STARSECTOR - Best $15 you'll ever spend

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Any tips for a fun Ludd playthrough? Any mods you'd recommend? Aside Luddic enhancement of course.
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Since I'm in the thread, thoughts? TL;DR rules are only applied when they want someone gone, shit we already long since knew. And thoughts on the new ship? I left my thoughts already in the thread but basically it's...just so fucking dumb, it's borderline useless as a great many ships do its job-or parts of it-better, and it sucks at what it does so you have to use it outside of its roles or just focus on one role only, it's just fucking awful and other anons say it better than I do. Alex please get someone else to proof read your designs.
 
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So I picked this game up again after like a few years of no-playing.

Holy fuck pirates with eradicators are super cancer. Their singular purpose seems to be nuking at least one destroyer in your fleet before they explode. (And they can do it too, most dessies cant back away fast enough before they eat 6 annihilators up the ass).
 
So I picked this game up again after like a few years of no-playing.

Holy fuck pirates with eradicators are super cancer. Their singular purpose seems to be nuking at least one destroyer in your fleet before they explode. (And they can do it too, most dessies cant back away fast enough before they eat 6 annihilators up the ass).
Yeah I 100% agree with you, they can be fucking nuts nigga. Put some mods for survivalist on them or have the appropriate skills and they're easily a pirate campaign or generally low tech player's best friend though. Put some point defense and auxiliary thrusters on that bitch and they're great. As for combating them, never let a ship of the same class or lower fight it alone unless it can fully counter what it's running (some have shield shunts which makes it vulnerable to EMP) or can outmaneuver it. Personally I prefer the normal one, ammo feeder is just so fun. Also ally with pirates and give extra blueprints to the black market for extra !fun! Or skip the ally part for even more !fun!
 
Yeah I 100% agree with you, they can be fucking nuts nigga. Put some mods for survivalist on them or have the appropriate skills and they're easily a pirate campaign or generally low tech player's best friend though. Put some point defense and auxiliary thrusters on that bitch and they're great. As for combating them, never let a ship of the same class or lower fight it alone unless it can fully counter what it's running (some have shield shunts which makes it vulnerable to EMP) or can outmaneuver it. Personally I prefer the normal one, ammo feeder is just so fun. Also ally with pirates and give extra blueprints to the black market for extra !fun! Or skip the ally part for even more !fun!
Yeah I just fridged my go-to sunders and hammerheads and field enforcers, medusa and shrikes. The first can tank enough to not die, the latter two can (usually) run away.

Also lol two Legion XIV derelicts in a row. Gonna have fun with them once I restore them enough.
 
Tri-Tachyon Corporation
Innovating the Future of Space Exploration
Date: February 8, 2025

Dear Pilots, Captains, and Commanders,

On behalf of Tri-Tachyon Corporation, we would like to extend our heartfelt thanks to each and every one of you for your continued interest and unwavering support of StarSector.

Your passion, dedication, and enthusiasm for the game have been nothing short of inspiring. From the very first jump into the void of space to the exploration of countless star systems, your involvement in the StarSector community has made this journey extraordinary. We are deeply honored that you have chosen to embark on this adventure with us.

It is through your feedback, exploration, and love for the game that we are able to continue improving and evolving StarSector into something truly remarkable. Your support drives us to push the boundaries of space simulation and strategy, and we cannot wait to share what’s next in this ever-expanding universe.

As we continue to develop new features, refine existing content, and grow our community, please know that each of you plays an integral role in making StarSector the dynamic and immersive experience it is today. We look forward to seeing you in the stars and hearing your stories of exploration and triumph!

Thank you once again for your enthusiasm, loyalty, and participation. We are grateful for your support and cannot wait to bring you even more exciting updates in the future.

With deepest appreciation,
Marcus Zuttenheim, CEO
Tri-Tachyon Corporation
 
Tritachyon shilling aside, Alex just released a preliminary patch note for the next release.

Looks like a lot of QOL things going into this round, plus a buff for bombers.

