Starbound

Starbound

Frackin' Universe
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Update: Sep 23, 2017 @ 7:03am

CREW
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* Experiment: most FU crewmembers that have armor sets now use the stat bonuses from their armor *in addition* to the stats they inherit from you. This makes them *much* more effective in combat overall. Please inform if they are *too* good now, though early tests so far are fairly favorable. Note that they do still lose some base protection and damage to compensate for player bonuses as per usual.
* Lovelius Smythe has increased damage and armor

BIOMES
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* Strange Sea, Unknown, Shadow and Super Dense biomes can now go as high as t10. Their lowest setting has been increased

POWER
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* all Powered devices now require more power to function. This should increase usefulness of the heavier, larger generators significantly, and encourage consistent upgrades of the power network in your base.

CRAFTING
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* crafting recipes for powered stations and tools have been adjusted to better reflect progression. This means many are more expensive to make, or are later than you might otherwise be used to.
* updated bee and booze UI to use the FU style (Hubnester)
* added Moth Trap II. It collects slightly more silk than the first tier version, but is slower to produce.
* tentacle blocks and stomache blocks no longer return a 1/1 ratio of DNA
* fixes 8bit powerup display UI

TECH
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* reduced wall-grip time of Magnet Grip I from 8s -> 2s. It was far too good for its early unlock in progression
* Magnet Grip II grip time increased to 6s

WEAPON
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* increased Snubber damage (from 1.4 to 1.7)
* improved the Proto Gun:
* increased damage and knockback from primary and secondary fire
* added one additional projectile to its primary fire
* primary fire has secondary minor physical damage on impact, reap and collision

MONSTERS
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* Wickers renamed to Wickin
* Wickin are no longer causing warp-to-ship when injured

Update: Sep 20, 2017 @ 10:29am

nothing major here:

* oonforta now glows via fullbright
* pasaka now glows via fullbright
* Fungal biomes have more plant options spawning naturally
* Fungal parallax adjustments to saturation, brightness, odd clipping, and the frontal mushroom layer is lowered

Update: Sep 20, 2017 @ 7:07am

* corrected Cell armor regeneration to be 4% as intended, rather than the 1% it was actually providing

* all Expanded Weapon Generation weapons RanGen have had slight balance adjustments and should no longer be absolutely superior to vanilla offerings.


* completely revamped the look of the Fungal biome


* reworked all Proto plants to be more atmospheric and match the theme better

Update: Sep 18, 2017 @ 11:57am

* isogen rapier should properly appear in the crafting list

* removed errant pixels from Precursor armor (CariTheKitty)

Update: Sep 18, 2017 @ 11:25am

* added Molecular Nano-Fibre as a resource for t5/t6 to encompass items not covered by golden fleece
* Mutavisk Nano-Fibre renamed to Bio-Thread
* Mutavisk/Bio thread recipe no longer produces 2 thread
* removed Cybersphere terraformer, as it wasnt supposed to exist in the first place as a craftable.
* Reworked Precursor armor stats and recipe
* Azun armor crit bonus reduced from 8% to 3%
* Precursor Armor:
* now unlocks only from blueprints
* gains Pressure protection
* Crit bonus drops from 15% to 5%
* power increase applies to Energy (rather than Machine Pistols) and Precursor weapons rather
* gains +40% Cosmic Resistance

* fixed a fireTime issue with maces
* added Manstopper pistol (DubShoe)
* added Core Shortspear (DubShoe)
* added Isogen Rapier (Frann)
* added Carvelle Sniper Rifle (DubShoe)

* Reduced rapier damageArea to be slimmer, not much thicker than the blade itself

* corrected a long-standing (minor) issue with terrestrial_worlds.config patching some things slightly wrong. This should rectify Elithian Races subbiomes, and others, not appearing where they were intended to on vanilla biomes.

