Starbound

Starbound

Penguin Piracy (SUSPENDED DEVELOPMENT)
 This topic has been pinned, so it's probably important
Elsen Rykker  [developer] Apr 13, 2017 @ 8:09pm
PenguinPiracyMod Changelog Thread
This thread will contain any changelog information for new versions of the PenguinPiracyMod. (The change notes feel to cumbersome to me for a proper changelog)
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Showing 1-12 of 12 comments
Elsen Rykker  [developer] Apr 15, 2017 @ 12:36pm 
V7.2 CHANGELOG

ADDITIONS

- A new service is available at the Penguin Inventor's table: Gwen's Infirmary. Gwen's a kind hearted penguin nurse who specializes in medicine. She sells healing items and a few other beneficial things. She will also heal you when you are standing in front of her desk!

(She sells some items after certain quests are finished.)

- Some improvements have been made to how the Penguin King handles his stock, progression-wise. He now only sells certain stock after you have completed certain quests. (For example, he will start selling dubloons after the Dreadwing Mission is completed)

Some new stock will be implemented with this in mind... so check back with him every once in awhile after you've completed certain quests!

- New decorative object: The Penguin News TV. This little television set is a chatty object that tells various penguin related news reports. It can be purchased from the Penguin King


-New cosmetic:

Winter Scarf



TWEAKS

- The penguin king's animation has been improved.

He also now sports a purple bag (Likely filled with some of his wares)

- The Penguin Trade Station now has proper lighting. It even pulsates a bit!

- The Penguin King has become a little less generous with his stock. His prices for items have been doubled.

- The dead sprites (skull with crossbones) for the penguin races have been tweaked.

- A certain boss's main projectiles now go through tiles. In the mission they appear in, this won't do much. Elsewhere, however...

- The [REDACTED] boss has had some improvements. Their collision is now turned off until they die. (This means when they are spawned, they will not get stuck if they are spawned in tiles)

Their sprites now render over the foreground too.


BUGFIXES

- Fixed a bug preventing the worthless crystal from being purchase-able from the penguin king.
Elsen Rykker  [developer] Apr 15, 2017 @ 4:07pm 
V7.2.1 CHANGELOG

TWEAKS

- The penguin king now sells the blueprints that unlock access to the various penguin craftables after you complete/have completed their respective quests. This is just in case I add anything to be unlocked by those blueprints in the future, and the user happened to throw them away or something.

The Penguin Infirmary is unlocked by the one that unlocks the Penguin Inventor's Table. You might have to buy that blueprint if you are using an older penguin save.

It is also worth noting that your PTS may or may not have imploded with this update. If it's missing, don't be alarmed. You'll likely just have to craft a new one.

- Made some changes to a few item prices, as apparently I set them to a price the shops don't like.
Last edited by Elsen Rykker; Apr 15, 2017 @ 4:08pm
Elsen Rykker  [developer] Apr 23, 2017 @ 6:51pm 
V7.3 CHANGELOG

ADDITIONS

- The way the Suspicious beacon is obtained, and the event centered around it has been overhauled.

The Penguin King now has two additional (and final) fetch quests. In the first one, you will be gathering ingredients for the penguin beacon (which is now obtained through this quest, rather than as a craftable.)

Once you complete that quest, you will start the final quest. Remember, you will want to have good equipment before tackling this. (Note: DO NOT THROW AWAY THE BEACON. I can not provide a replacement that wouldn't break the questline/it's events. If you throw it away? It is gone for good. I at least took the liberty of setting it up to make it unsellable.

You would just have to spawn in another with the admin command, /spawnitem penguinbeacon.)

Follow the instructions in the anonymous tip (At least, the ones that don't sound shady... lol), activate the beacon on a planet with plenty of room left and right, finish what it triggers, then give the Penguin King a certain item to finish the quest line. (You'll even receive a cool reward.)


- Once you obtain access to the Omnishop, you can buy a special crafting station from there called the "Employment Station"

This special crafting station allows you to craft special beacons, that can summon hire-able penguin crewmembers! This serves as an alternative to going through quests for tenants to acquire them, as well as an alternative to just hiring mercenaries.

All available beacons of course come at varying prices, using the peng currency.

(There are some special penguin role types you will only be able to obtain from here.)

The Employment Station itself costs 20k pixels.

TWEAKS

- The Penguin Beacon is no longer a craftable. It is a one time quest item.

- The Beacon is now "penguindistressbeacon" instead of "penguinbeacon', in terms of it's id. I did this to deal with any of the old beacons obtained from the old crafting recipe. Sorry. No more duplicates in normal gameplay.

- Lore around Dreadwing in the mod has received a complete rework.

- The anonymous tip codex is no longer bought from penguin bars.

-------------------------------------------------------------------------------


AUTHOR'S NOTE


This update for the PenguinPiracyMod is going to be the last update, for the time being.

I am not done with the mod. I am not discontinuing it. I'm sorta going to be putting it into a sort of... "Intermission".

I feel I have reached a point in my progression where pushing updates is becoming difficult. Ideas are more limited, and I'm not getting as many suggestions as before. (Ones pretaining to the mod, as well as being something I can feasibly do right now)

I feel that if I keep going at the current moment, future updates could get lazy. and I don't want that.

So, I'm pausing development for the time being. I will still keep an eye on the mod's pages, and answer questions when I can.

What will I be doing? Well, catching up on other games and things.. and actually using the time to finally play as a penguin!

