Starsector 0.6.2a-RC3

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leechers: 1
Added on January 23, 2014 by zuseruskiin Games > PC
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Starsector 0.6.2a-RC3 (Size: 64.51 MB)
 starsector_install-0.6.2a-RC3.exe64.51 MB


Description

Starsector 0.6.2a-RC3

Changes as of January 17, 2014

Miscellaneous:

"Character" button flashes and has a plus sign when there are unspent points, until the character screen is opened
New game dialog now picks random portrait to start with
Added progress bar that shows approximate time within day to the date display in the top left
Upgraded all versions to use Java 1.7.0_45
Upgraded to LWJGL version 2.9.1
Mac version now requires 10.7 (Lion) or above, is bundled with Java (does not require Java to be installed)
Added checkbox to settings to invert the behavior of the "Strafe and turn to cursor" button (previously this could be accomplished via "autoturnMode" in settings.json)
Added to campaign help messages: post-battle speedup/slowdown, fighter wing purchased (explains fighter mechanics), initial deployment (explains CR loss on deployment)
Unlike ships, fighter wings at 0 CR can not be deployed at all
Fixed issue where during pursuit, ships deployed from the side would head directly up if they lost sight of any enemies (rather than angling over towards the middle to try and spot them)
Fuel tooltip now also shown when mousing over fuel use
New alarm sounds for: ship starting to lose CR, ship's CR at malfunction level, ship's CR at critical level
In-combat "escape" menu: can now access settings and check/modify key bindings
Ship supply/day use changes: Heron: 9, Condor, Gemini: 5, Atlas: 6

Modding:

Fixed bug that caused multiple music tracks to not work in combat or the campaign (would keep looping the first track picked)
Weapon arc color now moddable via weaponArcColor in settings.json
Added "renderBelowAllWeapons" boolean to .wpn spec, will force the weapon to be rendered below all other weapon layers (mostly intended for decorative "weapons" that are meant to visually be part of the hull)
TELEPORTER-type ship system:
added vulnerableChargeup and vulnerableChargedown boolean flags to .system definition
added renderCopyDuringTeleport boolean flag, transition between two locations will appear instantaneous when set
If a mod changes min/max battlesize, the current battlesize will be clamped to that range

Bugfixing:

Fixed bug where disengaging from a hostile fleet maintaining a neutral stance would show text indicating they harried your retreat; now properly shows them letting you go
Fixed issue where fighters spinning very rapidly could potentially cause a very high amount of damage on collision

Changes as of December 28, 2013

Miscellaneous:

Added "Save Copy" option to the campaign menu, saves the current game in a new slot (and a new save directory on the harddrive).
Not available in iron mode
Added confirmation dialog to various save and exiting related options in the campaign menu
Dialogs will not show up in iron mode, because there's not actually any choice about saving there
Logfile now limited to 50MB in size
Added "Game paused" message after exiting out of the combat dialog
Added new ship: Monitor-class escort frigate
Logistics widget (lower left) now shows skeleton crew needed along with crew, i.e. 100/150 (as opposed to 100)

Campaign

Added choice of starting difficulties
Easy:
start with larger, more durable fleet and more credits
Broader choice of ships
Fleet always includes a custom Mule (with Unstable Injector)
Normal: same as current
Better ships on restart (after losing your entire fleet)
Changed starting ships somewhat, added special starting variants that are more new-player-friendly and don't use any unavailable hullmods
Tooltips at starting ship selection now just show a single paragraph of text describing the ship
Fleet compositions
Pirates
Adjusted "raider" compositions to be more new-player-friendly
Added Cerberus as a possibility to most fleet types
Changed pirate spawn composition at game start; pirates spawn much more spread out
Ships at 0% CR can still be deployed, but suffer even more serious malfunctions. Still have the option to crash-mothball to attempt an escape without direct control and without malfunctions.
Ships with less than 5% of their skeleton crew can not be deployed
Added "campaign help", pops up informational dialogs in appropriate circumstances
Can be disabled when creating a new game
If enabled, each individual dialog can be set to not be shown again
Some examples:
Attempting to deploy ships with critically low CR
Refitting a ship but not adjusting weapon groups
Opening the trade/cargo screen (explains stack splitting)
Buying a new ship (needs refitting, crew)
Refitting at station (can buy weapons from refit screen)
Taking on more salvage than the fleet has capacity for
Becoming over capacity in cargo/fuel/crew for any reason
Running low on fuel
Running low on supplies
Not enough crew
Some ships below 40% CR (malfunction chance)
Some/all ships below 20% CR (critical malfunctions)
Increased supply use after a battle (for CR recovery/repairs)
Logistics rating below 100%
Logistics rating at 0
Risk of accidents
Entered hyperspace (fuel etc)
Refit in space reducing ship CR

Modding

Fixed bug that made InteractionDialogAPI.setTextWidth/Height go into infinite recursion
Fixed issue with CombatFleetManagerAPI.spawnShipOrWing where the ships would spawn with 0 CR
Added new version of method with parameters for level of crew and initial burn duration
Added spawnFleetMember method that allows to spawn a specific member from the reserves
Added to ShipAPI: SpriteAPI getSpriteAPI()
Added to ShipHullSpecAPI: String getSpriteName()
Note: supplies by destroyed fighter wings (for salvage) are based on the repair cost in ship_data.csv, even though this value isn't actually used for repairs.