Changes as of February 08, 2025

Campaign:
  • Added a "quest" involving Jethro Bornanew which follows the "Knight Errant" mission
  • Added an exploration mission involving Academician Cornelius Elek
  • Mazalot now has the Luddic Majority condition
  • Added some mini-encounters to abandoned fringe stations
  • Added Angry VIP Transport bar mission
  • Pressing "Take all" a second time will now take any over-capacity fuel when looting/salvaging
  • Providing the Luddic insurgency on Volturn with heavy weapons will lower market stability
  • Player can set up a Galatia Academy scholarship with Sebestyen (effectively trading credits to skip some to most of the early Galatia Academy missions)
  • During "At The Gates", if certain fleets interfering with Gate scans lose a battle to a third party, they stop interfering with scans
  • Added more dialog with various characters concerning various subjects (Imoinu Kato, Caliban Tseen Ke, Orcus Rao, Rayan Arroyo, etc.)
  • Added unique illustration for Diktat bars
  • Added Threat
  • Added a new Tri-Tachyon character who will pay for certain [EXTREMELY REDACTED] items
  • Save/loading UI and functionality:
    • Updated the look of the overall save/load UI
    • Replaced "Save Copy" with "Save As"
      • Can save over an existing slot, or to a new slot
      • Can choose to have the new save become "current" (for quicksave etc) or not
    • Savefiles can have a brief custom description; shows current location (e.g. "Galatia Star System") if left blank
    • Fixed screen rapidly switching between current/previous frame when saving/loading sometimes
    • Attempts to load backup files automatically if there's some kind of error or file corruption
    • Added limited autosave functionality
      • Goal is to limit lost progress if player forgot to save, not to replace regular save functionality
      • Can be turned off or have the desired save interval configured in the settings menu
      • Default interval is 30 minutes, but it's approximate based on what's going on in-game
      • Rotates through 3 save slots, will never overwrite a manually-created save slot
      • Disabled when playing in iron mode (since that does not allow multiple save slots)
  • Player distress calls: the fleets that show up to help should always have a reasonable amount of fuel
  • If sector gen did not produce 4 level 7 officers in sleeper pods:
    • They may be found in sleeper pods when answering distress calls, up to a total of 4
    • The number spawned does not increment until the officer is actually rescued
      • So you can't permanently miss out by not investigating a particular distress call
  • Intel
    • Contact intel no longer flagged "important" by default
    • Changed the visuals for the "always pinned" tags (New, Important, Story, etc) to make it clear which tags those are
      • And put them on their own line (rest of tags are sorted alphabetically)
    • Pinned tags are always shown even if they have no intel under them
    • Clicking on a star takes you to the map (can press S to go back to intel)
    • Added shortcut ("4") to the "Major events" tag
    • Added ability to toggle "Starscape" mode off on the intel map (shortcut: "Q")
    • Right-clicking on an intel icon lays in course for the actual target location rather than the star system
    • Added intel map markers
      • Created using the left-click menu on the map, "Create intel map marker"
      • Requires an entity to click on, but can click on player fleet to create entry at current location
        • Pick an icon, a name, and a short bullet point
      • Marker goes under "Fleet log" tag
      • Can edit and delete markers
    • Reconsidered meaning of the "Fleet log" and "Exploration" tags, reclassified intel items
      • Fleet log: things you've found / known things / misc info /catch-all
      • Exploration: things that likely lead you to explore places you probably haven't been yet
    • Added new "Salvor's Tally" intel that shows the number and type of discovered salvageable entities in a star system
      • Shows up under Exploration and a new "Salvage" tag
    • Added intel for:
      • Remnant Nexus
      • Cryosleepers
      • Hypershunt
      • Wormhole Termini, arrows show connections
    • Survey Data intel:
      • No more "interesting condition" or "preliminary systemwide survey", just full survey data for a planet
      • The planets selected are generally higher quality
      • New intel item with improved visuals/functionality
      • Fixed bug with showing wrong planet location
    • Lots of new icons for intel items that previously shared the Fleet log one
    • Can press Ctrl-S to save current set of selected tags, and press Q to restore it
      • Shift or Ctrl - Q will add the saved tags to the currently selected
      • Works on intel screen only, not general to all tag displays
    • Blueprint/special item missions (bar, historian) no longer target already-discovered derelicts and ruins
  • Radar widget now slides in along with the rest of the UI when showing/hiding the core UI
  • Reworked planet intel list and filter
    • Planet list:
      • Fits a few more rows on the screen
      • Removed some mostly-useless columns; added number of stable locations in system
      • Faster transitions when moving to map
      • Clicking on the location display in the row goes directly to map instead of opening star system details