I will be opening up a feedback discussion thread on the Steam workshop. (For those on the Chucklefish forums, you can just use the normal discussion thread.) I would like feedback from players who chew through most of the mod's content. I want to know what you like, what you think is balanced/or unbalanced (Taking their placement in progression in mind), etc.

My pause doesn't mean you should stop giving me feedback though. Feel free to continue giving me suggestions and what not! I will get to comments and questions when I can.


As for when updates could kick back in? I'd say either around the time the Space update drops, or some time after that. (Depending on how early or late it is.)

Until next time. See you guys around.
Elsen Rykker  [developer] May 12, 2017 @ 6:14pm 
V8 CHANGELOG

ADDITIONS

- New decorative objects

Pool Table
Dart Board
Penguin Keg (A small storage container that holds 6 items.)

They are crafted at the Penguin Trade Station

- As of this update, the old jukeboxes are being retired. They will no longer be obtainable.

Instead, I will be utilizing a singular jukebox (That I'll call the Penguin Beakbox), that can play multiple tracks. This new object uses a script created by the user Storm_UK (You can find the original mod, "Multi-Track Jukebox", on the Chucklefish Forums.) Storm_UK will be added to the credits list. Though I changed the jukebox sprites a bit, and put in most of the Starbound tracks myself, they created the original object/script, so it wouldn't feel right otherwise.

The Penguin Beakbox will be crafted at the Penguin Trade Station, in the same place the old ones were.


Just for clarification, I'm not out right removing the jukeboxes the mod adds, "yet".
I figure some players might still have them, so I don't want to cause anyone to get PGIs. That said, I do plan on removing them eventually, so I wouldn't hold on to them for too long. Lol

(Note: For some reason, the Beakbox skips track 1. I have no clue why it does this. It plays it fine on the loop around, but it REFUSES to start with it. I am sorry if anyone ends up annoyed by this, but I made numerous attempts to fix it, to no avail. This will just have to do.)

- The Penguin King now references many more modded races. (Before, he just referenced the Felin. I've wanted him to note many modded races for some time, but never got around to adding dialog for said references.) He was quite a frequent hitch hiker before he met your player character, so he's met a lot of people in his travels, looking for junk- err, goods to sell.

(Keep an eye on his dialog. Maybe he might mention one of your favorites!)

- Penguin currency is getting a massive overhaul. There will now be three coin tiers, each increasing in value.

Peng will be the smallest tier, the cheapest. They will be crafted from copper. (Yep. That pretty much means any peng you still have on you, will be downgraded. sorry. XD)

Engu, will be the second tier. This will be crafted from silver.

Guin will be the third and highest tier. This will be crafted from gold.

Various stations and recipes in the mod will require this currency system, and they will become available as the player progresses.

Penguin currencies will also be able to be exchanged for one another at the Omnishop, as they had been before.


You might ask: What becomes of the dubloons? Well, those will still exist. They'll just be a separate currency type. A technical fourth. Their appearance will be tweaked to help you tell them apart from Guin coins. The Black Market console, Penguin Employment Station, and penguin mercenaries will require these coins.

As of this update, how they are obtained will be different. Rather than obtaining from the beakeasy bartender, you will instead craft dubloons by hand after the second penguin king mission. They are made of a guin coin, and four diamonds.

To compensate, the penguin bartender will sell diamonds, and guin (albeit at a higher price)


- In order to try to tackle the issue of some instruments not being held properly by penguins, I've set up a sort of workaround:

Offending instruments will have cloned versions of themselves with tweaked offsets to better fit in penguin flippers (some may still look a little off, but it's the best I can do with how penguin flippers work.)

These will be an exclusive, emptyhanded craftable for penguinoid players. You'll craft them from the humanoid versions of the instruments.

TWEAKS

- The way penguin stats are handled has been overhauled. Some stuff has been tweaked:

Penguinoids (Penguins, Masked Penguins, and Puffins), for balancing sake, now take SIGNIFICANTLY less fall damage. Fall damage has been reduce for them by 75%, to be more precise. (For example, a small fall (one of the smallest you can take), rather than dealing 12 damage, will only deal 3.

While penguins will still take fall damage, and will definitely go splat if you try to jump from too high of a height, you should now not be completely obliterated by a small fall.


The mouthposition has (finally) been tweaked for the penguin.

This means you should no longer suffocate in those small tunnels. Mod lore has been tweaked accordingly


- Fixed a mirroring issue with the "Penguins Only" Poster.

- Bumped the first phase of a certain boss down a few levels.

- The Penguin Archives are now a default codex for PPM penguin races.

- In addition to the orbis ship pet, penguins now have another possible pet they can get. Compared to Orbis, the chances of getting it will be a bit lower, as there aren't as many possible color combinations for this "alternate ship pet"

Those that have played the beta may recognize the little guy from a certain dungeon... I don't want to spoil what it is. So you'll just have to wait until one gets generated for you. (It can also spawn from the penguin's pet panel object)

(For technical info, I made it a completely new sprite sheet, complete with a few alternate colors.)

I really hope you like it!

- The way the Penguin Weapon Roulette handles it's random weapons has been tweaked. Instead of buying a weapon straight up, you buy a "mystery cube" instead. These mystery cubes function just like a reward bag, and will give you a weapon of their specified type. The price for weapons has also been bumped from 1000 pixels, to 5000 pixels.

