Starbound

Starbound

Frackin' Universe
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Update: Jul 20, 2017 @ 4:05pm

nothing big today



* corrected Coral Stingblade combo. it got mucked up when adjusting weapons recently
* Elder Altars should work again
* mace damage balancing
* dark magma biome generation corrections
* shields got some stat tweaks
* corrected some minor tech issues
* adjusted collision box for raptors a bit. still not perfect. but better.

Update: Jul 19, 2017 @ 9:30pm

minor mace adjustments

densinium shield sucks less

tritanium shield sucks a bit more

all shields have varying bash and bash-push bonuses. These are not always displayed, but are always present.

Update: Jul 19, 2017 @ 8:36pm

* contest winner entries for maces have been added! a big thanks to Ashey, Gezbo, Freetorule and Sacre and Dagnez for the killer entries! 24 new maces now await your murderous intentions.

* added new tech "Lance Dash" which increases your damage for a brief moment *after* your dash, ideal for early game hit-and-run tactics, shield bash openings and

* added the above bonus to Phase Sprint, during the dash

* battle packs now also provide Shield Bash bonuses

* Bees should treat all times as valid for working on space stations, rather than a standard day/light cycle.

* Stim Rig IV is 25% slower

* Precursor Rig should now properly unlock and its speed has been increased

* Phase Sprint is now multi-tiered, with each tier giving progressively better perks. Initially, your sprint gives you a brief immunity to damage. Upgrading it to rank 2 makes it damage anything in your path which you run through. Upgrading it to the last tier gives you bonus damage for a brief time, allowing for bonus damage hit-and-run attacks.



Update: Jul 18, 2017 @ 9:58pm

patch issues should be taken care of.

Update: Jul 18, 2017 @ 4:26pm

there. NOW you can travel

Update: Jul 18, 2017 @ 1:58pm

travel fuel cost fix

Update: Jul 18, 2017 @ 11:03am





![updateimage](https://user-images.githubusercontent.com/10946004/28332307-52e649b6-6bc2-11e7-841e-f37eb13fd95f.png)

This update focuses on weapons. Specifically, weapon types and making them all viable options to the player (as well as adding new types!). There are several changes, and I suggest you read them as your favorite weapon type might be affected.

However, first....
-----------------------------------------
* Despite being *great* for non-oceanic worlds, due to overwhelmingly consistent issues with ocean planets generating properly...I've disabled Huge, Massive, Enormous and Mammoth world sizes for all world types other than Gas Giants. I've also super-simplified any remaining edits FU does to oceans. This should *permanently* correct the issue you were seeing with ocean biomes. FU ocean biomes have had changes to match those generated by vanilla more closely.




and now onto the meat:

* New Weapon Type: Mace - Maces are one-handed hammers. While slower than most 1h weapons, they pack a wallop, and can stun when scoring critical hits
* Maces now generate as Random Generated Weapons

* New Weapon Type: Rapier - Rapiers are exceptionall swift, aimable 1h weapons. Their damage is roughly equivalent to daggers, but with a greater range and combo potential.
* Rapiers now generate as Random Generated Weapons

* New Weapon Type: Scythe - Scythes are slow but dangerous. They possess a painful first-strike that pulls enemies closer, a secondary strike that pulls them in a bit more...and a final strike that pushes them back away from the wielder. A unique weapon choice! Note that, unless an armor specifies otherwise, they are treated as "greataxes" for set-bonus or racial bonuses

* New Weapon Type: Longsword - Like Shortswords, Longswords can be wielded 1h. However, they possess no alt-fires. They are not quite as damaging as 2h broadswords and they cannot be aimed. While they have decent crit damage bonus, they have a low crit rate.
* Longswords now generate as Random Generated Weapons

* Great Axes now generate as Random Generated Weapons

* Fist Weapons: now have a 10% chance (increasing based on fist weapon choice) minimum to stun opponents on strikes. This should make them a more viable option.

* War Spears now display as Lance, but otherwise are unchanged (for the time being)

* The following weapons are now Longswords : Tungsten and Titanium Broadswords, Coral Cleaver, Effigium Broadsword, Crystalline Blade, Amber Blade, Queen Blade, Cell
Blade and Lunari Blade

* Crafted Shortspears can now be properly aimed

* added Tritanium shortspear and spear
* added copper, silver, gold, carbon, diamond and densinium quarterstaves
* added RNG rapier parts (Arc Empyreus)

* Added more collections! (shadow_absorber)
* removed bees from extractors since its wasteful and pointless to extract them
* added Aegisalt, Ferozium and Violium combs to extractors
* Swashbuckler set is now a Rapier/Pistol specialist set

Update: Jul 14, 2017 @ 2:16pm

* shields are fixed

* added special Katana loot! (Patron benefit)
* new Stim: Devils Bargain (Patron benefit)
* new weapon: Grinder (Patron benefit)

* the Triton can now traverse pus without being affected

* Isogen and Pyreite armors are 60% resistant to their native element, rather than 50%, giving them actual ability to survive in those environments
* added Frost Rotter to Ice Wastes and Dark Ice Wastes
* Precursor Death Bots no longer appear as generic quest targets (sorry, that loot is too good for low tier!)


* New Weapon Type: Scythe - Slow, cumbersome but extremely dangerous. Scythes pull foes *towards* you with attack 1 and 2, while the third strike pushes them away again! Currently only active as Bone and Densinium varieties

* New Weapon Type: Rapier - fast and accurate, rapiers have very (very) little knockback but can ding enemies faster than most other weapons in melee. Damage wise, they are on-par with daggers. Uses a 6-strike combo. Available in Random Gen.

* wells now spit out much fewer secondary resources

Update: Jul 13, 2017 @ 12:24pm

* fixes lab directory

* xeno station moved to a config file like the extractor and centrifuge

* a fix for all further generated ocean biomes. While FU didn't directly cause the weird tree issue, it was due in part to the new large planet sizes. So I have removed some limiting done in vanilla, instead. This should allow oceans to generate properly, if a bit less flat underwater.

Update: Jul 12, 2017 @ 9:13pm

minor fixes: solarium and diamond katanas should properly work/display