Commissar Draco
Codexia Comrade Colonel Commissar
0.7a was a bugged mess but new version 0.71a was just released:
http://fractalsoftworks.com/2015/12/04/starsector-0-7-1a-release/
Changes as of December 04, 2015
Campaign
Combat
Bugfixing
Changes as of November 30, 2015
Campaign
Combat
Modding
Bugfixing
http://fractalsoftworks.com/2015/12/04/starsector-0-7-1a-release/
Changes as of December 04, 2015
Campaign
- Jangala will now always have fresh bounty on game start
- Can ask mercenary officers what they can do when at officer limit
- Added military market indication to star system tooltip in intel tab
- When joining a battle with overwhelming odds in your favor, the allied fleet is more likely to harry instead of pursue
- Player fleet less likely to be pursued if it consists of ships that easily outpace the enemy in combat
- Will be harried instead
- "Low engine interference" bonus is now based on the sensor profile of your fleet, so that hullmods like Augmented Engines properly interact with it
Combat
- Ship AI
- Fixed issue where EMP emitter system wasn't generating a proper kind of threat
- Improved autofire logic when using beam weapons for point defense (less likely to keep turning beam on and off vs a fast moving target)
Bugfixing
- Your credits will properly update for next officer hire after hiring one officer
- Fixed bug where allied damage to allied ships could cause friendly fire incidents
- Fixed visual glitch with accident report dialog
Changes as of November 30, 2015
Campaign
- Removed half damage option from global settings
- Easy difficulty in campaign:
- +50% damage dealt
- -50% damage taken
- +500 sensor range
- +50% extra salvage
- Halved enemy officer level
- Extra starting money (10,000)
- Extra starting ship, with officer
- Added faction commissions
- Offered by Hegemony, Tri-Tachyon, Luddic Church, Sindrian Diktat, and the independents
- Can be accepted via the mission board if your standing is at least favorable
- Makes you immediately hostile with the faction's enemies
- Automatically annulled if your reputation with the faction drops to suspicious or below
- Grants a small bounty for fighting faction's enemies, similarly to a system bounty but not restricted to a specific system
- Required for most military-market purchases (anything requiring "welcoming" or above)
- Small monthly reputation penalties for being hostile with neutral factions, and for not being hostile to faction enemies
- Turned off "faction ties" investigations
- Added faction hostility events
- Otherwise non-hostile factions may become hostile to each other for up to a cycle
- Hostile player actions while holding a faction commission increase the chance of inter-faction hostilities
- Faction capital ships now available on markets of size 5 and above
- Tri-Tachyon capital ships available on Ogma in Hybrasil
- Increased range at which most pirate fleets can be detected by making (D) hull hull-mods increase sensor profile
- Faint "near sensor range" indicators now shown for fleets that are only at "unidentified contact" level
- Safety Overrides:
- Can no longer be installed on civilian-grade hulls
- Increased number of pirate fleets
- Coming into market will now automatically turn off Emergency Burn
- Improved procurement mission variety
- Increased low-end prices
- Sensor strength/profile will now show fractional values where necessary (i.e. phase ships, civilian ships, ships with Augmented Engines)
- Smuggling investigations
- Take 3-4 months to finish instead of 2-3
- Won't happen if the faction is already hostile to the player
- Black market:
- Reduced number of (D) variants
- Added ships and weapons drawn from the "independent" faction
- Slightly higher chance of getting ships/weapons from market's faction, even at high stability
- Better odds for some specific weapons to spawn:
- Light Assault Gun
- IR Pulse Laser
- Phase Lance
- Sabot Pods
- Fleet compositions: reduced number of fighters in carrier groups, improved algorithm to more closely match intended ship distributions
- Removed reputation decay/increase from not interaction with a faction for a while
- Boarding: when multiple ships are potentially boardable, more expensive ships have a higher chance of being picked in proportion to their cost
- Damaging allied fighters no longer causes friendly fire incidents
- Increased damage threshold for friendly fire incidents
- Changed "mission accept" shortcut to T
- Officers now retained upon losing full fleet and respawning
- Missions the player can't accept are now sorted to the bottom of the list
- Missions the player can't accept now look dimmer in mission list
- Market procurement missions show days left in intel filter
- Added star system and faction to system bounty in intel filter
- Commodities available for sale on markets reduced to more reasonable quantities
- Increased "deserter" bounties by 50%
- Fleets now have a minimum sensor strength of 4; fleets with a lower strength receive a "low engine interference" bonus to make up the difference
- Immediate area around player should mostly not have hostile fleets on spawn or respawn
Combat
- Enabled escort commands when selecting allied ships
- Venting will now interrupt travel drive
- Gryphon:
- Reduced ordnance points by 15
- Missile Autoforge:
- Increased flux generation
- Limited to 1 use per battle
- Removed CR cost
- Timid officers behave as if they were cautious if only timid officers/non-combat ships are deployed