Like before, there is still a chance you could end up with a perfectly generic item instead of a weapon! It's called a roulette for a reason!

This all means that the previews in the station itself won't be changing constantly, and it will look more presentable in general!

- The Penguin King, instead of straight up selling a copy of the Weapon Roulette, now sells a mystery cube I like to call the AoN. All or Nothing. This cube could give you a random weapon of any type.. but it also has a high chance of giving you a perfectly generic item instead!




- The price for one piece of Organius fuel has been decreased from 15 pixels, to 5 pixels.

- The Bartender, in addition to the reward bag, now gives two guin, which will be the new thing you will need to turn in to the penguin king to finish his second quest.

In addition, he will also sell guin at a premium. So if you somehow manage to lose the two guin he gives you, and can't finish the penguin king's quest, you can get a couple there.

- Penguin Mercenaries no longer carry their weapons on them constantly. They will now only pull out their weapon when they first engage an enemy. (They won't put it away until you return to your ship though.)

This means in safe areas, where they haven't been aggro'd by monsters, they won't be carrying around those massive guns. (This change also applies to penguin fighter crewmembers hired through the beacons)

(Pre-existing penguin mercenaries and beacon-hired penguin fighters should still function as intended. The change will only go into effect for newly generated ones)


- The bobbing of flippers while carrying a weapon while walking or running has been negated. I have also fixed said bobbing for penguin npcs (FINALLY)

- Normal Ground Friction for penguinoids increased a bit. Save for bounciness, you should be able to stick a landing better now. (Though you still slide a bit on uneven surfaces. Don't be reckless!)

- The Black Market Console now sells it's stuff for dubloons, rather than diamonds.

- The Penguin Employment Station now sells the beacons for dubloons, rather than peng

- Recipes changed across the board, to accommodate the new penguin currency system

- The protection from some of the crystals in the Worthless Crystal upgrade path have been nerfed. They now protect only 15% of damage. The final tier protects from 25%.

OTHER NOTES


- In other news, as of this update, a new mod should be present (It will be pushed as a separate mod to the workshop, as the others are): PPM-HumanoidTweaks.

This mod's purpose is an attempt to rectify an issue with penguin players not being rendered properly for other users using the mod in multiplayer. It's sole purpose is FOR MULTIPLAYER. If you don't play multiplayer, or don't plan on playing as a penguin in multiplayer with other players using PenguinPiracyMod stuff, you can ignore this mod.


This mod has two purposes:

- For potential penguinoid player only servers (With the PPM in use)
- For players planning on doing penguin co-op


If you are playing as another race in multiplayer, that is not a penguinoid while using the PPM-HumanoidTweaks mod, you will likely not render correctly to other players. There isn't much I can do about this. The only reason this mod exists, is because it seems multiplayer renders other players (No matter the species) with the universal humanoid.config (potentially ignoring custom humanoid.configs altogether)


As for npcs and the like, which use the appropriate configs? This mod includes patches for the vanilla races, as well as attempted patches for some noteworthy racemods. (If you experience modded npc races not rendering properly while using this mod, PLEASE let me know. If it's something that already has a patch, it might be named differently on the species.file. If it doesn't have one, a patch file's simple to create. I just need to know the exact name of the race's name (case-sensitive.)
Elsen Rykker  [developer] May 18, 2017 @ 3:44pm 
V8.1 CHANGELOG

TWEAKS

- The way penguin armor is handled is being changed, due to some criticism, and suggestions.

Armor is being "split" into three separate pieces, similar to vanilla.. there are of course some differences:

-In general, penguin armor still has it's buffs for penguin players. The armor will still not be available to humanoids in any obtainable fashion (At least in any way my mod implements them). If you cheat in pieces of penguin armor? that's your decision, not mine.
-The head and chest pieces will not technically be armor. No visual changes will occur when you wear them, though they still offer stat increases for your penguin. (I will be referring to them as head augments, and chest augments.) Only the leg slot piece will make any visual change. Additionally, the leg piece (The one that requires the most materials) will be the piece that gives you that juicy attack buff... so while the other two pieces will give you some slight stat increases, and are cheaper to craft, it may still be in your best interest to focus on the core armor piece before going for the other two.
- Crafting the next tiers of penguin armor will still require the previous piece. The leg slot pieces will also, in general, have the same requirements to craft. The head and chest augments for each penguin armor tier will require one bar of that tier's ore type, and five core fragments.


Due to this change, the original one piece armor is being nullified. Any penguin armor you are wearing will turn into a pgi. If I didn't do this, pre-existing armor would remain intact, combined stats and all. I am VERY sorry for the inconvenience.


If you encounter any bugs with the new system (A recipe error, description goof, etc), please let me know.


- Some changes to the names of armor have been adjusted, to help you tell the augments apart from the core penguin gear.
Last edited by Elsen Rykker; May 18, 2017 @ 3:48pm
Elsen Rykker  [developer] May 18, 2017 @ 3:48pm 
V8.2 CHANGELOG

ADDITIONS

- Started on some object description patches. So far, penguin races will now have their own responses to some objects in the intro. I don't have all of them done yet, but it's a good start. (Object patches will be done when I have the time)


TWEAKS

- Added some new lines of dialog for penguin npcs.


- When penguins "crouch", they'll play one of the various chatter sounds penguin npcs use. (The sound they will play is random. There are a couple of easter egg sounds in there too. Sometimes, the penguin won't even make a sound at all.)

