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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 249605 times)

Doctorhealsgood

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #645 on: March 31, 2025, 12:40:29 AM »

The new codex is quite nice. A small thing that would be nice to be added would be to see the reload cost of small missiles but other than that the ease of access of data that it gives now is great
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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

FunnyScope

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #646 on: March 31, 2025, 01:37:35 AM »

Man, the update is so good I don't even feel the temptation to use mods anymore.
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thenumbers

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #647 on: March 31, 2025, 01:57:47 AM »

Got to bite a good chunk of content over the weekend.

It's very well done, in all areas of design, writing, & visuals.
Spoiler
Even considering all the existing mod content, the starsector team still manages to create unique updates.

Threat fight was especially a treat, the stretched out uncanny lines on the fabricator unit, the hollowed out spaces in the ship designs. And the 'music' backdrop. Really sells the feeling that something has gone VERY wrong.

I haven't dived too deep into modded 'end game' content, but this is the first 'networked' enemy faction? Where units are codependent on other units in the faction.
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« Last Edit: March 31, 2025, 02:17:25 AM by thenumbers »
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The2nd

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #648 on: March 31, 2025, 05:26:06 AM »

I concur with the general feedback here. The QOL changes are great, small stuff like being able so save and load intel tags with hotkeys is very much appreciated!

The world being fleshed out more with small bits of writing also adds very much to the experience.

Threat presentation is amazing, from story to visuals, music and gameplay. It all comes together! Really well done!

Spoilers on new content and my only real complaint:
Spoiler
The Mk1 is extremely strong and directly counters the fabricators. Which is really neat from a story perspective but weird from a gameplay one. The game builds up suspense of the literal threat but immediately gives you the tool to solve it.

I went blind into the abyss and my mid game fleet supporting the Mk1 (with an Alpha core and smodded extended mags) was able to defeat the third Strike with minimal loses, a fourth one didn't show up.   

What I am saying is I would prefer: 'I found something terrible and had to flee the abyss to prepare for what might come' to 'oh cool let's stay here a bit longer and farm them'.
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Draba

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #649 on: March 31, 2025, 07:26:45 AM »

Minor thing that might even be intended, but looks strange to me.

Spoiler
Gave the planetkiller to a LP base that was harassing my colonies, colonies still had active cells so blew up the base after that.
Now I still have the planetkiller and the LP deal is still in place. No complaints here ofc, better to know where the big bomb is.
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thenumbers

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #650 on: March 31, 2025, 10:29:44 AM »

Re: Player progression

Spoiler
The Mk1 is extremely strong and directly counters the fabricators. Which is really neat from a story perspective but weird from a gameplay one. The game builds up suspense of the literal threat but immediately gives you the tool to solve it.

I went blind into the abyss and my mid game fleet supporting the Mk1 (with an Alpha core and smodded extended mags) was able to defeat the third Strike with minimal loses, a fourth one didn't show up.   

What I am saying is I would prefer: 'I found something terrible and had to flee the abyss to prepare for what might come' to 'oh cool let's stay here a bit longer and farm them'.

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Spoiler
I agree, the Mk1 is the low tech analogue of the Zigg in terms of power, yet the player can acquire it early for just fuel + supplies. Even though the Zigg is only gated by transverse jump, it still requires the player to beat it in combat. The Mk1 only requires that you reach it. After that it steamrolls the follow up fight & the rest of the story content.

I don't have an issue with it being effective against Threat, it's what the Mk1 is built for. You still need a decent fleet to back it up in fabricator fights.

I just think it trivializes the difficulty curve with the main story as you get an end game capital when you're still using mainly frigates and maybe a destroyer.
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« Last Edit: March 31, 2025, 11:14:34 AM by thenumbers »
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SpacePoliticianAndaZealot

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #651 on: March 31, 2025, 10:34:20 AM »

I just want to take a moment to say that reading through the image gallery lore entries felt like a long-missing puzzle piece of my Starsector experience over the years finally clicked into place, without me ever knowing about it until now. Thank you for taking the time to write these!
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i_am_solaris

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #652 on: March 31, 2025, 02:06:35 PM »

Spoilers on new content and my only real complaint:
Spoiler
The Mk1 is extremely strong and directly counters the fabricators. Which is really neat from a story perspective but weird from a gameplay one. The game builds up suspense of the literal threat but immediately gives you the tool to solve it.

