Starbound
Frackin' Universe
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Cập nhật: 18 Thg02, 2017 @ 5:31pm

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* Every FU tier 1 armor has been adjusted. They all have set bonuses now, and each benefits a particular play style. Give them a peek if you are starting a new playthrough. They should change your early armor choices nicely!

* fixed a spawner issue on Infernus and other hot worlds

Cập nhật: 18 Thg02, 2017 @ 4:54am

* solarium chance for Ultronium in the Gas Centrifuge has been increased to 11% from 5%

* honeycomb healing nerfed substantially to not be "god tier" healing in tier 1.

* many combs now offer different abilities than healing

* shadow gas duration increased from 2 to 4 seconds.

* added prisilite bow (from Nightar)

* added densinium broadsword (from Nightar)

* slime armors should *properly* resist poison

* silkfibre can now be extracted at a slightly crummier ratio than by the sewing stations, allowing you to get it before upgrading to a t2 sewing station. This should make it slightly easier to get plastic.

* added Leather armor

* missionary armor should properly appear

* a few clothing outfits should appear that previously were not

* visually refined Lunari armor

Cập nhật: 15 Thg02, 2017 @ 2:30pm

protoworld spawn fix

huntingchitincold loot fix

flyers are slower

the Reaver has a greater aim radius

Cập nhật: 15 Thg02, 2017 @ 9:11am

* king snake should *hopefully* work okay if captured

* added missing armor tab to Sewing Wheel UI

* varan berries now restore 20% rather than 5% hp, to compensate for the removal of the old effect on Talonseed

* new mobs: Bandraflora, Keldraflora, Effigiflora and Bulbop2. You will loathe them.

Cập nhật: 13 Thg02, 2017 @ 6:41pm

* Welcome Monijir to the team. He'll be handling monster behaviors.

Monsters
--------------------

* return of the Giant Slime Eyes!!!! (Monijir). Be careful...slime worlds will be a lot more dangerous soon! This mob still has a tiny bit of work to be done to it, so forgive its temporarily wonky hitbox and crappy pathfinding.

* Iciclit renamed to Frostlit to sound less like a part of female genitalia. This should also solve issues visiting certain biomes and instead getting booted back to ship...on newly generated biomes, anyhow. not ones still using the old spawn name.

* King Snake should properly capture

* halved spawn rates for ocean floors. let me know if it is more reasonable. if not, ill try another approach.

Stations
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* numerous fixes to the Item Transfer system (Kherae)

* added new objects, the Grabbers and the Beamer. These will grab items from the world and transfer them for you, or harvest crops automatically. The Beamer is a Harvester Beamgun turret. (Kherae)

* note that Grabbers and the Harvester turret still have placeholder art in place. This will change soon.

Gear
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* New weapon type: Great Axe. Available in iron, tungsten, titanium and durasteel (TimothyWiggins127)

* new craftable Shortspears. Same tiers as above, plus Advanced Alloy shortpsear. (TimothyWiggins127)

* added new armor for tier 2 (pick up a Magnetic Shielding to unlock): Spacesuit armor. This will provide you with oxygen, and the backpack will offer 10% resistance to physical damage.

* Bubble Gun no longer harms the user

* Incinerator energy use halved

* added Shadow Immunity augment



Cập nhật: 12 Thg02, 2017 @ 5:45am

* corrected missing metallichydrogen liquid horizon files in /celestial
* corrected darkwatervomit animation call
* custom weapons should now properly work with the Crit Chance script without needing special params. However, you still need to manually add the relevant config parameters to your custom weapons if you want they to get actual values for their bonuses. They will default to 0 rather than nil.

* added staves and wands along with various effects
* new buildscript for staves

* vanilla spacesuit functions more like an armor, and will also provide additional air supply when worn
* vanilla hazmat suit now protects against Radiation (set bonus only)

* added HUGE doors (large enough to fly a reaver out, or a Triton sub) for both floors and walls. One also comes with a built in platform.

* Frostlit adjusted

* more Mama Poptop room adjustments

* relocator should properly work on all incubated creatures

* taming Warbot, Gorgolith or the Supermutant should now produce a "new" version with a non-boss healthbar'

* torches are now one-handed

* zapit spawn corrected on tidewaters

* corrupted spear no longer erroneously needs the carbon sword to craft

Cập nhật: 11 Thg02, 2017 @ 3:08pm

* vanilla spacesuit functions more like an armor, and will also provide additional air supply when worn
* vanilla hazmat suit now protects against Radiation (set bonus only)

* added HUGE doors (large enough to fly a reaver out, or a Triton sub) for both floors and walls. One also comes with a built in platform.

* slime armor was missing poison immunity. this has been corrected

Cập nhật: 11 Thg02, 2017 @ 11:58am

fix for shadowroot not displaying

Cập nhật: 10 Thg02, 2017 @ 9:44pm

fix for intersec armor (hopefully)

Cập nhật: 10 Thg02, 2017 @ 8:55pm

* adjusted Hunting loot lists for lesser creatures so that you aren't snagging crazy amounts of Monster Plating off of deer and the like.

* you should be able to hook apiaries and centrifuges to the item network now

* testing some ocean underwater spawns

* Space-Age Polymer is now known as Plastic Polymer. Space-Age polymer was silly. It's sprite is also brighter. Additionally, it has a recipe in the chemlab now as well using slightly different additives

* added a second recipe for Advanced Plastic to the chemlabs

* added grass bed

* Grav Gen, Antigrav Gen, Atmospheric Regulator and Regeneration Matrix have been updated

* new resource added (currently not in use, may end up removed...dunno) Solvent. It is not yet craftable, either. I mention it for you folks that like adding via admin commands so that you aren't tempted to create it to see what it does. It does nothing at present.

* fixed powder keg recipe to not call for Screws

* red slime armor set fixed

* all slime armors moved to individual set bonuses rather than sharing largely the same abilities across each suit. Plus, now you need the suit, not a piece, to benefit from the bonuses.