This is just a silly little thing for the normally useless penguin "crouch"


- Some hop sounds with slightly different pitches can now be played when your penguin jumps. Nothing major. Just a little detail to make the first jump not sound too repetitive.
Elsen Rykker  [developer] May 26, 2017 @ 9:13pm 
V9 CHANGELOG

ADDITIONS

- The penguin UFO ship now has a few size increases! It will do so tiers 5-8. The bottom room, and the room just below the cockpit will increase in size.. and four small (very small. Think the size of the room SAIL is housed in) rooms will be added next to them.

Unfortunately, this of course means this update has a side effect... This version, this update of the Penguin Piracy Mod? Is a PENGUIN SAVE BREAKER. I am extremely sorry about this, but I did mention if the ship ever got size increases, this would happen...

Some other changes being made to the Dreadnaught:
-Ship lore will be tweaked accordingly
-The ship lockers are now breakable when they come online. (Continuity for the objects has been fixed to make this possible. The core shiplocker will remain intact, however. Only the other shiplockers can be taken down, and relocated. (You can't craft them, so you might not want to throw them away!))
-Some windows in the old version had accidentally been covered up by some shipwalls in the previous versions. This is now fixed.

- New wearable: The Penguin Inner Tube. This wearable not only looks adorable, but actually functions. If you go into water, you'll float on the surface! You may have issues jumping out when perfectly still though. That tube gets in the way when you're floating in water. If you can't just walk out of the water, remove the tube from your penguin to stop floating.

The tube can be crafted at the Penguin Trade Station.

-Finished adding penguin race object descriptions for the intro.

-Gourmand now sells lolipops! (The graphic was pulled from some older assets)
This sweet can only be obtained from Gourmand.

- New unique weapon: The I.C.E. Gun. Short for Ionized Cell Eraser, this gun is a bit slow, but does decent damage. It uses the plasma shots from Dreadwing's UFO, and has Lance as an alt ability. It's only obtained from a certain boss in the mod

- Added Manic Penguins (A for fun penguin race I made out of boredom. Documented in the new Penguin Race Documentation file.)

TWEAKS

- There is now a duplicate set of beak color options that use black eyes instead of the normal white eyes for normal penguins. You can use this to help make your penguin's eyes obvious if you use a bright color that's hard to see the eyes against.

- Some tweaks have been made to the second phase of a certain boss. You can probably guess what.

-The dead.pngs for penguins have been changed. I found an old dead.png image for penguins in some older game assets, and decided to pull that for use here. (Did some slight shading changes to the skull, but in general it at least looks like a penguin.)

The dead.pngs they used before were tweaks of the avian's dead.png.

- Finally stopped being lazy and updated the interface images for the penguin races. Shading has been updated to match the mod's penguin shading, and the masked and robo penguins have different feather colors now, to help set them apart in the character creation menu.

- Made some adjustments to how my mod handles the "crewmemberpenguin" npctype. Since that is a vanilla file, and the changes seem to affect some crewmember related mods, I have decided to just make a duplicate of the npctype I have now (Which I'll be naming "crewmemberpenguinppm"). By extension, all future mercenaries will connect to this "new" penguin npctype. (which should deal with some of the issues those mods were causing both for their own content, and my penguin crewmember content. This of course makes all penguin npcs completely separate from the game's vanilla npcs files)

- Deleted an old patch file in the npcs folder no longer used by my mod.



AUTHOR NOTE

A lot of changes have been made to how the penguin ship works. If you run into any weird bugs with the ship on new penguin saves after this update, PLEASE let me know, and I will look into it and attempt to patch it.
Elsen Rykker  [developer] Jun 8, 2017 @ 8:07pm 
V10 CHANGELOG

NOTICE

Chucklefish added some new penguin stuff in 1.3. I wanted to bring this up, incase anyone mistakes new penguin vanilla content for stuff added by Penguin Piracy. They've added penguin ship encounters, changes to the Shockhopper quest, some hats for mercenaries, and probably a couple other things I'm thinking of.

I take NO credit for them. I wanted to mention this stuff to avoid confusion.


ADDITIONS

- The Penguin Archives have recieved a face lift: The system can now be accessed in a visual database, disguised as a game console (called the Penguinox 630. Not to be confused with the Penguinox 32)

This system is much more advanced, using a pirated version of the software Beautiful Attempt runs on. Lore is accessed here in catagories. When a catagory is selected, lore is presented textbox to textbox, until the end is reached, at which point it will return you to the catagory selection.

The system saves your place, so you can either pick up lore where you left of, or "start a new game", and reboot the database.

That said, the codex form of the lore is being cut. This new system makes it easier to add new lore, and easier for you to navigate through said lore.

This object can be purchased from the Penguin King.

- Mod name adjustment. Rather than PenguinPiracyMod, I'm just going to be calling it PenguinPiracy. This change will be applied across the board, and will affect the names of other resources.

- Penguin players are getting a bit of assistance at the start of the game:

From now on, when you boot up your ship's SAIL, a penguin crewmember (Sent by the higher-ups that assigned your mission) will show up and offer to join your crew. This penguin functions like a mercenary, but has dialog specific to them.

Their beret, name, and weapon they get to assist you with is random. Whether you keep them as a companion, or ditch them for later crew is completely up to you. (Be warned: When you dismiss this crewmember, you won't be able to get them back!)

