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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Tue Dec 10, 2013 2:20 pm 
Star-Spangled Subligar
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another wipe? lol. I don't mind, im figuring out ways to get shit faster.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Tue Dec 10, 2013 2:47 pm 
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Quote:
Changelog for v. Frustrated Koala 10/12/2013

Hi guys, so last night we pushed the major balance update. We'd tested it for hours and at the last minute a bug crept in that broke crafted weapon damage, making them crazy overpowered.

Hence the name of this version.

That's been fixed. It was an interesting bug. The old leveling system used a "level" specified in each swords configuration file. The new system no longer uses "level", instead each sword is hand balanced. The bug that crept in at the last moment reenabled "level". Given that they are now unused, levels weren't changed from their previous values that went all the way up to level 100, and now that the game is leveled up to 10, they were massively too powerful.

Also..

• Uranium, plutonium and solarium now work as fuels
• You can now REALLY craft a grappling hook
• Boss balance has been tightened even more
• Platinum armor is now unlocked on tier 5
• You can now 'recapture' pets
• some more fixes

More coming really soon!


GDI I just seen this after going on an underground expedition and mined up 120 gold bars lol, but I'm not that fussed, like Yarr I'm finding quicker methods of progression along the way.

Edit: So apparently they've addressed a fix but not yet released a patch: @Starboundgame

Quote:
"Today's update MAY not require a character wipe, but we will need to do at least one more character wipe in the future. @Kyrenn says sorry!"


I'm pretty sure they'll hold off on the character wipes for at least few days so people can find more bugs. It looks like they've increased the rate at which certain ore can be found along with the much needed platinum fix. I've been finding gold ore much easier since this update.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Tue Dec 10, 2013 5:41 pm 
Star-Spangled Subligar
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Im getting into the exploring aspect of this game. The crafting and digging is to much Terraria for me.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Wed Dec 11, 2013 5:47 pm 
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More updates according to @Tiy

Quote:
Changelog for v. Indignant Koala 11/12/2013

There are a whole bunch of improvements to balance here, particularly in the early game.
We aren't wiping characters or worlds, but if you want to experience the proper balance
you should make a new character/worlds to play it on!

Also..

- Nerf the hell out of birds, they no longer attack you at long range, lower damage, don't follow you forever.
- Monster projectiles across the board better balanced
- Shields better balanced
- Early armors better balanced
- Melee weapons better balanced
- Ores better balanced
- AI improvements
- you can now craft lanterns (similar to sixxes' lantern mod!)
- you can now craft a new back armor to help light caves
- fixed the bubble gun crashing on mouse over
- improve grass ( Suggestion by Dracyoshi)
- You are now invincible on your ship (this requires a new character)
- You need to be hit a lot harder to get knocked back
- some UI updates
- Drills now destroy 3x3 blocks
- Other misc changes


More coming really soon!

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Wed Dec 11, 2013 6:12 pm 
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For anyone interested in playing you can usually find me on my server:
magnum227.dyndns.org : no password required

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Thu Dec 12, 2013 4:04 am 
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Will be able to customize controls soon.



Yes, that's Starbug from Red Dwarf. :mrgreen: :mrgreen: :mrgreen:

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Thu Dec 12, 2013 5:51 pm 
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Wha how? I want to play music.

I'm gonna have to keep an eye on people playing. Add me from the CKD group. AdamBritt

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[In Yarr we trust.]
Yarr wrote:
Ulgokiem sounds like the name of an anal STD. Why anyone even listens to that douche bag is beyond me.

Ponuh wrote:
i love how half of this thread is about racism in america and the other half is pictures of kittens


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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Sun Dec 15, 2013 5:36 pm 
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Quote:
Changelog for v. Offended Koala 15/12/2013

There are a whole bunch of improvements to balance here, particularly in the early game.
We aren’t wiping characters or worlds, but if you want to experience the proper balance
you should make a new character/worlds to play it on!
Also..
- Experimental gun rebalance
- Experimental biome settings
- Streamlined mod support, more details here
- Unique monster changes
- Enable plasma guns
- Fix naked NPC merchants
- new portable pixel printer item (you must unlock tier 2 for it to show up in crafting).
- Tons of new blocks and items to craft
- New random encounters with unique items to find
- Lots of work in progress server changes
- Pets only attack npcs that are attacking the owner
- New songs to play on instruments including christmas carols
- New novelty hats
- Pets now level up
- you can no longer warp to gas giants
- Lots more fixes and small additions
More coming really soon!

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 3:39 am 
I;m in cobr a kuy dogo
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wont let me join ket's server

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 11:15 am 
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I had the same issue when I tried Saturday.

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[In Yarr we trust.]
Yarr wrote:
Ulgokiem sounds like the name of an anal STD. Why anyone even listens to that douche bag is beyond me.

Ponuh wrote:
i love how half of this thread is about racism in america and the other half is pictures of kittens


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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 12:06 pm 
Crumpet
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Sorry my server is down until the game is a bit further along in development.

Partly because I was sick of upgrading the server every single day and partly because my own interest in the game has waned a bit until the game is a bit more complete and playable and not wiping my progress.


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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 1:00 pm 
Star-Spangled Subligar
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I can understand that. I've been playing locally and its a lot of fun. They only had to wipe characters once so far and it wasn't so bad.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 1:04 pm 
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Is the early game any easier?