Update: Sep 17, 2017 @ 9:27am

fixes mislabelled spawner for precursorwarbot

relocates early base-metal weapons and armor to the proper places

Update: Sep 17, 2017 @ 6:53am

* steve stole your cereal
* mining lasers are more effective: their actual fire time has reduced per tier, while energy cost is reduced
* solarium katana is once again 2h as intended
* the Insanity debuff got a little bit weirder and more annoying...
* precursor microdungeons have been relocated to precursor surface and underground biomes
* per authors request, Faleni have been pulled from FU. You can grab them over at https://community.playstarbound.com/resources/the-faleni-mothia.4830/
Note that this *will* screw up any crew/tenants of those races. Likely errors, but please let me know of any crashes related to this if they exist.
* plasma pack should now correctly offer pressure protection
* PONG game has a bit of added randomness.... (cat2002)
* grammar change on Xeno lab inspection (Slugbait)
* reworked Aetherium Rapier (Gainem)
* replaced Diamond rapier, and added Isogen rapier (Frann)
* Precursor generator is no longer mineable with ease. It will take concerted effort to dig up. Fuel values are slightly tweaked for its higher-end fuels. Added additional fuel type.

Update: Sep 15, 2017 @ 2:43pm

* Fixes bug where players with negative cosmic resistance would glitch on Atropus planets due to an improper color hex.
* irradium rifle does proper damage type
* irradium rifle alt now causes damage to things that touch the barrier, and causes Radiation Burn
* added Giant Scented Apiary
* added unique Contributor mace weapon: "Facebreaker". (Junosato)

* katana changes:
* katanas have a slightly greater pause after their combo to prevent hard-locking enemies a bit more
* their hit area has been completely redone, per strike
* katana combo completely revamped to have a bit more pizazz!
* overall per-hit damage reduced
* slightly adjusted fire times across the board
* moved katana combos to a 1h and 2h weaponability file, allowing easier use anywhere.
* cleaned up katana weapon files to remove excess data
* Masters Katana has more strikes, and its bleed has been moved to combo-hit 4 in the sequence


* mace changes:
* slightly reduced mace combo damage per swing:
* Swing 1 reduced from 1.0 to 0.8. Knockback reduced by 0.5 (14.5)
* Swing 2 unchanged at 0.7
* Swing 3 reduced from 1.2 to 1.0. Knockback increased by 2 (17)
* added Mace swing sounds
* Mace combo speed increased from 1.0s to 0.9s
* Edge grace increased from 0.75 to 1

* shortspear changes:
* increased EdgeTriggerGrace from 0.3 to 0.8
* increased comboSpeedFactor from 0.85 to 0.9
* per-strike damage adjusted:
* hit 1 increases damage from 0.5 to 0.6
* hit 2 increases damage from 0.6 to 0.7
* hit 3 increases damage from 0.7 to 0.75
* final hit was reduced from 1.2 to 1.0

* rapier changes:
* increased edgeTriggerGrace from 0.655 to 0.75
* increased comboSpeedFactor from 0.3 to 0.75

* Empress should properly appear on the Armory rather than the Anvil
* added Peach, Pear and Crunchy Chick pies
* war angel helm improvement
* changed some turrets on lethia fleet to FU variants to shake things up

Update: Sep 14, 2017 @ 10:44am

* Hailstrike visuals updated (Mikenno)
* fixes an issue with the Monster collection due to a missing frame
* laser hooks and elder hook now cause poison and damage on targets in their path
* ice axe can now do 5 damage and cause bleeding and gains +1 range
* added aiming to FU fist weapons and increased attack speed (inspired by ThatThunderCookie)
* fist weapon damage increased
* adjusted swooshes on fist weapons
* Hell Claw sprites properly framed. The rear fist should no longer be wonky
* Irradium Rifle alt adjusted to an Area Denial special (inspired by ThatThunderCookie)

Update: Sep 13, 2017 @ 3:35pm

corrects a small weather typo calling for "embers" rather than "ember" as weather type on certain biomes