- COMPLETE PENGUIN ATTRIBUTE OVERHAUL

NOID CHANGES
-Slope sliding is gone.
-Run speed decreased a bit

STAT CHANGES
-Base health increased from 30 to 50
-Max breath increased
-Energy stat changed. Now gives 50 bonus energy instead of decreasing it for those insane energy increases from armor.
-Power stat changed. Now gives a flat 50% bonus to the penguin's power.
-Standard penguins no long have resistances/immunities to ice. They still have immunity to cold biomes though.
-Manic Penguins no longer have resistances/immunities to fire. They still have immunity to hot biomes though. (Sorry for the change. Made this change to reflect the change made to Standard penguins)
-Masked Penguins (Which are no longer being supported with this update due to new changes mentioned further below) have been tweaked to accomodate the new stats. They will still be officially removed at a later date, but for now I want them to function correctly, so players that have characters of those can still use them for now. (I do encourage you to make new ones under the new system at some point!)

ARMOR CHANGES
-Penguin armor now gives full bonuses per piece.
The head augment gives the energy increase
The chest augment gives the health increase
The main penguin gear gives an increase to power and defense.

This set up is different than before, which just hooked all stats to one singular piece.
Now, even if races that aren't a penguinoid cheat in penguin armor, substituting armor pieces for other pieces will actually affect their overall stats.

- New penguin types

PLAGUIN
"Poison? What poison? I don't feel poisoned."

The plaguin is a penguin species resistant to the poison element.

PYROGUIN
"Do I feel a breeze? Cause that fire isn't going to do a thing to me!"

The pyroguin is a penguin species resistant to the fire element.

CRYOGUIN
"Frostbite? Not in my dictionary."

The cryoguin is a penguin species resistant to the ice element.

PENGVOLT
"Electricity? Can't feel a thing."

The pengvolt is a penguin species resistant to the electric element.

VANILLA PENGUIN

This penguin always has the vanilla penguin color scheme. It also lacks the non-cosmetic penguin attributes, for players that wish to have a more "vanilla" experience.

ALBINO PENGUIN

Being all white isn't this penguin species' only problem. Unlike the earthly albinoism, these guys have more prominent negative attributes. This makes it much more difficult for them to survive than your average penguin.


- As you may have noticed, penguins are pretty much identical, especially when compared to other races. In the mod, they also share things like the crouch sounds, namegens, and they don't really have gender specific gear.

Well, I am making several changes to how "gender" is handled for the penguin.

- The hurt sounds for male and female penguins have been combined into one hurt sound. (The originals will still be there, if you want to mod the old separate ones back in)

- The symbols on the character creation menu have been changed

Basically, gender for penguins is going to be something I'm leaving up to the player. If you want your penguin to be a dude? Great. A chick? Fine too. If you want them to be a dude that's undercover with a female name? (since other races can't really tell them apart.. XD)
That's also fine. XD

To really push this forward, the two gender slots will house two separate penguins now. Normal Penguins will be in the left slot... and Masked Penguins will be taking the right!

That's right. Masked penguins are being merged with normal penguins. It peels off one separate race for me to be keeping track of, and it allows penguin npcs to just pull from either. (Pretty much 50/50) To boot it also technically makes them a "vanilla race" (Since penguins are present in the vanilla player config. They just aren't playable.)

What does this mean for existing standalone masked penguins?

Well, I do plan on phasing out masked penguin stuff present in the mod.. but I won't be doing that any time soon. For the next few updates, I will keep that stuff in the game files. All this means, is I will stop personally distributing the masked penguin addon with the mod files.

- New objects: Penguin doors. These are doors that have a height of 3 tiles. Races two or three tiles tall (like the penguins) can pass through them, but humanoids will find the door too small for them to fit!

New doors added: Small Penguin Ship Door, Small Wooden Door, Small Iron Door, Small Tungsten Door, Small Titanium Door, and Small Durasteel Door

(Note: NPCs will still try to open these doors unfortunately. They can't pass through them, but they can open them...

They will also still play with them if they're a crewmember. I tried negating this behaviour, but had no luck. Sorry about that..)

- Chucklefish added a handful of new wearables for penguin mercenaries. Naturally, I just have to make these obtainable for you guys! (Note: There are a couple of look-alikes now because of this. There's a duplicate viking helmet, and soldier helmet. For the former, I'm still debating on what to do my item, but I'll leave it in for now since they're animated a "little" differently. For the latter, I'm making the soldier helmet added by my mod colorable! If you want a non-colored version, you'll be able to grab the vanilla version.)

This stuff will be added to character creation, added to the point for penguin npcs, and be sold by Gourmand.

TWEAKS

- Overhauled npcs that wear penguin wearables. They can now spawn with wearables that use the different color options.

- Made some adjustments to the Penguin Telepoint object. The object now has rooting, so the blocks underneath it aren't breakable until it is removed. (This means the blocks can't be broken underneath it, insta-breaking the Telepoint.)

It also has platform collision now instead of solid, so you can pass in front of it without moving on top of it automatically. (You can jump on the top of the pad like a platform!

If you place it on top of platforms, it will act as a solid object again, but you can still pass through it like a platform.)

- Penguin Tenants can now pull from the new Vanilla Penguin type, to make the type a bit more useful. This means you'll have a higher chance to see penguin tenants with the vanilla color scheme!

- Penguin attributes are now hooked to the player config by the penguin race addon mods. I have decided to do this, to reduce the number of scripts running on the player at all times. (Especially if I ever add more penguin subraces in the future...)