- Fortress Shields: now takes 1 second to ramp up to full damage absorption bonus
- Ship AI:
- Will now properly turn off missile groups set to autofire instead of leaving them on and firing all missiles at the first target
Modding
- BattleAPI
- Map<FleetMemberAPI, CampaignFleetAPI> getMemberSourceMap()
- Fixed crash caused by spawning ships in campaign battles
- Ships spawned in the campaign battle via scripts, that aren't added to the member source map, will not show up as "disabled", "destroyer", etc
- LocationAPI.addTerrain() now returns CampaignTerrainAPI, for clarity/to avoid extra cast
- Added Misc.getHyperspaceTerrain() method that returns the CampaignTerrainAPI for the main hyperspace terrain
- MissionBoardAPI
- void makeAvailableAt(CampaignMissionPlugin mission, MarketAPI market)
- Fixed issue where procurement missions were made available using the market id instead of an entity id
- Fixed bug with decorative weapons not rendering properly on fighter wing icons
- Removed speed cap of 600 on missiles
- Fixed bug where buffs would not apply to ships in the refit screen or in simulation
- Fixed bug where calling MarketAPI.removePerson() on a market with no people would crash
- SettingsAPI:
- List<RoleEntryAPI> getDefaultEntriesForRole(String role);
- void addDefaultEntryForRole(String role, String variantId, float weight);
- void removeDefaultEntryForRole(String role, String variantId);
- List<RoleEntryAPI> getEntriesForRole(String factionId, String role);
- void addEntryForRole(String factionId, String role, String variantId, float weight);
- void removeEntryForRole(String factionId, String role, String variantId);
- RoleEntryAPI;
- String getVariantId();
- void setWeight(float weight);
- void setVariantId(String variantId);
- float getWeight();
- boolean isFighterWing();
- float getQuality();
- void setQuality(float quality);
- float getFPCost();
- Added "faction crests" - square version of flag for UI use
- FactionAPI
- String getCrest()
- CampaignMissionPlugin.playerAccept() now has a SectorEntityToken parameter
- Added FleetEncounterContextPlugin.computePlayerContribFraction()
- Added FighterWingAPI.getWingLeader()
Bugfixing
- Changed message when clicking on identified contact on map to "... course for unidentified contact" instead of including (as yet invisible) fleet name
- Fixed issue where transferring ships with officers/yourself assigned to command into storage could result in temporary duplicate officers
- Fixed issue where person bounty would report full amount when a player only got a share due to ally participation
- Fixed issue with Tachyon Lance EMP arcs passing through shields
- Fixed issue where terrain info UI element would sometimes get out of alignment
- Advanced Tactics perk description no longer mentions crew
- Fixed assorted typos
- Fixed issue where boarding a ship with an officer would keep that officer in command of the ship until it was unassigned
- Fixed issue where player crew casualties weren't being reported after battle
- Fixed tooltip for "High Maintenance" hullmod
- Fixed "free port" markets not allowing open transponder-off trade
- Fixed issue with smuggler fleet commanders sometimes showing independent flag when functioning as pirates
- Fixed xyphos description referring to phase beam instead of pulse laser
- Fixed issue where AI could cancel the retreat drive burn by venting
- Fixed encounter flow where the player joins a battle but their allies elect not to fight
- Fixed issue where missions would not show up in orbital stations' comm directories
- Fixed issues with "Volatiles Depot" and "Dissident Population" market conditions
- Fixed bug with excess casualties from boarding; should now be close to the number of lifesigns detected
- Fixed bug where autoresolving pursuit without having allies yielded no salvage
- Fixed issue where ships that are too expensive to be bought after tariff, but not before, could be bought, resulting in negative credits
- Adjusted help message that mentioned the now-non-existent logistical priority button
- Burn level tooltip now properly shows slower ships first in the ship list
- Fixed issue where procurement missions could target markets that had that commodity for sale in sufficient quantity
- Suspicion chance for smuggling investigations no longer shows "none" for <1% chance
- Fixed bug with Squall missile launcher getting reduced range from taking Missile Specialization
- Fixed out-of-memory crashes some players were experiencing (before battle, transitioning jumppoints, taking screenshots)
- Fixed issue with the Apogee not firing the Squall MLRS due to it pointing at an off angle
- Fixed issue where if a bounty fleet lost its commander, but wasn't entirely destroyed, the player would still get a bounty for them
- Updated some obsolete tooltips
- Fixed 20% chance for fleet tutorial to crash
- "Military Base" market conditions should properly increase local fuel stockpiles
- Fixed bug where player fleet could join battle against itself
- Fixed bug where the confirmation for attacking a non-hostile enemy was using the faction of the combined player-side fleet, which wasn't always the player
- Fixed later-game framerate stutter issue in campaign
- Fixed issue where having emergency burn enabled would prevent CR loss from star coronas and hyperspace storms
- Fixed issue where combat tutorials would end automatically after a couple of minutes
- Fixed rare case where using phase cloak and venting at the same time could result in both overloading and venting