Starbound

Starbound

Frackin' Universe
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Uppdatering: 13 sep, 2016 @ 20:48

war angel should function properly now. my bad.


matter assembler now has fullbright and animation

Uppdatering: 13 sep, 2016 @ 15:13

minor fix for War Angel set

added Shadow damage attacks to elder weapons

Uppdatering: 13 sep, 2016 @ 15:05

Added in lophatko’s Whip Grapple script. With whips, you can now latch onto lightsources and use them to swing

All 1h swords have been resprited to match the vanilla shortswords

Mining guns should be properly one-handed

New Fission Furnace added. Break your old one. The new one is about the same size as the blast furnace, so make some room!

New Extractor sprites

Several new icon replacements for stations

Plasma Beam cannon now has a new alt-fire mode that is actually useful.

Fixed the FU version of Moontants. They should now behave properly.

Swapped some more quest progression around

Several new explosives added

Fuel costs now increase the farther you travel, to a maximum of 1000 fuel (full tank)

All terrain, weather and environment buffs from food last 5 minutes, rather than between 30 to 180 seconds. This should make them much more desirable for those that want their augment and suit slots used for other buffs.

Most buff durations increased from produce

Avikan spices, cactus etc no longer provide the well-fed buff, but provide increased food value when eaten

Several weapons are now “heavy” weapons, making you move slower when using them.

The Imperious is a bit different than it was. It has the same basic operation, but now starts at a slower fire rate. The more energy you consume, the faster it fires until it is a serious death machine! This makes it very dangerous when you are low on energy at any given time. However, it is also a *heavy* weapon which will make you much less mobile and far more vulnerable.

Hailstrike is now classed as a Heavy weapon

Added several weapon special abilities that only fire when the weapons in question are equipped in-hand.

Began adding in Armor Set bonuses. You’ll be seeing a good many armor changes for the next while as I implement these to most of the various suits you can build. Currently the following suits have been re-scoped into their new bonus sets: Elder, War Angel, Densinium, Fish Man

fixed the bool error some people are experiencing.

Anti-mite frame should properly unlock with Bee Flower seeds now

Uppdatering: 11 sep, 2016 @ 9:14

Lab Centrifuge now needs Tungsten rather than Titanium

Jiggled around quest progression a little in the Science Outpost so that things follow in a more logical pattern.

Furnaces behaviour change: generated items are no longer stored in the input
slot. This avoids issues with small amounts of some ores where produced
items are themselves acceptable inputs.

Xeno labs behaviour change: if an item can not be stored, it will be spawned.

Swashbuckler’s Armor nerfed in damage bonus and a bit on the extra chest bonuses. It’s recipe is also swapped to make it more tier-2-y

re-tiered all FU weapons. You'll find they have a more "balanced" set of stats. Technically not much changed other than this level value, which will adjust how they compute damage in-game. Enjoy your increased melee and ranged damage. This should just about work all the rest of the kinks out for dps and make all FU weapons *much* more attractive an option in just about every case.


started a play-through from the start again, and am patching small details as I go that I found annoying. Among these are a whole ton of small recipe adjustments primarily among the low-tier goods as well as rebalancing several low-tier items to be more in-line with where they should be in terms of progression.


halved fog duration in the vanilla files. this should *hopefully* fix some FPS issues experienced in this weather type. Note that standing still in it will eventually end with tons of fog on-screen and this will still impact FPS (potentially). My CPU is decent so I am a bed metric for if its truly fixed.

sporgus2 and sporgus3 have been fixed and now can damage you. Careful, they are more dangerous than they look.

basic Arm Cannon can be more easily built

Arm Cannon upgrades are likewise easier to create, making them more attractive an option

all arm cannons are fully one-handed, and their damage has been reduced to compensate

new look for moonstone ore and bars so they are easier to tell apart from other ores (notably protocite)

