Starbound

Starbound

Frackin' Universe
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Update: May 16, 2017 @ 11:37am

Gear
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* new pack (from Nightar) : Battle Pack. These EPP packs will provide bonus health, energy and damage
* new pack: Flex Cape (from Nightar) : Resists 10% physical damage

Weapons
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* fixed Fleshweave Broadsword not crafting, and instead making a Masters Broadsword
* added Precursor Spear (Junosato)
* some recipes for Fleshweave weapons were pointing to the wrong weapon. You should now properly see them listed
* Quarterstaves should no longer generate as broken
* Rare quarterstaves should properly generate with the new FU damage types

Effects
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* fixed a bug with electrical storms spamming logs

Mobs
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* numerous Burrower adjustments to improve performance and player-friendly aspects
* RNG monster improvements, phase 1: adding new variety and behaviors as well as sub-types.

Update: May 13, 2017 @ 8:32pm

Mobs
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* NPC behavior from "Enemies Aren't Stupid" integrated into FU, with modifications. The Snaggler and Peblit changes arent in (primarily because of peblit being broken as a result), NPCs won't track as far away...the rest is more or less identical. This should alleviate some conflicts that cropped up, while still letting people enjoy the benefits of that mod. You should probably uninstall that one to be safe..but it might be perfectly fine.

Weapons
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* all bone weapon rarity corrected to common
* somehow, bone shields recipe wasnt being unlocked. Corrected. Pick up some bone.

Effects
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* corrected gazelemon headlamp duration
* corrected Warp Miner tooltip info
* corrected annoying inf% damage bug

Weather
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* Lightning storms have some added effects, and are more volatile in general. Getting hit by lightning has a worse consequence overall (draining some, or all, of your energy. Potentially starting forest fires, and electric explosions). Their base damage has also been increased

Other
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* dozens of minor fixes to text, codex spawns etc

Update: May 12, 2017 @ 8:35am

Vehicles
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* some new hoverbikes are for sale (Monijir)
https://steamuserimages-a.akamaihd.net/ugc/836952465878246640/EAAD6470DFF4BF271B9F9FD18036146A1C7EEFDB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1101&composite-to%3D%2A%2C%2A%7C2048%3A1101&background-color=black

https://steamuserimages-a.akamaihd.net/ugc/836952465878247581/0DEF7DB47B64DCA11518B19DD1C43851041706F2/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1101&composite-to%3D%2A%2C%2A%7C2048%3A1101&background-color=black

https://steamuserimages-a.akamaihd.net/ugc/836952465878247146/E69F945EF802497867AAF4E7B398DFF25ED43B47/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1101&composite-to%3D%2A%2C%2A%7C2048%3A1101&background-color=black

Monsters
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* Even -more- burrowers (Monijir)

Biomes
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* Slime and Tarball biomes will spawn appropriate chest types

Armors
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* War Angel set now gives x2.5 damage and +12% Crit Chance when wielding Chain Swords.
* War Angel set now gives Breath Protection

Mobs
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* tweaked NPC attacks again. They should be much more snappy with firearms, and have a faster melee arm.
* MacReady has been buffed a -lot-

Weapons
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* Elder Bow glow corrected
* Hellfire bow primary flames no longer harm player
* FU Melee and Bows that appear in only the Armory stations have updated tooltips to match Guns
* added Drill Spear
* added Atropus/Flesh themed melee set. Unlocked by Plageus Nodules (which make mutagene4, required to make the new weapons. flesh already had about 15 unlocks. Sparing you extra spam)

Other
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* all weapon UIs updated to match Ranged weapons
* adjusted a whole bunch of waaaaaay off-balance resource prices. sorry. no more selling stacks for 200k
* FU bosses/minibosses are no longer affected by the Defense debuff

Update: May 10, 2017 @ 6:56am

5.1.7

Celestial
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* corrected an issue with the second underground layer on Mammoth worlds not rendering properly

Weapons / Armor
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* kraken set bonus fixes
* new weapon: Precursor Xray Pistol
* new weapon : Precursor Jolt Pistol
* new weapons: Omega Hammer
* revised Spankr legendary drop. It sports a much more useful (and powerful!) alt-fire, and the primary does a bit more damage. It uses unique mechanics, so it'll take adapting to. It's quite powerful.
* new "Reaper Cannon" : renamed to Fusion Cannon. New texture (Gainem), i tossed together the animations
* Fusion Cannon primary fire changed to feel more...fusion-y.
* Gorgolith Tail got a makeover
* Chain Blade asset spam in logs corrected
* Chain Blade alt swapped to Super Spin Slash instead of charge blade.

Dungeons/Missions
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* Fix for the penguinhighway mission for users with hair mods
* shoggoth is extremely unwise to spend long periods within melee range....

Item Network
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* Added some new buttons to the Terminal to help you gather goods
* relocated Close button and swapped to an X on all item network stations

Other
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* Added more detailed descriptions to status effects
* Reverted bone armor UI to base
* typos
* corrected incorrect weather effect on dark primeval. should no longer spam log with nonsense, and have a proper tropical effect


Mobs
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* more Burrower improvements. They now have some particle effects to add to their diggy-ness.

Update: May 7, 2017 @ 2:26pm

Biomes
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* Navigational display for Gas Giants has a huge additional range of colors to choose from, which should make gas giants much more varied and random in appearance

Effects
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A few tweaks to the Pressure effect. It will be quite insistent at your chances of survival without protection.

