Upcoming stable branch changelog created (well started)
The following is a small number of the changes coming in the next update. There's lots more and we're still working on it!
* fix tier 10 chair alignments
* Add piping tiles
* Add ash weather
* Added new weather sound loops
* Added spacedust shower weather
* Added fog weather
* Improved variant < > lua handling
* Added outpost, including large number of outpost npcs, items, objects, etc. Outposts serve as a central hub for buying, selling and taking quests.
* Damage on traps tweaked
* Agaran story arc additions
* Added wind storms
* Added ship upgrades, ships grow larger and unlock new technology
* Added 'moon stone' ore, name will likely change
* Improved songbook UI
* Ship requires power and teleporter enabled before allowing beam down
* New ship upgrade items
* Added Agaran micro dungeons
* Navigator remade and improved, shows far more data on planet conditions, more attractive UI
* Network support for updating central structure in worlds
* Added ember weather
* Anchor block configuration support
* Add spacejunk weather
* Fix a number of object offsets
* Added greenhouse random encounter
* Fix Lua <-> C++ conversion with maps consisting of integers
* Added shroom disguise hat
* Ability to see planet sub biome from nav
* Ability to see gravity on Nav UI
* Ability to see weather on Nav UI
* Ability to see hazards on Nav UI
* All objects are now technically wire objects, allowing all sorts of object scripting/modding possibilities
* Added giant floran pod object
* Matter Manipulator graphic improved
* Weather easier to configure and add new weathers
* Added giant pod 2 object
* Weather is now client controlled
* Fix edge case array assignment in c++ lua api
* Fix damage poly rotation in rotated projectiles
* Massively revamped combat
* Massive number of monster changes, vast number of new attacks, new behaviours, new knockback and physics
* Monster attacks now based on the visual parts of the monster
* Monster palettes now configurable on a per biome basis
* New giant flying monster types
* Massive number of weapon changes, ability to block and parry, aimable swords
* Massive number of shield changes, guard crush mechanic
* Added Staff weapons for sci-fi style 'magic'
* Touching most monsters no longer hurts the player
* Added a way to access the stage of a farmable via lua
* Added case insensitive option to regexMatch, case sensitive by default
* Added treasure underground biome
* Added new function to lua API to get item descriptor (not just name)
* Fixed issue where Grappling hook sometimes causes a crash
* Added ability to fine tune where and when biomes appear
* Introduced an alternate way to specify a Rect variant
* Items can now suppress movement whilst being used
* made preview images flippable for asymmetric tiered doors
* Added stun state to monsters
* fixed sitting position in tier3chair
* Add a lua-side poly collision resolver
* Fully scriptable items with huge modding potential
* Per Wulf_Oman and Mackinz on reddit, fixed some inconsistencies with fuel amounts
* Added harvesting power to harvesting tools
* Added lua bindings to fireable items
* Fixed issue with deprecated information in certain shields
* attacks adjust distance based on monster size
* Guns are now scripted
* New sword for cell cave minibiome
* New crystal minibiome spear
* Added heck knife
* Added getLightColor to pair to setLightColor per modder request
* Added coral breakables for coral caves
* Added coral cleaver
* Slime minibiome additions
* Added homing missiles for monster usage
* Added hive hammers
* Added Shattergun weapons
* Tons of new sound FX
* Player now walks when moving backwards
* New gravity range
* zen garden underground minibiome
* Added stingergun weapon
* melee projectile offset now configurable from .monstertype
* New monster spawning system
* Monsters spawn differently at night
* Monsters are now spawned differently underground
* Big improvements to monster art
* fix tier4door position
* Admin authentication on login
* Lots of projectile graphics improvements
* Kicking and banning added amongst other admin commands
* Added light globe launcher
* Cell biome gun added
* Added new cursors
* Lua modding is possible now on Server Side commands
* Monsters hop on the spot and make a sound to show they're aggroed (it's really cute)
* Monster growls etc removed entirely, monsters now only make sounds when they do something
* Added fixed camera mode
* Draggable slider bars
* Human hair accent colours configurable with underwear colour (Via Kawa)
* Some human hair style changes
* Added barren biome
* Ability to spawn player directly into dungeons
* Added a way of accessing the owner's aim position to the lua api
* Added access to the image metadata database to lua
* Make it so that you can specify collision blocks manually
* Ship now has on board AI called S.A.I.L that guides player through missions, and handles ship upgrades amongst other things.
