Starbound

Starbound

Frackin' Universe
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Update: Aug 3, 2017 @ 10:59am

* nothing too major here. Adjusted mech bonus damage, and corrected some mech weapons that were in need of a damage buff or reduction.

Mech bonus damage is now computed if your mechs combined legs, body and boosters outlevel your weapon. The higher the parts potency, the greater the weapon bonus will be to lower-end weapons. This should allow them to passively scale a lot better (and more clearly) as you improve your components.

Update: Aug 3, 2017 @ 8:55am

Read this or you are an idiot. This is another major change!







NEW Power System (cat2002)
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NOTE (READ THIS OR YOU ARE GOING TO HAVE A BAD TIME): You will almost certainly need to re-place (as in dig up and place down again) your powered objects in your wired network. Its a pain, but necessary.

Thanks to cat2002, the entire power system has been reworked. Gone are the headaches of split power output and confusing nomenclature. This should do what you expect it to. There will likely be glitches, and please do report them when you find them.



* Power is no longer divided between objects,
* objects now request power.
* Most power objects rewritten.
* Power can be sent/received from any node on an object.
* Any leftover power gets sent to any batteries at the start of a cycle.


Mechs
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* removed need for the Mech Addon patch separately from FU. all supported custom mech parts should be more or less balanced now, apart from a few adjustments here and there. please report any inconsistencies.
* balance adjustments to every single mech weapon. Damage got revised in almost all cases.
* densinium balster range increased
* rapid fire mech weapons have drastically reduced crit chances
* adjusted mech protection values
* tier 3 Booster Air Control Speed value from 2.2 to 2.7
* tier 3 Flight Control Speed increased from 7 to 9
* tier 3 Booster Air Control Force increased from 12 to 15.
* mech ground speed slightly increased (most notable on tier 3, which raised from 3.5 to 5)
* jump air control reduced
* reworked bonus damage calculations


Other
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* Bandraflora uses a fire multiple projectile action at short range, replacing the on damage projectile - still uses poison balloons.
* Bandraflora's bulbop2 spawns are now controlled like the eyeslimeking spawns - by damage.
* To make sure the bulbop2s survive the initial spawn their health has been increased.
* bulbop2 jump speeds were nerfed heavily for early game balance's sake.
* Densinium Burrower had the flow of its gravity pulse reversed so when you're running away from it you can see the fields approaching rather than having to anticipate the jump from tail to head.

* added Tiny Tethers by CariTheKitty and koritastic. These allow you to tether multiple pets at once!

Update: Aug 2, 2017 @ 10:25am

Mech Updates
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Nothing too major here. Some tweaks and balances to mechs:

* All mech energy drain slightly reduced per tier
* mech Regen rate severely lowered, as it had unintended side effects on hazardous biomes (such as super fast regeneration when not moving)
* Mechs can no longer crouch through doors
* Mech crouch is less comically low to the ground
* reduced effect of hazardous environments on mechs, allowing them to last longer even when they are affected by storms, etc.

Non-Mech
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* Gorgolith touch damage increased

Update: Aug 2, 2017 @ 7:28am

BIG update! I've been at this literally since the moment I uploaded the last update!

5.4.16 - phase 1

Mecha Madness
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* overhauled mechs:
* all mech body armor values adjusted
* all damage and armor scaling for mechs and space monsters has been reworked to be on-scale with planetary biomes. This means damage will no longer be absurdly stupid on biome-mobs, and your space and biome combat experience will be interchangeable. It also means you can actually fight space mobs outside of a mech and survive.

Mech Changes / Additions
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* shield drones are now tiered, and incrementally better with each tier. You get 1 at tier 3, 2 for the second upgrade, 3 for the next, and 4 for the tier 6 shield drone. They also rotate around you from the second tier onward!
* space mobs now have resistances to elemental effects
* rescaled space monster health and damage to suit mech changes
* damage from mech weapons has been adjusted to suit the new damage scale.
* mech weapon damage now sets the weapons level to be that of its Power stat.
* the Base Damage of a mech arm, multiplied by the tier, sets its damage.
* After this is computed, bonus damage is applied based on the Body, Legs and Booster of your mech. The better the part, the higher the bonus. This allows older weapons to remain relevant for longer, as simply upgrading your other parts can boost your attack power.
* rescaled mech protection. At tier 3 (Basic Mech) it is lower than it once was, but retains its previous resistances above this level.
* mechs now have a chance to land a critical hit. This is based on the energy of your mechs Body, divided by two. This makes the highest possible base chance at 3%. There will be ways to adjust this later on.
* all mech attacks drain some energy. Crits drain slightly more. You'll still need to ration your mechs!
* mech energy drain reduced. As you increase in tier, your drain decreases.
* XS Mechs Modular edition basic functionality merged into FU. None of the actual mech parts, etc are in (save for the refurbished leg parts so the legs don't look ridiculous). But crawling, taller mechs, repositioned arms etc should all be doing fine and dandy. FU also now loads *after* these mods so that they are fully compatible with XS. Note that damage on other mods mech arms is going to be *absurd* until a patch can be released for them.


