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