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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 267892 times)

Lawrence Master-blaster

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1020 on: April 18, 2025, 11:29:24 PM »

In all fairness, this would also crop up in vanilla if the framerate dipped down to 30 or so :)

Vanshilar in shambles
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Bungee_man

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1021 on: April 18, 2025, 11:53:09 PM »

I see plenty of line units. Voidblaster is the really uncommon thing to see.

Maybe going deeper into the abyss does something to affect this? I generally go relatively far in.
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Vanshilar

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1022 on: April 19, 2025, 02:26:14 AM »

In all fairness, this would also crop up in vanilla if the framerate dipped down to 30 or so :)

Vanshilar in shambles

:( :( :(

Actually 0.98a has been working pretty well on my computer (over a decade old). For right now I haven't been using SpeedUp other than to speed up the initial phase of battles before the two fleets engage, because certain weapons (like Pseudoparticle Jet) would *definitely* be affected by SpeedUp for testing. *Sigh* not looking forward to doing fidelity verification testing again before running battles at 2x speed.

Having said that, I wonder if it's related to the issue of frigates running away when given an "Eliminate" order, which I continued to see in 0.98a-RC7, but haven't tried in the latest version yet. I never saw this with the Anubis though, despite using a full fleet of Anubis + a Mk 1 against [CRIMSON REDACTED].
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Malcolm

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1023 on: April 19, 2025, 04:21:10 AM »

Also didn't saw this in the hotfix, but is
Spoiler
the issue with Fabricator Units not dropping weapons available to the ships that it can produce, e.g. Neoferris Quadcoil, fixed?
[close]

It's not; I looked at it and spent more time thinking about it, and 1) I remember now that it was intentional and 2) I think that it's probably better that way, instead of the Fabricator being even more of a loot pinata than it already is.

well i'm kinda sad now, after some struggling with the fabs and figuring out a fleet that can actually munch through them i was really disappointed by the loot quality, at the point in the game where you can actually beat those encounters getting supplies in the thousands isn't really a big concern, and the weapons loot is disappointing in comparison,

i really think if the fabs got their material drops nerfed, and the gun drops were based on how many ships were destroyed in the course of the battle (weapons breaking off and not being disassembled), with steep diminishing returns the more you kill to prevent farming, would be ideal (also i want more funny neutron torpedoes, i just like their look, and i got like 3 from several 1-2 fab fleets)
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1024 on: April 19, 2025, 05:51:06 AM »

i really think if the fabs got their material drops nerfed, and the gun drops were based on how many ships were destroyed in the course of the battle (weapons breaking off and not being disassembled), with steep diminishing returns the more you kill to prevent farming, would be ideal (also i want more funny neutron torpedoes, i just like their look, and i got like 3 from several 1-2 fab fleets)
I actually like the massive drops considering what the player needs to do to fight abyssal enemies.  He may burn a lot of supplies and fuel simply by wandering aimlessly in the abyss until something shows up.  One time, all I ever got were pink lights for Shrouds, and the one system that did show up had no Threat fleets in it.

Threat drops mean player can refill on provisions and stay out longer and not rush back home because his fleets have been out too long and provisions are low.

However, ever since the mass drivers got their OP bump, their weapon drops are not as exciting as before.  10 OP for a more efficient railgun (mass driver) and 15 for the medium-sized one.
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stormysector

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1025 on: April 19, 2025, 07:27:06 AM »

Nice to see the shields getting fixed.  :D


Ships/weapons/hullmods:
  • [REDACTED]: added 4x [REDACTED] to weapons loadout


I'd love to know what these actually mean

Spoiler
It means the Shrouded Maelstrom got 4 Inimical Emanation added to its loadout.
[close]
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Doctorhealsgood

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1026 on: April 19, 2025, 07:36:37 AM »

So uh why do the mass drivers got a price increase? The heavy costs the same as a Heavy needler and the light more than an antimatter blaster or a light needler
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Spyro

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1027 on: April 19, 2025, 07:56:59 AM »

So uh why do the mass drivers got a price increase? The heavy costs the same as a Heavy needler and the light more than an antimatter blaster or a light needler
Yeah 10 OP for the small one is whack. That's the same cost as Reaper Typhoon for example.
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Megas

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1028 on: April 19, 2025, 08:09:21 AM »

Yeah 10 OP for the small one is whack. That's the same cost as Reaper Typhoon for example.
I could see the Light Mass Driver being at 9 OP, but at 10 OP, I am better off with human weapons if using mass drivers means I cannot max vents.  At least light needler is justified being expensive because it is a burst weapon (enemies do not like getting shot at by burst weapons; and phase ships love using them).