      • Shows "Orbital Solar Array" (and potentially other relevant conditions) that it didn't before
    • Planet filter allows filtering the planet list by:
      • Type (star/gas giant/planet)
      • Populated/claimed/unclaimed
      • Surveyed/not surveyed
      • Maximum hazard level
      • Minimum number of stable locations in the system (including those already in use)
      • Required minimum level of resources (ore/transplutonic ore/volatiles/organics/farmland/ruins)
      • Required absence of resources
      • Ability to use specific colony items on planet
        • Requires player to be aware of colony item; this persists across saves
      • Presence of Orbital Solar Array
      • Being in range of a Coronal Hypershunt or Cryosleeper
    • Centered at higher resolutions instead of being left-aligned
    • Takes advantage of a bit of extra space at higher resolutions
  • Minor sprucing up of the intel Factions tab:
    • Centered at higher resolutions
    • Fixed some UI element alignment issues
    • Added dark background/border around faction description text
    • Remembers previously selected faction when re-opening screen
  • When opening the map via Tab, it will always center around the player's location
  • Historian blueprint intel starts out marked "important"
  • Luddic Majority status is updated as soon as a conflicting industry is queued, if it's first in queue
  • Remote Survey ability: reworked to indicate highest-rated planet in the system and give preliminary survey data and an estimate of its class
  • Reworked the Codex entirely
    • Brand-new UI
    • Categories: Ships, Stations, Fighters, Weapons, Hullmods, Ship systems, Special items, Industries, Commodities, Stars & planets, Planetary conditions, Skills, Abilities, Gallery
    • Expanded info for ship systems - some numbers etc
    • Shows factions that use certain equipment/sell it more commonly (weapons, fighters, ships, hullmods)
    • Codex navigation:
      • Supports going back/forward through the previously viewed entries (e.g. history)
      • Can search for a specific string; searches entry names only
      • Button to open a random entry
      • Entries have "related entries" that can be browsed easily
      • For example, a hull's related entries include all of its hullmods and weapons
      • And the related entries for a hullmod include all the hulls that use it
      • Related entries for skills include the hullmods and abilities those unlock
      • And so on; being able to easily see and navigate to related entries is one of the main benefits of the Codex
      • Most Codex categories have tags to make browsing them easier
    • Codex integration:
      • Can press F2 almost anywhere in the game to instantly bring up the Codex
        • Mid-combat, while another dialog is up, etc
      • Many screens are context-aware and pressing F2 will open the relevant Codex entry
        • For example, F2 in the refit screen will open the Codex entry for that ship
        • F2 on the character screen will open the entry for the moused-over skill
        • And targeting a ship in combat then pressing F2 will open its entry
      • Special support for ship variants - normally the Codex shows ship hulls, but F2'ing a variant will show a special entry that's related to all of the installed hullmods, weapons, etc
      • When viewing tooltips for things that have Codex entries, can press F2 to open the entry
      • "F2 open Codex" hint below tooltips that support this
    • Codex entry unlocking:
      • Most entries start unlocked, but things that are more spoiler-y start out locked
        • For example [REDACTED] ships, colony items, and so on
      • Locked entries are visible in the category they're in, and in any "related entry" lists, but with no other information
      • Entries are unlocked by having the item/ship/etc in your possession, viewing the tooltip for that item, and similar
      • Unlocked entries persist across saves
    • Modding support:
      • Fully custom Codex entries, categories, and tags, nested categories
      • Modular ships
      • Codex can be fully unlocked by editing settings.json
      • For entries coming from a mod (i.e. a modded ship or a weapon), unobtrusively shows the mod name
    • Campaign menu now only shows ships that are unlocked in the Codex
  • Added new interaction to certain types of Abyssal Lights
  • Colony crises:
    • Added "Escalate crisis" option that costs 1 story point and sets colony crisis progress to 550 points
    • Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)
    • Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military
    • Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells
    • Persean League crisis reward:
      • Added +10% accessibility to all colonies ("established polity")
      • Also applies when a member of the League on any terms
      • Removed reputation bonus with Hegemony/independents
    • Pirate crisis reward: changed to reduce shipping disruptions from pirates (was: increased accessibility)
  • Added a powerful "system defense fleet" to Aztlan, Thule, Hybrasil, and Eos Exodus star systems
  • Hyperspace Topography: swapped "slipstream detection" and "reverse polarity"; the latter can now be unlocked at 250 points
  • Added note about doctrine-based personality to the "assign an officer" tooltip in the fleet screen


