Starbound

Starbound

RPG Growth
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Update: Jan 20, 2019 @ 1:30pm

Patch 1.41e

As always, check the changelog on the Google doc for more info.

Added Cannoneer, a Rogue Specialization.
Fixed some bugs.
Buffed Nova: Nova Status stays for 10 seconds rather than 5. You can now switch between Nova and any other element by shift-right-clicking. Base Damage Increased.

Update: Jan 18, 2019 @ 9:08pm

Patch 1.41d

Valkyrie, a Female Knight Specialization, was added.

  • Scythes now scale with Dexterity or Strength, similar to Katanas.
  • Luxuria: Base Damage Halved! Combo Damage Multiplier increases by 0.25 instead of 0.5.
  • Nova: Decreased Base Damage. Stage 1 Nova now Level 3 (was accidentally set to Level 5).
  • Dragon’s Bane: Base Damage Increased. Lunge Physical Damage Decreased. Lunge Electric Damage Increased. Enlarged Stab Hitbox
  • Siphon: Decreased Finisher Damage. Finishers: Bleed Damage > Electric Damage > Poison Damage. This makes each finisher a bit more unique, and also balances them for what resource they regenerate on kill.
  • Versa: Decreased Shotgun Damage. Increased Charge Time (1 Second -> 1.5 Seconds). Energy Regeneration is blocked while charge is held. Increased Charge Damage Multiplier (1.5 -> 2). This accounts for higher charge time and lower base shotgun damage. Charge Damage Multiplier is now exponential to incentivize fully charging.
  • For Us All: Increased Base Damage. Projectile Damage Increases Exponentially With Charge Level Decreased first charge level damage, but individual projectiles increase in damage, meaning hitting with all 6 does massive damage!
  • Oathkeeper: Beam Explosion Damage reduced by 80%! The Inherited Damage Factor was 1, meaning every single explosion caused damage equal to a normal swing. 0.2 is the new damage factor.

Dragon’s Leap now properly states how to launch while grounded.

Removed log statements in Curse Status (Soulless Whisper)

The Dragoon ability, Flightless, now properly updates your maximum fall height to prevent extra damage despite jumping before hitting the ground.

Update: Jan 16, 2019 @ 4:50pm

Patch 1.41c.

Experience Orbs will now drop in higher quantities, making it easier to reach higher levels.
Scrolls now drop more frequently from Tier 6, 7, and 8 enemies, and no longer replace experience.

Dragoon, the Knight & Soldier Specialization, is now unlockable.

Wizard's Translocate: During cooldown period, Energy will not regenerate. This nerf is so that Translocate matches Shadow Step in terms of viability, not because I hate fun.

Unlock requirements for the following Specializations have been decreased to make them easier to obtain by Level 50:

  • Necromancer: 500
  • Crusader: 700
  • Titan: 5000 (Damage)
  • Kunoichi: 600

Added Boolean check to Soldier Discipline to prevent doing arithmetic to a Boolean value. This bug was introduced with Titan.

Update: Jan 11, 2019 @ 9:46am

Patch 1.41b
As usual, go here: https://docs.google.com/document/d/1k9sc2VkhRlNNkV9GmtNrlX1oZrleK8cv3VAiJT_a_9Q/edit#
This presents the patch notes in a readable fashion, unlike how awful they are in Steam's Change Note feature.

Thanks to Hiran, Experience Orbs should drop from more treasure pools
Experience is now shared even when a player at max Experience (500000) picks up Experience Orbs.
Titan, a Soldier Specialization, is now unlockable and ready for play!

    Rally Mode Toggle now properly activates Rally Mode on the first click.
  • Monsters in Rally Mode now gain Armor regardless.
  • Monsters in Rally Mode has lower Max Movement Speed.
  • Rally Mode Armor bonus more effective when near other monsters.

Stat Scaling
Most Techs or Abilities that indicate scaling with a stat use a new variable that checks for stat changes, such as the boost given at 20, or scaling from a specific Class/Specialization. See Google Doc for details. Because of this, some have gotten more powerful, while some have stayed the same, but their best form can be reached earlier.

Wizard Magic Shield was reworked:
While toggled on, Magic Shield prevents Energy Lock for the most part, and introduces a slow Energy Regen that scales with Vigor and Intelligence. While active, damage taken is fully drained from Energy and half the Energy drained is given back to Health. It is still possible to die if your overall Health gain would not have regened you back over 0! There is still a Energy Lock when Energy hits 0 to prevent spamming abilities that also slows Energy Regen for 0.5 seconds.

Sound: certain toggleable abilities now indicate when turned on or off. Will add more as I update older abilities.

