
Semi-major update, pushed early to fix a hang in the decivilized planet encounter. V0.10.2e fixes a couple of bugs.They are fine so far.
Starsector Decivilized Free CapacityAnother Ctrl
Decivilized it and 'claim' for the whole system is gone.Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing downAt one point, Decivilized had an effect on the colony’s stability, I think. Does it still Yes, although the stability penalty diminishes the larger your colony grows."Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicatorHull Modspec items show a dimmed "display" area when hullmod is already knownChanged markets to always have some hullmods for sale instead of a very small chance for each hullmod to be availableFleet screen: added "number of d-mods" indicator to each shipMarkets 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)Reduced chance for phase ships to be found in smaller enemy fleetsSmall 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)Added "reduces effect of d-mods" fleetwide effect to one of the industry skillsAdded "deployment cost reduction also applies to maintenance" industry skill effectIncreased magnitude of "fewer d-mods on recovered ships" skill effect now also affects own ships"Post-battle salvage" bonuses are now just overall salvage bonusesParagon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)Tempest: increased Terminator drone speed, now armed with Ion PulserAdvanced combat tutorial: added mention of "hold fire" and "pull back fighters" controlsFleet command tutorial: revamped to match state of game added "avoid" and "eliminate" order sectionsStopped using roman numerals in ship namesLogging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run(Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate marketsFixed Salamander missile AI not tracking phase ships the same way as normal missile AIFixed bug where d-hull-modified deployment cost was only rounded for display and not consumptionPlanets with ruins will now have orbital junk, like regular markets (but no radio chatter)Person-bounty fleets now marked as "mission important" (i.e. Will show indicator on map/campaign when visible)Can no longer scuttle, sell, or store the last ship in your fleetControl-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacityAnother ctrl-click will take the rest, if desiredMostly meant to make topping off on fuel quick and easyControl-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above itAdded slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)Increased proportion of fuel from salvage, battle salvage, and scuttlingReduced ship fuel capacity, generally by around halfOverall 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 cargo capacity somewhat, especially of combat ships above frigate levelA fleet with many larger ships is more likely to want to bring freighters alongA fleet with mostly frigates is largely unaffected compared to beforeAttempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialogChance of an accident starts low and increases with subsequent operations in same debris fieldOne fleet's sensor profile is added to another fleet's sensor range to get the detection rangeSkills/abilities/terrain etc still modify this combined range, as beforeShips contribute 30/60/90/150 to sensor strength and profile, based on ship sizeAdded to a base fleet strength/profile of 300Only the 5 ships with the highest profile and strength are used, can be different set for eachAdjusted various related hullmods of particular note:High Resolution Sensors give a flat +60 to sensor strengthMaximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleetSlightly increased detection ranges, most impactful for smaller fleetsEasier-to-gauge impact of specific ships, since it's linearNew inventory icons for fuel and suppliesIntroduces major gameplay elements and goes through active abilitiesHigh-level, involves doing a multi-stage mission to get out of new starting star systemCan be skipped if skipped starts player with similar resources/standing as if they did itSecond ship: Kite with officer, or Shepherd with heavy machineryReduces damage taken by all ships on your side by 25%Increases all salvage (combat and non-combat) by 50%Added visual indicator for mission-important entities in campaign screenTurned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction thresholdStill makes outfitting recovered ships mostly free as they can't start with more CR than thatImproved fleet AI: computes better intercept point when pursuing another fleetReduced use of Emergency Burn by AI fleets, especially during pursuitRunning a salvage operation or scavenging will now bring your fleet to a stopAdded UI indicators to debris fields to make them easier to spotSolar Shielding: modified description to mention that it also protects against hyperstormsCampaign music will now stop while surveying a planet or otherwise interacting with itRadar now shows hyperspace terrain (does not show any other kind of terrain)Added Salvage Gantry as built-in hullmod +10% potential salvageParagon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon rangeDisabled buttons will now flash when they fail-to-be-activated using the shortcut keyAdded secondary faction color for fleet circle indicatorsOnly used by the fleet/station/entity/etc circles, nothing elseShip tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system nameReportBattleFinished() now properly called when battle ends, both for autoresolve and player battlesFixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)Fixed another campaign-game level memory leakAdded several salvage-related themes for procedurally-generated star systems (e.g. Interview: Starsector’s Alexander Mosolov. An open world single player space combat game, Starsector blends tactical 2D battles with trade, exploration, and fleet customization as a project with a lot going on under the hood, I chatted with dev Alexander Mosolov of Fractal Softworks regarding the variety of player.