Skills:
  • Electronic Warfare: reduced objective capture range bonus to 500 (was: 1000)

Combat:
  • Improved UI rendering performance for ships with a lot of weapons
  • Entropy Amplifier and Quantum Disruptor can no longer target fighters
  • No more asteroids in hyperspace battles
  • Lidar Array: passive weapon range bonus is now 35% (was: 25%)
  • "Avoid" order can now be put on waypoints and objectives, not just enemy ships
  • Added "Ignore" order
    • Ship won't be pursued or have its movements reacted to
    • Will still be shielded against and autofiring weapons may fire at it
    • Like with "Avoid", ships assigned to the task will engage it instead

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)


Hullmods:
  • Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals


Ship AI:
  • Fixed issue with burn drive and phase teleporter sometimes being used in the wrong direction when retreating
  • Fixed issue with ships being sometimes too eager to gain the zero flux bonus to turn towards a flanking enemy, exposing themselves to unnecessary damage
  • Fixed bug that could cause ships to use their ship system unnecessarily when ordered to escort a ship that then targeted them
  • Fixed bug that could cause certain loadouts to think they were broadside ships
  • Fixed issue with hardpoint aim (via ship facing) and target leading, especially during approach to target
  • Fixed bug that could cause the AI to think the ship had no non-missile/non-PD weapons under certain circumstances, making the ship try to stay at range
  • Recall Device AI:
    • Now considers flamed out and overloaded fighters as needing recall
    • More willing to use system when a few bombers still haven't fired, after giving them a few seconds to do so
  • Improved carrier target selection (more willing to switch targets to safer ones for the fighters)
  • Ships ordered to eliminate a target more willing to move in at somewhat higher hard flux levels, especially if steady
  • Fixed issue with phase AI that caused it to disregard certain types of incoming damage
  • Improved reliability of ships actually engaging an "Eliminate" target
  • Improved ability of Invictus to stay on target while Lidar Array is on
  • Fixed issue with phased ships unphasing into allies sometimes
  • Fixed issue that could cause non-aggressive "missile and PD only" ships to close into PD range sometimes
  • Fixed issue with carriers using only missiles with longer range than their fighters not closing in to fighter engagement range
  • Fixed issue that caused ships to feel threatened by missile weapons that are out of ammo
  • Fixed issue related to ships escorting other ships sometimes getting too close and crowding the ship being escorted
    • May still occur in certain situations, but should be much less likely
  • Fixed issue with evaluation of the threat of particularly maneuverable missiles


Miscellaneous
  • 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
  • Updated combat simulator
    • Options for officers/AI cores/aggression/behavior/ship quality/randomized loadouts
    • Unlockable ships and factions (carries over between saves)
    • Customizable set of opponents
  • Made scrollbars easier to click on for dragging
  • Weapon tooltip/stats panel now shows missile hitpoints, including for MIRV-type submunitions/multi-stage missiles


