Starbound

Starbound

Frackin' Universe
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Update: Jun 10, 2017 @ 8:36am

oops!

Update: Jun 10, 2017 @ 8:22am

* spawn rates of core-biome monsters adjusted (except for Wastelands)
* new bookmark images for remaining planet types (by Gainem)

Update: Jun 10, 2017 @ 6:27am

asteroid ores *heavily* adjusted

Update: Jun 10, 2017 @ 5:37am

* Ansible should properly display all available goods
* cockpit adjustments for nav menu. should add missing elements from vanilla. my bad!
* Tinker Table (all 3 upgrades) should unlock the Repair Gun.

Update: Jun 9, 2017 @ 8:05pm

various minor fixes

should *hopefully* resolve the ITD issues

Update: Jun 9, 2017 @ 2:31pm

should correct power-system issues. Somehow git merged in uncomitted files for our power rework.

Update: Jun 9, 2017 @ 1:14pm

* Gemglow is now a Gravity Immunity plant instead of radiation burn. I feel that immunity to orange and blue grav liquid is more valuable to you :)

* Momma Poptop got a slight revamp. You'll find her much tougher to cheese now, and a bit tougher in general.

* Greg crew should properly function

* added Mech Repair Gun, located in the nanofab tier 2 station

* fixed a graphical glitch with the Underworld goggles

* fixed an erroneous icon in Starkiller set bonus

* mechanical beasts have a chance to drop Salvaged parts when hunted

* Oddball works again

* mechs should resist heat, cold and radioactive extreme environments

* you can now craft the Lunari Cannon and Gauss Cannon for your mech

* whatever other mod is using "shockbolt" will not create a conflict any longer.

* the Ansible no longer uses a convoluted tool-access method. all items are in a single menu. you can use Search.

* Nerfed healing plants (10/15/30/50 instead of 10/20/50/90)

Update: Jun 8, 2017 @ 8:08am

Crew
--------------
Due to a few changes in the vanilla game structure, FU crew have some changes:

* Engineers: Provide both Fuel Efficiency and Ship Speed bonuses. Gain +100% to their vanilla value
* Mechanics: Provide both Fuel Efficiency and Max Fuel bonuses. Gain +100% to their vanilla value
* FU Crew types: Depending on the type of crew member, expect to gain various ship bonuses. Most common will be additional fuel or efficiency from specific types of crew members. You'll need to experiment to see who does what, but this should at least allow you to benefit from these vanilla changes even if you are unlucky enough to repeatedly not pull an engineer or mechanic.

* NEW crew: Specialist crew members that spawn rarely are now possible to find (other than Greg). They will provide larger than usual bonuses or other special abilities:

* Hobo - nearly useless on-world, as they force you to consume booze and suffer the Intoxicated debuff. They fight by vomiting on targets...not incredibly well, either. However, they give a hearty +250 max fuel , donating their combustible booze to the cause!
* Bee Guy - throws poison-DoT bees at stuff, and gives beesting immunity.


Dungeons
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* Space Elevator loot improved

Space Stations
---------------------
* new modules added (by cat2002)

Celestial
--------------
* added new icons for all planet bookmarks
* added new icons of all biomes for navigation UI
* Each biome has a different text color in the system overlay to help distinguish them

It should also be noted that FU edits several things:
Fuel Costs: - coming soon. right now its a mere 100 no matter where you go. ew -
Planet Name Colors: All FU biomes have adjusted text colors on the initial system overlays, which should help you ID the biomes you are looking for with more ease

Effects
---------------
* Defense Reduction debuff now works on all damage types, not just physical but with a reduction from 5 down to 3 seconds in duration. It should be far more useful, but with a limited window for use.


Mobs
----------------
We had to completely rewrite all the FU monster behaviors. thankfully, there weren't thousands. You likely won't notice much difference on your end. None the less, huge shout-out to Tamamo and Monijir for hammering these fixes out.

* added miniboss "Heavy War Drone" to Metallic worlds
* completely revamped spawns for higher-end mobs on Metallic worlds. They now spawn in specific subbiomes. This is a test, and may be reverted before release of 1.3
* new burrowers (Xithricite, Pyreite, Isogen, etc)
* additional space-monster variants for use in asteroids
* Allergen plants can now spawn on ceilings and walls


Armor and Weapons
--------------------------
* Fang Shaman set now displays the correct resistance for all pieces
* vanilla (new) Drill Spear tweaked to behave more reliably as a mining tool
* Shock Arm Cannon has faster fire rate and longer range
* precursor beam pistol and precursor vaporizer have zig-zag projectiles
* Lunari primary fire is now a bitchin' wave-beam
* more Graviton tweaks
* reduced High Calibre Pistol damage, increased fire rate and inaccuracy
* Beam Gun damage increased

Stations
----------------
* to separate the name from the Ancient vanilla items, the Ancient Anvil from precursor microdungeons has been renamed to Cosmic Crucible
* Item Network "spout* now has two inputs as described
* added "Mining Bench" station to upgrade Mining Lasers.
* all main FU stations now use the new interface style utilized by the Armory

Resources
----------------
* Moonstone is now Telebrium Crystal


Other
---------------
* upgrading the Kluex Staff in a Cosmic Anvil should now properly apply bonuses instead of breaking the item
* re-merged Custom Collections UI mod into FU. Attributions remain intact and code is unaltered.
* Fossils now properly spawn underground in FU biomes
* removed non-seed extraction from the Xeno/Sprouting table. It now *only* processes seeds.

Update: Jun 1, 2017 @ 9:21am

this will be the *final* commit for the 1.2.3 release version of FU.

All further content will be for 1.3 Unstable or 1.3

Dungeons
---------------------
* lowered maximum dungeon count on Primeval biomes to match all others
* added new precursor object
* added new precursor tiles

Mobs
---------------------
* updates to Supper's monster behaviors. Mostly, you'll see pre-attack animations properly play in almost every circumstance. this should make enemy telegraphing much more noticable.
* Light Drones should now properly pathfind, rather than getting stuck on every bump (which rendered them nearly useless)
* Tar Golems have had numerous corrections to their animations. they are also more difficult to deal with
* Titanus Wrex got some upgrades
* is update Hoarz!!!!: https://steamuserimages-a.akamaihd.net/ugc/785162879540207552/FBEB5CFCBCBD151CE6C18A96C56BA9FC3CC75EE4/

Races
--------------------
* Radien visual tweaks

Gear
---------------------
* Lunari Rifle alt fire improved drastically
* added weapon Level to buildscripts of weapons types lacking it. not all UIs display level yet.
* added elder broadsword

Objects
------------------------
* Bot Healing Station has a new sprite palette so it can be distinguished from the bot loader
* new Precursor station: Erchius Converter. toss in liquid erchius. get goodness in return. it will also accept ultronium

Update: May 28, 2017 @ 7:31am

one more tiny aether city issue