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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 574338 times)

Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #615 on: November 17, 2015, 12:59:08 PM »

(I can't just leave you guys hanging! As much as I like all the F5ing, it's not going to be today; still need to do a bit more testing with the RC.)

To try to make up for that, updated patch notes with the last bit of changes :)



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arcibalde

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #616 on: November 17, 2015, 12:59:59 PM »

Nice  ;D
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TheDTYP

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #617 on: November 17, 2015, 01:06:01 PM »

*sigh* it's just not the same :(
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Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #618 on: November 17, 2015, 01:11:38 PM »

Safety Override blocks venting?  Only passive dissipation is allowed?  (If so, that makes the now named Dedicated Conduits perk useless for that ship.)

Range nerf most certainly guts Safety Override's usefulness at kiting, which is understandable.  (I would have used Safety Override just to make my ships faster, or rather make up for speed lost now that Helmsmanship 5 no longers makes the player faster.)

Is the difficulty setting permanent, instead of determining starting assets?  (If so, I will play Normal.  I may be a munchkin, but I want to play fair.)

Nice on the heads-up that release is not today.
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Sy

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #619 on: November 17, 2015, 01:19:15 PM »

Opening it back up because, you know. Very soon(tm).
YEEEEEEEESSSSSSSS
it's not going to be today; still need to do a bit more testing with the RC.
NOOOOOOOOOOOOOO
Quote
To try to make up for that, updated patch notes with the last bit of changes :)
YEEEEEEEESSSSSSSS

*dies of rollercoaster*
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #620 on: November 17, 2015, 01:22:11 PM »

Quote
Damage taken is set to "full" by default

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Spoorthuzad

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #621 on: November 17, 2015, 01:23:10 PM »

*squeek* We are so close to the update!

Changes as of November 17, 2015

Campaign

  • Increased salvage from combat by 50%
  • Removed easy/normal start choice from new game creation; added two difficulty choices:
  • Normal
  • Easy
  • 50% more salvage (supplies, credits, etc)



Is the increased salvage in campaign only for easy mode or is it a change globally in the game and easy mode gives an additional 50% salvage boost?
(this might be a confusing sentence, sorry)
« Last Edit: November 17, 2015, 01:32:40 PM by spoortje1 »
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Namelessjake

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #622 on: November 17, 2015, 01:32:24 PM »

*squeek* We are so close to the update!

All aboard the Hype Train!!!!!! Choo Choo!
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Gothars

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #623 on: November 17, 2015, 01:37:44 PM »


Is the increased salvage in campaign only for easy mode or is it a change globally in the game and easy mode gives an additional 50% salvage boost?

I read it as double current salvage in normal mode and triple current salvage in easy mode.


I wonder why salvage is increased at all though, wasn't the idea to make random battles without in-game-reason (bounty, mission, asset defense) unprofitable?
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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.

Sy

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #624 on: November 17, 2015, 01:40:08 PM »

does increased salvage also mean looting more weapons?

Safety Override blocks venting?  Only passive dissipation is allowed?  (If so, that makes the now named Dedicated Conduits perk useless for that ship.)
the 10 point perk (Advanced Routing Algorithms) should be VERY strong with it, though.
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Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #625 on: November 17, 2015, 01:40:31 PM »

@ Gothars:  Probably because you cannot get paid from any and every faction, if you become friends with one, as we can in 0.65?
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #626 on: November 17, 2015, 02:06:00 PM »

Range nerf most certainly guts Safety Override's usefulness at kiting, which is understandable.  (I would have used Safety Override just to make my ships faster, or rather make up for speed lost now that Helmsmanship 5 no longers makes the player faster.)

Yeah, that's pretty much the reason. The idea is to open up a more aggressive style, but without the range nerf, I'd found myself still gravitating to long-range loadouts and using the speed for kiting, despite the peak time reduction.


Is the difficulty setting permanent, instead of determining starting assets?  (If so, I will play Normal.  I may be a munchkin, but I want to play fair.)

It's permanent. More for easing in new players/providing a bit more of a relaxed experience.


Is the increased salvage in campaign only for easy mode or is it a change globally in the game and easy mode gives an additional 50% salvage boost?
(this might be a confusing sentence, sorry)

It's 50% across the board, and then 50% (multiplicative) on top of that for "easy".

So if you got 20 supply in 0.65, you'd get 30 in 0.7, and 45 in 0.7 easy.


does increased salvage also mean looting more weapons?

No, just credits/supplies/heavy equipment/metals.


I wonder why salvage is increased at all though, wasn't the idea to make random battles without in-game-reason (bounty, mission, asset defense) unprofitable?

With enemy fleets having officers, at least in my testing, it took more ships - and thus cost more - to beat the higher-end fleets. When the enemy has 10 level 20 officers, things get pretty rough, even if you do too. So this is pretty much driven by "what feels sustainable for a high-end fleet taking on appropriate challenges".

It's not supposed to be entirely unprofitable, btw - just not a great way of making money. At endgame, though, there's not much else if you're going the combat route and facing faction fleets.

@ Gothars:  Probably because you cannot get paid from any and every faction, if you become friends with one, as we can in 0.65?

Yeah, that contributes too.
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #627 on: November 17, 2015, 02:13:06 PM »

Removing venting entirely is brutal, going to have to see how that feels.
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #628 on: November 17, 2015, 02:22:42 PM »

Removing venting entirely is brutal, going to have to see how that feels.

Keep in mind that the normal dissipation rate is equivalent to venting speed w/o SO. It's like you're always venting.
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Sy

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #629 on: November 17, 2015, 02:25:39 PM »

No, just credits/supplies/heavy equipment/metals.
kk. no increased fuel either?

Removing venting entirely is brutal, going to have to see how that feels.
Keep in mind that the normal dissipation rate is equivalent to venting speed w/o SO. It's like you're always venting.
will be interesting to see how that works for BRDY.
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