Starbound
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Neon
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Posts: 18935
Location: Poland
PostPosted: Fri, 19th Aug 2016 01:16    Post subject:
Actually the ship upgrades only unlocked for me after I got a couple of people for my crew. I think I have 5 now (engineer, mechanic, chemist, soldier and tsilor). I could really use a music. Sad
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Interinactive
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Posts: 29477

PostPosted: Fri, 19th Aug 2016 01:18    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:02; edited 1 time in total
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Neon
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Posts: 18935
Location: Poland
PostPosted: Fri, 19th Aug 2016 01:33    Post subject:
Laughing Damn autocorrect Laughing Medic, I could really use a MEDIC. Laughing
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Silent_Lurker




Posts: 7527
Location: France
PostPosted: Fri, 19th Aug 2016 08:14    Post subject:


Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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KaiserSoze666




Posts: 558

PostPosted: Fri, 19th Aug 2016 08:26    Post subject:
You can hire the penguins as crew members to unlock the larger ships, bit quicker than doing colony quests if you already have the materials.
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Interinactive
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Posts: 29477

PostPosted: Sat, 20th Aug 2016 14:35    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:01; edited 1 time in total
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harry_theone




Posts: 11269
Location: The Land of Thread Reports
PostPosted: Sat, 20th Aug 2016 15:05    Post subject:
@Interinactive I guess I shouldn't tell you I have the Indiana Jones whip already Cool Face
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Lopin18




Posts: 3385
Location: US
PostPosted: Sat, 20th Aug 2016 18:45    Post subject:
I cant be the only one, jesus fuck

The MOST annoying shit this game has is the way you slide off cliffs. FUCKING HOLY FUCKING HELL Why the FUCK do you launch forward if u walk of an edge WHY WHY just fucking why, dude the fucking player, if u run out of one just flys out of control at an angle, u cant alter the path, ive died so many fucking times because of this that ive just stopped playing it.

In terraria you can move around when falling, here ur just a pos falling straight ahead. And the fall damage is op as fuck.

Im mad
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Neon
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Posts: 18935
Location: Poland
PostPosted: Sat, 20th Aug 2016 19:33    Post subject:
When you unlock double jump (leg technology at the outpost), your deaths because of the fall damage drop (ha, see what I did there?) drastically.
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Lopin18




Posts: 3385
Location: US
PostPosted: Sat, 20th Aug 2016 19:54    Post subject:
...... Even my Terraria-loving friends dont wanna play with me because of how fucking weird the combat is, then u have the fall damage, holy fuck.

Oh well, ill just fucking swallow my pride and ill go back to it soon -_-
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sat, 20th Aug 2016 20:04    Post subject:
How is the combat in Terraria better?
Last time i played Terraria is very long ago. But don't have pretty much the same combat system?
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Lopin18




Posts: 3385
Location: US
PostPosted: Sat, 20th Aug 2016 20:31    Post subject:
In terraria, remember that weapons had a VERY small cooldown to repeat the atack, also the animation was either a stab or a wide Back to Chest animation swing. In terraria you could spam the weapons and keep mobs at bay due to pushback from the atack.

In starbound im using a sword, and it has a Front wide swing then another swing and a frontal stab.... mobs dont have a lot of pushback and then you have a big cooldown (almost 3/4 of a second) to repeat that 3 steps atack..


So that means... Ive found myself stuck in small spaces getting touched-spammed by fucking mobs and i cant push them back enough to get away. Then you have the delay and they rush you again. And if they jump you can rarely hit them unless you jump too since the swing isnt wide. I dont know, i find it incredibly annoying personally.

I died so many times because 3 mobs rushed me and i couldnt push them back plus the delay to start atacking again. Also the fucking fall damage, JESUS FUCKING CHRIST.
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sat, 20th Aug 2016 20:43    Post subject:
Yea, those bum rushing enemies that kept attacking you non stop were annoying.

That's why i had the dirt tile on the hotbar, to quickly build a wall around me. grinhurt


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Interinactive
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Posts: 29477

PostPosted: Sun, 21st Aug 2016 02:04    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:01; edited 1 time in total
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sun, 21st Aug 2016 07:35    Post subject:
@Interinactive
Reaction Are You Serious


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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harry_theone




Posts: 11269
Location: The Land of Thread Reports
PostPosted: Thu, 8th Sep 2016 19:52    Post subject:
Starbound 1.1 released!

Quote:
Version 1.1 is our first content patch since the full release of Starbound -- we've added a fishing game, item collections, Novakid villages and more! Check the changelog below for a list of major/minor changes and bug fixes, and then go relocate some Fluffalo!


http://steamcommunity.com/games/211820/announcements/detail/967534467979205183

 Spoiler:
 
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harry_theone




Posts: 11269
Location: The Land of Thread Reports
PostPosted: Thu, 15th Dec 2016 23:05    Post subject:
Vault Update is out, new stuff and fixes.

http://playstarbound.com/starbound-vault-update/
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Fri, 16th Dec 2016 00:36    Post subject:
Ohh god, have to hide that update from my GF or she will force me to play from start again. Starbound is a weird game, i was hyped AF when it was finally available as ultra-buggy EA title and was waiting for every bigger content update but after one of the bigger changes (the one that pulled out randomization and injected a more streamlined progression) i found it hard to come back since i knew "the other" Starbound that wasn´t like this.