Jangala, the planet you spawn next to if you choose to skip the tutorial, is a jungle planet that has an ecosystem and weather system so dangerous that quarantine measures are required for visitors. While The Core Worlds are the safest place in the sector, they bear hundreds of years worth of scars alongside the rivaling factions fighting for dominance. Can lay in course for specific planet while in another systemWill pick optimal jump-points and update next waypoint automaticallyShows info re: where you're going (direction, fuel, distance, time)Can divert from it and then resume autopilot easilyPlanets that don't already have related jump points (i.e. Gas giant gravity wells) get "nascent" gravity wells in hyperspaceJump into systems using nascent gravity wellsJump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)Neutrino Detector ability (requires Sensors skill)Gain preliminary survey information for all nearby planetsIncreased maximum player fleet size to 30Improved scuttle dialog scuttling now also yields heavy machineryAdded stand-alone stations to the intel "planets" tabE. I only had to run several alpha cores in its industries and make it a freeport till level 4. Now its a slower-growing, but quite profitable colony.
It has one of the highest populations in the Sector due to a refugee crisis, but the vast majority of inhabitants live in squalor due to neglected infrastructure which has lead to it also being the largest Wretched Hive in the Sector too. The capitol of the Sindrian Diktat is Sindria, a planet that's inundated with solar radiation from a red giant and requires anyone living there to reside deep underground. What happened? The Luddic Path rammed one of the stations into the ground. Visit now, and it's a ravaged desert with the remains of a single rusted Astropolis nearby. Mairaath used to be a beautiful world with three gargantuan Astropoli in orbit that provided fire support and additional living space. Considering the decline of technology in the Sector, it might only be a matter of time until the jungle chokes out the cities on the planet.
They've all been picked clean by scavengers and go to show how unforgiving the Persean Sector is to human life.The Persean Sector was thrown into disarray ever since The Collapse, and even 206 cycles later it's still seeing heavy political and military conflict from the several factions present. There are multiple abandoned or decivilized worlds around The Core, where colonization efforts were extinguished for one reason or another. The worst thing is that no one knows who used the Planet Killer. Its remains continue to orbit Salus to this day. Opis was a city world that was destroyed with a planet killer.
Tri-Tachyon is responsible for the two AI Wars that plagued the Sector previously, and still control a considerable amount of territory despite being heavily punished by the Hegemony.Outside of the relative security of The Core Worlds, the vast majority of the Persean Sector is a place most scavengers and explorers don't return from in one piece. Also, they train enough marines with their Lion's Guard HQ to effectively crush any sign of dissent on their worlds. While they're only in control of a single system, they manufacture a significant amount of the fuel used in the Sector and have a lot of defensive power. The Sindrian Diktat broke off from the Hegemony during the 'Askonia Crisis' and supplanted control of the system by means of a military dictatorship.
Being deposited next to a giant star and its solar storms will obliterate your remaining supplies and likely land you into further trouble. Running out of anti-matter fuel will result in your fleet being dragged out of Hyperspace into the nearest—and usually largest—gravity well. No-matter what stage in the game you are, the prospect of running out of essential resources remains one of the largest hazards while traveling in Hyperspace.

Or you might find that while the distress signal was honest, the poor spacers who issued it are no longer alive. While you might find a scavenger fleet who's willing to pay extra for fuel, you are more likely to find Pirates lying in wait. Problem is, you and other captains don't know whether the signal is legitimate or not. While exploring, you will inevitably come across a Distress Call coming from a nearby system. Unless you scavenge some supplies in your travels, your ships will be doomed to suffer a slow and agonizing death.
That is, unless you accepted an exploration quest where the faction involved chose not to tell you that your supposedly simple task of scanning a domain probe involved braving a high-danger system. While low-danger systems are actually pretty lucrative to delve into, early-game characters have zero reason to brave anything more challenging. Dozens of unexplored systems will have warning beacons stating that the system is a Forbidden Zone and that exploring it is both illegal and highly dangerous. In the early game, it's highly recommended to leg it out of the system before whatever rigged the wreck finds you. But rarely, you'll get the notification that that a nearby fleet had trapped the area and are on rapid approach to your location. Sometimes these are mundane, sometimes they're even beneficial.
Omega tech has no descriptions, instead having quotes from people who've encountered them before. Trying to analyze them mid-combat is also impossible. Your Tri Pad is unable to show information on the ships when you encounter them. Vastly more advanced than everything else in the Sector, the worst thing about the Omega is that next to nothing is known about them.