* Expanded tutorial
* Fix wire node selection bug
* Better wire rendering
* light source color is network aware
* Almost all lights in the game can now be switched on and off via wiring
* Add liquid sensor object
* Added light sensor wiring object
* Fixed up proximity sensor
* Added the ability to control light pulsing/flickering
* Random Guns now support powerProjectiles and (even better) config pass through
* Selling interface
* Massively improved forests
* Make microwave flip appropriately.
* New mission selection UI for prebuilt missions (not to be confused with quests)
* Moon base missions
* Sword damage poly changes
* Combat music changed entirely, less annoying
* New hylotl damage sounds
* New avian damage sounds
* New "Essential Bar" beneath player hotbar. Stores matter manipulator, paint tool and wire tool, with hotkeys
* Ship reboot sequence
* Matter Manipulator reboot sequence
* Fix upgrade cutscene
* Core fragment ore
* Lots of UI changes and fixes
* Add new 'Jupiter' music track
* New unlit options on lighting
* Teleporter enable sound
* Item holster and equip sounds
* Bones now cascade
* Add harvest level system to tile damage
* Drills, pickaxes and other mining tools now break permanently but have far greater power. Provide temporary mining boost.
* Matter Manipulator can now be permanently upgraded and improved
* Upgraded Matter Manipulator can now suck up liquids
* Player death sounds
* Large number of turret improvements, turrets now have item slot and will fire any gun equipped
* Rebalance ropes
* Rebalance hunger
* Recipes now no longer require pixels for the most part
* Ores and Bars are now dropped on death by default
* Monsters can now have different spawn profiles (ability to create swarms etc)
* New bow art
* Rebalanced chests
* Updated platinum art
* Updated lots of art with colour blindness in mind
* Massive change to how tiles are rendered, provides vast performance increase across the board
* Iron furnace added
* Diagonal doors added
* Once a monster has been aggroed, it will attack again on sight
* Fixed Girders
* Added a bunch of new tiles/blocks/platforms/pipes
* Redrew many human armors
* Blocks can now give off light
* Add mining chests
* Added huge mysterious gates (give access to various hubs throughout the universe)
* Added lots of Avian microdungeons
* Added wilderness sword
* Added Novakid species
* Added Novakid armors
* Added Novakid weapons
* Added Novakid ships
* Added Iron crafting table
* Added ability to delete character from character selection
* Added 'sci-fi anvil' (will be renamed)
* Added 'sci-fi furnace' (will be renamed)
* Added manipulator table
* Added accelerator table
* Added separator table
* Added windchime item
* Ability to add instanced worlds
* Ability to add worlds that consist of only a dungeons
* Objects and NPCs can now give quests
* Quests can now require turn in
* Shroom biome hammer
* Revamping temperature system, player is now either 'too hot' or 'too cold', no sliding scale
* Floran mission created
* Ability to add on/off sound to lights
* Fix medkit animation
* Improved ores, bars and ingots
* New smelting system more in line with crafting system, allows for smelting with multiple ingredients
* Updated capture pod graphic
* Massive change to the damage/projectile system, you should no longer see your projectile go through enemies
* Massive updates to netcode to improve performance
* Added ability to upgrade essential items
* Added oil as a fuel
* Mouse no longer renders during cinematics
* Added unique enemies to moon base mission
* Added large number of staves / spells for all different races
* A vast number of balance changes
* A completely new progression system, with branching options and more logical progress through the universe. Completely changes how the game is played.
