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Starsector cryosleeper
Starsector cryosleeper









starsector cryosleeper

REDACTED probe/etc defenses: now use Gamma and Beta AI cores as their strength goes up Use "mercenary" type officers to augment the fleets and go above the 10 officer limit fewer large ships), more even mix of ship classes on the high end Reduced number of 0-skill admins for hire, increased number of 1-skill ones More likely to find "mercenary" type officers at "free port" colonies More likely at larger colonies and colonies with spaceports, military bases, etc High-level with some elite skills, do not level up, higher signing bonus and salaryĭo not count against normal officer limitĬontract is limited-duration (1 cycle) extending it requires another story point Officers rescued from sleeper pods may now occasionally exceed the maximum level and have more elite skills than usual Over 20 total types of missions/opportunities offered by contacts Is a way to get access to rare ships/items that might otherwise be too hard to find Underworld contact functions as "arms dealer" not selling production capacity Underworld: order good stuff regardless of blueprint availability more expensive Military: use own, or faction's blueprints Military contact bounties offer some of the most challenging fights in the gameĪll types of contacts allow you to order ships/weapons/fighters, without having a colony Maximum of 5 contacts at a time can be exceeded using story points More dangerous missions / higher rewards as relationship improvesĬan prioritize some contacts to get more missions from them Meet various trade, military, and underworld figures, and build a relationship with themĬontacts will offer missions/opportunities based on the type of contact they are Officers can now be moved around in the officer list using click & drag When an officer joins your fleet, their level is shown (most relevant for officers found in cryopods)Ĭan now see an officer's skills' effects when hiring them, instead of just seeing the skill names May share possible locations of valuable blueprints or lost technology (requires story points)Įventually gives you access to graphs detailing your playthroughĬan mentor, increasing their XP gain, skill selection, and affecting their personality (story point)Ĭan raise one skill to "elite" level (story point) Other mission and interaction-specific optionsĪdded a historian you can meet in bars throughout the Sector "Piloted ship" skills can be raised to "elite" level, unlocking an additional effectīuilding a limited number of permanent hullmods into ships, making the cost 0 ordnance pointsĭisengaging from an aggressive fleet without a fight

starsector cryosleeper

Story point uses include (but are not limited to): "Weaker" uses of story points grant more bonus XP Story point uses often grant "bonus XP" which increases XP gain Gain story points have a variety of uses in the campaign 4 per levelĪlso keep gaining story points at a steady rate at max level One skill point spent per skill to unlock its effects Hyperspace storms: slow-moving fleets do not attract storm strikesĪI will move slowly through storms instead of trying to avoid themĪdded campaign tutorial section explaining the "move slowly" keyĮmergency Burn, Transverse Jump: may be activated when combat readiness is too lowĬhance for the low-CR ships to suffer moderate damageĭebris fields: can only be scavenged through once explored fields marked on mapĮach aptitude has 5 tiers of 2 skills eachĬan pick other skills after reaching tier 5 and wrapping around Still reduces sensor profile while in applicable terrain (rings, asteroid fields, debris fields)Īsteroid fields: chance for moderately damaging asteroid impacts on ships when not moving slowlyĪI will move slowly through asteroid fields Go Dark: forces "moving slowly" instead of having a separate movement penaltyĪctive Sensor Burst: can move slowly while charging it up "Sensors" skill gives bonus to this burn level Now at half the burn level of the slowest ship rather than being fixed at burn level 2 Ships produced at player colonies will be at 50% combat readiness when retrieved Improved cargo screen performance when taking or leaving a VERY large number of items Code: Important: this list of changes is not comprehensive, both because a number of things are still in progress, and because I'm sure I've forgotten to include a few things along the way.Īdded a number of story-related missions and a hint of an endgame threatĭata found in derelicts should no longer point to derelict ships that can expire and despawn











Starsector cryosleeper