- CrouchSound for penguins has been tweaked to occur far less often. You'll now play the silence file much more often than the chatter sounds (To make it less annoying, for those that could find it repetitive)

- The penguin armors, in addition to appearing in the various anvils, will now also appear in the Penguin Trade Station.

- The item that unlocks the omnishop has been changed

- Several objects that play a sound effect have had the range of their sound effect reduced significantly, to try to prevent annoying overlap. Lol

- Slashed the prices of items sold by Gwen at the Penguin Infirmary. She still sells them for quite a profit, but they're now a bit cheaper than before. (I'm not lowering the prices by too much, as she's still portable, which would make the service kinda cheap.)

- Tweaked my shockhopper sprite edit to better match the new penguin scientist (named "Akaggy")

- The reward you get at the end of the Penguin King questline has changed. (By name only)
Lore referencing this has been tweaked accordingly

- Penguin guards (Both generals and soldiers) will now only become soldier crewmembers when they are ready to join your crew. They also have randomized weapons like the penguin mercenaries!

BUGFIX

- I'm on a roll with the bugs all of a sudden. Forgot to include the patch for penguin mercenaries that directs them to the file they're supposed to use in my mod, rather than the vanilla file... whoops.

- Fixed a bug where you could suffocate if you sleep at the teleporter before your ship comes on line for too long.. XD

OTHER

- HumanoidTweaks has been updated to add a handful of some other modded races. These modded races should now render correctly for singleplayer characters (You. Multiplayer still uses the universal file, so that issue will still affect humanoids while HumanoidTweaks is active) and npcs of modded races that didn't have patches in the mod, but got some in this update.
Last edited by Elsen Rykker; Jun 8, 2017 @ 8:08pm
Elsen Rykker  [developer] Jun 14, 2017 @ 8:31pm 
V10.1 CHANGELOG

ADDITIONS

- Penguins now have a seventh tier of armor. The pieces are crafted with each of the three pieces of the tier 6 manipulator, accelerator, and separator (So the pieces from the General, Admiral, and Marshal armor sets)... as well as a special crafting material you can only obtain from the Black Market Console.

This "Illegal Alloy" Cannot be found anywhere in the universe. The identity of the penguin that stocks the Black Market Console is anonymous. They claim the alloy in systems far off from civilization, and only they know where to obtain it.

To get a hold of this material yourself, you will need to buy it from the BMC. (That said, the option will only show up for penguin races.)

The final tier is a black armor called the Chief gear. It will provide the best overall stat increases (This set of armor follows the same scheme as the other penguin armor sets, so if you want all of the juicy stat increases, you'll need the whole set, and not just one.) In addition to that, the gear piece also provides glow, to light up those dark caves and tunnels for you!

This armor tier can only be crafted at the Penguin Trade Station.



TWEAKS

- Elemental penguins have had an adjustment. While they still have their elemental resistances/immunities, they now have an elemental weakness too. Pyroguins are weak to Ice, Cryoguins are weak to Fire, Plaguins are weak to Electricity, and Pengvolts are weak to Poison.

- Protection from certain Worthless Crystal tiers has been nerfed again.

- certain Worthless Crystal tiers now only provide some protection from fall damage, rather than completely negating it.

- Sprites for the sixth tier of penguin armor have been slightly adjusted. Instead of the soldier helmet, they use their own version of the general helmet.

- Added new information to the Penguinox 320.

- Removed an outdated line from the penguin ship structure files

- Added the ship engine soundeffect to the teleporter (As it's been moved to that in 1.3)
Forgot to do that in the previous update.

- Moved the penguin fitted instruments to the Penguin Trade Station.

- The sprites for the penguin gear for manipulator and separator have been swapped. I had them mixed up the whole time, and never even realized it.... whoops.
Elsen Rykker  [developer] Jun 21, 2017 @ 10:12am 
V10.2 CHANGELOG

ADDITIONS

-New Penguin Type: Rockhopper

This penguin type's an interesting one. While they may look angry all the time, they're very well
composed individuals. They have less attack than their relatives, but a large pool of energy to
compensate. Rather than focusing on dealing powerful blows, they prefer dishing out as many
attacks as possible. (Overwhelming a target is their game.)

What's more, true to their name: They have very little bounce physics. They have some of the sharpest controls of
any penguin race. (Eyebrow color varies from body color to body color.)


-A few new penguin accessories:
Halo
Penguin Turtle Shell
Penguin Kappa Costume

-New decorative objects:
Mona Penguin (Painting)
Generic Penguin (Painting)
Toy Penguin

These new decorations can be purchased from the penguin branch of Frogg furnishing

- A new object is now buyable from the Penguin King after his questline. It's a new merchant
that will give you access to the items obtained at the end of the questline, and makes the event
at the end of it rechallenge-able.

TWEAKS

- The persistent stat groups of the penguin races are now named for each one. This shouldn't affect anyone's current
characters, but I would like to mention:
From now on, I will be documenting any changes I make to pre-existing penguin races.

- The blue vending machine is now buyable from the penguin branch frogg furnishing store.

- Tweaked the details of some penguin king quests to try to help make their objectives more clear.

- The Penguin King quest for the beacon gives you a tip for obtaining a distress beacon now.

- Fixed a bug with the Mystery Cubes preventing them from giving their items.

