Starbound

Starbound

Frackin' Universe
Visar 1031–1040 av 1,296 poster
< 1 ... 102  103  104  105  106 ... 130 >
Uppdatering: 2 nov, 2016 @ 18:53

### 4.20.5

* changed science crew regeneration01 to regeneration1. It should function properly now... *should*

* Dark Atropus worlds have had their status effect changed somewhat. The standard effect still occurs , but you have an additional effect: special Horrors that drain your health, energy and food meters. They can be killed, but will always return...Are they in your head or are they really there?!?!

* corrected Feeding II augment recipe

* silicon board is no longer required for the Power Station. Coils take its place, so that those who unlock the wiring mode on the MM earlier than Durasteel can have some toys to play with (Lab Centrifuge, batteries, solar)

* added several new status icons

* Evader set should properly handle acid protection

* gleaps now have a slightly changed loot table when hunted. They now have a chance to drop Leather and meat, and their chance to drop Living Root is reduced.

* slightly altered bone armor recipe to include more bone and livingroot

* slightly adjusted Breathing EPP recipe to need more than 1 livingroot

* slightly changed how asteroid low-gravity operates. it has been swapped to a status effect that can be blocked (so that items can help you negate gravity effects). Gravity is still remarkably low , but manageable without the status effect on (see below)

* Spacefarer armor sets are now ideal for asteroid belt mining, as they block the Zero G effect. This was always the goal with them... I just put it off for ages :)

* new station, Gravity Generator. (built in the matter assembler)
* You'll first need to build a xeno station to unlock it.
* Note that this station is *not* powered, simply because of how annoying it would be to use in the places where it is intended for. No one wants to lug a generator/solar panel, large battery *and* a gravity generator around.
* the radius is 100 tiles

* you can now craft the vanilla shield generator. It is found in the matter assembler and unlocked with moonstone bars. Otherwise, it remains *exactly* as the vanilla one is: once you place it, you cannot move it unless you destroy it.

* nomad armor recipe corrected and the armor itself set to the correct tier (3)

Uppdatering: 30 okt, 2016 @ 16:28

### 4.20.4

* added new miniboss: Apex Super Mutant
* it has been added to a couple microdungeons and dungeons. Nothing more. Rare chance encounter.
* has unique loot (new)

* added new miniboss: Gorgolith. They spawn only on Proto worlds, and only rarely.

* added Shadow Bat mob
* added Shadow Golem mob
* reactivated Flesh Reapers with a few tweaks
* War Bot has been tweaked a fair bit

* added Icarus, Fallen and Fire angel wings. Each provides in-air bonuses and stops fall damage. The Fire Angel set also protects from Deadly Heat

* Prisilite rarity color changed from Legendary to Uncommon

* added new augments: Feeding I, II and III. These will increase your total maximum food value. This will adjust your time to starve quite a bit, nearly doubling the time at Feeding III. (each tier adds an additional 20 food to your total)

* hi tech lamps are a proper light source now

* you can now craft teleporter cores (unlock with graphene)

* teleporter cores are now used in several recipes

* teleporters are now craftable in the Matter Assembler

* two -new- teleporters added

* more bow rebalancing

* corrected path for muzzleflash in the flyer animation files

* new secondary type of Contaminated Water: Sludge


******************* all FU quests at the outpost have been replaced with crafting quests for all sorts of things. The old ones were redundant with the recent change to on-the-go style based on what you craft. ************************************

Uppdatering: 26 okt, 2016 @ 6:17

forgot to include the hellfire bow tweaks.

Uppdatering: 25 okt, 2016 @ 20:55

### 4.20.2 final

* zerchesium now appears in a few more places (with lower incidence than its core sources, mountainous and asteroids)

* a couple new techs, and tech related changes:
* Distortion Sphere II - Now drops bombs with the [down] key
* Phase Sprint - Increased sprint speed, and gives invul while running
* Phase Grip - Magnet Grip upgrade. Provides added defense and mobility
* armor sphere now has bombs, much like the Distortion Sphere II

* Particle weapons can now harvest blocks

* fu techs should now all have icons of their own

* added Mad Scientist outfit

* mining explosives should properly chain-explode

* acid augment should no longer cause error

* new underground biome : Ruins

* mantizichest now creates the correct item when crafted

* added some new weapons

* added some long forgotten assets into some biome dividing layers

* added some wands for lower tiers to enable FR bonuses earlier for those races with wand specials.

