Starbound
Frackin' Universe
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Обновление: 23 ян. 2017 в 20:45

4.30.78
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full list of changes through 4.30.77 to 4.30.78


* Critical Attacks: The crit system has been refined. You'll have lower chance to crit overall (reduced by a further 50% , more or less), with crit base rates varying on weapon type. Level of weapons has been removed from crit bonus equations.
* What does this mean? Well, it means thanks to these changes I can make armor sets, potions etc alter your crit chances (among other things) giving you a lot more variety in the very near future. I'm going to be working out a few other armor-set type bonuses to add to the list as time goes on, as well.

* Hellfire set loses its Nova effect, and gains a formal Set Bonus, as well as a buff when immersed in lava, and a HP, Energy and Physical Resistance buff in Infernus, Dark Infernus, Volcanic and Magma biomes
* Densinium rifle energy requirement increased
* bears and wolves now drop pelts. They are the *only* creatures to do so.
* pelts are required for Bear and Wolf armors
* Bear and Wolf armor unlocks corrected, and recipes fixed
* fixed a bug with the Wretchel plant
* new algae seed icon from ChucklingPotato
* updated Bracken Tree appearance by ChucklingPotato
* eye cannon behaves a lot differently and is no longer insanely overpowered
* added new subbiome(s) (surface/underground) : Tentacle
* Matter Assembler now has an additional tab for helping unclutter sections. You'll find "tool"-type items there
* Armory has two new tabs: Bow/Ranged, where staves and bows are kept...and a Misc. tab for things such as boomerangs and magnorbs
* moved Mining Guns to the microchip(technology) tab in the Nanofabricator, along with the ore detectors
* added additional Bear armor variant
* added lethality to Bio-Ooze effect: it now affects Hunger as well as health
* Shadow Taint effect text is no longer 14 miles tall
* homing missiles should no longer seek out the nearest target regardless of it being friendly or not
* to help resolve an issue with another mod conflicting, Trianglium has been moved to a .patch file. Hopefully this solves issues others were having with trianglium not unlocking its own smelted ore

* New Station: Farm Well (from EggstraClucks, recoded for 1.2.2)
* Placing this well will allow you to produce water locally, making early game water acquisition substantially less troublesome. You'll find it in your Foraging station. You can use the water buckets it gives you in your hydroponics tray, or you can spill the bucket and create a resevoir as needed.

* Weapons:
* new Tiered Weapons added by ChucklingPotato. Iron, Tungsten, Titanium and Durasteel weapons missing from the current list, as well as a stone weapon tier.
* new Advanced Alloy melee set from DarkPursuer

* Wiring:
* added Shadow Wolf TJCs "Wired Pack", which adds a ton of new wiring goodies for you to play with!
* Different varieties of AND, OR, and XOR Gates, some of which have 3 inputs, while others may have a built-in Data Latch and/or Not Gate.
* A Master Logic Gate that combines an AND, OR, XOR, NAND, NOR, and NXOR Gate, with an optional Data Latch also built-in!
* Relays (basically an inverted Not Gate that merely replaces the Or Gates as a relay).
* An emitter that, like an unconnected Not Gate, acts as an always-on output device, only more compact.
* A broken emitter that does the same thing, only that it's always offline. (Perhaps this can be used to keep doors, lights, and switches sealed?)
* A timer with an extremely short rate.
* A wider variety of Delay Gates.
* A variety of pulse transmitters, that send out a pulse with a variable duration whenever their input node goes live, then turn off until their input node goes live again.
* A variety of inverted pulse transmitters that stay live until their input node goes live, which will then temporarily disable the inverted pulse transmitter's output node for a variable amount of time, and then reactivate its output node until its input node goes live once more.
* A Countdown Delay Timer, which will only activate once its input stays live for at least a designated period of time (kind of like a normal Countdown Timer in reverse).
* A more advanced liquid sensor with multiple output nodes that will individually activate depending on what it senses.
* A wider variety of Wall Switches! Some of them combine the functionalities of a Small Wall Switch, a Persistent Switch, a Not Gate, and/or a Data Latch in a single package that may or may not be interactive!
* Binary Sequencers that, through their inputs, can cycle between various states, either forwards or backwards, and turn on one of their many output nodes based upon which state they're currently in. Some sequencers also allow players to switch to any given state directly through additional inputs. (And yes,most of them also have an optional Data Latch built in.)



* Monsters:
* Several (12) new monster variants with custom behaviors added. These are largely reskins of vanilla creatures with *totally* different capabilities to keep you on your toes. You'll know when you find one! Thanks to Monijir for contributing these lovely additions
* Many FU creatures have had their abilities retuned or improved
* fualien has its proper melee attack
* finally got the Deep Ones doing something other than standing there. They are in-process, and will be getting a new set of animations sooner or later

Обновление: 20 ян. 2017 в 14:53

Обновление: 20 ян. 2017 в 14:39

* fix to Egg Incubators. They should hopefully be delivering the babies you expect now. If not, patience, I am still fine tuning this process.

Обновление: 20 ян. 2017 в 14:02

* added new subbiome(s) (surface/underground) : Tentacle

* Matter Assembler now has an additional tab for helping unclutter sections. You'll find "tool"-type items there

* Armory has two new tabs: Bow/Ranged, where staves and bows are kept...and a Misc. tab for things such as boomerangs and magnorbs

* moved Mining Guns to the microchip(technology) tab in the Nanofabricator, along with the ore detectors

Обновление: 19 ян. 2017 в 20:46

fixes an error with hellfire's new special effect

new bracken tree graphic

new algae seed icon

Обновление: 19 ян. 2017 в 11:41

fixed one more teency error in the crit effect display (this mornings fix broke it for all except bow and ranged weapons)

Обновление: 19 ян. 2017 в 7:47

* Hellfire set loses its Nova effect, and gains a formal Set Bonus, as well as a buff when immersed in lava, and a HP, Energy and Physical Resistance buff in Infernus, Dark Infernus, Volcanic and Magma biomes
* Densinium rifle energy requirement increased
* somehow no one reported or noticed it: Fixed an error in the War Angel set bonus causing it to not apply
* bears and wolves now drop pelts. They are the *only* creatures to do so.
* pelts are required for Bear and Wolf armors
* Bear and Wolf armor unlocks corrected, and recipes fixed
* fixed a bug with the Wretchel plant

Обновление: 19 ян. 2017 в 4:55

firearms should be fine again

Обновление: 18 ян. 2017 в 20:36

* super minor: removed the Crit effect from mining lasers. they still *get* crits, they just won't spam the message. Will add this to spear hold soon :)

Обновление: 18 ян. 2017 в 11:30

* added an effect to crit hits. You'll know for sure when you land one now

* reduced critChance on most weapons by 50%. The math was rolling for crits far too often

* added chanceMultiplier to crit script. you wont notice it unless you are using FR races that benefit from this stat

* added missing declarations for supported eggs in the incubator. you shouldn't see chicken babies without using chicken eggs now

* corrected erroneous display for Atmos.Regulator UI. It is 48 power, *not* 24 as it stated.

* added wolf and bear armors from Kraitens armor mod

* added cosmic projectiles