* mech repair gun radius increased so you don't need to be so specific with your aim using the tool.
* zerchesium and telebrium ores now have the same rarity as their bars
* katana duration between combos increased.No more uber-rapid-fire, sorry
* lunari scythe appears where it should
* removed Fenerox hairstyles
* Translocators should no longer be able to cheeze through doors.
* Translocator I range increased
* Bee Wing graphics replaced (Gainem)
* new Mech Body, Booster and Weapons (DarkPursuer)

Update: Jul 29, 2017 @ 7:01am

* elder asteroid layers should no longer generate incorrect spawngroups
* aetherium cleaver secondary fire spawned shots were too weak. They now do twice their previous damage.
* raptor collision boxes corrected
* uberilla collision box corrected
* gorgolith clollision box corrected
* added new weapon: Instigator
* corrected Bandit microdungeon errors
* aetherium hammer should properly add to collections rather than cause a horrible crash

Update: Jul 28, 2017 @ 2:30pm

* fixed shroom sword
* moved the Elder Statue quest back to the Science Outpost
* sunwalker armor properly displays its breath buff

* adds missing microsphere techs to tech collection - shadow-absorber
* adds some missing entries to the longsword collection - shadow-absorber
* fixes some missing entries in the quarterstaff collection- shadow-absorber
* fixes a few missing entries in the scythe collection - shadow-absorber
* completes the shortsword collection - shadow-absorber
* Mission radio message typo fix - ParrotParrot
* Changes to bar material block processing - ParrotParrot

Update: Jul 24, 2017 @ 5:19am

* Rather than a brochure in a shiplocker, all Lush biomes now have an additional dungeon. This small medical hut contains a familiar face who will now reward you with the location upon quest completion. You can no longer craft the brochure, but you also won't need to (since you can easily get one from any lush world)

* armor categories have been improved, meaning that their names are more descriptive and should inform you of their tier once in your inventory

* moved the bookcase from the Science Outpost containing the guide books where the above NPC was previously located, so that players see it more easily.

* evil red bulbops should no longer appear on lush biomes save for one very rare circumstance (0.01% chance)

* the Precursor mob should no longer appear at all in RNG quests

* paper wing buff corrected

* summoning crew via contracts should now summon them at your location rather than the cursors

* tweaked monster health, giving a small increase per-tier. This was done to offset crits somewhat, to keep the difficulty curve more approachable without being a cakewalk. Higher tiers receive more health.

* incinerator should now have an in and out node, though i doubt the out will get much use, what with it destroying whatever is put inside.

* crew regen from FU crew no longer displays particle effects when on ship

* barren worlds are a bit more....interesting. Their surface diversity is more or less reduced more towards vanilla levels. However, they have some more unusual features and more randomness overall in their generation. Beware the underground.

* mining benches can now upgrade mining lasers up to level *20*. However, the cost in modules increases greatly after tier 8. With this change, range gets quite an increase at max level and damage is heftily increased as well. This directly impacts your success with Miner-centric armor set bonuses as well as FrackinRaces players who use Apex.

* mining benches no longer increase crit stats on mining lasers, since they cannot score crits.

Update: Jul 22, 2017 @ 1:37pm

a little experiment in armor category adjustment. i think itll be much preferred.

Update: Jul 22, 2017 @ 7:11am

Gear
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* energy packs have a slightly increased block-per-tick regen rate



Mobs
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* reduced overall Burrower spawns, adding them into the main spawn pools for their biomes rather than a unique Burrower pool
* corrected a lua error some npcs called in combat causing a script hang that would pause play for several moments


Crew
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* Hunter and Bounty Hunter chatter edited for floran and glitch
* Emperor sword now has an alt that wont light you on fire


Stations
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* Growing Trays now grow crops much slower, making Hydro Trays vastly preferable

Misc
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* added additional loot drops to fishing pools
* healing via honeycombs is no longer worthless
* honey healing is no longer worthless
* sulphurstorm sand particle location corrected (PParrot)


Weapons
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* maces should all properly unlock
* common greataxes should no longer be of Poison type
* gauss rifle has a 50% improved cone of fire
* added weapons from the dead "jaxines armory" mod in various places (credit to Jaxine, obviously)
* added Honey Scythe (freetorule)
* added Solarium Quarterstaff (sayter)
* added Solangrium Mace (Leon)
*added Wooden Club (Ashey)
* added Silver Staff (Gezbo)
* added Lunari Scythe (Gezbo)
* added Honey Scythe (FreeToRule)
* added Aetherium Hammer (Hayden)

Update: Jul 20, 2017 @ 9:09pm

more minor fixes


* sulphurstorm sand particle location corrected (PParrot)

* corrected a lua error some npcs called in combat causing a script hang that would pause play for several moments

* gauss rifle has a 50% improved cone of fire

* maces should all properly unlock