Well, lets see what got better and what got worse this time

i bet it still has heavy performance issues in the big trading/mission hub Very Happy


paxsali wrote:

Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
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Bendi




Posts: 3403

PostPosted: Fri, 16th Dec 2016 06:35    Post subject:
Terraforming, nice. Definitely useful addition.


sin317 wrote:

typical jew comment
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 11th Feb 2017 19:12    Post subject:
Quote:
we established that our next update will involve space, and include mechs. I feel like that’s a pretty good start!

https://gfycat.com/PiercingDopeyAbyssiniancat
Your personal mech will be your primary tool for exploring hostile new space environments. Upgrading and equipping your mech will be key as you take on greater and greater challenges in this new frontier. They’ll have plenty of cosmetic customization options, such as paint colors, so you can conquer the stars in style!
https://gfycat.com/ArcticOptimisticArctichare

http://playstarbound.com/3rd-february-painted-love/
Quote:
In our previous posts we’ve mentioned that ‘space’ is the overarching theme of this patch, and showed a little preview of some exciting new space vehicles. We have some even bigger (downright galactic) changes planned, including fleshing out one of the most fundamental parts of the game: interplanetary travel! To get an idea of what we have in mind, here’s a look at a WIP version of the new navigation interface:

https://gfycat.com/LameIndelibleFishingcat

Space isn’t just about stars and planets, it’s about the space between them, so you’ll now be able to fly freely around systems and explore all kinds of new locations, from space stations to traveling merchant ships to mysterious derelicts! Systems won’t just be static, either — moons orbit planets, planets orbit stars, and rich opportunities come and go, rewarding patient explorers with brand new perils and plunder!

http://playstarbound.com/spaceoff/

the gfycat linksare webm videos Wink
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Sat, 11th Feb 2017 20:44    Post subject:
That space movement looks a million times better than the current "wait...wait...wait...wait..." kind of travelling.
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harry_theone




Posts: 11269
Location: The Land of Thread Reports
PostPosted: Sun, 12th Feb 2017 11:18    Post subject:
These look like great changes, the game is evolving superbly.
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Wed, 19th Apr 2017 21:10    Post subject:
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harry_theone




Posts: 11269
Location: The Land of Thread Reports
PostPosted: Wed, 19th Apr 2017 23:06    Post subject:
Better than Andromeda Mr. Green
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Thu, 1st Jun 2017 22:51    Post subject:
v1.3 in Beta http://playstarbound.com/starbound-1-3-unstable/

Quote:
Morning, folks! <3

The unstable release of Starbound 1.3 is here! That means you can check it out now, but if you don’t want to deal with bugs/unfinished bits, a stable release of Starbound 1.3 is just around the corner.

For Starbound 1.3, our goal was to give players more things to do in space! Starbound has always focused heavily on traveling from planet to planet, but objectively space is just much cooler than any planet.

MAJOR CHANGES
  • Navigation Overhaul
      The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit!

  • Customizable Mechs
      Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower!

  • Modular Space Stations
      Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your need

rest of the changelog aswell as gifs in the link http://playstarbound.com/starbound-1-3-unstable/ Wink
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 10th Jun 2017 09:56    Post subject:
v1.3 out Wink

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vurt




Posts: 13928
Location: Sweden
PostPosted: Thu, 13th Jun 2019 19:15    Post subject:
    We're excited to announce the release of Starbound 1.4 - the 'Bounty Hunter' update!

    In this update players can become bounty hunters, seeking out criminal gangs through missions and climb the ranks as they rebuild the Peacekeepers and restore law and order to the universe. There's also new elemental variants of many monsters, which have a rare chance to be encountered - if you see one be sure to capture it! In addition there's a ton of new furniture, objects, weapons, and fun new stuff - including drones, password keypad locks, a laser mining tool, and a sports car!



    We've been working on this update for a long time, thanks so much for being patient while we took the time to get it just right! Here's an outline of all the changes;

    Bounty Hunting
    New procedurally-generated quests that see the player travel to worlds and into space, hunting down criminal gangs
    New Peacekeeper stations for bounty hunters – work your way through promotions and restore law in the universe
    Take the fight to criminal gangs at their hideouts, including a climatic final mission & boss fight!
    New quests: Becoming a Peacekeeper, Rookie Assignment, Rising through the Ranks, The Good Fight, Keeping the Peace, Going after the Occasus
    New generated bounty quests
    New generated criminal hideout microdungeons

