Starsector 0.6.1aseeders: 5
leechers: 3
Starsector 0.6.1a (Size: 75.42 MB)
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Starsector 0.6.1a
Install Copy starfarer_obf.jar to starsector-core folder Changes as of October 02, 2013 Miscellaneous: After a loss, enemy will try to disengage if all it has in reserves are civilian ships, even if the player's fleet is all out of CR Adjusted "peak active performance" so that inactive (but deployed) drones do not cause it to tick down When encountering a neutral fleet that's outnumbered, replaced "Let them go" option with "Leave", picking which doesn't cause the faction to go hostile Fixed up Prometheus sprite so that damage decals don't show up outside the ship in a few places Retreating fighter wings no longer receive replacement fighters from carriers Autofiring strike weapons will not fire at fighters or frigates (except for the AM Blaster, which will fire on frigates but not fighters) Admiral AI: won't create "fighter rendezvous" assignment unless there is at least 1 flight deck for every pair of wings deployed (and will cancel it as appropriate) Ships no longer lose CR for retreating during an "escape" type battle. (Still lose CR for being deployed; just no longer a double hit.) In combat, ships in an AI fleet trying to escape may turn to fight if they're caught up with Overall improved "escape" admiral AI (handling a delaying action, ordering retreats at appropriate times) Harrying an enemy fleet now counts as a hostile action and triggers a speed boost to the loser/speed penalty to the aggressor. "Let them go" does not. A weaker enemy fleet may decide to stand and fight (rather than trying to escape) if caught by a faster and stronger fleet Burst PD lasers and the Guardian PD System will only fire at non-missiles and non-fighters if at maximum charges Augmented Engines: increased in-combat speed bonus slightly, gives a Maximum Burn bonus of +2 (was: +1) Marines: reduced supply consumption by a factor of 5 Base chance for a ship to be repaired after combat (and to become boardable, or simply repaired if friendly) increased to 20% (was: 5%) Field Repairs perk: reduced bonus to ship repair chance to 30% (50% total, base + perk) Ships using Burn Drive, Maneuvering Jets, or another engine-enhancing system can not suffer a flameout due to engine damage while the system is active - at least a single engine will remain active. A full flameout can still happen due to a collision mid-burn, though. Battles where at least one side has less than 41 deployment points total will not have objectives, except for escape battles, which always have objectives Supply deliveries capped to 10000 units of each per station, fuel to 3000, crew to 2000, marines to 1000 Changed fuel color in fleet member tooltip to default yellow (instead of the orange-red that made it look like it had a penalty) Added option to transfer command to a different ship right before an engagement Modding: Fixed bug where a fringe jump point would not be properly generated for a system without any planets Added LocationAPI.removeScriptsOfClass(Class c) and SectorAPI.removeScriptsOfClass(Class c) Took out FleetGoal.DEFEND. Use FleetGoal.ATTACK instead, as the behavior is equivalent Added ShipAPI.getFullTimeDeployed() (returns total time deployed, as opposed to peak-effectiveness-drain-only time returned by getTimeDeployed()) Fixed bug that caused all transient CampaignPlugins to be removed every time the game was saved Fixed bug where an EveryFrameScript would not run while paused, even if runWhilePaused() returned true Fixed bug where if there were more than 10 star systems in the game, some would not be advance()ed without the player being present inside Added FleetMemberAPI.getDeployCost() - returns value in range 0,1 that's the CR deployment cost for this fleet member Weapons with the "PD" hint and ammo regeneration will only fire at non-missile targets if they're at full charge. If they have the "ANTI_FTR" hint, they'll also expend all their charges on fighters Added "ANTI_FTR" hint to Burst PD, Heavy Burst PD, and Guardian PD Ships with 0 minimum crew should now work (have a "crew fraction" of 1.0 for CR purposes) SoundPlayerAPI.playLoop() now properly updates the pitch of the playing loop if it changes Bugfixing: Stability improvement for computers with integrated graphics cards Hyperspace texture will stretch properly when displayed on monitors with a resolution greater than 2048 in either dimension Should no longer be possible for fighters to get stuck in an invisible, "landing on carrier" state when the carrier is no longer in play for any reason Fixed issue where AI-controlled pursuing ships would always try to go up when they couldn't see an enemy, even if they were already near the top of the map. Fixed bug where Plasma Cannon shots would hit friendly drones and fighter when fired by the AI Fixed bug where your view would be stuck to the targeted ship if you pressed R, then Z, then R again to clear the target Fixed bug where CR did not affect the stats displayed in the refit screen Fixed crash bug caused by pressing "enter" (to activate travel drive) when the player's ship is disabled Fixed some bugs with improper CR values being displayed in tooltips, esp. relating to the "Run Simulation" option Fixed bug where the losing fleet got a speed penalty and the winning fleet got a speed boost (the opposite of what was intended), also fixed some cases where the bonus/penalty weren't being applied at all Fixed bug where clicking very quickly on "Leave" in the encounter dialog registered as multiple selections of that option Fixed bug where the hour in the day would get reset to 0 on game load Fixed bug where an accident could cause the loss of crew even if there was no crew left Fixed bug where an accident could restore some hull integrity instead of doing damage Fixed bug where sometimes one less than the selected quantity would actually be picked up by shift-clicking clicking and dragging to select the quantity Shift-clicking on a stack on the right side of the screen now properly picks up only 1 item Related Torrents
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