Specialization Balance: see Google Docs for exact details.
Kunoichi: Luxuria energy costs tweaked. Unlock requires Daggers instead of Whips. Aether Shuriken can be used.

Wraith: Wand Weapon Bonus removed. Indicates Intelligence Scaling with Fist Weapons.

Adept: passive reworked. Intelligence Scaling improved. Phase Shift tweaked!

Crusader: passive tweaked.

Paladin: overhauled! Passive, Tech, Weapon, and Intelligence Scaling all improved greatly.

Vanguard: Rush tweaked.

Necromancer: passive improved. Reap can now summon up to 6 Pteropods instead of just 1 at a time.

Stat Balance
Agility: Movement Speed, Jump Height, and Swim Speed per Level lowered.

Intelligence: lowered Energy Recharge Rate, removed Decreased Energy Recharge Delay, and added Increased

Experience Orb gain per Level.

Vigor: Reduced effectiveness of Energy Recharge Rate and Energy Recharge Delay per Level.


Weapons: Fixed a bug in Ranged Weapons (Anne, Marie, Danger Close) that causedcertain passive bonuses to fluctuate while firing.

Update: Jan 7, 2019 @ 9:41am

Please see https://docs.google.com/document/d/1k9sc2VkhRlNNkV9GmtNrlX1oZrleK8cv3VAiJT_a_9Q/edit#
for a better formatted list of all the changes. The following is a summary.


Mechanics:
Kunoichi, a Specialization for Female Ninjas, was added.
Armor Scaling was changed to match FU and Alternative Armor Scaling.

Rally Mode:
A feature that causes enemies to do more damage, move faster, and take less damage the higher your level is.
The more players that use it, the bigger the difficulty spike.

UI:
Overview Tab was given a new toggle for Rally Mode, described somewhere below.
Specialization Tab now updates continuously, and no longer resets upon picking up XP.
Specialization Unlock progress is now shown if possible.
Removed egregious ‘a’ in Feedback Loop Upgrade text.

Class Balance:
Ninja can now properly wield Two-handed Katanas in Classic Mode

Specialization Balance:
Vigilante code that provided more energy than stated upon killing Bandits and Outlaws was removed.
Necromancer now receives no damage penalty when using their For Us All scythe.
Necromancer can now use all Scythes, regardless number of hands needed to wield the Scythe.

Stat Balance:
Agility now raises Swim Speed as well. You’re a kid, you’re a squid.
While walking (holding [Shift] and moving), your Jump Height is not affected by Agility.
Strength now provides 0.2 Armor per level instead of 0.0025 Physical Resistance.
Endurance now increases Physical Resistance by 0.5 for each level rather than 0.75, similar to all other Resistances.
Because of this, however, Endurance now provides 0.4 Armor per level.
Because of the changes to Strength, Endurance, and Agility, a Class and Affinity Reset Scroll will be rewarded upon first launch on any character.

Upgrade Chips
Feedback Loop now properly applies Rage when Overload is applied.

Weapons:
Solus Katana was patched to be tagged as a Katana.
Katanas now appropriately scale with Dexterity, regardless of whether or not they are wielded with two hands.
Specialization Weapons will no longer be set to 0% Power when used out of Classic Mode.
Specialization Weapons will receive a 0.25 Power Multiplier when used with the incorrect Specialization in Classic Mode instead of being completely nullified.

Tech Balance:
Soldier's Energize defaults to upwards direction. If [Shift] is held without holding W or S, vertical direction is removed.

Update: Oct 4, 2018 @ 5:13pm

Minor edit to Patch 1.4f:

Adept no longer locks upon init.

Update: Aug 16, 2018 @ 11:49am

Minor edit to Patch 1.4f

Please end this suffering.

Minor fix to potential issue with Crusader's ability, Purity.

Update: Aug 16, 2018 @ 10:42am

Patch 1.4f

The patches keep rolling and I keep crying at my incompetency.

Wraith is now actually, actually unlockable, as it was using an incorrect number for incrementing, thus only unlocking in a really specific scenario.

Bows now work with every character in Classic Mode. Yay.

Removed the duplicate projectile that I was looking for.

Update: Aug 15, 2018 @ 1:28pm

Minor edit to Patch 1.4e, since it hasn't been out for that long. Noticed that I used 'ipairs' instead of 'pairs' when looping through a map, which meant that Class Reset Scrolls were removing stats given from Affinities. They will now not do so.

Update: Aug 15, 2018 @ 1:18pm

Patch 1.4e

Just when you think everything is ok, another mistake due to a typo. I really need quality control.
New Wizards were given +6 Endurance rather than Vigor. I have now fixed that, and all players will get both an Affinity and Class Reset Scroll upon entering the game for the first time with any character.