* tesla staff is now tesla wand, and is 1-handed

* added unused Chainsaw asset from vanilla as an unlockable. It will fell trees MUCH faster than your MM. Tungsten tier.

* added in Hand Hoe, a one-handed x2 speed variant of the hoe

* added glow to melee weapons that still needed it

* rebalanced some bows, and changed up their function. You'll have fun playing with the changes, I promise!

* added Crystal Light

* added another storage option. unlock with adv. plastic

* another new scenery piece in the Frozen Wastes

* changed up penumbra world parallax with new art assets (Work in progress)

* adjusted frequency of elder cultist microdungeon spawns on dark atropus biomes

Uppdatering: 23 okt, 2016 @ 14:12

version change 4.20.2

also, mantizidrapedchest should creat the correct item now

Uppdatering: 23 okt, 2016 @ 13:53

* zerchesium now appears in a few more places (with lower incidence than its core sources, mountainous and asteroids)

* a couple new techs, and tech related changes:
* Distortion Sphere II - Now drops bombs with the [down] key
* Phase Sprint - Increased sprint speed, and gives invul while running
* Phase Grip - Magnet Grip upgrade. Provides added defense and mobility
* armor sphere now has bombs, much like the Distortion Sphere II

* Particle weapons can now harvest blocks

* fu techs should now all have icons of their own

* added Mad Scientist outfit

* mining explosives should properly chain-explode

* fixed an acid augment issue

Uppdatering: 21 okt, 2016 @ 17:26

### 4.20.2
* spears now function as vanilla ones do. tracked down why they were being different. voila
* metallic spear changed to electric damage type. its alt now functions.
* Tek Spear damage increased
* shield values tinkered with a little bit
* added missing itemdescription for crafting menus with the new shield UI. They should now give info when crafting too.
* fixed new adv. xenolab not triggering the xenolab quest
* changed recipes for some t6 armors to incorporate more logical advanced alloy in place of mutavisk
* lowered health regen values on shields that incorporate it, as they were far too effective. This will take a bit to fine-tune. Please report findings on shield regen (it only regens when you hold your shield up, by the way)
* fixed a typo on asteroids causing a bad spawn to warp-to-ship

Uppdatering: 20 okt, 2016 @ 12:45

### 4.20.1
* spears now function as vanilla ones do. tracked down why they were being different. voila
* metallic spear changed to electric damage type. its alt now functions.
* Tek Spear damage increased
* shield values tinkered with a little bit
* added missing itemdescription for crafting menus with the new shield UI. They should now give info when crafting too.
* fixed new adv. xenolab not triggering the xenolab quest
* changed recipes for some t6 armors to incorporate more logical advanced alloy in place of mutavisk
* added Aqua Shield

Uppdatering: 19 okt, 2016 @ 18:26

* added "horror" monster (edited from Imperitus's original)
* horror now spawns in Elder underground biome

* changed up Valkyrie armor , and gave it a set bonus

* all FU shields now use shield2.lua. This enables me to add various abilities to shields, giving them a *vastly* increased utility. You'll now see immunities, health bonuses and other such effects on shields! The bonuses given will be listed on the shield tooltip. FR also includes this change.

* added several new shields (atropus, tritanium, gladiator, shadow, leather)

* shield values have been adjusted substantially. They were simply far, far too good. They now have levels applied in order to better scale their protective ability.

* Liq. Metallic Hydrogen is no longer mislabelled as Aether

* Borrowing from Uniden's mod (since running both could be a compatibility issue) I've made asteroid gravity either completely non-existent or exceptionally low.

* added new system names

* adjusted some Alloy recipes to use slightly higher tier materials

* modified FU shield tooltips to incorporate a great deal more data for players. You'll approve.

https://images-ext-1.discordapp.net/.eJwFwUsOwiAUAMC7cABeeR-o3VGUexBCaqO0psDKeHdnvmpcb7WoZ--fBWCvaStNp1eqadetl1RHK1c-j16OrvNZYWwZkNmZydJESOzIkYXofZz5xg8JSBI4ENrV3F1A8eJMmC1SlFVA_f6GnyGK.y8q7Y82ixRTJuMbh9Ge62O_TC9E


* added Quarterstaffs from IHart

* added Snub-Nosed guns from IHart

Uppdatering: 19 okt, 2016 @ 9:54

unbroke a broken asteroid change