Starsector 0.65.2a
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Starsector 0.65.2a
Blog post/download links here.
Changes as of February 16, 2015 (Hotfix/balance update)
Balance:
- Reduced non-EMP Salamander damage (500 -> 100)
- Pilum: reduced top speed by 50%
- Fast Missile Racks now has a maximum of 3 charges, regenerating one per 10 seconds
- Plasma Cannon: shots no longer stopped by missiles or fighters (but still deal damage to them)
- Plasma Cannon: increased per-shot damage a bit
- Ballistic weapons: removed ammo/clips; mechanic still exists for modding/possible future use
- Gauss Cannon: increased flux cost (from 800 to 1200)
- Storm Needler: increased flux cost (from 50 to 75)
- Phase Lance: doubled burst damage, increased delay between bursts from 3 to 4 seconds
- Added peak performance times for capitals, in the 10-12 minute range
Miscellaneous: Ship system charge indicator now shows progress towards regenerating new charge when charges are at 0 "Your ship approaches <entity>" now always printed before the entity description. "Campaign help" -> "Help popups" during new game creation
Modding:
- Added CombatEngineAPI.Map<String, Object> getCustomData()
- Added CombatEngineAPI.setSideDeploymentOverrideSide()
- Added "enableShipExplosionWhiteout" to settings.json
Bugfixing:
- Fixed issue with clip-using point-defense weapons not autofiring on ships unless at max ammo
- Fixed invalid characters in license agreement
- Fixed issue with High Energy Focus that made it greatly increase beam flux use during battle
- Fixed bug that could cause some hullmods not to show up while filtering the hullmod picker dialog
Changes as of February 09, 2015
Combat:
- "Stand down" option after combat now restores a maximum of 50% of the combat readiness used if any meaningful combat took place
- Can once again issue ship commands while paused. Tried it, didn't work out, moving on.
- Ship and weapon AI now more aware of target ship's overall shape (i.e. handles wide + short or long + narrow targets better)
- Civilian ships and carriers will now engage the enemy at close range if ordered to "engage" or "intercept"
- Weapon changes:
- Ballistic weapons now automatically reload ammo in "clips", i.e. the Vulcan Cannon automatically reloads a clip of 20 rounds every 5 seconds, and has a maximum of 200 ammo
- Different clip sizes and reload rates for different weapons
- Mjolnir Cannon flux cost reduced by 33%, from 600 to 400 per shot. Has relatively poor reload stats instead.
- Phase Beam renamed to Phase Lance; behaves similarly to Tachyon Lance, but short range and relatively heavy damage (especially good vs lighter armor)
- Updated some weapon descriptions (Pilum, Salamander, Phase Lance, a couple of others)
- "Peak performance" time now only ticks down when the enemy forces around the ship at least match its strength (e.g. for a cruiser, it'll tick down when there's an enemy cruiser, 2 destroyers, or 4 frigates nearby)
Miscellaneous:
- Started using custom "credit" symbol ("c" with a vertical line through it) where appropriate
- "Hide hullmods that can't be installed" no longer hides hullmods that only can't be installed because they cost too many ordnance points
- Added projected deployment recovery cost (in supplies) to deployment dialog
- Overselling food to a market with a shortage now carries much higher reputation penalties if the amount oversold is excessive
- Added tips to savegame loading screen
- Added more tips
- Decivilized markets will no longer start investigations
- Fixed price issue with black market fuel and supplies on markets with no native demand for either
Modding:
- Added new column to hullmods_csv - "hidden". If set to true, hullmod will not show up in mod picker dialog in refit screen
- Added "reload size" column to weapon_data.csv, controls "clip size", default of 1 if unspecified
- Added to OptionPanelAPI:
- List getSavedOptionList();
- void restoreSavedOptions(List list);
- Added to SoundPlayerAPI:
- void restartCurrentMusic()
- String getCurrentMusicId()
- Added some extra devmode commands to interaction dialogs
- getBeamWeaponFluxCostMult() actually affect beam weapon flux cost now
- Added "music" section to .faction files (see pirates.faction for an example)
- Can configure different music for market and fleet encounters
- Fixed bug where burst damage for "fire only on full charge" beams was not calculated correctly
- Added "scaleIconWithZoom" key to custom_entities.json
- Added to FactionAPI:
- JSONObject getCustom(); // used to retrieve "custom" json object from .faction file
- Added to "custom" section in pirates.faction:
- "exemptFromFoodShortages":true,
- "willTradeWhenHostile":true,
- "noPatrols":true,
- "ignoreTradeWithEnemiesForReputation":true,
- "postsNoBounties":true,
- Added $sourceMarket to fleet memory
- Added CampaignEventListener.reportPlayerOpenedMarketAndCargoUpdated
- Added CampaignEventListener.reportEncounterLootGenerated
- Updated to Janino 2.7.8
- Ship system can now be set per-skin using "systemId" key in .skin file
- FleetInteractionDialogPluginImpl, FleetEncounterContext: changed private methods to protected for easier modding (i.e. don't have to copy entire class, can derive from it and override select methods)
Bugfixing:
- Fixed rare crash bug caused by loading a saved game from the title screen, the load failing, and then opening the mission refit screen
- Fixed another "deleted variant" run simulation crash bug
- Should now properly open in low resolution mode on OS X with retina. Should.
