wait until he beats more to get a higher bonus.

That seems like a good idea, I like it, as it puts it on par with fully resolving the Pirate crisis (which will give 20% accessibility), assuming that Kanta's Protection does something else other than giving accessibility.

Maybe the League can be special and give a 10% instead, so that the player only need to beat 2 other crisis from major faction to get the full bonus, to make the League bonus a bit better (besides enabling Proven Polity).
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Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #469 on: March 08, 2025, 11:17:18 AM »

Huh, that's a good point -- if Heg/PL/LC/TT/SD have the "Proven Polity" buff, but not pirates/LP/independents, then that'd subtly reinforce that those are the major factions of the Sector, and that you've become one of the major factions on finishing the League Crisis. It would also make sense as to why you can take a commission with those factions, but not with pirates/PL/independents, since they're not as major or organized.

I like that. Adds some depth, and it's something the player will see early on and get later, to give a sense of progression.
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Killer of Fate

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #470 on: March 09, 2025, 03:58:19 AM »

I'm wondering if buffing Fulgent's flux is a good idea

When I first saw it I was like "WHAT, BUFF FULGENT... THAT SABOTPOD SPAM AAAAAAAAAAAH"

But now I'm like... "Oh, yeah. The issue with it is that it can't do anything but spam Sabots, cause it's too much flux probably".

And now I'm like...

I don't even know anymore
Why 10 DP? Why 105 OP? I guess it's to add more creative variants
It's kind of a shame though that this is only applied for the enemy

Like you could argue that maybe it'd be nice to give Conquest 345 OP and remove HBI, cause that secondary side won't usually fire anyway, unless something goes horribly wrong.
But we'll never get that, I think...

I mean I get that it's a Remnant. But Bolt Coherer... 10 DP, 400 flux, 0.6 shields, 105 OP... I mean... Okay. The only reason this won't be overpowered as heck and infuriating to fight against is because you can just use Escort Package to make any destroyer into a Super Saiyan. Otherwise you would have to personally take down an invulnerable, overgunned, cheap, disposable, filled with strike potential thingy...

Well, I suppose it'll at least make the Omega package harder to acquire, which makes sense... Considering we are getting another wave of Omega weapons buffs. To make Omega even harder to deal with. So that we can get a reward that doesn't exist yet. Well, it makes sense

I really wish Hypershunt had global range. That would redeem this a lot
Being able to get +1 additional industry on any world... But then by the time you would have a fleet worth risking for an Omega. I don't know. It feels like you would have everything. But... Hmph. Whatever I guess

Maybe make the Cryosleeper have infinite range too. I mean, if we can migrate marines from Corvus to Babzo Bypkins on the other side of the galaxy, just because it has a Carbon Cable... Then why can't we just... Eh, nvm.

Maybe just double their range instead of making infinite
« Last Edit: March 09, 2025, 04:06:45 AM by Killer of Fate »
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Lawrence Master-blaster

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #471 on: March 09, 2025, 04:43:06 AM »

10DP fits in better within automated ships limit. You can now have four Beta core Fulgents without penalties. Escort Package 700-800 base range Fulgents sounds pretty good.
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Megas

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #472 on: March 09, 2025, 07:14:43 AM »

Fulgent is like Paragon.  Not mobile enough to fight with bolt weapons, so it needs the extra range from Energy Bolt Coherer.  The extra flux would nice.  It gets annoying when Remnant ships have lots of mounts but not enough flux to use them.  I agree 10 DP would be nice for Automated Ships, and Automated Ships needs help to compete with Cybernetic Augmention.  (Yes, Radiant is very strong, but it would be nice if Automated Ships was strong without over-relying on Radiant.)

Quote
Maybe make the Cryosleeper have infinite range too. I mean, if we can migrate marines from Corvus to Babzo Bypkins on the other side of the galaxy, just because it has a Carbon Cable... Then why can't we just... Eh, nvm.
The problem with cryosleeper is how difficult it is to get the full bonus from Cryosleep Revival.  You need 10 organics.  So you need to find Bore Mantle, then probably sell it at Salamanca to boost their production high enough (unless you find a Toxic world with Organic of your own and grow it).

If you find a good system with a sleeper, then the player is lucky that game.  That happened to me once.  (I could have built my own Toxic with Organics world even, but I used nanoforge instead because it was one of my shipbuilding worlds, and I am not adding another item to trigger Pather cells.)

I really wish Hypershunt had global range. That would redeem this a lot
Being able to get +1 additional industry on any world... But then by the time you would have a fleet worth risking for an Omega. I don't know. It feels like you would have everything. But... Hmph. Whatever I guess
For me, the biggest thing that would redeem Hypershunt is the new Pather reward.  At +8 interest, which is automatic Pather cell, I do not even think about using it, though I consider selling it so that the market I sold it to needs to deal with Pather cells that try to wreck its market.  Not to mention the item needed to boost ore production.  Aside from that, there are the random unavoidable disruptions that can block demand and inflict -5 stability because you are over the industry limit.

I would like hypershunt to do something epic enough to be sector changing (+1 to max industries that can be shut off by random disruption is not it), although that would probably be a major story/plot point.  Maybe make gate travel costs free, and everyone starts using gates.  (Then maybe have invaders from beyond, like the Domain and/or Omegas.)


