Starbound

Starbound

Frackin' Universe
Showing 1001-1010 of 1,293 entries
< 1 ... 99  100  101  102  103 ... 130 >
Update: Dec 7, 2016 @ 7:34am

full list of recent changes in the 4.21 build so far



* some change to the crit system:

* new UI for all weapons to display crits

* every weapon now has different crit % chances, as well as a Damage Bonus when they do crit. These are displayed on the above-mentioned UI

* boomerangs and chakrams got more flavor to their UI tooltip, making them a more desirable weapon choice


* new weapon type: Short Spear. All are random gen. These provide a one-handed alternative to spears. They operate slightly differently and have far less overall range, but even the common variants do DoT (short bleed). This makes them useful attrition weapons

* added Juvenile poptops. These will appear at only night in Lush/Garden and Rainforest biomes

* Ceiling sprinklers are now craftable far earlier in progression, with the addition of the Crappy Sprinkler. It's not much worse than the ceiling sprinkler, but less reliable and less quick. I saw no reason to not allow it sooner for sheer convenience.

* Nomad armor recipe adjusted again so you can make it on the first desert you come to with minimal effort.

* sped up production of bandages , cotton wool, string and woven fabric

* bone armor gives a slight edge when equipped in Forest, Desert or Garden biomes. This should make it desirable in the early game for exploration. The bonus is not substantial: +5% Health and +5% Power

* moved all Lunari gear unlocks to lunari crystal instead of lunari shards. Other unlocks attached to Lunari Shards remain intact

* bracken growth rate is now an exact match to Cotton. It was growing too fast, making cotton seem pointless.

* xeno lab and clone lab have a proper close X added to their UI

* removed several higher-tier biomes from temperate and radioactive stars since surviving them is still problematic at that point anyhow

* added mountainous biomes to Temperate and Radioactive stars, making it roughly on-tier for getting Zerchesium, and simplifies finding the biome if you are unlucky enough to have no nearby red or binary stars

* added Pyreite and Isogen weapon sets (thanks to DarkPursuer for the sexy sprites!)

* changed around some unlocks and recipe related to isogen and pyreite

BEES!
-----------
* centrifuges all now have X's to close added to UI
* apiaries have close X's added to UI
*catchable bee spawns now only spawn at the appropriate time of day. You won't see bees often at night anymore.
*Godly Frame (greatly boosts all) and Reinforced Frame (greatly boosts item production) Added.
*Some Frame Recipes Changed.
*Miner Bees now produces metal chunks...
*Made higher-power frames harder to craft.
*Sped up extractor and centrifuges.
*Selling bees in bulk is instant.
*Blue Candles Added
*Bee refuge Recipe now available for purchase.
*Queens Spear and and Stinger Gun Blue Prints added. They are dropped rarely by red bees as well as the gorilla boss.
*Red Honey Platforms Added.
*Red Honey Material is made from blood and honey now.


Update: Dec 5, 2016 @ 10:34am

shortspears adjusted. they should be a lot more interesting to use now, providing a true spear alternative for those that prefer single-handed weapons

also, crit-damage bonus has been adjusted to be less OP

Update: Dec 5, 2016 @ 5:39am

Proven Frame recipe is now properly working

Update: Dec 4, 2016 @ 6:30pm

minor fix for bee centrifuge changes. They should operate properly again, and at varying speed per tier.

Update: Dec 4, 2016 @ 1:15pm

adds crit values to pretty much all remaining vanilla weapons. if you can craft it, it should have crit values. If it generates, it should have crit values.

A few are omitted intentionally, but that's perhaps 3 or 4 weapons total

Update: Dec 4, 2016 @ 11:01am

* fixes missin gboomerang and chakram itemdescriptions (crafting interface) and adds crit values to all weapons in the crafting menus



* added Juvenile poptops. These will appear at only night in Lush and Rainforest biomes

BEES!
-----------
catchable bee spawns now only spawn at the appropriate time of day. You won't see bees often at night anymore.
Godly Frame (greatly boosts all) and Reinforced Frame (greatly boosts item production) Added.
Some Frame Recipes Changed.
Miner Bees now produces metal chunks...
Made higher-power frames harder to craft.
Sped up extractor and centrifuges.
Selling bees in bulk is instant.
Blue Candles Added
Bee refuge Recipe now available for purchase.
Queens Spear and and Stinger Gun Blue Prints added. They are dropped rarely by red bees as well as the gorilla boss.
Red Honey Platforms Added. o_O
Red Honey Material is made from blood and honey now.

