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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 574397 times)

Protonus

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #240 on: July 20, 2015, 09:04:10 PM »

Most of us, at least.
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The cookies are a weird one, okay.

ValkyriaL

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #241 on: July 21, 2015, 04:27:20 AM »

I think once you reach my online time, you should probably take a break, hence why im not around much. :I
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SatchelCharge

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #242 on: July 21, 2015, 05:37:13 AM »

I think once you reach 93 days online, you should probably take a break, hence why im not around much. :I

 :o   8)
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Gothars

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #243 on: July 21, 2015, 06:07:59 AM »

In order to help with those online times, I'm gonna close here for now ;)
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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.

Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #244 on: October 19, 2015, 11:14:55 AM »

Updated!
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Xeroshiva1029

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #245 on: October 19, 2015, 11:17:48 AM »

the update aint even out yet and its x-mas in my eyes. 11/10 =)
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TheDTYP

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #246 on: October 19, 2015, 11:34:11 AM »

Uuuuuuuuuuuuuugh I waaaaaaaaaaaaaaaaaaaaaaaaant!!!!!!!
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ClosetGoth

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #247 on: October 19, 2015, 11:41:24 AM »

This is really going to be something! I think it's about time I start spriting a Space Battleship Yamato...

[Knowing that one day the update will be released fills you with cosmic determination!]
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Starfaring since the very beginning of 2012

CrashToDesktop

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #248 on: October 19, 2015, 11:55:28 AM »

Tartiflette has magical powers of prediction!
:D

I shall comb through this with a fine rake.
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Toxcity

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #249 on: October 19, 2015, 12:00:12 PM »

That new missile cruiser + new AMMO_RELOAD ship system sounds ominous. Can't wait for the update!
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #250 on: October 19, 2015, 12:01:17 PM »

That new missile cruiser + new AMMO_RELOAD ship system sounds ominous.

Hey, I was wondering if someone would connect the dots :)
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CrashToDesktop

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #251 on: October 19, 2015, 12:02:28 PM »

"Hostile to player, but individual fleets may be bought off with a "tithe""

Oh hell yes.
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Adraius

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #252 on: October 19, 2015, 12:03:53 PM »

Wow, you got one change before I even had a chance to ask for it: system bounties lasting for longer. =) The reward's upper bound is getting lower, but I think that's reasonable.  Are you willing to share the new time window?

EDIT: regarding the new graphics for some ships, are these updated 'primary' sprites, or alternative color schemes?
« Last Edit: October 19, 2015, 12:11:05 PM by Adraius »
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Gothars

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #253 on: October 19, 2015, 12:24:25 PM »

Yay! in general, Yay! to this

Many missions updated; extensive backstory added
especially ('cause unexpected) and many more Yays! to follow when I have more time ;D

Just one thing:
Fighting a faction's enemies in their system will no longer improve reputation with them

What does "their" system mean here, the system of the hostile faction or of the faction you want to impress?
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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.

SafariJohn

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #254 on: October 19, 2015, 12:32:24 PM »

Like the Tarsus, the Condor's right side small slot is offset too, IIRC.

Can't wait to see the new missiles. :)

Yay! in general, Yay! to this

Many missions updated; extensive backstory added
especially ('cause unexpected) and many more Yays! to follow when I have more time ;D
Didn't see that; that's awesome!





Now for a big rant I should've posted a long time ago, but I was waiting for the patch notes to update ::)

I think the previous speed nerf and now a health nerf will make the Pilum useless. The original reason I liked Pilums was because they could catch up with all but the fastest retreating ships and force them to activate their shields. Obviously the reason they're being nerfed is because swarms of them are/were too effective (although part of that was the player fleet consistently being more powerful than the fleets it was fighting). One of the main reasons swarms of them were so deadly was because, although they weren't super maneuverable, they were accurate enough to keep up with frigates.

I've been playing with a set of stats provided here on the forums that gave them back their speed, but severely reduced their maneuverability, and I've found them to be quite fun. They're threatening, but so easy to dodge I've seen them miss an Atlas on the first pass and then endlessly circle it unable to turn tight enough to hit it.

I've attached what should be all the relevant files if someone wants to take a look. I can't remember nor find who came up with them, so if someone else can that would be awesome!

[attachment deleted by admin]
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