Starbound

Starbound

Frackin' Races
Showing 291-300 of 364 entries
< 1 ... 28  29  30  31  32 ... 37 >
Update: Jan 30, 2017 @ 2:49pm

Update: Jan 28, 2017 @ 6:23am

alt-fires for two handed ranged weapons should be okay now

Update: Jan 27, 2017 @ 11:11am

I only just noticed, but Lamia weren't getting their bow crit bonus. Floran were getting it instead. I've corrected this oversight

Update: Jan 27, 2017 @ 10:58am

some more tweaks to the novakid pistol passive. much more reliable now. One caveat: on reloading the game, you'll need to cycle off and back to your pistol, as for some reason it seems to ignore the effect otherwise (I'll figure it out eventually, but its minor and otherwise properly scales with current light)

additionally, it no longer only works above ground. It does, however, only work during the day hours

Update: Jan 27, 2017 @ 9:09am

novakid pistol fire-rate tweaks

still not changing to respond to light on the fly, but it doesnt want to update each tick like it should. I'll work the kinks out. For now, just swap off and back to your pistols again to right the fire speed to its proper speed

Update: Jan 26, 2017 @ 10:09pm

fixed some attack-rate math that was mucking up spears

fiddled with the novakid dual pistol speed while i was at it.

Update: Jan 26, 2017 @ 4:09pm

fixes novakid night/day regen values

Update: Jan 26, 2017 @ 11:03am

more tinkering! And some new races!



* Avikan:
* On cold biomes they suffer heavy energy regeneration loss
* On desert-like biomes they gain a passive regen
* They are immune to the effects of Sandstorms
* They gain +25% Knockback Resistance
* They gain 10% Physical Resistance
* Fire Resist is now 50% (from 100)
* Ice Weakness is now 50% (from 100)

* NEW: Trink and Droden, from the same mod as the Avikan above. The Elithian Races mod is a high quality pack, and you really are robbing yourself if you aren't using it. Go grab it now! Check their full stats on the web page here: http://sayterdarkwynd.github.io/races.html


* Nightar:
* they no longer get the dual-wield bonus for speed/jump, since the single-wield was already stacking once for each hand anyhow. This meant you were getting *doubled* speed bonus, which was erroneous.
* Dark requirements lifted slightly, to give the Shadow Slash ability more utility (and due to the next change)
* Now have a slight blueish glow which sits at around Light Level 22. Their Shadow Slash activates at 26 and lower.
* Removed additional Combo Damage from the shortsword ability. Knockback is sufficient given their other power bonuses
* shadow blast attack should properly use shadow damage

* Floran:
* Poison special attack should now properly do Poison damage

* Apex:
* The damage bonus associated with Grenade Launchers has been swapped to a Crit Damage bonus
* The damage bonus associated with Rocket Launchers has been swapped to a Crit Chance bonus

* Glitch:
* Glitch now do increased Crit damage with hammers and axes. However, swinging them uses some food as a side-effect. Will not apply bonus with less than 25 energy.

* Hylotl:
* Damage bonus of 12% per hit was erroneous on the species description. This is now corrected to 6%.
* With Broadswords, a Hylotl does increased (Health / 20) damage with Crits

* Novakid:
* During daylight hours when below 50% health and adequately fed you slowly regenerate health. When the sun is down you regen at half the speed -and- regeneration costs food.
* Novakid should now properly ignore Radiation Burn damage
* Swapped 16.5% Sniper bonus damage to a 15%-25% Crit Chance bonus. Crits deal d10 extra damage


* Avian:
* When wielding wands and a one-handed weapon you gain increased Crit Damage
* When using a wand paired with a dagger, you gain the ability to channel mystic blasts from your weapon! Three different attacks are possible
* the run buff on staves was broken. removed.
* added 50% Electric Resistance
* added 35% Cosmic Resistance

* Familiar
* the run buff on staves was broken. removed.

Update: Jan 24, 2017 @ 6:05pm

small fix to floran effect. should stop floran npcs from derping with spears.

Update: Jan 24, 2017 @ 5:39pm

TESTING: new Nightar power balance


They've had some remodelling based on their recent changes to address some balance issues, and make them more niche and interesting to play.
* When on the surface while in sunlight, suffer greater penalties the more light you are exposed to. This penalty dissapears at night, or when underground
* They lose their base HP and Energy modifiers, as these have been relegated to the more appropriate day/night effects for the race
* -5% base Knockback Resistance
* removed non-functional Max Food value


* the Power Bonus from their Darkstalker property has been changed to Physical Resistance, adding more Tank to their Tankiness
These changes mean in darkness/underground, a Nightar maxes out at (naked) :
130 HP,
100 Energy
30% Physical Resistance.

During daylight hours they "max" their penalties up to a total of:
90 max health,
75 max energy,
85 max power,
-20% physical resistance


So, when travelling during the day a Nightar has to take great caution and avoid stupid risks, while at night you do NOT mess with them.


These values will still need balancing, but should remove the "nothing is ever a threat" that Nightar were facing.