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Author Topic: Starfarer 0.53.1a (Released) Patch Notes  (Read 167962 times)

BillyRueben

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #300 on: September 05, 2012, 08:57:31 AM »

Character and/or officer abilities I'm hoping. I want my captains to be able to shoot rainbows from their tac lasers and fire pixie dust from their autocannons.
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mendonca

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #301 on: September 05, 2012, 09:01:26 AM »

Character and/or officer abilities I'm hoping. I want my captains to be able to shoot rainbows from their tac lasers and fire pixie dust from their autocannons.

That sounds perfectly reasonable, I'm sure it's already noted down somewhere  :D
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Gothars

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #302 on: September 05, 2012, 09:16:07 AM »

Well, that's what it's called in the tutorial.  It's basically you in your flagship commanding your fleet.  I always took it as that.

Really? As far as I remember it was only called Command Interface and map, maybe it has been removed.
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CrashToDesktop

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #303 on: September 05, 2012, 09:19:09 AM »

I remember it being called the warroom at one point, by hm.  Guess I've been modding a little too much. ;D

And everyone welcome Iscariot!  Parris Island and back, at the "lofty rank of Private."
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Iscariot

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #304 on: September 05, 2012, 09:22:39 AM »

Thanks. I've been playing the most recent version and it feels like missiles are way more dangerous than I remember. Or maybe I'm really goddamned rusty and I'm bad with shields now. I like it, anyway. Still haven't messed around with too much phase stuff, to be fair, ship systems in general don't come naturally to me, though I've been getting used to it with the Mule.
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The idea is that the various tech levels represent different - not "better" - ways to do things.

CrashToDesktop

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #305 on: September 05, 2012, 09:26:15 AM »

Back up to 800 posts. :)
Ship Systems are helpful, and it's very funny to see an Onslaught go Burn Drive onto a hapless Buffalo. ;D
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Iscariot

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #306 on: September 05, 2012, 09:29:46 AM »

Buffalos are WAY less helpless than I remember them. Did Broadswords get nerfed, by the way? I'm sorry if this is not the appropriate place to ask these questions, since this is kind of an accumulation of the patches I missed, but I'm not entirely sure of what specifically is different, though I'm sure that things have changed.
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The idea is that the various tech levels represent different - not "better" - ways to do things.

CrashToDesktop

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #307 on: September 05, 2012, 09:31:30 AM »

Well, considering that we've all gone WAYY OT (even Alex, from this patch to talking about the next one), I don't think it's out of place. ;D

I vote for Outposts or Officer development, both would be really nice.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Thaago

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #308 on: September 05, 2012, 09:35:32 AM »

The Broadsword stats didn't change, but the AI's handling of the shield did. Now ships will take kinetic on the armor much better and hardly ever overload from broadswords. The AI has a habit of twitching shields up to take HE while letting light kinetic through - its kind of awesome.
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Upgradecap

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #309 on: September 05, 2012, 09:45:04 AM »

Well, considering that we've all gone WAYY OT (even Alex, from this patch to talking about the next one), I don't think it's out of place. ;D
So, based on that statement, you find it OK to continue the op madness?

funny, because not long ago, Archduke astro and Alex asked you guys to stay on topic.
« Last Edit: September 05, 2012, 10:03:41 AM by Upgradecap »
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CrashToDesktop

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #310 on: September 05, 2012, 11:00:44 AM »

well, they seem to be enjoying this, don't mention it. ;D
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

heskey30

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #311 on: September 05, 2012, 11:46:57 AM »

I thought the broadswords used to have dual machine-guns but now only have single ones. That's certainly a nerf if it's true.
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CrashToDesktop

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #312 on: September 05, 2012, 11:57:07 AM »

Nope, always had the Light Machineguns.

EDIT:
It's been nearly a month since last patch notes.  A new notes should come out within 1-2 weeks (I've done some simple calculating and on average, new patchnotes come out every month or so since .35)
« Last Edit: September 05, 2012, 04:56:32 PM by The Soldier »
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Aleskander

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #313 on: September 05, 2012, 07:44:05 PM »

Actually they tend to always come out Soon, in About a Week
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Psycho Society

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Re: Starfarer 0.53.1a (Released) Patch Notes
« Reply #314 on: September 06, 2012, 02:34:41 AM »

...roughly. This update is where things are gonna get buck wild. You just wait.
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