1.8 Release

New releases and announcements from George and the staff.
shanejfilomena
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Wed Apr 24, 2019 9:59 am

I just got the 1.8.2......
Looking forward to playing it :)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

shanejfilomena
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Thu May 23, 2019 12:55 am

Insane regeneration rates are not making the game more Challenging, it is making the game less of a sport , more of a dare to test your CPU.

To compensate for these strangely strong stations.....

I believe that standard weapons ( non military ) could use a tweek of maybe 2 exrta HP.

Military weapons could use maybe 4 more.

I believe the Patch Spider / Patcher Arm could be tweeked to work faster ... it's not proper to have powerful regen systems on stations and deny the player access to better repair devices to compete .

Shield Resistance.....many do not have any, just HP & no depletion delays..... this would make shields more effective and give the player a better understanding of what they are getting into when putting on a shield.

Just my opinion...

Code: Select all

<Name="Shane J. Filomena"	
shipClass="Wolfen-class gunship"
epitaph="destroyed by a Ronin/C-class gunship in the Manchester System"	
resurrectCount="0"	
adventureUNID="200000"	
debug="0"/>

Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

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Amteloletom
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Mon Jun 10, 2019 3:54 pm

shanejfilomena wrote:
Thu May 23, 2019 12:55 am

I believe the Patch Spider / Patcher Arm could be tweeked to work faster ... it's not proper to have powerful regen systems on stations and deny the player access to better repair devices to compete .


[/code]
I always thought that the Arm or Spider only recover a small amount of armor hp, make ship solely depend on station for repairing its armor or using armor patches/kit.

And also consider Ranx dreadnought about that. :)

shanejfilomena
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Mon Jun 10, 2019 8:37 pm

The RD has 2 patch spiders...but only one works at a time..however, if they get damaged, they both get the hit.

Patch Spiders have been my main armor repair in many games, they saved my ship many times.
To depend on stations is something the Player Should not do..should not be or feel compelled to - the player is a Pioneer , a pilgrim and the one willing to go to the reaches of a system looking for ....whatever they find out there.

In my personal game, I have issues with the regens on hostile stations being excessively high,
Yet I do not lower them :()

I have in these games, added regens to very light armor used by Centauri, Hornets and Himal...just to give the ships a shot at living long enough so the player can kill them :)

But I confess, I am no good at balance, I want the hostiles to have a life, yet the player to have a respectable shot at good quality weapons , armor and devices to keep up with the hostiles.
Amteloletom wrote:
Mon Jun 10, 2019 3:54 pm
shanejfilomena wrote:
Thu May 23, 2019 12:55 am

I believe the Patch Spider / Patcher Arm could be tweeked to work faster ... it's not proper to have powerful regen systems on stations and deny the player access to better repair devices to compete .


[/code]
I always thought that the Arm or Spider only recover a small amount of armor hp, make ship solely depend on station for repairing its armor or using armor patches/kit.

And also consider Ranx dreadnought about that. :)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

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goat not sheep
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Sun Jul 14, 2019 8:12 pm

Hi everyone! I'm a long time player, I'm talking like before Dominia missions and when the strongest ship in the arena was a Tripoli. I did my annual playthrough, and I'm loving the new changes.

I'm making this post because of a minor inconvenience I found while playing. I upgraded to one of the new ships - the minotaur corvette X, and I love this new feature where you can fire a primary weapon with your omnidirectional turret. The issue is with enhancing the turret weapon. I'm currently running an omnidirectional thermo cannon, and I want to enhance it with tritium injectors. However, using the enhancer using the 'U' command only affects the primary weapon. I can't even swap my main weapon with the omni thermo because it automatically installs into the turret weapon slot. Not sure if theres a work around or if this has been addressed already. Other than this, I'm really enjoying the game!
>.<

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AssumedPseudonym
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Sun Jul 14, 2019 8:25 pm

 Yep, George has enhancers redone to work from an item picker instead of just applying to the currently selected primary weapon for either the current or next 1.9 alpha release (and I’m vaguely embarrassed that I’m not sure which).
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Ferdinand
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Tue Jul 16, 2019 4:24 pm

AssumedPseudonym wrote:
Sun Jul 14, 2019 8:25 pm
 Yep, George has enhancers redone to work from an item picker instead of just applying to the currently selected primary weapon for either the current or next 1.9 alpha release (and I’m vaguely embarrassed that I’m not sure which).
It is in the 1.9 alpha, not in current....

alexalex81
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Thu Oct 31, 2019 12:43 pm

Hello!

I'm a fairly long time player, and I love this game! My first playthrough was in 0.99c, and I've loved replaying this game through the years, and am always impressed by how much new content there is!

Maybe I've just had a particularly bad run, but it seems to me that the difficulty of the early systems may now be too hard. Drops from destroyed stations seem to have been somewhat reduced, which for me snowballed into a harder time in the battle arena. I reached St. K's with a lot less credits than I normally expect. In my eyes, the game before St. K's used to seem like a skippable tutorial section, but now its a fight - maybe harder than the rest of the game if you're trying to honor permadeath.

WMD seems to be more important than it used to be, which seems a little unfair without a good in game explanation of how it works. How is a new player expected to know why their laser cannon is very ineffective against some stations?

I also had no militia missions available to me in St K's, which (I think) could have made it impossible to obtain a military ID if I'd had some more bad luck with spawns? I always assumed that the militia HQ was added to the arcology to guarantee at least some way of getting a military ID.

Alex.

PM
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Thu Oct 31, 2019 3:51 pm

Critical segments were removed and bigger ships now have hull hitpoints, similar to the game Starsector. Playerships have no hull and die in one hit if attack gets through armor. Also, damage is calculated differently than in earlier releases.

Without military ID, you need to either be 1) an Arena Gladiator or 2) Korolov member. This matters more in Eternity Port where New Beyond systems are inaccessible and you cannot fight in Battle Arena and Korolov spawns are unreliable.
Download and Play in 1.9 alpha...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Star Castle Arcade: Relive classic arcade gaming in a new Transcendence adventure!
Playership Drones (WIP): Acquire more wingmen from Ship Broker. Unfinished, but updated to 1.8 beta.
Drake Technologies (Alpha) for 1.8: If you do not have 1.9 alpha 1...

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