- Fixed bug with teleporter ship system that could cause the ship to face the wrong way when coming out of teleport
- Fixed bug where having a mothballed carrier in the fleet would make the tooltip/fighter chassis display incorrectly show that replacement fighters were available
- Fixed issue where the buy price of ships was not correctly calculated
Changes as of December 04, 2014
Miscellaneous:
- Added Conquest battlecruiser to Sindrian Diktat fleet composition
- Optimized save files (~50% smaller); should be compatible with 0.65a saves and will convert them over on next save
- Added information about recently seen commodity prices to commodity tooltips
- Cargo/fuel/etc capacity in the trade screen will update while drag-selecting quantity
- Added new mission: "A Fistful of Credits"
- If starting the game at full screen resolution in windowed mode, will automatically use an undecorated window
Combat balance pass:
- Removed energy weapon bonus damage from high flux level
- Increased damage values for non-beam energy weapons by roughly 25% to compensate
- Beam weapons:
- Standardized range to 1000 for most non-PD, from Tactical Laser to HIL
- Increased range for PD Laser and LR PD Laser
- Slightly reduced OP cost for all beam weapons
- Tactical Laser, Graviton Beam, and Phase Beam are no longer interrupted by missiles (they damage missiles, but pass through them and can hit other things)
- Greatly reduced fade in/out time for most beams
- Missiles:
- Salamander: both versions have unlimited ammo and require 20 seconds to reload
- Hurricane MIRV: regenerates 1 ammo every 20 seconds
- Pilum LRM: regenerates 1 ammo every 10 seconds
- Ballistic weapons:
- Now have unlimited ammo, except for Bomb Bay
- Reduced OP cost of Light Dual MG
- Ships
- Destroyers and cruisers now have a peak effectiveness timer like frigates
- Roughly 5-7 minutes for destroyers and 7-9 for cruisers
- High-tech/faster ships have shorter timers
- Sunder: increased top speed, acceleration, and flux capacity. Reduced shield efficiency.
- Brawler/Shepherd: increased burn level by 1 (to 6)
- Condor: reduced supplies/day by 1 (to 4)
Modding:
- get/setHitpoints() now works for in-combat asteroids
- Fixed bug where non-compressed saves would not load
- "Edit variants" run simulation now allows deployment of allied ships (same list as enemies)
Bugfixing:
- The ostensibly-removed logistics priority button no longer shows up on the fleet screen while docked
- High Intensity Laser will no longer spawn multiple beams if the fire button is clicked multiple times
- Making unconfirmed changes to the character skills/aptitudes now properly disables the power button in the top right corner
- Fixed "run simulation" crash bug having to do with exporting ship variants
- Mothballed ships no longer contribute
- Fixed bug where repeatedly buy/selling a stack of Volturnian Lobster on the black market could yield infinite profits
- Fixed bug where some space station mouseover descriptions would revert to the default text on game load
- Fixed "secure comm access channel revoked" report spam bug, really this time
- "Food shortage prevented", "food shortage likely" etc reports won't hang around past the date in the filter
- Fixed issue where losses suffered by elite crew during boarding weren't being applied properly
- Fixed issue where ships put into storage would occasionally get duped
- Player gender is now properly set on new game creation
- Fixed bug where switching flagships in a simulation with allied ships would leave your original flagship without AI control
- Fixed issue where captured ships would sometimes spawn as hostile in the simulator
- Fixed issue with burst beam weapons rapidly consuming charges if fired while the phase cloak or teleporter was activating