* Added dirt trapdoors
* Added new starting planet biome, garden biome
* Added rock items
* Added large portcullis object
* Added death warning and falling rock signs
* Added trap chest
* Added bone spikes
* Added Acid light
* Added cave art
* Added skull torch
* Terrain generation changes
* Make caves less flat
* Made system for finding a solar system that matches developer specific requirements more robust
* More Floran creatures
* Fix Human dagger graphics
* Change starting planet size
* Quest turn in indicators
* Quest log UI updated
* Added research table for discovering new crafting lines / for modders to add their own crafting lines to
* Massive change to status effects opens them up for modding, gives them all the abilities of tech
I used to be so hyped about this game. Pre-ordered it when first available. I was waiting for it to get more fleshed out before playing it while keeping one eye on the new developments. Then after reading various articles and reviews my interests died. To this day I have not even launched this game once. Not sure why I let all that get to me. I'm a big Terraria fan (about 150 hours playtime) and this should be right up my alley. Can anyone that played Starbound (and hopefully Terraria) attempt to hype it up for me once again please?
I used to be so hyped about this game. Pre-ordered it when first available. I was waiting for it to get more fleshed out before playing it while keeping one eye on the new developments. Then after reading various articles and reviews my interests died. To this day I have not even launched this game once. Not sure why I let all that get to me. I'm a big Terraria fan (about 150 hours playtime) and this should be right up my alley. Can anyone that played Starbound (and hopefully Terraria) attempt to hype it up for me once again please?
+1. I feel exactly the same and i loved terraria :/
I used to be so hyped about this game. Pre-ordered it when first available. I was waiting for it to get more fleshed out before playing it while keeping one eye on the new developments. Then after reading various articles and reviews my interests died. To this day I have not even launched this game once. Not sure why I let all that get to me. I'm a big Terraria fan (about 150 hours playtime) and this should be right up my alley. Can anyone that played Starbound (and hopefully Terraria) attempt to hype it up for me once again please?
Terraria is a finished game. It is very well planned and balanced. There is a clear path of progression you must follow. The bosses are very challenging.
Starbound is unfinished. The game mechanics works well and is almost the same as Terraria. But the game is unbalanced. You can skip technologies and get very powerful items very early. The bosses are very easy.
When were they awesome? They've been Pokemonesque for as long as I can remember
When they first started releasing pictures of them:
Compared to the kiddie crap they released with. Game done or not, not too many people give a hoot about this anymore. With the delays, them abandoning it for MONTHS after they got their funding and just the overall quality of the game has been a joke. Especially the whole "game is broken now with the new update because we added musical instruments to the game that broke everything else instead of working on the core game first"
I was also super excited for this game with 200+ hours of Terraria pre-backed it followed it for ages, sadly i just never found this game fun. Points I made over a year ago still stand and have not been addressed:
- No point mining, just land on planet run sideways + repeat. why even allow digging?
- Randomized loot & monsters = I will take 10 handcrafted minions with unique AI 1000x over.
- Unlimited re-skinned worlds = No point building anything til end teir.
- Ship = no point building at all.
- NEW UPDATE: We added caterpillars!!!!
- ^^^ All these equate to room full of hipsters adding stupid shit to a game with zero direction.
Honestly play Terraria again for a few hours and you will realize how ridiculously off the mark Starbound is. Please Redigit surprise drop Terraria 2 and crush them like the cockroaches they are.
I was also super excited for this game with 200+ hours of Terraria pre-backed it followed it for ages, sadly i just never found this game fun. Points I made over a year ago still stand and have not been addressed:
- No point mining, just land on planet run sideways + repeat. why even allow digging?
- Randomized loot & monsters = I will take 10 handcrafted minions with unique AI 1000x over.
- Unlimited re-skinned worlds = No point building anything til end teir.
- Ship = no point building at all.
- NEW UPDATE: We added caterpillars!!!!
- ^^^ All these equate to room full of hipsters adding stupid shit to a game with zero direction.
Honestly play Terraria again for a few hours and you will realize how ridiculously off the mark Starbound is. Please Redigit surprise drop Terraria 2 and crush them like the cockroaches they are.
- No point mining, just land on planet run sideways + repeat. why even allow digging?
At some point they said that you would be able to progress in different ways. If you like mining/crafting, that's one option. Missions/adventuring would be another way of getting stuff and progressing in the game.
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