Starbound

Starbound

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Purist Tech Replacement
   
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2016 年 12 月 17 日 上午 2:12
2022 年 7 月 19 日 下午 11:58
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Purist Tech Replacement

在 meow 的 1 个合集中
nepdiscbound
101 件物品
描述
Update July 20 2022:
I've tweaked a lot of the values. Everything should be faster, cost less energy, and just be more fun to use. Not gonna bother editing the ancient description at this point. Try stuff out and see if you like it.

Updated as of January 14, 2019:
It's been a while, a LONG while and I'm really sorry it took this long... but I finally updated the mod's head techs to be compatible.

Q. Why is it a replacement?
A. The most honest answer is because it's quicker and easier, but there are other reasons.

I have intended, from the start, for this mod to be an enhancement of the default techs available and that's what it was initially. As time passed and my aspirations grew, it became more. I take a moderate amount of pride in my balancing and I tweak the values every time I find an imbalance of any sort, but I absolutely have not balanced these techs against the default tech. In fact, these techs are strictly better numerically than every available vanilla tech in every fathomable way. If anything, the more radical changes like the rocket boots could potentially go into another mod, but the simple tweaks like what I've done to Blink Dash doesn't justify a completely new set of techs in my mind.


Q. Purist? What are you on about?
A. To put it as simply as possible, what I mean by "purist" here is that it doesn't go against the spirit of the game. It's not a cheat mod, but rather the way that (at least in my opinion) the game deserves to be played. All of the items in this mod fit within the context of the game even without other mods to back them up, and it doesn't seem like you're playing a totally different game (though some of the changes ARE quite radical).

So why should I even bother?
All of the techs are extremely useful, yet balanced. It's not a matter of any one tech being the de facto best tech or any set of techs being the best, it's a matter of genuine personal preference which is something the vanilla game lacks. Every tech adds to your ability to explore and survive, and are all useful in their own ways. Many vanilla techs have been outright replaced to accomodate this.

Q. Does this work with other tech mods?
A. It alters some of the base/vanilla lua files, so I'd be surprised if it is compatible with other tech mods... but why would you WANT other tech mods when this exists?

In all seriousness though, until a standalone non-replacement version of this mod is uploaded (which may be a while) the compatibility is going to be iffy.


Q. How do I get these new techs?
A. These techs aren't new, they strictly replace the vanilla available techs. That means you get them in the same way you would get the old techs. Do the quests, unlock the tech console, and activate them as normal.

Q. What about the tech quests?
A. They're doable, but as they're not designed with these particular techs in mind you may have to get a bit creative with solutions. For the Dash quest: patience is a virtue.

I've listed some of the major changes below:

== Distortion Spheres ==

Once nothing but a stop-gap solution to crouching, now they are defensive curls that protect you from harm.

Defense Curl is mechanically identical to the default Distortion Sphere, with the addition of a defense boost. ~90% of all incoming damage is absorbed and negated.
Spiked Sphere offers less protection in exchange for wall climbing ability.
Escape Sphere offers little protection in exchange for speed. Now charges faster, moves faster, and can be used mid-air.
Gravity Sphere distorts gravity around you, which creates an almost rubber-ball effect. This is different from the other spheres, however, in that the activation key/button must be held for the duration in order to activate this effect. Tapping the activation key/button will behave as normal.

== Body Tech ==

Rather than all just being a variation of the standard dash, body techs now perform different unique functions.

Running Shoes increase your running speed, though the trade-off is a much slower acceleration. Performing a standard dash will get you up to speed.
Sprint feels like you are actually SPRINTING. Major speed boost, but a commensurate hike in energy cost.
Blink Dash has a palpable invulnerability period after using it which is signified by a transparency effect on your character (you'll look nearly invisible). You even have time to attack while invincible (albeit not very much.)
Air Dash has slightly altered physics and a radically reduced cooldown. You won't be able to fly with it, but it can save you from fall damage.

== Leg Tech ==

I, personally, was displeased with the complete lack of variety in the jumps so I decided to really mess with things here.

High Jump lets you jump very high and reduces fall damage a bit. Hold the jump button to get the most out of it. Also, you can wall jump with it!
Triple Jump may initially feel the same as the original multi jump, but the alterations to its velocity change how it works. Well-timed jumps are far more rewarding now as a result.
Rocket Boots let you expend energy to fly for a short time. Just make sure you watch your energy, because you come down faster than you go up.
Glide expends no energy, but gives you no vertical lift. It also gives you the greatest wall jump, and lets you cling to walls for a short time.

And most importantly, none of this would possible without my good friend Jorhua

addendum:
If you're a mod maker and want to take a peek into the files (and have enough of an understanding of how this all works to do so) you'll find that these techs are actually quite configurable. To that end, tweaking the values on some of the techs to your specifications shouldn't be too difficult.
25 条留言
Apple Juice Box 2023 年 11 月 29 日 下午 7:20 
Did the July 20th update speed up the spike sphere tech? It feels faster than it did last time I played (yeah, over a year and a half ago), and if that's the case, it feels like the new speed makes it harder to stay on walls and ceilings going over bumps. I'm lowering the speed manually, but if it was one of the changes, knowing the old speed number would be helpful because it was just right.
meow  [作者] 2022 年 7 月 22 日 上午 2:42 
No new hotkeys or alternate activation methods here, sorry. Give the techs a try and see if you might prefer them anyway.
oinkoinkmooo 2022 年 7 月 20 日 上午 3:15 
does this let you zero tap dash? anyways nice seeing an updates on the old time mods.
Cy3ber Odyssey 2019 年 9 月 25 日 上午 4:56 
Wonderful mod, tho it seems to create issues with the Class Spheres from RPG growth. (example the Wizzard's Sphere will no longer move). Would be nice if you could possibly make a patch or something so the two mods would play nice together.
meow  [作者] 2019 年 7 月 21 日 上午 3:54 
If anyone has any issues with this mod and the latest update, let me know and I'll see what I can do.
meow  [作者] 2019 年 1 月 13 日 下午 11:56 
If any of you are subscribed to this comment thread, please be aware that the head techs are now working!
Trans Girl Kasyu 2017 年 11 月 19 日 上午 7:34 
head tech wont work even after i cheated it in
Apple Juice Box 2017 年 8 月 20 日 上午 5:37 
1.3 has broken modded head techs, so we can't use the spheres at all. I really don't want to unsub from this because the techs are actually useful and I have a lot of fun with the rocket boots. Can you fix the head techs for 1.3, per chance?
Jenno 2017 年 6 月 19 日 下午 11:51 
This adds new techs, not replaces them. Correct?
Vororo 2017 年 6 月 16 日 下午 5:38 
uhm.. what SeiFoxy said. What does your response mean? I'd really like to play with this mod but god the sticky feet are a bit annoying when you're not really using them