
Ships contribute 30/60/90/150 to sensor strength and profile, based on ship sizeĪdded to a base fleet strength/profile of 300 Skills/abilities/terrain etc still modify this combined range, as before One fleet's sensor profile is added to another fleet's sensor range to get the detection range Reduced cargo capacity somewhat, especially of combat ships above frigate levelĪ fleet with many larger ships is more likely to want to bring freighters alongĪ fleet with mostly frigates is largely unaffected compared to beforeĪttempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialogĬhance of an accident starts low and increases with subsequent operations in same debris field Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use) Reduced ship fuel capacity, generally by around half Increased proportion of fuel from salvage, battle salvage, and scuttling Mostly meant to make topping off on fuel quick and easyĬontrol-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above itĪdded slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
#Starsector decivilized free#
will show indicator on map/campaign when visible)Ĭan no longer scuttle, sell, or store the last ship in your fleetĬontrol-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacityĪnother ctrl-click will take the rest, if desired Person-bounty fleets now marked as "mission important" (i.e. Planets with ruins will now have orbital junk, like regular markets (but no radio chatter) (Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate marketsįixed Salamander missile AI not tracking phase ships the same way as normal missile AIįixed bug where d-hull-modified deployment cost was only rounded for display and not consumption

Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run Stopped using roman numerals in ship names Tempest: increased Terminator drone speed, now armed with Ion PulserĪdvanced combat tutorial: added mention of "hold fire" and "pull back fighters" controlsįleet command tutorial: revamped to match state of game added "avoid" and "eliminate" order sections Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons) "Post-battle salvage" bonuses are now just overall salvage bonuses

Increased magnitude of "fewer d-mods on recovered ships" skill effect now also affects own ships Small chance of a heavily-degraded Afflictor in pirate fleets (can easily be pressured/chased down by starter Wolf runs out of peak time very quickly)Īdded "reduces effect of d-mods" fleetwide effect to one of the industry skillsĪdded "deployment cost reduction also applies to maintenance" industry skill effect Reduced chance for phase ships to be found in smaller enemy fleets

Markets with fuel, supplies, and crew will have some on the open market even if there is unmet demand (i.e not required to use black market in this case) Hull Modspec items show a dimmed "display" area when hullmod is already knownĬhanged markets to always have some hullmods for sale instead of a very small chance for each hullmod to be availableįleet screen: added "number of d-mods" indicator to each ship "Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicator Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing down Trading/refitting at market will stop your fleet
