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[WIP V3] Patch Notes for UAF 0.8 / 2025

🕑 Added 2025-09-01 21:51:43 +0000 UTC
[WIP V3] Patch Notes for UAF 0.8 / 2025

Comments

Stefanus Loloan Pieter Hutabarat

Hell yeah! Los geht's! Can't wait for the update to drop

idk

Just wanted to leave a comment to say how excited i am for the update. This mod is the only reason i keep coming back to play starsector. I tried other factions and modded factions, but nothing even comes close to the enjoyment i have when i play with the UAF or even just their ships. You guys do amazing work!

Goblin Slayer

So, october 1st release date? O_O please? Pretty please?

xAvitaLT

All black ships will have vanilla '"automated". So that means we'll only be able to field 1 or 2 ships? Without using console commands, you'll not only gonna need to spend a lot for a ship but also spend other currency just to be able to field/pilot a ship you want. I personally use F-TAPS mod just so I could field the fun AI ships else they'll just sit in storage. So I'm not really a fan of this change.

Chrismmar

Honestly, I don't mind the taufan being kinda OP, cuz even having a carrier with 4 squads of the bad boys, I still get my teeth kicked in by the threat. Maybe I'm just not doing it right, but eh. It's your mod at the end of the day, and I can't wait till the update is fully out.

mllhild

You wrote that Caeli is supposed to be the starter system, yet all the starting resources are in the Aoi system: - Vermilion Station - Free Storage (Abandoned Platform) - Early Game Enemies (Pirates / Ludic Path) The Caeli system has mid game stuff: - Gate - Confectionery Coin Market Yet Aoi has the Ayama subsystem that seems like an interesting early colony option. Especially since until now the Hyperspace clear code made it so that it was very rare for any good colony system to be close to the UAF.


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