Update: Dec 3, 2016 @ 9:37pm

new UI elements added to weapons which display your chance to Crit with them, as well as any bonus damage you get when you crit with them. This applies to random-gen weapons as well. This will only display on newly generated weapons, however. Older weapons will probably not possess the values.


added new UI tooltips for Boomerangs and Chakrams

removed description from Fist weapons

every single weapon in FU and vanilla ran-gen weapons now have crit rates. I'll add the same to all other vanilla weapons soon

Update: Dec 2, 2016 @ 12:55pm

### 4.21.0

COMBAT
-------------------

Part 1 of the FU combat enhancement (special thanks to Storm_UK, GTG3000 and Healthire for the help here) :

* Critical Hits have been added to almost all weapons. The actual chance for a critical attack varies by weapon type. Actual bonus damage is damage *2 + weapon-based bonus.
* Spears have a 9% chance
* Daggers have a 7% chance
* Hammers have a 10% chance
* Axes have a 10% chance
* Broadswords have a 7% chance
* Shortswords have a 7% chance
* Quarterstaves have a 9% chance
* Boomerangs and Chakrams have a 7% chance
* Fists have a 7% chance
* Whips have a 7% chance
* Bows have a 10% chance
* wands and staves have a 10% chance
* pistols have a 7% chance
* machine pistols have a 5% chance
* sniper rifles have a 10% chance
* assault rifle have a 5% chance
* grenade launchers have a 10% chance
* rocket launchers have a 10% chance
* shotguns have a 5% chance
* flamethrowers have a 2% chance

Obviously these rates will need to be refined as we go, so please report inconsistencies so they can be addressed. Wands and Staves do *not* get crits because they do not need them given their utility when compared to the other weapon types.

GENERAL
-------------------
* aether sea should have a bookmark icon now
* all new flower colors should properly extract if you opt to do so (though really...why? xeno lab is better for this!)

QUESTS
-----------------------
* Bees! quest streamlined. They no longer require turning in and cannot be cancelled
* two additional bees quests added to show how Breeding works, and how to deal with Mites

ARMOR
-------------------------
* Quantum Armor (and its upgrade) renamed to Morphite Armor to be more indicative of what it is created from. Both suits stats are changed.

STATIONS
-----------------------
* Fission Furnace interface corrected (header and footer were borked)
* Added close X's to the various powered stations (finally)

* slight adjustments to Solar Array and Solar Tower recipes
* Hydroponics Tray now accepts Elder Fluid as a fertilizer input.
* Hydroponics Tray now accepts Aether as a liquid input

* Wind Turbine animation smoothed out a bit on a few of the fan speeds
* Ansible no longer provides access to Densinium. No more easy Densinium armor.
* Quantum Generator power output substantially altered (and Streamlined, thx to Storm_UK!)
* base power values (per stage) changed to: 5/9/12/16/20 + Modifier(new!). "Stage" simply means the firing-up process before it reaches full power
* "modifier" is the base fuel value
* power consumed changed to fuel/3 + (1 to 20). This means fuel will burn a *lot* faster than you are used to but still last a fair amount of time. Rarer fuels will last longer than lesser ones.
* overall fuel output is more varied now, as fuel directly determines power output. Elder Fluid remains best, while basic BioFuel is the worst.

Update: Nov 28, 2016 @ 12:59pm

minor fix to the cyclopean torch

Update: Nov 28, 2016 @ 6:36am

This will be the final push for 4.20 series of FU.

### 4.20.10
* the Arm Cannon(Fire) no longer sucks

* the Webber mob is no longer set to fullbright

* Warbot has had its attacks reduced a fair bit

* added extra slot to Fission Reactor. Tritium will now spawn in this slot rather than on the ground

* adjusted critter and monster spawns on Forest, Desert, Jungle, Rainforest, Bog and Lush. They should be less insanely crowded now

* tweaked unlock trigger for both Reptilian and Chitin armor sets. Chitin unlocks from either bugshell or wildvines, while Reptilian only triggers from Raptor Eggs. The shield still unlocks with Reptile Scales.

* simplified recipe for the Lab Directory, removed the pixel requirement and shortened the craft time of the object itself from 10 down to 6 seconds.

* added tiered Ore Detectors and unlocks. Each tier detects more ores and has increased distance. You'll find the first tier in the Matter Assembler once unlocked. You can start the chain by picking up a Coil. Each tier after can be made in the nanofabricator

* most Gregs no longer carry shields. This should make them substantially less impossible to defeat when they are in a horde

* increased bee spawn rates on Forest , Lush, Desert

* Ion Rifle unlock added to Helium 3 Canisters

* servitors got a behavior upgrade, and will now shoot from afar

* adjusted approach-fly parameters of several flyers, making them far less impossible to deal with. This especially effects the tentacle-eyes, doom spirits , horrors, fleshreapers and servitors

* change to battery output splitting. give it a shot, see what you think.

* added Wind Turbine. unlocked with Silver Bars. They provide a variable power rate based on the local wind on your planet.

* removed annoying poison effect from Sulphuric Biome rain. You already can't breath and suffer Acid effects on the biome. Forcing poison on you too is just cruel.

* large power sensor now has fullbright effect for the numbers

* Gorgoliths are much harder to capture

* removed "priority" setting from the meta file, as it was causing FM music to not load in FU biomes. Instead, FM now has an "includes" property in its own meta. The same will be applied to FR.





Going forward, I'm not sure what is next. I have many plans but no idea what order I plan to tackle them in. Enjoy!