Starbound

Starbound

Frackin' Universe
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Uppdatering: 26 sep, 2017 @ 8:33

* Arc Smelter and Blast Furnace should properly process Elder Stone (Hubnester)
* aviangod wings should have an augment slot (adaxe)
* new station: Liquid Mixer. Combine liquids to form their merged result (based on liquid/liquid interactions) (Hubnester)
* new gun: Disc Rifle
* reworked Thorn Rifle, Sentry Rifle and Senty Railgun alts
* reworked Sentry Rifle and Sentry Railgun primary fires
* Magma Vulcan alt reworked
* added Artillery Strike weapons
* crafted/summoned drones have better resistances, and immunity to shadow effects
* new insanity visuals will not affect monsters, pets, or npcs
* Centrifuge power drain should be corrected (cat2002)
* instead of 5 logs -> 1 methanol or 5 timber -> 1 methanol, the options are now 5 logs -> 1 methanol, 20 timber -> 1 methanol, or 1 apple juice -> 2 methanol (Mikenno)

Uppdatering: 24 sep, 2017 @ 16:30

* increased battery output by +2 for tier2 and above. The Ultra battery is now blessed with a 20W output in place of 16.

* new mob: Knifetop (Junosato). It's exactly what it sounds like.

* you can no longer capture the Precursor Warbot

* precursor glass is now dyable (retoid)

* Vagabond gun now shows proper element

* adjusted Insanity visuals

* Lightless and Shadow themed worlds, as well as a few other key places/effects, have a new effect for darkness. It is completely unresistable except by Darklight flowers, but has no negative effects other than restricting your visual range

* fixed shoggoth sound effects being painfully broken on init. It should stop mega-spamming its greeting now.

* Inferno has had its firing sound reworked

* starspawn attack timing adjusted

Uppdatering: 23 sep, 2017 @ 16:39

* visual adjustments to the borders of the Science Outpost

* all FU ores now smelt at the same speed

* fixes the wrong tenant spawning with the oasis door/nature themed furniture. The thickjungle colonist now requires 8 nature, and 2 lights. Priority was lowered from 10 , to 5.

Uppdatering: 23 sep, 2017 @ 7:03

CREW
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* Experiment: most FU crewmembers that have armor sets now use the stat bonuses from their armor *in addition* to the stats they inherit from you. This makes them *much* more effective in combat overall. Please inform if they are *too* good now, though early tests so far are fairly favorable. Note that they do still lose some base protection and damage to compensate for player bonuses as per usual.
* Lovelius Smythe has increased damage and armor

BIOMES
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* Strange Sea, Unknown, Shadow and Super Dense biomes can now go as high as t10. Their lowest setting has been increased

POWER
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* all Powered devices now require more power to function. This should increase usefulness of the heavier, larger generators significantly, and encourage consistent upgrades of the power network in your base.

CRAFTING
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* crafting recipes for powered stations and tools have been adjusted to better reflect progression. This means many are more expensive to make, or are later than you might otherwise be used to.
* updated bee and booze UI to use the FU style (Hubnester)
* added Moth Trap II. It collects slightly more silk than the first tier version, but is slower to produce.
* tentacle blocks and stomache blocks no longer return a 1/1 ratio of DNA
* fixes 8bit powerup display UI

TECH
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* reduced wall-grip time of Magnet Grip I from 8s -> 2s. It was far too good for its early unlock in progression
* Magnet Grip II grip time increased to 6s

WEAPON
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* increased Snubber damage (from 1.4 to 1.7)
* improved the Proto Gun:
* increased damage and knockback from primary and secondary fire
* added one additional projectile to its primary fire
* primary fire has secondary minor physical damage on impact, reap and collision

MONSTERS
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* Wickers renamed to Wickin
* Wickin are no longer causing warp-to-ship when injured

Uppdatering: 20 sep, 2017 @ 10:29

nothing major here:

* oonforta now glows via fullbright
* pasaka now glows via fullbright
* Fungal biomes have more plant options spawning naturally
* Fungal parallax adjustments to saturation, brightness, odd clipping, and the frontal mushroom layer is lowered

Uppdatering: 20 sep, 2017 @ 7:07

* corrected Cell armor regeneration to be 4% as intended, rather than the 1% it was actually providing

* all Expanded Weapon Generation weapons RanGen have had slight balance adjustments and should no longer be absolutely superior to vanilla offerings.


* completely revamped the look of the Fungal biome


* reworked all Proto plants to be more atmospheric and match the theme better

Uppdatering: 18 sep, 2017 @ 11:57

* isogen rapier should properly appear in the crafting list

* removed errant pixels from Precursor armor (CariTheKitty)

Uppdatering: 18 sep, 2017 @ 11:25

* added Molecular Nano-Fibre as a resource for t5/t6 to encompass items not covered by golden fleece
* Mutavisk Nano-Fibre renamed to Bio-Thread
* Mutavisk/Bio thread recipe no longer produces 2 thread
* removed Cybersphere terraformer, as it wasnt supposed to exist in the first place as a craftable.
* Reworked Precursor armor stats and recipe
* Azun armor crit bonus reduced from 8% to 3%
* Precursor Armor:
* now unlocks only from blueprints
* gains Pressure protection
* Crit bonus drops from 15% to 5%
* power increase applies to Energy (rather than Machine Pistols) and Precursor weapons rather
* gains +40% Cosmic Resistance

* fixed a fireTime issue with maces
* added Manstopper pistol (DubShoe)
* added Core Shortspear (DubShoe)
* added Isogen Rapier (Frann)
* added Carvelle Sniper Rifle (DubShoe)

* Reduced rapier damageArea to be slimmer, not much thicker than the blade itself

* corrected a long-standing (minor) issue with terrestrial_worlds.config patching some things slightly wrong. This should rectify Elithian Races subbiomes, and others, not appearing where they were intended to on vanilla biomes.

Uppdatering: 17 sep, 2017 @ 9:27

fixes mislabelled spawner for precursorwarbot

relocates early base-metal weapons and armor to the proper places

Uppdatering: 17 sep, 2017 @ 6:53

* steve stole your cereal
* mining lasers are more effective: their actual fire time has reduced per tier, while energy cost is reduced
* solarium katana is once again 2h as intended
* the Insanity debuff got a little bit weirder and more annoying...
* precursor microdungeons have been relocated to precursor surface and underground biomes
* per authors request, Faleni have been pulled from FU. You can grab them over at https://community.playstarbound.com/resources/the-faleni-mothia.4830/
Note that this *will* screw up any crew/tenants of those races. Likely errors, but please let me know of any crashes related to this if they exist.
* plasma pack should now correctly offer pressure protection
* PONG game has a bit of added randomness.... (cat2002)
* grammar change on Xeno lab inspection (Slugbait)
* reworked Aetherium Rapier (Gainem)
* replaced Diamond rapier, and added Isogen rapier (Frann)
* Precursor generator is no longer mineable with ease. It will take concerted effort to dig up. Fuel values are slightly tweaked for its higher-end fuels. Added additional fuel type.