    New Music
    Four new music tracks by Starbound composer Curtis Schweitzer

    Rare Monsters
    Elemental Monster variants - they are capturable, and earn progress in a new collection.
    New Collection: Rare Pets collection
    New monster variants: Fire Gleap, Electric Voltip, Poison Smoglin, Ice Peblit, Albino Poptop, Electric Anglure, Fire Bobot, Poison Bulbop, Electric Capricoat, Ice Crabcano, Electric Crutter, Ice Fennix, Elecrtic Hemogoblin, Ice Hypnare, Fire Lilodon, Poison Mandraflora, Ice Miasmop, Ice Narfin, Fire Oogler, Poison Nutmidge, Ice Orbide, Electric Petricub, Poison Pipkin, Electric Quagmutt, Ice Ringram, Poison Scaveran, Elecrtic Snaunt, Poison Snuffish, Poison Sporgus, Fire Taroni, Fire Toumingo, Poison Trictus, Electric Yokat, Electric Ignome, Fire Lumoth, Poison Pyromantle, Electric Skimbus, Fire Spookit, Fire Squeem, Fire Wisper, Ice Agrobat, Poison Batong, Poison Bobfae, Fire Monopus, Poison Paratail, Fire Pteropod, Cultist Scandroid, Ice Crustoise, Ice Iguarmor, Fire Oculob, Poison Pulpin, Ice Snaggler, Electric Tintic, Fire Gosmet

    New Furniture
    Egyptian set: Egyptian Bed, Egyptian Chair, Egyptian Crest, Egyptian Pillar, Egyptian Statuette, Egyptian Table
    Office set: Office Cabinet, Office Computer, Office Desk, Office Desk Lamp, Office Noticeboard, Office Scanner, Office Server, Office Stapler, Office Table
    Peacekeeper objects: Peacekeeper Chair, Peacekeeper Computer, Peacekeeper Desk, Peacekeeper Door, Peacekeeper Emblem, Peacekeeper Rusty Emblem, Peacekeeper Furnishings, Peacekeeper Lamp Post, Peacekeeper Mug, Peacekeeper Notes, Peacekeeper Painting, Peacekeeper Tall Poster, Peacekeeper Wide Poster, Peacekeeper Store, Peacekeeper Table, Peacekeeper Vending Machine, Peacekeeper Poster
    Neon objects: Bounty Board, Neon Hologram, Neon Lamp Post, Neon Magenta Light, Neon Peacekeeper Emblem, Neon Store, Neon Triangle
    Occasus pieces: Cultist Airlock Door, Cultist Airlock Hatch, Cultist Banner, Cultist Chest
    Other: Dark Computer, Extractor Drill, Hanging Guardian, Mech Platform
    New Teleporter: Peacekeeper Teleporter
    New Wireable Object: Numeric Keypad

    Other New Additions
    Drones: Peacekeeper Drone, Mining Drone
    New Weapons: Neo Magnum, Neo Magnum-E78, Neo Magnum-RX, Neo Magnum-ZZZ, Glue Sprayer, Lazercaster, Stun Grenade
    New Tool: Mining Laser
    New Unique Monster: Cosmic Intruder
    New Mission: The Dantalion
    New Boss Encounter: The Swansong
    New Armor: Captain Noble Head, Cultist General Hood, Cultist General Tentacles, Groucho Glasses, Pharaoh Headdress, Sheep Hat, Shirt Top,
    Peacekeeper Set (Peacekeeper Hat, Peacekeeper Shirt, Peacekeeper Trousers)
    New Figurines: Cosmic Intruder Figurine, Swansong Figurine
    New Mech Parts: Neo Laser Mech Arm, Peacekeeper Mech Body
    New Augments: Peacekeeper I Augment, Peacekeeper II Augment, Peacekeeper III Augment
    New vehicle: Red Sports Car
    New world spawn vehicles: Dropship, Mini Tank, Mini UFO, Sportscar, Jeep
    New object tags: Cultist, Egyptian, Peacekeeper, Office
    New Tenants: Egyptian, Peacekeeper, Office
    New blocks: Sloped Glass Panel, Polygon Platform
    New currency: Peace Credit

    Changes and fixes
    Changed the crafting requirements for all mech parts to match materials in the system where the blueprint is found.
    Changed name of 'T-Rex' fossil pieces to 'T. Rex'
    Fixed bug where Triplod Figurine was not properly awarding credit to the Collections Library
    Various lua bindings added
    Added /setdungeonid command
    Updated instrument audio position to follow the player
    Display for gendered armor in tooltips
    Add hover state to mission/crew/tech interface lists
    For radial tile brushes, damage tile center instead of tile origin
    Allow equalsSelf material render rule to also match on hue
    Add a glow to inventory button when inventory has new items
    Add a cooldown to ouch noise
    Remove monster families and variantParameters
    Allow bursting particle emitters multiple times in the same frame
    Fix latch object animation bug
    Only suffocate if mouth position is inside collision geometry
    Fix energypickaxe animation state
    Fix projectiles not dealing damage if spawned after the parent projectile has died
    Minor bugfixes
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