Starbound

Starbound

Frackin' Universe
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Opdatering: 17. mar. 2017 kl. 9:37

jungle effect fix

Opdatering: 17. mar. 2017 kl. 8:49

fixes spacefarer old armor file references.

PLEASE delete your old spacefarer armor. it wont work properly unless you make a new one.

Opdatering: 17. mar. 2017 kl. 5:15

Invader
Hazmat
Inferno

should all be properly working now.

fix to Gas.lua effect

fix to jungleheatweather pulling wrong statuseffect name

Opdatering: 16. mar. 2017 kl. 22:04

Opdatering: 16. mar. 2017 kl. 20:33

temporary fix for zero-g immunity. its a bit TOO immune now, but its better than none. will get a real fix in soon.


to avoid spamming updates here, so you can read the big one below, ive included the *above* update in here:

fixed an 3 unlocks from protocite

Opdatering: 16. mar. 2017 kl. 20:07

fix for the monks armor

Opdatering: 16. mar. 2017 kl. 18:31

5.0.24




MAJOR CHANGES
---------------------------------------------------


*********** Yes. Read this or suffer: ************************************


-------------------------------------------


Armor Revamp:
* every.single.armor. got a rework:
* stats revised
* shuffled around tiers quite a bit
* every single unlock has pretty much been changed
* new set bonus system with much more varied effects (tooltips are still being worked on, though most should properly indicate the armors relevant stats)
* "upgrade" paths have been re-charted. You'll have a more streamlined progression with FU armors now through the nanofabricator upgrade options (of which there are now quite a few)

Armors come in several "classes", which determine their stats: Melee, Power Melee, Ranged, Power Ranged, Protection, Power Tank, and Exploration. Their set bonuses will compliment this as well.

One thing to note: while set bonuses require the *entire set* to be active, there is one exception: Resistances. These apply per-piece. This will allow you to mix and match elements at the expense of the set bonus, or at least to get benefits from the suit when you haven't yet completed the set. This is especially useful early on when your resists are not incredibly useful and you want to mitigate certain effects.

- note that some sets say they have "ore detection". This is currently a lie. They will very soon. We're simply exploring options for those suits right now till something clicks that doesn't lag like heck.


EPP change, Phase 1:
Status Effects have been changed around for various temperature-based effects. You can still get Immunity items to cancel out environmental effects(for now)...but you can also use augments, EPPs, armors and other items that grant resistances to mitigate or completely remove these effects in the event that you can't quite manage full Immunity yet. As such, immunities will be getting rarer as things get smoothed out in favor of this new system.

To go with the above changes, Biomes also got changes. Most notable is that resistances play a more serious factor in your exploration now, and most biomes in FU at least have some sort of minor effect. Some vanilla biomes got shifted around in this regard as well. You'll need to pay attention to the planet descriptions to make real note of the changes. Snow, Jungle and Desert planets have effects now, for instance.

Sulphuric: Sulphuric are a *lot* more dangerous than previously. If you want to casually travel to one without protection...you can. But it's going to get really awful really fast. Especially if the winds pick up...

Sulphuric Ocean: Completely removed. It served no purpose. You can still obtained sulphuric acid from rains on Sulphur worlds or through your lab.



New Weather - You'll find a bunch of adjusted weather rates and new weather types on most biome types. Of the new ones:
-----------------------
* Sulphur Storms increase the severity of planet effects on Sulphur biomes, and cause sulphuric effects on biomes that are not naturally acidic but use it as a weather type.
* added Lightning Storms which can scramble your energy supply to several biomes.
* healingrain should cause a Regen effect rather than relying on being hit by actual rain
* sulplhuric acid rain added
* added Poison Cloud storms



Monsters
----------------
* eyeslimes are more interesting to deal with and should properly spawn
* fleshleeches should be less ugly when crawling around. They still aren't perfect, but they flip-flop a lot less and *appear* to no longer sink through ceilings when walking on them.