- The Penguin King will no longer sell certain items after the end of his quest line.
They are now handled by a new object.

- The name of a certain object from the end of the Penguin King Questline has been changed.
I forgot to change it's name to match the change to what it is.... rofl

-Puffin sprites have been tweaked a bit. Their beak has been altered, and their walk and run animations have been tweaked.
Puffin heads now remain idle while walking/runnning (they don't move)

Some of these changes may make them incompatible with some penguin cosmetics and armor.
Elsen Rykker  [developer] Aug 18, 2017 @ 9:24pm 
V11 CHANGELOG

[NOTES]

-Masked Penguins as a standalone species, are officially CUT. That addon is being deleted, and the
assets for that species has been removed from the mod. Sorry in advance. This is a part of the
streamlining and reworks I'm doing.


-Since I know some will probably be asking at some point in the future: I am aware that quite a lot of penguin armor doesn't quite look right
with some frames of the Puffin's animation. (Particularly the walk and run)

For now, you'll have to fall back on the penguin hider clothing, as I currently don't have time to deal with these inconsistencies (Additionally,
I still consider Puffins somewhat of a joke race, so they're not a high priority.)


[ADDITIONS]

BUILT-IN RACE EXTENDER
- There's a massive change being made with this update. As of V11, the race extender addon
is now BUILT-IN to Penguin Piracy. It's design's also been tweaked a bit. Rows of slots
have been added to the top and bottom of the extender. These slots will be reserved for the
mod's penguin races, and any penguin races that get officially added to my mod in the future.

As for the other slots, there's 72 slots available for other modded races. This should serve
as more than enough wiggle room for those of you out there that may like to play with
tons of race mods. (Of course, I know there are users that like to use metric tons of race mods...
I currently can't do much for you guys. I may expand the extender some day, but for now that's not
a priority.)


Now, I know what some will probably be asking. "Manic? Why the change?" Well, I didn't make
this decision to merge out of the blue. I've been thinking of it for some time now. I even
thought about attempting something like this months ago, but eventually decided not to, as
I saw no benefits at the time. Now, things are different...:

-The amount of penguin races has been increasing. More so than I expected. The amount of
small little addons that don't add much of anything has started to clutter things up a bit.

By having the races built-in, they will be much simpler to use (No downloading separate
addons after this!)

This also allows the user to skip a step when installing the mod.
Which of course brings me to the next bit...

Other race extenders. I am aware that many users may prefer installing their own race
extenders when using race mods. I understand this new feature may make things awkward for you, but
I felt it needed to be done.


New mods that change the color of Penguin Piracy's character creation menu will also be added.
If you're not a fan of the standard black, you'll be glad to know that there will be mods that change
it to red, orange, yellow, green, blue, purple, or white!



NEW QUESTLINE
- The mission your penguin has been implied to be on is now a reality!

The new questline is a simplistic questline that runs alongside the main story. In it, your goal is to
reverse engineer the Matter Manipulator!

This questline will have you humoring Esther Bright's 'story of impending doom', and will have you
progressing through the story as you normally would, but working for a different party this time around.
You will be beating each of the first six bosses to obtain crucial components in creating a working duplicate of the famous Protectorate
device, to send back home to the higher-ups that assigned your mission.

Completing this quest line will net you a brand new crafting station, where you can create new matter
manipulators with fine-tuned settings, as well as a few other little things.



SCRIPT IMPROVEMENTS
- Overhaul to how the penguin primary scripts are handled under the hood.

A single script now handles that stuff, and the old ones are cut.


WORD OF BEAK
- Many of you probably remember the Penguin News TV Set. It was this annoying object that spouts useless information.

I have made some changes to this object that will make it much more useful. As of this update, the object is now referred to
as Word of Beak! WoB specializes in lore and gossip. Not only will you be purchasing lore related stuff from this object, but it will offer
new lore for you as well. Speaking of...


NEW LORE
- A brand new set of lore has been added: Penguin History. Yep, I'm finally giving the penguins some backstory!

Penguin History is a set of 12 codexes that will become available to you as you progress through the main story/your penguin's mission.

The first will become available after you finish the Erchius Mining Facility mission, and the rest will unlock as you do the rest of the main story.

There are several other new codexes available from the shop throughout progression, so keep an eye out for those too!


TWEAKS

- Due to criticism, the change to the mods button has been removed. The mod's getting it's own title screen this update anyway. lol

- The penguin king no longer sells codexes/lore. He's still a merchant, but that job is being passed on to
Word of Beak.

This TV set (intentionally built without an offswitch by the network) of questionable credibility offers
lore and gossip for sale, and will be the new place to buy the Penguin Archives console (It 3D prints the stuff)

I've also tweaked the object to fire off it's dialog less often, and decreased the range of it's music, but remember:
(Best keep it in it's own room. As I mentioned, you can't turn it off. XD)


New non-penguin archives lore will be introduced through this unit. You can still purchase it from the
Penguin King. (It's price has been lowered to make it more accessible to new players)


-Gourmand has had some changes:
He now has two quests to offer. In the first one, he'll ask for supplies (a loom and some fabric)
Completing the first one will unlock half the clothing stock in his store.

In the second quest, he'll ask for funds. You'll need to give him 20 engu coins (The crafting recipe is learned from the blueprints in the first
Penguin King quest) Upon completing this quest, the rest of the accessories will unlock, and as thanks, he'll give you the blueprints for the
various penguin shops.