Modding:
  • Added to SettingsAPI:
    • List<FactionSpecAPI> getAllFactionSpecs();
    • void writeJSONToCommon(String filename, JSONObject json, boolean onlyIfChanged);
    • JSONObject readJSONFromCommon(String filename, boolean putInWriteCache);
    • List<String> getSimOpponents();
    • List<String> getSimOpponentsDev();
    • List<WeaponSpecAPI> getActuallyAllWeaponSpecs();
  • Added to CombatEngineAPI:
    • boolean isInMissionSim()
  • Added to FleetMemberAPI:
    • String getPersonalityOverride();
    • void setPersonalityOverride(String personalityOverride);
  • Added to SectorAPI:
    • MarketAPI getCurrentlyOpenMarket();
    • void setCurrentlyOpenMarket(MarketAPI currentlyOpenMarket);
    • boolean isInSectorGen();
    • void setInSectorGen(boolean isInSectorGen);
  • Added to CampaignUIAPI:
    • void autosave();
  • Added "enableMemoryLeakChecking" to settings.json
  • Added VM parameter to specify launcher background, example:
    • -Dcom.fs.starfarer.launcher_bg=graphics/illustrations/ai_uninstall.jpg
  • Added tags to ship systems:
    • offensive, defensive, movement
    • Currently only used for certain new simulator options ("Stationary, defenses only")
  • Added enableCampaignMapGridLines to settings.json, defaults to true
  • Added ColonyCrisesSetupListener to help add colony crisis factors/causes; expected use pattern:
    • If HostileActivityEventIntel exists: just add the factor/cause
    • If not: the ColonyCrisesSetupListener.finishedAddingCrisisFactors() will be called when the event is initialized, add the factors there
  • Added DetectedEntityListener, for different VisibilityLevel of detection
  • Added "requireTypingDeleteToDeleteSave" to settings.json (can not be changed by mods, only by player)
  • Added to MarketConditionSpecAPI:
    • Set<String> getTags();
    • void addTag(String tag);
    • boolean hasTag(String tag);
  • Planet intel/filter:
    • Configured mostly in PlanetSearchData class
    • ColonyOtherFactorsListener can implement PlanetFilter to show up
    • Can add "planet_search" tag to market condition to show up in the filter
    • Can add "show_in_planet_list" tag to market condition to force it to show up in the filter (conditions that can be generated during default planet condition generation always show up)
    • Planet filter uses a scroller if height exceeds available space
    • Colony items are "unlocked" by having them in the inventory OR by seeing their tooltip
    • Stored using SharedUnlockData class, which stores the data in common/core_shared_unlocks.json
    • Items must have a "planet_search" tag to show up in filter
    • See PlanetSearchData for how planet search data is configured
  • Added to SettingsAPI:
    • showCodex(String entryId)
    • void showCodex(CodexEntryPlugin tempEntry);
    • void showCodex(FleetMemberAPI member);
      • Can be called from anywhere, including from inside dialogs or while other dialogs are up
      • Will do nothing if codex is already being shown
  • Added to TooltipMakerAPI:
    • void setCodexEntryId(String codexEntryId);
    • String getCodexEntryId();
    • void setCodexEntryFleetMember(FleetMemberAPI member);
    • void setCodexTempEntry(CodexEntryPlugin tempCodexEntry);
    • Allows setting the Codex entry to be opened with F2 when this tooltip is showing
    • See: CodexDataV2.getXXXXEntryId() methods for how to get entry ids
    • Due to the skill tooltip being shown in the Codex in a larger font, what "fits" lengthwise is slightly less
  • Added Codex-related tags to almost every type of thing that shows up in the Codex
    • hide_in_codex: do not add to the codex
    • HIDE_IN_CODEX hint continues to work where applicable
    • invisible_in_codex: add, but it's invisible, can be shown directly by entry id
    • codex_require_related: only visible/unlocked if a related item is
    • codex_unlockable: invisible by default, requires being unlocked via SharedUnlockData
    • show_in_codex: force the entry to be included in the codex where it might normally not be
      • This one is not universally supported
  • Commodities with a "demand class" no longer automatically get all of the base demand class tags
  • Added tags to planets (in planets.json); added related methods to PlanetSpecAPI
  • Added Global.CODEX_TOOLTIP_MODE boolean, set to true while creating Codex entry details
    • Certain tooltips are expected to respect this and not run campaign-specific code during tooltip creation, for example:
      • Hullmods, abilities, special items, market conditions, etc
      • Ability tooltips in particular seem most prone to crashing if this is not done
      • Tooltips should not add a title in this mode
  • Use $Market token when starting a sentence in market condition descriptions for proper capitalization
    • Codex entries replace $Market with "The planet" and $market with "the planet"
  • Added CodexCustomEntryExample class
  • Added TagDisplayAPI
  • Added MODULE ship type hint, results in ship tooltip not showing irrelevant logistics values
  • Added "logistics n/a reason" column to ship_data.csv, can be used to hide logistics data in ship stats tooltip
  • Ship systems: now using the text5 column in descriptions for additional Codex info
    • In that specific text only, can use {{string}} or {{color:<color>|string}} for highlights
    • Color can be h|good|bad|player|gray or a color in settings.json
    • Also added TooltipMakerAPI addParaWithMarkup() methods that handle this markup
    • May expand the use of this later
  • Planet survey screen now actually uses illustration provided by the SurveyPlugin instead of always using the "survey" one
  • Codex unlocking: "allCodexEntriesUnlocked" and "showLockedCodexEntries" in settings.json
  • Can create completely custom Codex categories and entries
    • See: CodexDataV2 for how the Codex data is created and interlinked
    • See: CodexEntryPlugin and CodexEntryV2 (base implementing class)
  • Ctrl-R to reload the Codex data while already in-game, in devMode
  • Added "automated" tag that can be used on variants and hulls to mark a ship as automated
    • The "Automated" hullmod will also do this, but is no longer strictly required for it
  • Added to ShipAPI:
    • boolean isSpawnDebris();
    • void setSpawnDebris(boolean spawnDebris);
      • Controls whether debris is spawned when the ship takes damage
    • float getdHullOverlayAngleOffset();
    • void setdHullOverlayAngleOffset(float dHullOverlayAngleOffset);
  • Added to CombatEngineAPI:
    • String getBackgroundSpriteName()
  • Hullmods can now require items to install
    • Implement HullModEffect.getRequiredItem()
    • Quantity is always one
    • Returned when the hullmod is removed, the ship is scuttled, or the ship is lost
  • Negative recoil offset values are now supported for ballistic weapons (for barrel movement on firing)
  • Added Stats.MAX_MARKET_SIZE to allow individual market max size manipulation
  • Added overloadColor to hull_styles.json
  • Made EMP arcs more configurable, EmpArcParams can be passed in to various methods that spawn these
    • Also support for these parameters in the .system file
    • Arcs can be made significantly less performance-intensive
  • Added "fadePreviousFireSound" setting to .wpn files - the previously playing sound (if any) is faded out when the weapon fires again
  • Added MutableShipStatsAPI.getBeamSpeedMod()
  • Added to IntelDataAPI:
    • IntelInfoPlugin getSelectedIntel();
    • void setSelectedIntel(IntelInfoPlugin selectedIntel);
  • Added $combatMusicSetId, can be set on fleets to set the combat music when fighting them
    • If not found, falls back to music -> music_combat_set in the faction file
    • If that's not found either, plays music_combat from sounds.json
  • Added to UIPanelAPI:
    • void sendToBottom(UIComponentAPI c);
  • Added no_ai_core tag, can use to prevent skills from being shown in AI core skill picker dialog
  • Added .webp support (does not work for phase ship glow layers and weapon animations or anywhere the game expects a specific filename ending with .png)
  • Added support for weapon skins for different hull styles, see: weaponSkinsPlayerAndNPC in settings.json
    • Does not support animated weapons
    • Does not support different glow layers for different skins
  • Fixed issue with tracking version number of mods enabled for a particular save
  • Added optional sModdedBuiltIns field to .variant files


