Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 34 35 [36] 37 38 ... 71

Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553394 times)

Mattk50

  • Captain
  • ****
  • Posts: 420
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #525 on: August 01, 2013, 08:37:22 PM »

Alex, this update is already massive and long in the making, is there much more that you're planning on putting into it before it's release?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #526 on: August 01, 2013, 10:06:08 PM »

Feature-wise, no. There's still some pending UI work, though, and - due to the size of the update - I expect playtesting to take a bit longer than usual. I've also got to go through the missions and revamp them (and/or take some out), due to the new combat mechanics. There are also a few rough edges to clean up here and there; and a sizeable *REDACTED* overhaul. Basically, it's just a bunch of miscellaneous stuff left at this point, but miscellaneous stuff isn't to be underestimated.

You have no idea how much I'm looking forward to getting this release in your guys' hands :)
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #527 on: August 01, 2013, 10:32:09 PM »

The *REDACTED* is surely the sound effect overhaul?! :o

Stark has been AWOL for months now... what the heck has he been up to?
Logged

phyrex

  • Admiral
  • *****
  • Posts: 751
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #528 on: August 01, 2013, 11:05:31 PM »

You have no idea how much I'm looking forward to getting this release in your guys' hands :)

I disagree, anyone that has worked on a mod of theire own can understand how it feels :P
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #529 on: August 01, 2013, 11:47:46 PM »

The *REDACTED* is surely the sound effect overhaul?! :o

Another candidate would be the combat UI.
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #530 on: August 02, 2013, 12:04:56 AM »

I think it is most definitely a sound update. If you check out Mr.Stark's official trailer and listen closely to the sound effects (It is hard with all of the music) some of the sound effects are different. Be aware that some sounds will not be in the actually game. For example, the sound of the Onslaught when it explodes, fading into a white screen is probably fake. The old sounds are still there, but they seem to be for induvidual or specific weapons now. There is my analysis. :)
« Last Edit: August 02, 2013, 12:11:49 AM by Foxer360 »
Logged

Starlight

  • Commander
  • ***
  • Posts: 155
  • Vulpes Ex Machina
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #531 on: August 02, 2013, 02:42:59 AM »

You have no idea how much I'm looking forward to getting this release in your guys' hands :)

You have no idea how much I'm looking forwards to some fresh new Starsector space adventuring!

...and yet there's tiny voice in my head saying, "You know updating your mod for all this is going to hurt right?"  I think of the work you're doing and I feel shame for that voice. z: )
Logged
Starlight; Vulpine Space-Adventurer.  Fond of lasers.

BrickedKeyboard

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #532 on: August 02, 2013, 07:45:07 PM »

Alex, that sounds like about a month of work remaining.  Care to give at least a vague idea of how much time it has taken in the past to accomplish the amount of work you have left?  As in "greater than a week, greater than 2 weeks, greater than a month.."

That way I won't bother to refresh the page every day or get my hopes up if the patch release is not imminent.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #533 on: August 02, 2013, 07:55:54 PM »

Well, you definitely don't have to do it every day.

Beyond that, I'm afraid I'm going to have to stick to my "soon(tm)" guns here. Sorry!
Logged

BrickedKeyboard

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #534 on: August 02, 2013, 08:43:21 PM »

I get that SoonTM is a great running joke, and I understand that you don't want to commit to any kind of deadline.  This is because trying to meet deadlines are stressful, and force you to rush things and write sloppy code that will have to be fixed later.  Also, you don't know what unexpected bugs and/or technical gremlins will attack next, you've added a bunch of new code, and no one but you has really used it.  No matter how much playtesting you do, there's going to be lots of bugs on release, you'll probably need to do an immediate hotfix.  

With that said, I'm just asking for the vaguest idea of whether you are at 50% or 90% of what you wanted to do.  I kind of wish that you gave the community realistic time estimates of when the next patch might be available.  A realistic time estimate is made by either writing down a pessimistic schedule for how long each feature should take, then doubling that estimate, or there's more exacting formula out there.
« Last Edit: August 02, 2013, 08:45:10 PM by BrickedKeyboard »
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23988
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #535 on: August 02, 2013, 08:45:27 PM »

It's not really a joke, but...

With that said, I'm just asking for the vaguest idea of whether you are at 50% or 90% of what you wanted to do.

Definitely closer to 90% than to 50%. Way closer.
Logged

phyrex

  • Admiral
  • *****
  • Posts: 751
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #536 on: August 03, 2013, 06:36:11 AM »

It's not really a joke, but...

With that said, I'm just asking for the vaguest idea of whether you are at 50% or 90% of what you wanted to do.

Definitely closer to 90% than to 50%. Way closer.

may i add that 90% is a lot more than 50%, but "10% left of a crapton of work" is still a lot of work ;)
if you see what i mean  ;D
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #537 on: August 03, 2013, 02:18:42 PM »

Perhaps, to make the wait less painful, we could get a sneak-peak of the new 2 fighter deck ship? ;D
Logged

grmp

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #538 on: August 03, 2013, 02:20:54 PM »

where can you download the latest version from ?
Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: Starsector 0.6a (In Development) Patch Notes
« Reply #539 on: August 03, 2013, 02:24:08 PM »

@grmp In the blog post a few pages back.

Wait, there is a new carrier?!? :o
Logged
Pages: 1 ... 34 35 [36] 37 38 ... 71