Quality of Life / Progression
---------------------

* the massive Ship Hatch door now appears and functions (though with less frames of animation than intended, since I didn't want to make a whole new lua file for one door)

* Tritanium is now a lower-tier alloy, and its place in t7 is replaced with Aetherium Alloy

* added Aetherium Alloy

* re-tiered ores

* reworked biome or distribution. You should no longer find Densinium below t5-6, for instance. No more easy-street for the higher end ores.

* added tags to many weapon groups for use with the new armor set bonuses

* Standardized Sulphuric Acid immunity to new status "sulphuricImmunity" rather than having both that and "sulphuricacidImmunity".

* Standardized Sulphuric Acid immunity to new status "liquidnitrogenImmunity" rather than having both that and "nitrogenfreezeImmunity".

* Hydrogen is now *significantly* less useful as a ship fuel

* fixed an issue with crewmembers dying constantly due to an erroneous buff being utilized.

* harvester beamgun turrets were not unlocking the second and third tier. This has been corrected. Start by building a normal Harvester Beamgun

* Moved around more recipes to various stations. Streamlining is almost completed.

* updated all wiring objects from Shadow Wolfs "Wired Pack". Your current ones will die, as there are new item name prefixes which bork existing ones. Apologies for that.

* added Credits.txt file



BEES
--------------
*Weapons moved to Armory, sorted into appropriate tiers.
*All furniture, blocks, etc, and the honey table moved to craftingfurniture.
*Golden Planks, Golden Glass Block, Empty Honey Jars, and Golden Crystal blocks replaced in recipes with their reagents.
*Empty Honey Jar recipe removed.
*Golden Plank recipe to produce 10 removed.
*Golden Plank recipe to produce 3 increased to produce 5.
*Honey Extractor and Honey Jarring Machine now use Empty Bottle or Golden Sand to produce Honey Jars, now.
*Updated GUI for Honey Extractor to display empty bottle instead of empty honey jar

*Set Harvester Beamgun rarities to uncommon/rare/legendary from
legendary/legendary/legendary
*Hand Mill crafting moved to Prototyper

*Hydro and Aeroponic Tubes were too good and are now more expensive.
*renamed Hydroponic/Aeroponic Tubing, changed letter color to cyan.
*moved craftable stage from 1 to 2
*increased recipe costs and reduced output amount:
10dirt+10advplastic=10hydro
10glass+10carbon=10aero
*descriptions updated.
*rarity set to legendary

*Moved the Hunting Rifle recipe to Farm Table hunting section to go
along with the Hunting Bow.

*Changed Lasher Hook's type to "Upgradeable Tool"
*Changed Erithian, Protocyte, and Quantum Energy Packs type to
"Upgradeable EPP"
*All extraction devices have cyan colored short descriptions and have
orange colored categories reading "Extraction Device"

*descriptions for extractors are more to the point of what they do.
*Codex entries corrected to guide the player to the altered
construction of certain objects

*The quest from making a Gene Sequencer now rewards 2 Agility Genes
instead of 4 Fertilizer.
*Bug Net provided to the Player by the Quest just prior to being
instructed to catch Bees.
*Bug Net no longer craftable at the Bee Station.
*Some updated text to reflect new locations for making things.





Yes, that's a lot of stuff.

And there will undoubtedly be bugs. I simply cannot test all this stuff on my own...too much!!!! Most seems to be fine, however. Please inform of any inconsistences or issues you experience (especially if any armor suits aren't working properly)

Opdatering: 7. mar. 2017 kl. 5:30

5.0.235



fixes another crew issue

Nocxium should properly unlock from Morphite

fixed a ITD issue with the item network

added some new monster code (you wont see it yet, but its in there...)

test code for revamped EPP/Temperature system

Opdatering: 6. mar. 2017 kl. 21:53

Opdatering: 6. mar. 2017 kl. 21:52