I went blind into the abyss and my mid game fleet supporting the Mk1 (with an Alpha core and smodded extended mags) was able to defeat the third Strike with minimal loses, a fourth one didn't show up.   

What I am saying is I would prefer: 'I found something terrible and had to flee the abyss to prepare for what might come' to 'oh cool let's stay here a bit longer and farm them'.
[close]

I feel the same way, and in addition (obvious spoilers for new content),
Spoiler
It also is very strong versus the Shrouded Dwellers because of the amount of frag DPS it pumps out. It practically feels like a cheat vs both of the new endgame enemies. Maybe if it were weaker to EMP would make it feel fairer to use? It's definitely very strong, probably too strong, for how quickly you can get it. I know you can get Ziggurat from the start of the game too and the two are about the same power level, but you have to have played the campaign once to know about the Ziggurat (or be very observant). You're led straight to the oldslaught in the early academy missions, even before you start doing anything with the Ziggurat questline.
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RoadTrain

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #653 on: March 31, 2025, 02:30:28 PM »

Ah yes, we love $marketname (population & infrastructure tooltip's bugged)

Also:
Spoiler
Ships found in debris fields from the Sentinel Fleet fight lose their automated status.
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« Last Edit: March 31, 2025, 02:54:09 PM by RoadTrain »
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Killer of Fate

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #654 on: March 31, 2025, 02:40:10 PM »

Ah yes, we love $marketname (population & infrastructure tooltip's bugged)
even Chicomoztoc fears $marketname
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off to write another nightmare

Baqar79

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #655 on: March 31, 2025, 08:16:38 PM »

I'm enjoying the new update, though I probably should digest the contents a little slower to see more of additional details added; though the simulator was something I used a lot and it's great to be able to test your ships against those you have already defeated.  I generally use mostly high tech and I found a derelict Anubis to fix up and repair and they seem pretty fun to add to my fleet (though I'm not that familiar with the ship as it's so new).  The Tempest cooldown reduction on terminator drones makes them very good, though I still wish they wouldn't fire them off as frequently as they do, as sometimes having solid point defense is more important to deal with missiles rather than finish off an enemy ship; in any case they are very formidible with level 7 officers.

Unfortunately, it seems I've misplaced my Cryoarithmetic engine (It's under my fleet log in the intel screen, over 6 cycles ago when I obtained it)...My guess is I used the newly discovered (well by me) hold alt to transfer what is under the mouse to accidently sell it without realizing it, though it could possibly be a bug.

Not sure if it's the best idea, but perhaps the codex entry under fleet log when clicked on could tell you the system obtained, and where it is installed or where it was sold, or where it was accidently discarded into space somewhere.  I guess though the codex entries only come up once so it would get messy tracking all the different versions of the item...maybe a confirmation prompt when you are about to discard/sell important colony items would suffice (well if you are as clumsy as me!).
« Last Edit: March 31, 2025, 08:48:53 PM by Baqar79 »
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memeextremist

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #656 on: March 31, 2025, 11:56:55 PM »

yo. playing the linux version and my game is crashing every time I right-click the shrouded drops. thought you should know o7
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Spyro

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #657 on: April 01, 2025, 12:18:20 AM »

It's weird to say this but thank god it crashes for someone because we'll finally get a hotfix and people won't get spoiled by the pause menu.
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memeextremist

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #658 on: April 01, 2025, 12:28:30 AM »

sorry about that. apparently it is a nex bug and there's been an update that fixes it.
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float

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #659 on: April 01, 2025, 04:45:03 AM »

Right clicking a shrouded item opens up an interaction dialog but for some reason the dialog that gets passed into reportShownInteractionDialog is null. This is the reason for the Nex crash, but I feel like it’s not really a Nex issue but a vanilla API issue. It should be reasonable to assume that if the game is reporting that a dialog screen has been opened, that that dialog isn’t itself null.
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