-Added descriptions for other penguin races to a few penguin objects that have them

-Since the music patch for the Shockhopper seems to no longer work I am remove it from the mod for the time being.
(Even though it DEFINITELY worked in 1.2...)

- Elemental penguins now have immunities to their proper biome types, where applicable.

- The recipe for the Omnishop has been greatly tweaked. It still requires quite a few materials, but no longer requires all those
different shops. The Omnishop ended up not being as important as I originally planned to make it, so I've nerfed the requirements.

- Albino penguins and Rockhopper penguins can now be acquired as tenants. They have the same requirements as standard penguins.

BUGFIXES

- Fixed the handful of penguin hats added by Chucklefish in 1.3 not being purchaseable from Gourmand. (They're normally not obtainable, so they were set to 0)

- Fixed a bug making the Penguin Archives section of the interative object inaccessible. Sorry about that!
Elsen Rykker  [developer] Oct 19, 2017 @ 5:36pm 
Penguin Piracy V11.1 CHANGELOG

-Penguin Piracy now utilizes the tags system on the Steam Workshop. (Falling under Species, Objects and Furniture,
and Armor and Cloths.... as I thought that best describes it without stretching into too many categories.. XD)


TWEAKS

-The Dreadwing Rematch boss's UFO phase is now immune to lava.
-The DreadwingRematch boss's NPC phase now has various status immunities (including lava.)
-All penguin piracy loot in your ship locker is now obtained from a simple grab bag. This is to reduce the
amount of slots being taken up in the future by the mod for new character's ship lockers.
-The Penguin King has a new potential line.
-The spawnrates for the penguin scouts has been adjusted:
-Penguin generals are now much less common. (They don't like going out into the field as often)
-Penguin rocket troopers are now a little less common than regular penguin troopers
-The Penguin general scout no longer only spawns at night. (You'd think I would have noticed that...)
-The penguin scout enemies can now spawn in snow biomes.
-The penguin general and rocket trooper (as well as their scout forms found on icy worlds) have had
their animation files adjusted to make their arms less..... "wonky."


-----------------------------------------------------


STATUS REPORT:

Ok... I think it's time that I make another status report. Some of you have probably been wondering
"Hey Manic? What happened to Penguin Piracy development?" Well I have addressed this before, but I figure
I need to reiterate why I don't update this project as often. I'll hit some things but bit by bit.


I somewhat hit a roadblock in terms of development. I currently don't have the experience necessary to attempt
some of the things I would like to do in Penguin Piracy (I would like for the mod to have missions and dungeons
someday).. So I just kinda put the project in a state of suspended development..

I didn't like doing it, but I felt if I didn't, I would have risked turning the mod into an experimental
dumping ground... plus, Pandora's Box would have hogged much of my focus anyway.


MOD QUIRKS
That said, I'm not completely satisfied with the mod's current state. I am very satisfied with some of the
things I've done with it (The penguin ship, armor, accessories and such), but there are some things I think could
be better...

-The Dreadwing UFO rematch has been reported to wander off after killing the player at times... I would have
really liked for the boss to stop all movement when it's target is killed, but I never found a way to do that.

-There's also a reported issue that the important item drops for the penguin's questline can be hindered by
mods that also tamper with the boss droppools...

I have no idea why this happens, and I was never able to find a perfect solution...

-There are quirks with the penguins that I could never fix. While they are generally stable, penguin
npc flipper movements when interacting with various objects can look strange (This is actually a vanilla issue
lo and behold.. so no clue if this is even fixable.).. additionally, your portrait
doesn't appear in the top left corner in the player's portrait window (neither does it appear in the upper-left
corner inventory portrait)

-Some slots in the upper right portion of the built-in race extender don't display their tooltip information for
races occupying them... Was never able to find what caused that, and whether I could even fix it.


If anyone ever finds a solution to stuff like this that doesn't cause bugs elsewhere, please contact me. I could
use your fix to rectify said issues (Though some, like the npc issue is a limitation I think...)


MOD ASSETS
Also remember that you are completely allowed to fiddle with the main mod's assets. If there's something you want
to add in a separate mod, go for it.


MOD RACE EXTENDER

I've had folks ask me if I could separate the mod's race extender, or make a separate version that doesn't use it.
The simple answer, is no... and here is why:

-Before the implementation of that, how the penguin races were handled was VERY messy. They were all in the form
of individual, small separate addon mods that really only made the races show up on the race extenders...

This caused massive amounts of confusion, both on the workshop side of things, and on the forums. (On the workshop, it
often resulted in, every day, new players asking how they play as a penguin...
(Even though the description explained how to do that... but folks apparently like to ignore that.)

In the archive for the forum branch, It cluttered up the installation process.)

Eventually? I got tired of it. I got sick of having to keep track of like 10 small separate mods, and made the
built-in race extender.

Thus:
-I won't be reverting to the clutter, for self explanatory reasons
-I won't be creating an *entire* duplicate of the mod, just to bring back the cluttered addon system, and for what
is really just a visual difference. (This isn't even considering the new confusion that would result from this,
since players don't read instructions or consider what the descriptions try to tell them.)


The *most* I will likely do someday, is increase the number of slots available for modded races... but that won't
happen for a very long time.

I'm sorry for any inconvenience... and if a race extender really prevents you from using this? I'm sorry.
It's just not worth the confusion, and the added maintenance.




All that said, I hope that clears some things up. See you around guys.
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