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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 0.7a (Released) Patch Notes  (Read 574331 times)

Clockwork Owl

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #585 on: November 12, 2015, 05:56:56 PM »

He will...later, when the game is more 'ready' for it.
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Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #586 on: November 12, 2015, 07:18:12 PM »

I agree Starsector as it is now is not ready for Steam.  It does not take long to reach endgame, and there is no win (or lose) condition.  Also, people will need to install 64-bit Java to play more than a few mods.  If Starsector needs mods to be good for more than a few games, it will not last long.

The masses will be attracted by a shiny new game for a month or two, then move on to more fresh meat... unless the game is superb enough to be replayed over and over again.  Starsector, good as it is, is not at that level yet.
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gruberscomplete

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #587 on: November 13, 2015, 06:17:23 PM »

It could make for a nice christmas present, I bet :P

Oh GOD no! Don't listen to him, Alex!!! Christmas is too far away!

Yeah, no way. Valentine's Day seems more appropriate anyway, doesn't it? (Kidding, kidding.)


Great... December/January release date.
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CrashToDesktop

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #588 on: November 13, 2015, 06:31:26 PM »

Great... December/January release date.
Well, he *did* say 11th hour bug fixes a couple of days ago with that 50 MB of US saving bug - so it has to be close to release if he says that.
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Ranakastrasz

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #589 on: November 13, 2015, 08:08:12 PM »

Quote
Safety Overrides: now also extends overload duration by 50%
Isn't that a skill effect that applies to the player? A disadvantage for something like that would really make more sense as a toggle of some kind.
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #590 on: November 13, 2015, 08:09:20 PM »

Quote
Safety Overrides: now also extends overload duration by 50%
Isn't that a skill effect that applies to the player? A disadvantage for something like that would really make more sense as a toggle of some kind.

I'm not sure what you mean; could you clarify?
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Midnight Kitsune

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #591 on: November 13, 2015, 08:12:21 PM »

Quote
Safety Overrides: now also extends overload duration by 50%
Isn't that a skill effect that applies to the player? A disadvantage for something like that would really make more sense as a toggle of some kind.

I'm not sure what you mean; could you clarify?
I think he mixed up the skill called Safety Overrides with new hull mod and thinks that the skill will now cause you to have 50% longer overloads
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #592 on: November 13, 2015, 08:15:17 PM »

Ahhhh, right, there's a perk called "Safety Override". Yeah, need to rename that, that's super confusing.
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Linnis

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #593 on: November 13, 2015, 08:44:45 PM »

I agree Starsector as it is now is not ready for Steam.  It does not take long to reach endgame, and there is no win (or lose) condition.  Also, people will need to install 64-bit Java to play more than a few mods.  If Starsector needs mods to be good for more than a few games, it will not last long.

The masses will be attracted by a shiny new game for a month or two, then move on to more fresh meat... unless the game is superb enough to be replayed over and over again.  Starsector, good as it is, is not at that level yet.


Megas is absolutely right. Need replayability in both vanilla and what mods can add. Thats is beyond just faction and ships, thats like extra story or campaign functionality.

In fallout 4 all of the new "content" are all baisically mods at one point.
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #594 on: November 13, 2015, 09:07:11 PM »

Hey, no argument from me.
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #595 on: November 14, 2015, 01:03:03 AM »

Ahhhh, right, there's a perk called "Safety Override". Yeah, need to rename that, that's super confusing.

Rename it to Inviolability Abrogation
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Clockwork Owl

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #596 on: November 14, 2015, 02:41:00 AM »

Limiter Removal.
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Schwartz

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #597 on: November 14, 2015, 04:38:38 AM »

It's quite fun to struggle your way to the top, and depending on your playstyle it can also take quite a while. So I think (re)playability is quite decent already. But if you're looking for inspiration, I can only repeat myself and suggest: Mount & Blade: Warband. Crusader Kings 2. Nexerelin and Uomoz's Corvus.

Having 'system lords' struggle for dominance instead of faceless factions. Being able to interact with them, to forge treaties and do missions. Being able to lay siege to and take control of stations. Being able to start your own faction and have everybody else hate you for it.

Industry isn't in yet, so I'm gonna hold my tongue on that one and see what you come up with. ;)
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Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #598 on: November 14, 2015, 07:40:51 AM »

Safety Override perk merely speeds up venting?  Call it something that is self-explanatory, like... Efficient Heat Pump Accelerated Flux Ejector.  (Cannot use Shunt because that is the Monitor's builtin hullmod.)

Quick question:  Will boarding be an option if player already has max (25) ships in his fleet?  Just thinking that if player has max ships, boarding should be skipped altogether or else problems ensue (player exceeds cap, marines mysteriously auto-fail, or something).
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #599 on: November 14, 2015, 10:40:26 AM »

It's quite fun to struggle your way to the top, and depending on your playstyle it can also take quite a while. So I think (re)playability is quite decent already. But if you're looking for inspiration, I can only repeat myself and suggest: Mount & Blade: Warband. Crusader Kings 2. Nexerelin and Uomoz's Corvus.

Having 'system lords' struggle for dominance instead of faceless factions. Being able to interact with them, to forge treaties and do missions. Being able to lay siege to and take control of stations. Being able to start your own faction and have everybody else hate you for it.

Industry isn't in yet, so I'm gonna hold my tongue on that one and see what you come up with. ;)

I think it's just one of those things where having higher-level goals (i.e. something to do with your fleet that isn't just for the purpose of getting a bigger fleet) will go a really, really long way. Can't wait to work on that, actually.

Quick question:  Will boarding be an option if player already has max (25) ships in his fleet?  Just thinking that if player has max ships, boarding should be skipped altogether or else problems ensue (player exceeds cap, marines mysteriously auto-fail, or something).

Right, it is indeed skipped altogether.


(Re: perk - renamed it to "Dedicated Conduits".)
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