Alexander Mosolov

Alexander Mosolov

@amosolov.bsky.social

Developer of upcoming indie sandbox rpg Starsector. fractalsoftworks.com

3,707 Followers 22 Following 568 Posts Joined Sep 2023
4 hours ago

Not exactly, and I suspect that one would be hard to time a support fleet for, but a good guess nonetheless :)

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21 hours ago

Excellent catches both!

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21 hours ago

Sharp eye, kudos :)

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1 day ago

Ah yeah no embarrassingly enough *I'm* in the driver's seat for that

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1 day ago

Yep as always! Still a bunch to do, in all honesty; the (non-main) story stuff in this update is shaping up to be quite substantial :)

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1 day ago

Oh no it IS my flagship!

(Hmm, now that you mention it, yeah, they're particularly good at this. Definitely custom, one of several "decently well-built human fleet using some of the more interesting tools available to the player" encounters)

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1 day ago

I need to tweak the build I think; it loses to these Auroras (the one that shot the quadruple Reapers...)

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1 day ago
Post image Post image

How playtesting is going:

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4 days ago

Ah, cool, ty!

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5 days ago

Niiiice :)

(Vulcanus?)

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1 week ago

I very much enjoy option 3 - "like a goblin sized cabbage" - for all intents and purposes looking like a strictly-worse, more panicked version of option 2, that is SO on-goblin-brand

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1 week ago
Here's a bit of dialog where Wormsy is escaping with the help of a friendly crow. (I see crows and goblins as potential allies, provided the goblins are willing to give up some number of snax and/or shinies.)

Note also: the objectives widget on the right side has an expand/collapse button (WHICH WORKS).

To explain the significance of this dialog, which is quite old: I changed how a lot of dialog script commands and basic timing things work ie. how a camera moves and how the game waits for it to finish, or not, before executing more commands.

So when I loaded up scenario 2 (this one) I found that telling the camera to spend 2 seconds panning to Wormsy wasn't working - it'd move in about .3 seconds then fire the next thing. Turns out the time wasn't being used *at all*.

Fixed that, then: the map was pitch black until *after* the camera finished moving. What? It turns out the map fog wasn't updated until the next step of game start. Fixed that.

Then: no fog at all, no map connections drawn 'til the camera got to Wormsy. I was calling the functions to update map fog and refresh map connection visuals too late in game start.

Fixed it. Then: opening the dialog flashed the background then faded quickly to black. Weird! Well- this is actually a dev command I set up, but I'd like to be able to *start* the dialog with a black background because it involves Wormsy waking up from unconsciousness with no idea where she is, so it fits to have the black fade to the background art after a few lines of text. So: made it so dialog BG color can be set from outside of dialog mode.

And so on and so on like this. Just lots of little fixes and adjustments.

(I am, of course, going to have to go back and fix the start of the other scenarios because they were janked together using slightly broken commands that now work correctly. Such is game dev!)

It is #GoblinFriday!

Diving (back) into the third scenario "The Small Escape". It starts w/ Wormsy escaping from a caged wagon. Or not.

I'm diving in & fixing anything broken, slightly broken, or annoying.

Example: big gob of weird execution order/timing problems at game start (more in alt text).

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1 week ago
Tiny kittens that were only 6? weeks old when this picture was taken. Two year old kittens that are now much less tiny than they once were.

These guys turn 2 today.
<3

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2 weeks ago

Contacts with easier bounties, survey/analyze missions, possibly the easier public bounties, system-wide bounties, exploration, smuggling, etc!

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3 weeks ago

(Ooof!)

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3 weeks ago

Apparently, the fix for the <local4> crash that's been happening for some people is to uninstall "Intel Graphics Command Center" (which is apparently outdated?) and update the graphics drivers.

A bit more info here:
fractalsoftworks.com/forum/index....

48 4 1 0
3 weeks ago

You could definitely stack those things, but is this a problem? I'm not sure that "overload repeatedly" becomes some kind of OP strat as a result, like, it's still a bad state you want to avoid, no?

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3 weeks ago

Well PA was fairly bad at reducing armor damage, in practice, so I don't think so in general - it just wasn't really worth taking on low-tech!

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3 weeks ago

Hi! A lot of what we're doing is (non-main) story stuff so it's just harder to find something interesting to write about that's not also spoilers :) But yeah, working on stuff, hopefully soon(tm)

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1 month ago

Yeah, I can see that - I mean, can easily make sense conceptually, but in terms of signaling the skill effects to the player, not so much

(I mean, could def do that! But just in general I'm not feeling it being more-or-less "Impact Mitigation, but with more fancy math"...)

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1 month ago

I think this actually highlights an issue with the original skill - the 50% bonus sounds like a lot, but it's actually rather weak in practice - you're substantially better off with Impact Mitigation for that, for example. Though you could of course take both, but it's just not that helpful!

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1 month ago

(Happy to chat via DM, but I feel like so little of any sort of experience here transfers over easily, it's all very "who knows" and "depends on how it goes" etc)

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1 month ago

That does sound like fun!

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1 month ago

To be fair, I didn't change the fleet-spawning code, so that'll just be the case for a certain level of difficulty (in which you could choose to remain)

Hah, yeah. Just old code/design that took me a while to really think about again!

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1 month ago

It's based on which bounties you actually complete. Let's say for example there's 3 bounties, one slightly easier, one slightly harder. The one(s) you do will contribute to the average difficulty that's offered going forward

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1 month ago

Yeah - it's just easier to hit on something that works with "4 Paragons with officers" than with a wider fleet with more ships than officers and harder choices to make, imo

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1 month ago

(I'd say if anything, capitals are probably easier to build for high-difficulty fights, honestly!)

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1 month ago

(Yeah, PA is a tough sell right now, that's for sure. And conditional mobility feels more interesting than "brick more brick")

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1 month ago

Right, yes! So with this change you can push the envelope of that without getting locked out by just the mere fact of having done "too many" of the bounties and having them scale beyond what's doable

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1 month ago

Hmm - I mean, that's fair, there are other considerations! But if a bounty is *too difficult*, you're still not going to pick it, and that's largely what this change is about, giving the player more bounties they can actually do

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