Bugfixing:
  • (Possibly) fixed issue with "search & destroy" order sometimes being impossible to give for a few seconds
  • Fixed being able to leave crew at Sentinel when low on crew
  • Fixed Sentinel medevac dialog
  • Fixed lost miners outpost dialog error when placed on plentiful organics/volatiles planet
  • Fixed old man reappearing as force ghost at end of Passage to Volturn if handed over to Diktat
  • Fixed having PK in possession no longer overrides shrine conversation with Gideon Oak
  • Fixed ability to sidestep credits check when paying certain Pathers a very large tithe
  • Fixed buttons not fitting inside ability picker dialog during tutorial
  • Fixed a pair of missile turrets on the Onslaught being a few pixels off in alignment
  • Fixed issue with raiding Kanta's Den during the "At the Gates" mission
  • Fixed issue that could cause "exceptional" level 7 cryopod officers to be rolled as level 5 instead
  • Fixed issue with some officers found in sleeper pods having 0 XP instead of the right amount for their level
  • Fixed issue with finding data about ruins on planets (while salvaging other things) not actually working at all, ever
  • Fixed issue with AI cores not dropping from ships that it was possible to recover post-combat
  • Fixed possible pirate base commander related crash
  • Fixed issue with intel screen tags overlapping the bottom row of buttons slightly at a low vertical resolution when there are too many tags
  • Fixed issue with AI fleets being unable to reach locations inside a star's corona sometimes
  • Fixed issue with slipstream navigation when screen scaling is set to anything other than 100%
  • Fixed issue with Persean League Blockade (and similar) fleet quality being affected by changes in the source colony's fleet quality after the fleets have already departed
  • Fixed issue with Hegemony Investigator fleets continuing to show up when the Hegemony has no military colonies
  • Fixed issue with winning disengage battle with a station (in which the station is not involved) would register as having destroyed the station for colony crisis progress reduction
  • Fixed issue with module placement on station/modular ship icons
  • Fixed visual-only issue with ship explosion size being partially based on player's ship instead of the ship that's exploding
  • DEM missiles no longer show fighter icons on the combat map while firing
  • Fixed issue with variants with Converted Hangar and Dedicated Targeting Array not getting the latter added during autofit
  • Fixed issue with autofit where s-mods from the target variant would not be added to the ship being autofitted
  • (Hopefully) fixed issue with player portrait selection affecting sector generation from a given seed
Source
 