P.S.  Come to think of it, a world with a tap would probably want to be on a world that produces the ore so that it cannot be disrupted.  That means it needs a Refinery with Catalytic Core, so the interest is +6 (+2 from Refinery and +4 from Catalytic Core).  With the 8 interest from Hypershunt Tap, we get 8+2+4=14.  After getting the new Pather reward, 14/2=7.  7 interest is enough for a Pather cell.  So, the only way to have a world that has a tap and immune to disruption is to have the tap on a refinery world that produces enough ore, and giving the bomb to the Pathers to put them to sleep permanently.

P.P.S.  Forgot the world also needs Mining too so that ore supply for Refinery cannot be disrupted, and Mining adds +1.  So, at least 15 interest before reduction from Pather reward, but it does not matter because the reward will not reduce the 15 down to below 7.
« Last Edit: March 09, 2025, 01:55:03 PM by Megas »
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Doctorhealsgood

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #473 on: March 09, 2025, 04:26:20 PM »

well the important question related to the hypershunt tap that someone would be asking is that what is the point of feeding A SINGLE ONE it with an amount of transplutonics so high that at that point you could probably use them for power and you might get more bang for your buck? Hell that's without considering the amounts of rare ore you might need to find to feed the refineries eventually you are gonna run out of planets to hollow out with a mantle bore.
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Breadley

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #474 on: March 11, 2025, 11:08:00 AM »

Spoiler
I'm wondering if buffing Fulgent's flux is a good idea

When I first saw it I was like "WHAT, BUFF FULGENT... THAT SABOTPOD SPAM AAAAAAAAAAAH"

But now I'm like... "Oh, yeah. The issue with it is that it can't do anything but spam Sabots, cause it's too much flux probably".

And now I'm like...

I don't even know anymore
Why 10 DP? Why 105 OP? I guess it's to add more creative variants
It's kind of a shame though that this is only applied for the enemy

Like you could argue that maybe it'd be nice to give Conquest 345 OP and remove HBI, cause that secondary side won't usually fire anyway, unless something goes horribly wrong.
But we'll never get that, I think...

I mean I get that it's a Remnant. But Bolt Coherer... 10 DP, 400 flux, 0.6 shields, 105 OP... I mean... Okay. The only reason this won't be overpowered as heck and infuriating to fight against is because you can just use Escort Package to make any destroyer into a Super Saiyan. Otherwise you would have to personally take down an invulnerable, overgunned, cheap, disposable, filled with strike potential thingy...

Well, I suppose it'll at least make the Omega package harder to acquire, which makes sense... Considering we are getting another wave of Omega weapons buffs. To make Omega even harder to deal with. So that we can get a reward that doesn't exist yet. Well, it makes sense

I really wish Hypershunt had global range. That would redeem this a lot
Being able to get +1 additional industry on any world... But then by the time you would have a fleet worth risking for an Omega. I don't know. It feels like you would have everything. But... Hmph. Whatever I guess

Maybe make the Cryosleeper have infinite range too. I mean, if we can migrate marines from Corvus to Babzo Bypkins on the other side of the galaxy, just because it has a Carbon Cable... Then why can't we just... Eh, nvm.

Maybe just double their range instead of making infinite
[close]
Please KoF with all due respect structure your ideas a bit better, sometimes unraveling your ramblings like this one is quite a challenge.

In case of the Conquest if we are talking about giving up HBI for buffs, I would rather have the turret arcs improved so it can bring all the ballistics to fire at the same target. Finally it would live up to it's name.

Imho the Fulgent's buff is a player skill buff, kinetic weapons pop them easily. Also I would rather have the rank and file buffed and the Radiant toned down.. fighting against a teleporting tanky AF battleship that forces RTS level of babysitting or it will just alpha strike execute your cruisers and smaller ships one by one is not my definition of fun. Plus these fights pigeonhole you into kinetic and EMP weapons.

I agree the Cryospleeper and the Hyperhsunt currently is 99.99% useless as they usually are out of range of systems that could utilize their benefits as their buffs does not offset their upkeep and the downsides of a bad system.

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Blips

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #475 on: March 11, 2025, 09:03:25 PM »

yay update  ;D
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2_Wycked

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #476 on: March 12, 2025, 02:15:06 PM »

Curious if anyone remembers the previous time gaps between initial patch notes being posted before updated ones are added
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Killer of Fate

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #477 on: March 12, 2025, 02:40:58 PM »

In case of the Conquest if we are talking about giving up HBI for buffs, I would rather have the turret arcs improved so it can bring all the ballistics to fire at the same target. Finally it would live up to it's name.
that would make it really powerful, discourage the use of Mjolnirs in favour of just Mark IX spam. And would also make it a visual mess. Restricted arcs are a good idea.
The issue is that they should be a choice, but very often aren't.
They're a bait.

Also, I would very much enjoy Conquest having 1.2 shields rather than 1.4. But that falls under a wider topic of general battlecruiser balance
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Lawrence Master-blaster

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #478 on: March 12, 2025, 02:50:24 PM »

"Frontquest" could have two Storm Needlers and two HAGs with some flux to spare. Beautiful.
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Bungee_man

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Re: Starsector 0.98a (In Development) Patch Notes
« Reply #479 on: March 12, 2025, 04:32:51 PM »

Curious if anyone remembers the previous time gaps between initial patch notes being posted before updated ones are added

.91a: Posted January 31 2019, released May 10, 2019 (3 months)

.95a: Posted October 16, 2020, released March 26, 2021 (5 months)

.951a: Posted November 05, 2021, released December 10, 2021 (1 month)

.96a: Posted February 01, 2023, released May 05, 2023 (3 months)

.97a: January 01, 2024, released February 02, 2024 (1 month)



Releases have various sizes and development of anything more complex than a course project never has a concrete timeline, but the average comes out to late April.
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