Starbound

Starbound

Frackin' Universe
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Update: Sep 27, 2016 @ 7:53pm

* All fu plant produce, save for a select few (one, actually, sweetscoop), is now stackable and doesn't rot. This also removes the requirement on being hungry to use them. This makes *all* FU produce more viable and useful as it used to be (especially the healing ones)

* new grappling hook: Tether Snap. Use with caution, or you'll end up killing yourself. That's a promise.

* chitin damage bonus fixed. Removed it from the set bonus and applied to only the chest piece.

* added Starspawn Acolyte miniboss. You'll find him in the Frozen Wastes temple.

* added Shock Jelly to Tidewater planets

Update: Sep 26, 2016 @ 7:57pm

### 4.18.3
* applied Set Bonus to Chitin Armor.
* added new Hopper monster
* adjusted Cloud subbiome spawns
* pus immunity should properly function
* Sting Needler is no longer displaying as two handed for its animations

Update: Sep 26, 2016 @ 4:41am

4.18.2

Sweetscoop (wild) now properly drops (non-wild) sweetscoop seeds

Fixed Gryphon recipe error asking for PGIs rather than densiniumbars

Tidewater is, as far as I can see, fixed. (Fingers crossed!)

All armors in FU now use the proper tooltip.

Added some new pet-exclusive foods for sale at TerraMart. Eating them if you aren't a pet will make you sick.

Text fixes for typos, etc

Nova X10 tooltip no longer reads as "thorns"

new Mountainous biome parallax

Update: Sep 25, 2016 @ 6:55am

testing a probable fix for the Tidewater bug. Let me know if it worked. So far, so good on 3 new tidewaters for me.

This will not affect *existing* tidewaters. Only newly generated ones.

Update: Sep 25, 2016 @ 5:41am

corrects Gryphon frame 1 and 2 positions

fixes a bug with crates3 microdungeon causing a warp-to-ship due to typo in loot template



we're still working on tidewaters. We now know it only happens on some, and then, seemingly without a reason thus far. Swapping to to normal water made no difference. Now we need to start ruling out individual sub-biomes.

Update: Sep 24, 2016 @ 6:36pm

### 4.18.1

* corrected Gene Sequencer UI

* corrected Power Station UI

* Three Flyer vehicles completed and activated. Power Core and Nuclear Core will unlock them , respectively. You'll need a ton of resources, though.

Flyer 1: Reaver (guns)
Flyer 2: Sentinel (rockets)
Flyer 3: Gryphon (lasers)

* fix for battery --> battery power drain

* power no longer goes to filled batteries

* fleshleech graphic completely replaced

* fixed a typo in the cockpit planet descriptions

* Insanity status now has its own icon

* more deathbot/sentry robot changes

Update: Sep 24, 2016 @ 4:43am

adjustments to the gene sequencer to suit the new UI

Update: Sep 23, 2016 @ 8:12pm

4.18.0

Nerfed the living hell out of the proto bow. It behaves about what I intended for it to be now. Essentially you still get the blobs but no liquid and you lose the equal-damage secondary explosion. It is no longer the OP god of all bows.

Removed headcrab and caterpillar from circulation. They were busted and didn't fit in anyhow. We'll be making more monsters instead to replace them :)

Mechspiders got updated to the new format, and are no longer 1.5 times larger. Their projectiles should keep you on your toes, too.

Fixed and changed Shadowtops. They now have their own sounds and whistle, and a different attack set.

Mushroom now unlocks shockshroom, rather than mushroom seeds (which dont drop). You can now access that entire branch of plants.

Fixed and changed Spider Walkers. They are now variants of triplods

Hailstrike got a just-because upgrade to its rebound projectiles

Hailstrike has a tougher recipe to suit its awesome status

Mini-rocket launchers touched up some more. NOW they are AWESOME. They also have adjusted recipes and new tiers.

Type-S Survival Pack appears in the MA where it belongs

Imperius Minigun damage scaling corrected

Adjusted Collections UI for FU elder paintings

Re-added rangedAimTime fix for NPCs. This should make their ranged attacks more lethal and less likely to consistently miss you, since they properly aim before attempting to fire.

NPCs will track you further

Adjusted a couple NPC loadouts.

Wild algae seeds are planted more commonly on Fungal and Bog biomes (from 35% to 55% on bog, from 0 to 50% on fungal)

X10 shield appears in the shields tab

Reworked sprite for Doom Spirit

Elder cage graphics updated


NEW UI:

New crafting interface added for FU crafting stations. More will be coming in the pipe as I get time to work on them.

Update: Sep 20, 2016 @ 7:56pm

4.17.0
-----------------------------------------------------

needlers are properly one-handed

dimensional repeater is properly one-handed

Carbon armor is now named Evader and has a set-bonus to make it worthwhile to craft. It's stats also scale a bit higher (t3 -> t4) than before.

X10 armor chest no longer produces annoying orange border with its effect

Slight nerf to X10 armor power bonuses

X10 armor given set bonus

fission furnace ores smelt a little faster

proper status effect added to Gemglow farmable produce

all materials have proper categorization

added text to the pre-completion phase of the new tech quests since apparently something changed in 1.1.1 that makes my previous method annoying with a blank popup.

Hydroponics Tray should properly produce silk fibre rather than silk when growing Bracken

Large Power Sensor display corrected

Lumivine, Gemglow corrected

Microwave Ray has a new alt fire. This gun is now fun as hell.

Mini missile launchers got an alt-fire makeover

added new Weather types to take advantage of new Stable code. One is particularly insidious but rare. You'll know it when it happens. It won't *belong*


NEW Object: Survival Tent

This sweet darling will prevent you from dying or being affected by weather related effects while within. Downside being that you are then stuck in a tent. But you aren't dead! yay! Handy to survive nasty storms.

Update: Sep 19, 2016 @ 7:22am

1.1.1 update compatibility