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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 553316 times)

Pepachu

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #675 on: September 05, 2013, 03:10:41 PM »

Not sure if having 2 more +1% talents is a good idea their not really exciting. That said i think all 1% in the technology tree need to have a lvl 5 and 10 bonus at least. Though the old fashion % bonus talent trees are getting phased out and have evolved into giving ability's maybe a little hybrid might be nice. Though that's the least of star-sector problems creating a campaign that has depth, territory(planet) control, bosses, aliens, random procedural generation(map), high difficulty etc.   

I remember playing EV Nova long time ago and attacking a planet and getting *** haha. If you are ever going to add that maybe when you attack a planet you head to the battlefield and fight waves and waves.  :)
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sirboomalot

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #676 on: September 05, 2013, 06:33:44 PM »

pepachu, I'm pretty sure alex isn't adding two 1% talents, he is changing two 2% talents that already exist into 1% talents, which should keep all or most of the bonuses which they already have.
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xenoargh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #677 on: September 05, 2013, 06:35:16 PM »

Wow, nice!  This (the changeset to the API) is really looking great :)

Any chance we can see a OrbitalStationInteractionDialogPluginImpl and maybe get a couple of hints about how to build Dialogs via InteractionDialogAPI?

Also... does removeEntity() in LocationAPI mean that it's going to be possible to remove Stations from Planets?
« Last Edit: September 05, 2013, 06:49:38 PM by xenoargh »
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Dri

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #678 on: September 05, 2013, 07:01:28 PM »

Even with the nerf to the two OP increasing talents they're going to be mandatory. More OP is just way to good to pass up; it means not only better weapons but more hull mods/vents.

I'm not really sure how the talent system is going to ultimately pan out though, and maybe we're going to eventually max out all talents? If so, the problem isn't so bad and it'll simply dictate that we max those talents out earlier rather than later.
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RawCode

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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #680 on: September 05, 2013, 07:21:10 PM »

Any chance we can see a OrbitalStationInteractionDialogPluginImpl and maybe get a couple of hints about how to build Dialogs via InteractionDialogAPI?

That should be in the api source zip, linked in my previous post in this thread.

Also... does removeEntity() in LocationAPI mean that it's going to be possible to remove Stations from Planets?

Yeah, in theory. Not going to promise that it works because I don't think I've tested it. But if it doesn't, you'll just tell me and I'll fix it in the 0.6.1a release, right? :)


http://www.youtube.com/watch?v=0G7eDpMGe1k

:)


Even with the nerf to the two OP increasing talents they're going to be mandatory. More OP is just way to good to pass up; it means not only better weapons but more hull mods/vents.

I'm not really sure how the talent system is going to ultimately pan out though, and maybe we're going to eventually max out all talents? If so, the problem isn't so bad and it'll simply dictate that we max those talents out earlier rather than later.

Yeah, this is more of a temporary measure to make those less insane. I think the Technology skills are going to get revamped significantly at some point. Fairly happy with the Combat ones, though.
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Zaphide

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #681 on: September 05, 2013, 07:52:36 PM »


Also... does removeEntity() in LocationAPI mean that it's going to be possible to remove Stations from Planets?

Yeah, in theory. Not going to promise that it works because I don't think I've tested it. But if it doesn't, you'll just tell me and I'll fix it in the 0.6.1a release, right? :)

 :o wow!

And potentially remove planets from systems? Planet busters? Asteroid-field-creation-device?
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #682 on: September 05, 2013, 08:00:12 PM »

Sure, why not? Minus any fancy animations or explosions - that part of the campaign engine isn't exactly fleshed out.
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Thaago

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #683 on: September 05, 2013, 08:55:46 PM »

Very cool. I'll have to dive into that api tomorrow...
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SainnQ

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #684 on: September 05, 2013, 09:58:37 PM »

http://www.youtube.com/watch?v=0G7eDpMGe1k


Damnit, I just woke up my 2 year old laughing at that ***.

Thanks Raw.   :-X
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sdmike1

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #685 on: September 05, 2013, 11:35:53 PM »

It is a wonderful sight to see the patch notes start with miscellaneous. :)

Axiom

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #686 on: September 05, 2013, 11:40:53 PM »

It is a wonderful sight to see the patch notes start with miscellaneous. :)

Actually I think it starts with "Complete combat sound overhaul". thought its late, so perhaps I am mistaken. ;)
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #687 on: September 06, 2013, 12:21:51 AM »

"brawler improved" soon will be local "removed herobrine"
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #688 on: September 06, 2013, 04:46:04 AM »

http://www.youtube.com/watch?v=0G7eDpMGe1k

https://www.youtube.com/watch?v=0VutA6Bj_ZM

Thank god for Brawler buffs, by the way. What weapons are on the Elite variant? Maulers? I always found dual heavy MG + annihilator Brawlers to be surprisingly brutal once they actually catch something.
« Last Edit: September 06, 2013, 04:47:52 AM by Cycerin »
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Uomoz

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #689 on: September 06, 2013, 07:38:59 AM »

Wild speculation: tomorrow.  ;D
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