Minor bug fixes from the last patch have been addressed

glowing shrooms blocks now have that as their name to tell them apart from normal shroom blocks

all Silk extracts are now Silk Fibres

Uppdatering: 9 sep, 2016 @ 12:57

Fixed graphic for Iron “blades” and renamed to Iron Fists

Adjusted damage on several bone weapons to be higher, on par with Iron

Hunger bar size increased to match the other bars

Siren armor recipe adjusted to be more difficult to produce

Fixed a typo preventing cryonicextract from unlocking recipes

Most bee types produce Bee Silk in the apiaries now, with varying chances. You really can’t get this stuff anywhere else but from bees. This means bees now serve a direct purpose in progression (one, anyhow)

Added Golden Fleece as a resource. It requires Mutavisk and Bee Silk. Added it to several recipes

Fixed masking for assassinii hood. Your characters face should appear normal in it again


Many Bees related changes (trom Tamamo) (blame him if its broken!)

The Industrial Centrifuge and Honey Jarrer now require Golden Glass as well as Golden Planks for the former. They are unlocked by tungstenbars.
The iron bar will unlock the iron centrifuge.
Amber Chunks unlock Mid Tier Weapons.
Godly Combs unlock High Tier Weapons.
Queens unlock the majority of recipes with the exception of the Tier 2-3 Centrifuge and Honey Jarrer which require bars to unlock. Catch and Crossbreed bees to get new Queens to Unlock More Recipes added to the Beestation!
.
*Bug Fixes
Bee Station Filtering Issue has been addressed.
Amber Shield now uses correct images.

Uppdatering: 8 sep, 2016 @ 17:24

Nanofabricators are stackable again. woops! my bad

Uppdatering: 8 sep, 2016 @ 15:42

some lua fixes for named, removed or renamed files. That should be it for today :)

Uppdatering: 8 sep, 2016 @ 13:27

fixes a crash involving FU grappling hooks due to 1.1 changes

Removed Natural Caves dungeon from all FU biomes

animation fix on the armory conveyor belt

Generated monsters that are not minibosses now get only one attack rather than two

adds Novakid villages to FU biomes


there will be another update soon to fix a bunch of changed lua references

Uppdatering: 8 sep, 2016 @ 10:43

4.13 - Starbound 1.1 release patch
------------------------------------------------
Added new nanofabricator sprite. No size change, so it will remain intact. It does look different, but similar enough that you should recognize what it is.

Added new fission reactor sprite. The station is much larger, but will not cause issues as before: The old one is still in , and will drop thje new one when broken. The old one will very obviously tell you to break it. Do it.

Fixed Energy Blade missing swoosh effect for its alt attack

Elder Repeater is now properly one-handed and has the correct damage type

Elder Ripper got a graphical update (glowwwww!!!). You’ll need to make a new one to see the changes, though. It’s damage type has been swapped to Poison

Las Pistol and Las Rifle unlock with Tungsten rather than zerchesium

Zerchesium melee weapons added

The Bracken tree now produces resin and *silk fibre* rather than completed Silk

You should no longer find wild garpberry seeds that are utterly useless in every way

FU crops and such can now be sold to terramart shipments (yay!)

Added missing Honey Table recipe for bees! Content

Renamed Shiny Acorn to Helkat Tree, and its produce is now Helkat Nut. Shiny Acorn was ridiculous

Talonseed renamed to Talon, and its fruit is now Talon Sprout

Numerous adjustments to the Hydroponics Tray.

Added +upgradeable flag to Lasher Hook

Added missing unlock for lasherhook upgrade

Vanilla crystal plant growth time reduced, and their incidence of seeds when harvested has been significantly increased from 0.01 to 0.45 (45%)

Added new plants from Kineptic mod: Sweetscoop, lumivine and gemglow. You’ll find two on Tidewaters and one on Rainforests

Sting-distance for hives reduced from 3 to 2.5 tiles on the normal apiary. The others have sting values added to suit.