I was pretty crappy at killing things with bows to get meat to help my hunger. I could kill things better with the sword, but no meat dropped. And sleeping for like 2 minutes to heal your life was a major time sink. haha.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 2:35 pm 
Devourer of Souls~
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Usually I would hit things 2-3 times with sword and then last hit with bow for meat (although I generally didn't bother with meat or leather after I found some plants i could eat). Alternatively you can lure them into pits or caves then seal the entrance of all but a murder hole and shoot them like fish in a barrel. Or otherwise exploit the Ai/geometry


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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 2:47 pm 
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haha. I totally made a "murder hole", now that I think about it. I only played for about an hour, oh so. I found some random house that was full of bird-themed furniture, including a nest-bed. haha. May be I'll poke around on it tonight.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Mon Dec 16, 2013 4:58 pm 
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Devs plans for the future of Starbound.

Quote:

NPC Spawners & Building Logic: NPCs will scan the structures you build around them and the contents of chests; they will have improved inventories/behaviors depending on how secure they are.

Macro Terrain Changes: Affect an entire planet's terrain and weather

More Planet Scanner Data: See details in the planet scanner like planet occupants/dungeons

Underground: More secrets will spawn below the surface

Space Combat: Way in the future, expect space combat and the ability to board other ships.

Spaceship Dungeons: Very large, size of a planet.

Biome Hazards: Sandstorms, icestorms, meteor showers, toxic planets, airless planets.

Ore & Difficulty: Higher difficulty planets will have improved ore distribution

Story Missions: Eventually each tier will end with a story mission that ends with the bosses you see now.

Ship Navigator Changes: Still not set in stone; but the new idea is to give a local map with fog of war. Instead of sector buttons you have to fly out of a sector and into the next one. The final sector would be infinite.

Smoother Difficulty Curve: Better indication of the difficulty of an area. Difficulty will change within tiers as well as between tiers. There will be fractional difficulty (for example, Difficulty 1.12 in tier 1 would be easier than Difficulty 1.52, while still in T1)

Monster Generation: Right now, monster parts just have stat boosts, but eventually rolled monster parts will affect their behavior and abilities. For example, monsters with spider legs can climb walls; fiery monsters inflict burning. You might get a burning spider dropping on you from the ceiling. Projectiles may be tied to specifically generated heads. Biome may influence monster part generation.

Mini-Map: Rotating circular map showing highlights only such as the location of friendly players, spawn points--but no major details. For the details you'd use a mapping item to create a map as you travel.

Teleporters: Stargates between planets and eventually between servers.

Dramatic Planet Modification: Not going to be implemented any time soon. Ability for players to modify huge chunks of planets through things like orbital bombardment; removing the entire first layer of a planet and leave behind a lifeless surface.

Tech Priority: Eventually all techs can be active at once, but a categorization system is in the works to assign priority to conflicting techs, preventing issues. A hotkey to switch the active tech will be added as a temporary workaround until the priority system is completed.

Server Commands: More server commands and control for chat and port listening.

Villager AI: Villagers will aggro when you steal from them and follow you more aggressively.

World Storage: Improve world storage and organize *.pak files to improve modding. Add launcher integration.

Spawn Points: Change spawn points on individual planets.

Controls: Reconfigure controls; keybinding.

Ship Size: Upgrade ship/increase size.

Racial Armor: Racial abilities will not be inherent but will be tied to racial armor. For example, Avian armor can glide downward.

Capture Pods & Mercenaries: May be able to capture NPCs with pods. Summon NPC Mercenaries by using the pod as a beacon.

Reduced Wipes: Working on a system to patch without requiring as many character wipes in the future.

Other Changes: Colorblind Mode & Engine Optimization. FTL animation being revamped to reduce memory strain.

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 Post subject: Re: Starbound Beta starts Today (12/4)
PostPosted: Tue Dec 24, 2013 12:54 pm 
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Quote:

Changelog for v. Angry Koala


A ton of new content in this update. We’ve added a bunch of new features to world generation,
which might require you to start on a new universe. To make sure you get access to all the new
crafting items you either need to unlock sectors again or create a new character.

Worlds/quests/ships were wiped this update, characters were not.

Also..

- Added skyrails based on Apjjms mod!
- Added a brand new weather system, moddable weather/new environment effects
- Hydrophobic objects are destroyed by all liquids
- Trees can now be planted
- Critical items stay on the ground longer
- Some new monster behaviours
- You must now be orbiting a planet to set it as your home
- Free teleportation to home planet from ships teleporter
- add acid rain, meteor showers, water collecting during storms and more
- made species mods easier to combine with one another
- add support for keysignature and keysignature changes for the abc system
- Disable speedlimit for default projectiles to fix inaccurate bullets
- New craftable turrets based on Healthire‘s mod
- You can now land on asteroid fields, based on hints mod
- Tech now has descriptive instructions
- Tons of Christmas stuff!!
- Pos no longer 1 hit kill you
- You can no longer breath on moons or asteroid fields without the proper equipment
- Better fix fall damage
- New barren planets perfect for building
- Gravity now varies from planet to planet
- Some planet backgrounds improved
- Existing biomes can appear with different liquid types
- You can now craft racial flags, to show you’ve been to a planet
- NPCs will now switch to melee weapons up close
- More random encounters
- Pos can now be captured
- Wiring station can now be built to access to a ton of different wiring tools
- fixed mech legs
- tons of server improvements

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