Medium?  Use HAC or HVD, or small kinetics with Ballistic Rangefinder.  At 13 OP, it was a nice choice between more damage (mass driver) or more range (HVD).  I guess I could use it on something like Champion, but then again, HVDs.  Before the nerf, I used them on Mk1 as a quick and easily upgrade from Railguns (more accurate than Arbalests).  But at 15 OP, I quickly swapped from Medium Mass Drivers to Light Needlers plus Ballistic Rangefinder.
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Candesce

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1029 on: April 19, 2025, 08:15:41 AM »

The Light Mass Driver has only slightly less DPS and armor penetration than the Railgun for 2/3s the flux.

If your flux vents are actually your limiting factor, the LMD takes 5 less to support than the Railgun, for only 3 more OP. It is precisely the circumstance where you don't have enough OP for all the vents you want that you'd take the LMD over a Railgun.
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SCC

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1030 on: April 19, 2025, 08:39:31 AM »

It's not; I looked at it and spent more time thinking about it, and 1) I remember now that it was intentional and 2) I think that it's probably better that way, instead of the Fabricator being even more of a loot pinata than it already is.
If you are referring to the commodities, the quantities veer into being vendor trash. I can sell 3000 supplies, but if I'm fighting threat I'm unlikely to be interested in money anymore. Guns and hullmods, though, we can't get anywhere else.

StuffyEvil

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1031 on: April 19, 2025, 08:49:56 AM »

From personal experience it took my multiple Threat fleets until I was able to find one with a Line Unit.

After this hotfix that changed up the Threat composition, I haven't really fought much Threat and the only one that I found had Line Units in it, but it could just be me being really lucky.
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StuffyEvil

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1032 on: April 19, 2025, 08:51:59 AM »

The Light Mass Driver has only slightly less DPS and armor penetration than the Railgun for 2/3s the flux.

If your flux vents are actually your limiting factor, the LMD takes 5 less to support than the Railgun, for only 3 more OP. It is precisely the circumstance where you don't have enough OP for all the vents you want that you'd take the LMD over a Railgun.

Indeed, it's also great on ships where there's a lot of OP but not a lot of flux, such as the Onslaught. Kind of niche, but an use case as there's only so much Flux Dissipation you can put on an Onslaught.
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Alex

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1033 on: April 19, 2025, 08:56:29 AM »

Having said that, I wonder if it's related to the issue of frigates running away when given an "Eliminate" order, which I continued to see in 0.98a-RC7, but haven't tried in the latest version yet. I never saw this with the Anubis though, despite using a full fleet of Anubis + a Mk 1 against [CRIMSON REDACTED].

The Anubis issue was specific to a ship having fighters, and the flux generation from having "engage" turned on. Basically that amount was framerate dependent and at 30 fps it was enough to make the ship think that it should just keep backing off until it finishes dissipating that final bit of flux, which it never would until it pulled back the fighters.

well i'm kinda sad now, after some struggling with the fabs and figuring out a fleet that can actually munch through them i was really disappointed by the loot quality, at the point in the game where you can actually beat those encounters getting supplies in the thousands isn't really a big concern, and the weapons loot is disappointing in comparison,

i really think if the fabs got their material drops nerfed, and the gun drops were based on how many ships were destroyed in the course of the battle (weapons breaking off and not being disassembled), with steep diminishing returns the more you kill to prevent farming, would be ideal (also i want more funny neutron torpedoes, i just like their look, and i got like 3 from several 1-2 fab fleets)

Honestly, I could see doing something like that, just not for a hotfix. Going to keep an eye on this.

If you are referring to the commodities, the quantities veer into being vendor trash. I can sell 3000 supplies, but if I'm fighting threat I'm unlikely to be interested in money anymore. Guns and hullmods, though, we can't get anywhere else.

I'm mostly referring to the hullmod items (and to a lesser degree the hullmod specs), which the Fabricator has by far the most chances to drop compared to anything else.
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Wyvern

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Re: Starsector 0.98a (Released) Patch Notes
« Reply #1034 on: April 19, 2025, 09:56:47 AM »

Honestly, I think that drops from Threat fleets with fabricators should be, thematically speaking, based on just the fabricators. Give them some specific odds for dropping all of the various Threat things (weapons, hullmods, hullmod-enabling items), and just don't generate loot from the non-fabricator ships at all; thematically, those ships aren't special - they're just things the fabricators built before you got there.

Fleets with no fabricators should still drop loot based on the specific ships involved, of course.
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Wyvern is 100% correct about the math.
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