Bugfixing:

Fixed issue where scrollbar would disappear when buying the last ship in a row of ships would leave the total number of ships below the number that needs a scrollbar, leaving the view stuck
Fixed bug that caused the game to crash when a savegame load from the title screen failed for any reason
Added DroneLauncherShipSystemAPI.getDroneOrders()
Fixed bug that caused destroyed fighter wings not to provide appropriate amounts of salvage

Changes as of December 01, 2013

Miscellaneous:

Adjusted autoresolve algorithm (used for AI vs AI fights) to weigh civilian ships even less and account for the changes to CR; also properly deals with fighter wing CR reduction from losses
Bomber AI:
Will properly pick out valid strike targets, will not try to engage fighters except as a last resort and then only if it has non-strike weapons
Bombers w/o non-strike weapons (i.e. Daggers) will automatically hang around a nearby friendly ship unless there's a valid target to engage
Improved torpedo targeting
Increased armor for all phase ships, Hound
Added descriptions for Ox and Prometheus
Increased speed of command shuttle (the one used to transfer command during battle)
Logistics rating can go over 100% (purely a display change, so that the rating indicates the amount of unused logistical capability)
Updated logistics tooltip - shows clear breakdown of what's using up logistics, does not show supply use anymore (the supply use tooltip is there for that)
Added script caching - game startup time should be improved after the first time it runs
Automatic assignment of ships to tasks now properly ignores the temporary speed bonus from travel drive being on
Pressing space will no longer work as a confirmation for the dialog that comes up when you press escape during combat
Ships:
Increased hull integrity of phase ships somewhat
Shuttle-class renamed to Mercury-class, designation changed to "Shuttle" (i.e. Mercury-class Shuttle rather than Shuttle-class Transport)
Added new ships:
Hermes-class shuttle
Cerberus-class frigate (large-ish multipurpose frigate)
Heron-class cruiser (fast carrier)
Astral changed to have 6 flight decks instead of 3

Modding:

Fixed bug where ShipAPI.setCurrentCR() wouldn't apply the effects of the new CR to the ship
Scripts compiled by the game are now cached in the saves/cache directory
Caching can be turned on and off using the enableScriptCaching parameter in settings.json
Should automatically pick up the last modification time and recompile as needed, but this isn't 100% accurate (due to windows *things*), clearing out the cache if things seem to not update is a good idea
Each mod gets its own folder in the cache, multiple mods overriding the same core script should work correctly (it'll pick up the compiled version from the running mod's cache folder)
Result of caching is the the first startup takes longer because it has to write the compilation results to disk, but after that game startup is faster
Matters more for mods with lots of scripts not in a jar, but helps vanilla startup times as well
Added ShipHullSpecAPI.getHullName()
SectorAPI.getAllEmptyVariantIds() now correctly returns hulls for ships with built-in weapons

Bugfixing:

Fixed bug where transferring command to a ship that got destroyed while the shuttle is on the way caused the shuttle to get stuck
Fixed bug where asteroids were not properly using the light color of the system's star to render
Logistics widget in bottom left of the campaign screen properly absorbs mouse events (i.e. can no longer click/hover on fleets and such "through" it)

Changes as of October 21, 2013

Miscellaneous:


Mothballed ships now have red "mothballed" text in the overlay to make their status more clear
Frigates: "peak active time" will continue to count down while any enemy ship is within visual range of the frigate
Transferring command using the encounter dialog will result in the flagship reverting to the original one after the engagement
Fighters always start out with missile weapons fully loaded, regardless of their CR
Where ships are placed during deployment takes into account the Helmsmanship bonus to the zero-flux speed boost to avoid a situation where a faster ship ends up behind a slower one; also improved spacing & AI behavior to help avoid collisions
Engine malfunctions: now do not cause a flameout by themselves; need at least some of the engines to have been taken out by combat damage, unless the last active engine malfunctions
CR:
Does not modify rate of fire, modifies damage dealt instead
Frigate CR deterioration now only occurs under the same conditions that would cause peak active time to tick down
Chance of shield malfunctions (shield impact causing an overload while about 75% flux) when CR is below 10%
Halved deployment cost and CR recovery rate (i.e. supply cost and recovery time remain the same, more deployments are possible)
Malfunctions occur below 40% CR, critical malfunctions below 20%
More info here.
Repairs:
Ships no longer have different repair rates; repair speed based entirely on "emergency repairs" stat and being below the logistics capacity
Construction Rig now adds 10 to the fleet's emergency repair capacity
Automated Repair Unit: Increases CR recovery rate by 50%. Increases logistical cost (supplies/day) by 50%.
UI:
Hull indicator in logistics display now shows combined hull and armor integrity
Repair indicator in logistics display now shows overall repair rate
Ship AI:
Improved logic for detecting whether a nearby ship is likely to explode (and cause damage)
Boarding: engaging the ship (rather than boarding) no longer leaves a chance for the ship to get away. it can still get away if the boarding option "launch assault teams from a distance" is used.
Improved autofire (and AI ship) friendly fire avoidance
Fixed bug that caused lots of friendly fire incidents with vs ships with flamed-out engines
Re-checks situation more often
Properly accounts for chargeup time for weapons firing one shot after a chargeup
Accounts for a friendly ship being out of range but potentially being able to move into range
Fleet AI: won't turn around to fight if the only ships left in the fleet are civilian

Modding:

Deprecated CargoAPI.isFreeTransfer()/setFreeTransfer()
Added SectorEntityToken.isFreeTransfer()/setFreeTransfer()
Deprecated VisualPanelAPI.showCore() with the noCost parameter (uses SectorEntityToken.isFreeTransfer() || SectorEntityToken.getFaction().isNeutralFaction() instead)
Added VisualPanelAPI.showCore() w/o noCost parameter
Fixed bug where on game start, the current location was being set before plugin-based modded system generators had a chance to run, leading to it being impossible to start in a modded system w/o using generators.csv
Added CombatEngineAPI.addPlugin(), CombatEngineAPI.removePlugin()
ShipAPI.removeWeaponFromGroups()
WeaponAPI.disable(boolean permanent)
Fixed bug where ships with a deployment point cost of less than 3 could cause deployment issues for both sides
Added to MutableShipStatsAPI:
getCriticalMalfunctionChance()
getShieldMalfunctionChance()
getShieldMalfunctionFluxLevel()
Removed from MutableShipStatsAPI:
getBaseRepairRatePercentPerDay()
Added to ShipHullSpecAPI:
List getAllWeaponSlotsCopy()
CombatReadinessPlugin: added HullSize parameter to applyCRToStats() method
ShipAPI.setShield() can now be use to remove the shield by setting the type to ShieldType.NONE
Removed from RepairTrackerAPI:
getRepairRate()
getRepairCostPerDay()
getRepairCostPerDay(float repairRate)
float getRepairMult()
performRepairs(days)
Added to RepairTrackerAPI:
performRepairsUsingSupplies(float supplies)
"repair cost" in ship_data.csv now includes full repairs to both armor and hull. You'll want to double all the values for the costs to remain as they were
Removed MutableCharacterStatsAPI.getTravelRepairRateMult()
Added MissileAPI.isFlare()
Added GuidedMissileAI interface; a MissileAIPlugin implementation can implement it to be properly affected by flares
Fixed issue with "fireSoundOne" (charge-up sound) playing every time the mouse button was pressed instead of once on chargeup
Added HullModFleetEffect interface, can be implemented by a HullModEffect
void advanceInCampaign(CampaignFleetAPI fleet);
void onFleetSync(CampaignFleetAPI fleet);

Bugfixing:

Fixed bug where pressing undo on the refit screen would reset the ship's CR to 50%
Fixed a couple of (non-growing) memory leaks that could cause memory usage to be 2-3x of what's actually needed
Updated Augmented Engines description to properly state that the repairs only take 25% longer
Fixed issue with repair rate not updating due to logistics change while looting/buying cargo above base capacity
Fixed bug where a successfully-retreating player fleet would get a speed penalty instead of bonus
Fixed bug that caused ship CR to be force-set to the crew-understrength value when opening the refit screen
Fixed bug where low-CR bombers would on occasion get into a loop of taking off from and immediately returning to a carrier
Fixed a couple of bugs to do with the Damage Control and Flux Modulation skills not applying/unapplying their bonuses properly
Fixed bug where having a very small number of mothballed/non-combat-ready ships while escaping would result in the enemy deploying nothing to pursue and retreating instead
Fixed a bug where if the player's fleet had 0 marines, the selector for how much crew to send during a boarding action would be slightly misaligned
Fixed bug where it was possible for a fighter wing to be "lost" in combat if all of its members landed on a carrier at around the same time while all available flight decks were busy preparing replacements for a different wing

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Starsector 0.6.2a-RC3

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Flawless, thank you!