Starbound
Frackin' Universe
Mostrando 681-690 de 1,296 aportaciones
< 1 ... 67  68  69  70  71 ... 130 >
Actualización: 6 SEP 2017 a las 6:56 a. m.

* added 11 new pistols: These will need balancing, probably. Most should be pretty fair already though!
* Snub Gun (3) - fires controlled 3-round bursts. Counts as a Hunting weapon.
* Blasthammer (4) - a hand-held shotgun
* Showstopper (4) - single shot high-calibre pistol
* Vagabond [Ashey] (4) - Super reliable smg
* Wildfire (5) - rounds split wildly after impact
* Vengeance (6) - scorch foes with single-shot power
* Icer (6) - slow em in their tracks!
* Cyclone [uxie] (5) - supreme fire rate incendiary pistol
* Obliterator [retoid] (6) - wow.
* Tiny Dancer (5) - Sounds non-threatening. Isn't. Dangerous energy pistol
* Floran Needler (3) - Does exactly what it sounds like.

* added Precursor Cannon (Link) - Uber death cannon! still refining this one.
* some gravaug fixes (Kherae)
* mace handles repositioned (thanks, nefrem!)

* adjusted Status window display to auto-update and cleaned up code to operate smoother (thegamemaster1234)

Actualización: 3 SEP 2017 a las 4:43 p. m.

chakrams will no longer crash

Actualización: 3 SEP 2017 a las 2:58 p. m.

* added modular action "multiswoop" (tamamo)
* additional function to the modular fire action: Burstfire (tamamo)

* removed now-useless Tech crafting tab from Nanofabricator
* the Lab Tablet now accesses Tech Upgrade and Tech Unlock menus to avoid outpost travel. It is now named the Tech Tablet.

* added Level to various weapons that were missing it

* earthquakes now pay an appropriate sound
* maces should no longer break when upgrading too far, breaking their fireTime. Instead, they (like axes, hammers and katanas) get no fire speed improvement. They do, however, get Stun chance increases to compensate (like hammers)
* rearranged Celestial distribution:
* blue stars are 50% less common. I have removed the second type, which existed solely for the sun "skin" but had no other differences.
* all FU star types are more spread out, less likely to form clusters, and are more rare than previously. This should result in a more spaced out universe generation, with more Vanilla stars being visible (especially Frozen stars which were all but impossible to find). Note that this will not change for your current sector on the starmap, and new stars need to generate for this to be implemented in your universe.

Actualización: 3 SEP 2017 a las 5:27 a. m.

* added new Apex Weapons Platform space dungeon (TheObserver)
* Rocket Boots II should properly unlock and appear in the correct place in the tech UI at the outpost
* adds exotic matter to precursor loot lists

Actualización: 2 SEP 2017 a las 8:20 p. m.

Important Change (READ THIS) :

TECHS (gamemaster1234)
------------
* Adds a new UI accessed by talking to the tech scientist at the *VANILLA* Outpost (does not interfere with vanilla tech quests; simply talk to him when he isn't busy)
* Removes all tech recipe files and removes the tech category from the Nanofabricator
* Removes quest-giving properties from all tech items
* Techs researched at the new UI are immediately ready and available for use
* Techs can be unlocked by learning the recipe of their associated item or by researching other techs






* some adjustments to the Blood Chalice buff (shadow_absorber)
* corrects the Glitch artifact giving the Apex buff erroneously
* Lunari is more frequent (+20%) on Crystalline biomes
* added Gregnade Launcher (kherae)
* you can now upgrade the Doom Cannon, Space Plasma Rifle and Ex Machina in the Crucible
* lances now properly display category as Lance rather than Spear
* tenant requirements reworked a bit. You'll see some additional tenant types appear.
* added Tenant of the poptop riding a cloud. You'll want "colorful" and "lab" type objects to get him.
* some adjustments to Grabbers to port them properly to the new power system. They were functioning incorrectly.
* Plebian and Footman armors adjusted to incorporate Maces. Additionally, Footman armor now only applies its bonus to Short and Long swords, rather than any 1h sword type.
* finished adding legacy projectiles from Suppers Weapon Mod. Still largely unused. but, there if needed at a later date.
* fixed an obscure bug with whips and swinging

* Zero Burst techs are *far* more useful. They now do damage on impact with enemies, in addition to the explosive burst damage at ground level.
* added some new techs to ancient artifacts. that means 5 precursor techs. enjoy!
* added Screw Attack tech by Super Mandrew


Actualización: 1 SEP 2017 a las 3:04 p. m.

minor fix: Glitch artifact should give the glitch buff, not the Apex buff.

Lunari is a bit more common on crystalline biomes

Actualización: 1 SEP 2017 a las 1:18 p. m.

* a round-about fix for interaction-based blocks breaking planets when exposed to liquids. It's not perfect, but it'll do until the devs formally fix it in the engine code. Try to access old broken places and see what happens. If that is a no-go, newly placed tiles should be fine.

* moved the mech unlock quest start position down 4 or 5 tiles, which should prevent people getting stuck

* Prophet armor set tooltip now gives correct data

Actualización: 26 AGO 2017 a las 5:13 a. m.

I'll be away for one week starting at about 10am this morn! See you in a week.


the grimoire quest intro for the Frozen Wastes should now properly unlock a SAIL location

adjusted Chakram and Boomerang stats a bit

numerous minor bug fixes

Actualización: 25 AGO 2017 a las 1:30 p. m.

* improved random quest loot. You'll find all sorts of FU stuff, as well as Augments and other gear, from these quests now! I'll gradually expand on the list.

* you now start the game with an additional weapon: Protectorate Practice Pistol. it sucks. but its better than nothing.

* added new status to Victorleaf. It was not properly awarding 80% speed increase. It should now be doing so.

Actualización: 24 AGO 2017 a las 9:06 p. m.

minor...just forgot to include the critter fix i just advertised.