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Tri-Tachyon Corporation
Innovating the Future of Space Exploration
Date: February 8, 2025

Dear Pilots, Captains, and Commanders,

On behalf of Tri-Tachyon Corporation, we would like to extend our heartfelt thanks to each and every one of you for your continued interest and unwavering support of StarSector.

Your passion, dedication, and enthusiasm for the game have been nothing short of inspiring. From the very first jump into the void of space to the exploration of countless star systems, your involvement in the StarSector community has made this journey extraordinary. We are deeply honored that you have chosen to embark on this adventure with us.

It is through your feedback, exploration, and love for the game that we are able to continue improving and evolving StarSector into something truly remarkable. Your support drives us to push the boundaries of space simulation and strategy, and we cannot wait to share what’s next in this ever-expanding universe.

As we continue to develop new features, refine existing content, and grow our community, please know that each of you plays an integral role in making StarSector the dynamic and immersive experience it is today. We look forward to seeing you in the stars and hearing your stories of exploration and triumph!

Thank you once again for your enthusiasm, loyalty, and participation. We are grateful for your support and cannot wait to bring you even more exciting updates in the future.

With deepest appreciation,
Marcus Zuttenheim, CEO
Tri-Tachyon Corporation
10/10 effortpost. I'm copying this down for another time.
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Looks like a lot of QOL things going into this round, plus a buff for bombers.
I really do enjoy this game and the work put into it, even if Alex sometimes does stupid shit. This game is definitely years ago from a "1.0" and honestly that's a good thing.
 
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It's not that hard at all, most games take a moment to learn but you can learn the ins and outs quickly.
I am sure it's not that difficult to play. But with so many moving parts, it looks like it would be a time consuming one to master.

I don't really play video games anyway, so my opinion on the subject is somewhat biased. Just thought it looked pretty cool.
 
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I am sure it's not that difficult to play. But with so many moving parts, it looks like it would be a time consuming one to master.

I don't really play video games anyway, so my opinion on the subject is somewhat biased. Just thought it looked pretty cool.
You can always watch the more entertaining playthroughs if you want to get the gist of it, otherwise it's no worries.
 
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It's actually a good suggestion, I'll give it a shot. Any recommendation?
I don't watch people play Starsector in the traditional sense so I can't say what's best, but off the top of my head the former Rimworld content creator named Rarr has switched and mostly stuck to Starsector and he's pretty alright. He makes Starsector videos based on "themes" and how to get there, which helps show off what you can do in this game and how you get there. And they're usually no longer than 10 minutes, sometimes slightly more, sometimes slightly less.
For example, his newest video where he tries to survive outside the relative "safety" of the main faction's territory.
Another example, making fat stacks through d r u g s. Don't mind the date, he uploads infrequently as he mostly streams. Last one I'll recommend is Soul Tomato's video on it, he's probably one of my favorite JewTubers of recent date. No spastic screaming, gets to the point, just pure information.
 
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