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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 0.6.2a (Released) Patch Notes  (Read 214952 times)

Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #195 on: January 17, 2014, 02:06:25 PM »

Please Alex, when the time has come, do it in a blogpost, in detail, not as patchnotes :)

Yeah, I haven't written an in-depth one in a while. Need to do that.


Also: 0.6.2a is now out! Blog post (with download links) here.
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xenoargh

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #196 on: January 17, 2014, 02:10:14 PM »

Yay!
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FasterThanSleepyfish

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #197 on: January 17, 2014, 02:32:40 PM »

Squee!

Alas, it has been release just before finals... D:
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Zaphide

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #198 on: January 17, 2014, 02:39:31 PM »

Also: 0.6.2a is now out! Blog post (with download links) here.

Congrats on the release Alex :)
(Just in time for the weekend too!)
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Midnight Kitsune

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #199 on: January 17, 2014, 02:52:02 PM »

Question: will this break saves at all? I'm thinking yes but want to be sure.
Also, should mods be able to play with it even if they aren't updated?
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SatchelCharge

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #200 on: January 17, 2014, 03:07:04 PM »

Cheers!
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #201 on: January 17, 2014, 03:22:52 PM »

Thanks, guys! Glad to finally get this version out.

Question: will this break saves at all? I'm thinking yes but want to be sure.
Also, should mods be able to play with it even if they aren't updated?

It shouldn't, I just loaded up some old saves and they worked ok. No guarantee, though.

As far as mods, it depends on what the mods are doing. I know of one issue already that'd require mods to be updated, but aside from that (which wouldn't affect *all* mods), I think many/most mods should work. Modded ships would have their CR values out of line with the new vanilla standard, though.
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #202 on: January 17, 2014, 03:29:17 PM »

Updated the javadoc, btw (this is only of interest to modders):
http://fractalsoftworks.com/starfarer.api/index.html
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Cycerin

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #203 on: January 17, 2014, 03:42:22 PM »

This is really strange - it seems like FireSoundOne is now being played after the first shot is fired.
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NikolaiLev

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #204 on: January 17, 2014, 03:47:09 PM »

"Added "renderBelowAllWeapons" boolean to .wpn spec, will force the weapon to be rendered below all other weapon layers (mostly intended for decorative "weapons" that are meant to visually be part of the hull)"

:O  Is this the change I've wanted to see?  Does this make it render under the hull?  I'm not quite sure what it does elsewise.
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #205 on: January 17, 2014, 03:59:26 PM »

This is really strange - it seems like FireSoundOne is now being played after the first shot is fired.

Bug, not sure why. Must've been thinking something when I made that change... hm. Will look into it ASAP.


:O  Is this the change I've wanted to see?  Does this make it render under the hull?  I'm not quite sure what it does elsewise.

No. This just makes sure it renders under all the other weapons.
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Midnight Kitsune

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #206 on: January 17, 2014, 04:47:34 PM »

Just discovered something cool: On the refit screen, if you have ships that have missiles and you set the CR slider to a really low amount, missiles will actually disappear from the racks until you set the slider higher.
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xenoargh

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #207 on: January 17, 2014, 04:48:31 PM »

I love the help UI!  

Lots of work to get that done, but that's great for newbies, totally loving that!

...I don't suppose we can code up custom help popups?
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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #208 on: January 17, 2014, 04:58:42 PM »

Thank you! I've been patiently waiting for this release  ;D
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Gothars

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #209 on: January 17, 2014, 05:14:29 PM »

Yay for release! :)


A bit early feedback:


- The help messages are nicely written, but something has to be done about the way they (can) pop up. I had as much as 5 messages pop up after my very first battle (taking too much salvage, carrying too much cargo, low CR, supply consumption increase, LR drop).  And not simply in a row to click trough, but I got a message, flew for 2 seconds, got another messages and so on. All on the short trip to the station. Really annoying and, most importantly, not a good first impression for a new player. A minimum time delay between messages (~15sec) would be a first idea for a fix. That might give enough time to actually absorb the info, too.

Btw, did you give up on adding them to the codex?


- CR changes seem to work fine for me so far, I feel less inclined to cuddle up to a station all the time.

- The new pirate fleet compositions are nice and easy, a good change I think.  ...though, personally, I'm already hoping for a hard mode ;)


- The Cerberus seems very much overpriced/underpowered. If for example compared to a wolf, it costs more than twice as much, but is inferior in everything but cargo space and CR use. More practically, it seems extremely vulnerable to missiles, even for a shield-less ship. The hound can outrun missiles, the Buffalo Mk.2 has good PD + Flares. The Cerberus just dies in a missile rich environment. I actually have a hard time against a Buffalo Mk.2, much more than in a Hound. Such weaknesses are OK in principle, but seen together with the price, there's just not enough to balance it out. Mh, maybe a drone system would help?


- The Hermes seems nice and cute, will be fun to find a good role in the fleet for it. It's lore text is too long for it's box, though! (@1920x1080)

I have yet to try the two other new ships.






« Last Edit: January 17, 2014, 05:25:21 PM by Gothars »
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