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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 574366 times)

Gothars

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #660 on: November 18, 2015, 04:57:58 AM »

Range 400 gets increased to 412.5 though :)

Wouldn't that be 437.5?

Anyway, I'd assume that there is a "if range >=450" cutoff. Otherwise the 250 range Vulcan would have 400 range with SO.
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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.

TJJ

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #661 on: November 18, 2015, 06:03:15 AM »

Range 400 gets increased to 412.5 though :)

Wouldn't that be 437.5?

Anyway, I'd assume that there is a "if range >=450" cutoff. Otherwise the 250 range Vulcan would have 400 range with SO.


Uh, yeah that's what I meant! Just testing you ;)

Yeah, vulcans would become even more awesome :)
Almost wishing there is no conditional, for some monumental close range dakka dakka moments!

http://www.tubechop.com/watch/7263504
« Last Edit: November 18, 2015, 06:15:52 AM by TJJ »
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Megas

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #662 on: November 18, 2015, 06:15:28 AM »

Just realized that AI's reduced skills in the new Easy difficulty may mean less experience from fighting.  Another reason to play Normal, so that skill hungry characters can have more experience, more levels, more skills, and MORE POWER!
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SpacePoliticianAndaZealot

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #663 on: November 18, 2015, 08:49:15 AM »

Just realized that AI's reduced skills in the new Easy difficulty may mean less experience from fighting.  Another reason to play Normal, so that skill hungry characters can have more experience, more levels, more skills, and MORE POWER!
I doubt it. If it will be implemented, it should be reserved for 50% damage crutch.
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #664 on: November 18, 2015, 01:26:54 PM »



Me trying to resist the urge to f5
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Spoorthuzad

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #665 on: November 18, 2015, 01:48:17 PM »

Spoiler
[close]

Me trying to resist the urge to f5

When the update is released

*insert loud scream here*
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gruberscomplete

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #666 on: November 18, 2015, 02:36:36 PM »

does Alex even work at the current hours? for me its US eastern time so 9am - 5 pm?
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orost

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #667 on: November 18, 2015, 02:46:09 PM »

It says on the bottom that Alex is on the forum right now, so assuming that's correct, it's prime F5-ing time.
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Gothars

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #668 on: November 18, 2015, 03:51:54 PM »

Well I will go to bed now. Surely nothing exciting will happen while I'm gone
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The game was completed 8 years ago and we get a free expansion every year.

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Dri

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #669 on: November 18, 2015, 04:53:51 PM »

Oh c'mon Alex, spare us. At this point you should tell us the day its going to happen. The suspense of the impending release is getting brutal.
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BHunterSEAL

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #670 on: November 18, 2015, 05:15:52 PM »



Me trying to resist the urge to f5

I love me some Sellers, but can't place that one. Hint?

Dr. Strangelove or: How I Learned to Stop F5ing and Wait for Alex
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #671 on: November 18, 2015, 06:10:55 PM »

Oh c'mon Alex, spare us. At this point you should tell us the day its going to happen. The suspense of the impending release is getting brutal.

Oh, I'll definitely tell you, the day it's going to happen.
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CrashToDesktop

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #672 on: November 18, 2015, 06:15:20 PM »

Ah, the use of commas.  The bane of every fan boy's existence. :)
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Cyan Leader

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #673 on: November 18, 2015, 07:17:33 PM »

I'd wager that a "fairy major bug" can set Alex back for at least the weekend, so don't go holding your breaths just yet guys.
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #674 on: November 18, 2015, 07:19:17 PM »

That bug got fixed within minutes. It was major in terms of impact not in terms fix difficulty :)
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