New Trailer

That’s right, Starsector has a new trailer – produced by Mr. Stian Stark. Without further ado, here it is:

Comment thread here.

Combat Readiness

In this post, I’m going to talk about one of the new mechanics we’ve been working on; but first, a little background. Starsector has been designed starting with the combat layer and working up, and this has both up and downsides. We get to work out the combat layer first, and make reasonably polished releases with combat as the centerpiece – that’s a good thing. On the other hand, this means that as the campaign comes into focus, we can either 1) force it to fit in with how combat currently works or 2) adjust the way combat works to make it a better fit for how we want the campaign to work.

Option one is unquestionably faster and easier, but also seems likely to result in a tacked-on campaign because of the compromises that we’d have to accept to make it fit. Option two is more work, but is the one most likely to result in a campaign that’s a game in its own right, on par with combat. Do I even need to say which option I find more appealing? (Hint: it’s the second one.)

Enter combat readiness (“CR” henceforth), a mechanic specifically intended to improve the connection between the campaign and combat layers. There are already mechanics that link the two – for example, the persistent fleet, ship damage & repairs between battles, and character skills. So, we’re not talking about anything radically new; just taking stock of what’s there and cleaning it up, smoothing over the rough edges. While this involves some changes to combat mechanics, the goal is to enable the campaign to exert a greater influence on combat (and vice-versa), rather than to rework combat for its own sake. We’re giving the campaign tools to work with, levels to push, knobs to turn, analogies to abuse.

Conceptually, CR represents weapon and system maintenance and repair,  securing the magazines, making sure there are no cargo crates knocking about in the hold, that sort of thing. In-game, it’s presented as a percentage. A good way to think of it is as a “stamina” mechanic on the campaign level.

So, how does it work?

Read the rest of this entry »

Starsector 0.54.1a Release

Wait, what? Yep, you read it right. For Business Reasons, we’re changing the name of the game to Starsector. All I can say about it is this will not have any impact on how things proceed around here – these things happen to projects from time to time, and I hope that everyone will be on board with the change. (If you’re not, my apologies. If you are, thank you for your continued support!) Personally, I’m looking forward to moving ahead with the new name, and am very excited about the future.

Onward to what’s new in 0.54.1a. It’s a bugfix and polish release, much like the other .1 releases that follow up a major one. Unlike those, though, it’s taken over a month to put out. That’s the case for two reasons. One, the name change took some extra doing. Two, the 0.54a release was stable enough that there was no urgency in putting this version out – so, we’ve been able to work on the campaign design and do some prototyping along the way, laying down some groundwork for the next major release.

The major items in 0.54.1a are:

  • Redesigned character screen (screenshot)
  • New “emp arc” mechanic for the Tachyon Lance and the Ion Cannon, improvements to the High Energy Focus ship system
  • Lots and lots of bug fixes and modability improvements

You can find the full patch notes here. Please download the new version using the links below.

Alternate download links: Windows Mac Linux

Forum Blog Media FAQ Features Digg it! Del.icio.us! Share this on Facebook Reddit Stumbleupon it! Technorati Tweet it! Download Starsector for Linux Download Starsector for Mac Download Starsector for Windows Preorder