Miner Bee handling adjusted

Shut-down battery bug should be corrected

Bone armor has been re-sprited

Dark red deserts now properly show their terrain masks from orbit

Troll jump height increased

Tidewater subbiomes tweaked to almost universally have only darkwater (technically its a bunch of new subbiomes, but are copies of its old ones with just darkwater as the set liquid)

Added some new decorative plants to tidewater to make them a little more unique

Removed magma subbiome from tidewater biome

Improved tidewater parallax to match darkwater better

Darkwater is less opaque

Gregs can sometimes greg even better with a super-greg of gregness

Various lab furniture now has the proper tabs for recipes, and should now appear in your matter assembler Furniture tab

Some of the glowy flora now have proper fullbright layers to accent their glow

Added new Large Power Sensor, which has 3 digits rather than 1. Unlocks with tungsten.
Moved single-digit power sensor unlock to tungsten

Several more armors and clothing suits have been added

Refactored Extractor code and cleaned up some recipes
Refactored Xeno Lab code to work with the new extraction scripts

Fixed up a few wonky stats on some 2h weapons

Added several new alt-attacks and swapped some around on 2h weapons

GUI updates from Misunderstood Wookie. Armor buffs and flavor text should be more clearly defined on sight without overlap.

The Armory got a new look and animation.

Armors calling for Thread in their recipes have been swapped to String

Crew member weapons adjusted

Greg

Uppdatering: 7 sep, 2016 @ 21:03

4.12 RC 0.87
--------------------------------

Las Pistol and Las Rifle unlock with Tungsten rather than zerchesium


Zerchesium melee weapons added


The Bracken tree now produces resin and *silk fibre* rather than completed Silk




You should no longer find wild garpberry seeds that are utterly useless in every way


FU crops and such can now be sold to terramart shipments (yay!)


Fixed a bug with

Added missing Honey Table recipe for bees! Content


Renamed Shiny Acorn to Helkat Tree, and its produce is now Helkat Nut. Shiny Acorn was ridiculous


Talonseed renamed to Talon, and its fruit is now Talon Sprout


Numerous adjustments to the Hydroponics Tray.


Added +upgradeable flag to Lasher Hook


Added missing unlock for lasherhook upgrade


Vanilla crystal plant growth time reduced, and their incidence of seeds when harvested has been significantly increased from 0.01 to 0.45 (45%)


Added new plants from Kineptic mod: Sweetscoop, lumivine and gemglow. You’ll find two on Tidewaters and one on Rainforests


Sting-distance for hives reduced from 3 to 2.5 tiles on the normal apiary. The others have sting values added to suit.


Miner Bee handling adjusted


Shut-down battery bug should be corrected


Bone armor has been re-sprited


Dark red deserts now properly show their terrain masks from orbit


Troll jump height increased


Tidewater subbiomes tweaked to almost universally have only darkwater (technically its a bunch of new subbiomes, but are copies of its old ones with just darkwater as the set liquid)


Added some new decorative plants to tidewater to make them a little more unique


Removed magma subbiome from tidewater biome


Improved tidewater parallax to match darkwater better


Darkwater is less opaque


Gregs can sometimes greg even better with a super-greg of gregness


Various lab furniture now has the proper tabs for recipes, and should now appear in your matter assembler Furniture tab


Some of the glowy flora now have proper fullbright layers to accent their glow


Added new Large Power Sensor, which has 3 digits rather than 1. Unlocks with tungsten.

Moved single-digit power sensor unlock to tungsten


Several more armors and clothing suits have been added


Refactored Extractor code and cleaned up some recipes

Refactored Xeno Lab code to work with the new extraction scripts


Fixed up a few wonky stats on some 2h weapons


Added several new alt-attacks and swapped some around on 2h weapons


GUI updates from Misunderstood Wookie. Armor buffs and flavor text should be more clearly defined on sight without overlap.


The Armory got a new look and animation.


Armors calling for Thread in their recipes have been swapped to String


Crew member weapons adjusted


Greg