Monsters
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* Burrowers now determine their type based on the depth they are spawning at as well as the tier of the biome, and will generate accordingly.

Quests
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* New mission involving carnage and penguins...check out a wasteland or scorched city to find them.
* fixed a typo in "The Amazing Tinker" (thanks, Melee)

Update: May 7, 2017 @ 7:04am

Biomes
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* Strange Seas no longer have the "airless" effect, since it doesn't want to activate anyhow due to vanilla code limitation. The poison will kill you if unprotected anyway.

* Gas Giants look like (and replace) normal Gas Giants in FU systems
* 4 new Gas Giant variants. Be careful, as some are a lot more hazardous than others.
* reworked Red Desert spawns


Monsters
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* Zerchesium, Magnesium burrowers
* created a singular special-case burrower that auto-detects threat level and becomes a tier-appropriate burrower when spawned

Other
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* You can now extract and centrifuge liquid beer so it isn't *totally* useless.

* slightly tweaked the Pressure effect. there are varying strengths of the effect, randomly generated on gas giants within FU systems.

Update: May 5, 2017 @ 8:59pm

Effects
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* Pus effect reworked like the other liquids. I missed this one, sorry !

Armors
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* Valkyrie armor should now be immune to all radiation, not just Extreme versions

Codex
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* Codex on effects updated to reflect changes to the status effects and to give basic information about weather/environmental resistance. Color-coded words make reading a bit easier.

Monsters
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* squidbeast behavior change. They are clingy buggers now. Look out.
* You shouldn't see slime skies full of endless giant Jelly Kings or Jelly Eyes anymore
* Stone Golems should no longer spawn in the sky

Weapons
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* Shadowstring projectiles improved, primarily its alt-fire


Frozen Wastes
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* Wagner loot no longer respawns, and instead pulls from a full pool of....well...stuff.
* each Lab Note has a unique icon to distinguish what you have not yet found

Update: May 5, 2017 @ 8:05am

Patch Changes (ColonelNutty)
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* patches for vanilla items have been adjusted a little to be much friendlier when other mods edit unlocks on the same resources. You won't notice much on your end. If anything seems borked, though, do inform me please.

Effect Changes
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The following liquid effects have changes to their interaction with the player. You'll find them a little kinder to deal with now. For the most part, even if not fully protected you will have reduced damage if you are wearing equipment of the proper resistance type. For example, if you have 25% poison resistance, you will suffer less damage than if you had 0% even if the effect requires 75% poison resistance to become immune.

* Bio-Ooze, Mercury, Contaminated Water poison and Darkwater can now be mitigated via Poison Resistance
* Insanity 1 (Atropus) can be countered with 60% in shadow and cosmic (both must be present)
* Insanity 2 (Dark Atropus) can be countered with 80% shadow and cosmic (both must be present)
* Sulphuric Acid should only affect you if you have under 90% physical resistance
* Shadow Gas can be countered with Shadow Resistance of 50% or more
* Molten Metal can be resisted with 75% or more Fire Resistance
* Liquid Nitrogen can now be resisted at 75% Ice Resistance


Armor Changes
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* Corrupt set should properly resist sulphuric acid and poison


Weapons
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* Gjallarhorn unique weapon added (credit to Lord Shaxx). Sprite improved.
* Pixelbreaker unique weapon added (credit to Lord Shaxx). Sprite improved.
* added Shadow Staff (heavily inspired by ThatThunderCookie !)
* aetherium crossbow recipe no longer requires a resource that isnt used in FU currently

Monsters
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* even more burrowers added! Aegisalt, Ferozium and Violium ones are now crawling about


Spawns
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All sub-biome monster spawns have been adjusted. You'll see a variety of new foes in previously familiar sub-biomes. Additionally, I've reduced spawn rates in many of them, so you should hopefully see a whole lot less in the way of "swarms of unholy death waiting just off screen at all times" when those particular sub-biomes crop up.

Update: May 4, 2017 @ 6:06am

* Assassini armor , which unlocks from Warframe, has been moved to the nanofabricator where it should be, and given Warframe pieces as materials

* added missing glow to Elder Bow and Aetherium Crossbow

* fixed incorrect info on tooltip for Railgun regarding its alt

* adjsuted Aetherium Broadsword sprite to match the rest of the set

* corrected Inf% damage bug with Swashbuckler set

* fixed a bug witht the cosmic anvil breaking hammers and axes. They no longer get fireTime adjustments, though this suits them fine.

Update: May 3, 2017 @ 6:54pm

The rest of 5.1!

General
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* fixed some wonky math on weapon upgrades in the cosmic anvil. DPS should properly increase with weapon types now, rather than do whatever the heck it wants to
* Plant monsters should no longer spawn in midair

Universe
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* new planet size: the absolutely huuuuuge "Mammoth" class planet. 64k tiles of pure size-big fun. High gravity. This is for testing. Worlds this large may lag you. Avoid if gaming on a potato.

Armor
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* fixed erroneous power values on Shoggoth armor. It should be properly set (still a work in progress , balance wise) for t8. Since its the only thing of its kind, its a bit fiddly :)
* corrected X10 recipe
* rebalanced Spacesuit armor values

Weapons
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* new bows! (Tamamo)
* new crossbows! (Tamamo)
* Aetherium Shortsword, Broadsword, Dagger and Axe added
* added Moonstone magnorbs

Mobs
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* Ore-based Burrower worms added to spawn pools. These sweet buggers will explode and spew ore on death!
* Distortion-sphere snakes added to spawn pools