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

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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553296 times)

Mandabar

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #660 on: August 28, 2013, 02:23:38 PM »

This is going to be the biggest update ever. So many changes since the last patch, It's a new game!

Itsssss HUUUUGGEEEE!!!




I can't wait for Soon™!
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Gabriel_Braun

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #661 on: August 28, 2013, 05:06:28 PM »

^^  That's what she said... ^^
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #662 on: August 29, 2013, 12:54:46 AM »

Aaand locked till the next update.
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The game was completed 8 years ago and we get a free expansion every year.

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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #663 on: September 05, 2013, 12:29:25 PM »

Updated.
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hadesian

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #664 on: September 05, 2013, 12:35:55 PM »

Now this has been unlocked, I'd like to say this all looks really amazing. The new combat sounds are amazing, they sound far heavier and darker, with lovely amounts of bass (my headphones have a tendency to rattle at the lower ends of the bass spectrum, making this sound very real) and this almost looks like a whole new game from the detail in the update. 3 updates in 1 almost (1 misc overhaul, 1 combat feature update + CR, multiple systems + hyperspace etc.)
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icepick37

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #665 on: September 05, 2013, 12:36:36 PM »

Niiiiice. Improved 'z' targetting sounds awesome.

Can't wait for the patch to drop.  :D  You know how I love me some hound. I mean Starsector.
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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #666 on: September 05, 2013, 12:46:57 PM »

Awesome.  That UI work must have been quite a labor, can't wait to see how it looks; great job!
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arcibalde

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #667 on: September 05, 2013, 12:47:37 PM »

I like armor "buff" :D
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mendonca

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #668 on: September 05, 2013, 01:08:25 PM »

Excellent :)
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Vulpes

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #669 on: September 05, 2013, 01:22:12 PM »

Are there any plans to give AI commanders skill bonuses, and if so will they become stronger over time/successful battles?  I like the vibe of these changes, but they're so numerous now that I don't really feel able to compare them with the current game.
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #670 on: September 05, 2013, 02:00:38 PM »

Oh, your are working off some things that were going around on the forum for some time. Nice :) Glad to see the armor buff. The changes to the control scheme make sense, the only thing missing now is a instant fire option. Made up your mind on that yet?

Oh, and can we get a screenshot of the UI redesign?



Are there any plans to give AI commanders skill bonuses

Yes, there are long-term plans to do just that, but in what form (and if) it will happen is unclear.
« Last Edit: September 05, 2013, 02:03:08 PM by Gothars »
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The game was completed 8 years ago and we get a free expansion every year.

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Muffel

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #671 on: September 05, 2013, 02:12:06 PM »

I?m pretty exited to get my hands on this huge step in the development.

But I?m still hoping we get something to fire guided missiles by only pressing the number key of the weapon group. So an option like auto-fire, but with a different effect.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #672 on: September 05, 2013, 02:44:40 PM »

Oh, your are working off some things that were going around on the forum for some time. Nice :) Glad to see the armor buff. The changes to the control scheme make sense, the only thing missing now is a instant fire option. Made up your mind on that yet?
But I?m still hoping we get something to fire guided missiles by only pressing the number key of the weapon group. So an option like auto-fire, but with a different effect.

I did give that a bit of thought. One side effect of the control changes is you can much more easily fire off a missile or two, without extra controls. Say you're firing group 1, and missiles are in group 2 - you just tap 2, then 1, and one missile gets fired w/o any perceptible interruption. Before, doing this was a problem because you'd generally have shift held down and would end up changing autofire settings instead.

Not to say that a "quickfire" mode won't ever become an option, but it's fairly involved coding-wise and - because of the changes - now much less necessary.


Oh, and can we get a screenshot of the UI redesign?

It still needs a few graphical assets. At that point, I was thinking of writing a blog post about it, depending on the timing of when that happens.


Are there any plans to give AI commanders skill bonuses

Yes, there are long-term plans to do just that, but in what form (and if) it will happen is unclear.

Right, that's most likely going to happen, but not for a little while. It's tied in with "proper" fleet generation, a faction mechanics overhaul, etc.
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Zaphide

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #673 on: September 05, 2013, 02:51:22 PM »

Really like the combat control scheme changes!

Any chance of an update to http://fractalsoftworks.com/starfarer.api/? :)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #674 on: September 05, 2013, 03:06:50 PM »

Updated.

Also, per LazyWizard's earlier request, here's the current API source. It may still change between now and the 0.6a release, but major refactoring is unlikely.
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