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[Hide] (531.8KB, 2086x1200) Reverse New update!
https://archive.is/20250327205810/https://fractalsoftworks.com/forum/index.php?topic=31536.msg463411
>Starsector version 0.98a is now out! This release has the following major features:
>Several new endgame-level enemies to fight in the Abyss
>New ships, weapons, and hullmods
>Codex UI revamp
>Autosave, revamped save/load UI
>Intel map markers and little notes
>Revamped combat simulator with many options and opponents
>Planet search UI revamp
>New story (not “main” story) missions
>New music
>New portraits and illustrations
>In addition, the game has been updated to use Java 17, which should substantially improve performance. As always, there are also many smaller changes and additions, including balance adjustments, polish, ship AI improvements, bugfixes, and modability improvements!
>Ships
>Eagle (LG): added built-in Energy Bolt Coherer, reduced OP by 11
>Falcon (LG): added built-in Energy Bolt Coherer, reduced OP by 8
>Sunder (LG): added built-in Energy Bolt Coherer, reduced OP by 9
>Gryphon: removed built-in Extended Missile Racks, since with the way the system works now (based on base missile ammo rather than after all the bonuses) it's no longer a no-brainer to install on the ship
>Tempest: reduced Terminator Drone replacement time to 10 seconds (was: 20)
>Added Anubis-class Experimental Cruiser (found in Tri-Tachyon fleets)
>Fulgent:
>>Reduced deployment cost to 10 (was: 11)
>>Increased OP to 105 (was: 100)
>>Increased flux dissipation to 400 (was: 300)
>>Afflictor: increased deployment cost to 12 (was: 10)
>>Afflictor (P): increased deployment cost to 9 (was: 6)
>Astral:
>>Removed built-in Advanced Optics
>>Added built-in Advanced Targeting Core and Expanded Missile Racks
>>Increased shield flux/damage to 0.7 (was: 0.6)
>Drover:
>>Reduced deployment cost to 12 (was: 14)
>>Reduced base purchase price by a bit over 20%
>Weapons:
>Heavy Burst Laser:
>>Increased burst time slightly (increasing effective damage)
>>Increased charge regeneration rate by 50%
>>Increased turn rate substantially
>Dragonfire: reduced OP cost for medium to 10 (was: 12) and for large to 25 (was: 28)
>Gorgon SRM Pod: increased ammo to 16 (was: 12)
>Mining Laser, Mining Blaster: added skin for when used on high tech ships
>Reality Disruptor: reduced duration of "slowed repairs" effect to 5 seconds (was: 10)
>Disintegrator:
>>Increased range to 900 (was: 700)
>>Increased anti-armor DoT to 1000 over 10 seconds (was: 500 over 20 seconds)
>Cryoflamer:
>>Increased damage to 100 (was: 75)
>>Reduced max charges to 90 (was: 120)
>>Reduced reload amount to 30 (was: 60); charges/second value remains the same
>Rift Beam:
>>Reduced flux/second to 75 (was: 150)
>>Reduced OP cost to 10 (was: 15)
>Paladin PD System: reduced flux/second to 250 (was: 750)
>PD Laser: reduced OP cost to 3 (was: 4), increased range to 500 (was: 400)
>Heavy Machine Gun: now prefers firing at non-missile targets, but will act as PD if no other targets are available
>Gigacannon: increased damage to 2500 (was: 2000)
>Fighters:
>Piranha: increased bomb rate of fire by 50%
>Wasp: reduced replacement time to 3 seconds (was: 5)
>Thunder: improved maneuverability, should be able to hit targets more reliably
>Trident: reduced OP cost to 20 (was: 25)
>Perdition: reduced OP cost to 18 (was: 20)
>Spark: now uses normal Burst PD Laser (instead of the high-delay version)
>Updated to Java 17 (big thank you to Himemiko for the help!)
>>Improved performance (~+30%, possibly more depending on system)
>>Improved stability when using large number of mods
And much much more!
Is that time again when you dive into space in starsector, don't forget your mods. I think I will go full goy and buy it since it is almost at 1.00