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Re:Starbound Updates

Publicado: 18 Dic 2013, 10:39
por Datzu

Esta vez no es broma (tenía que hacerla), esto sí es de verdad:

Imagen

Del twitter de Tiy's.


Re:Starbound Updates

Publicado: 18 Dic 2013, 11:14
por m690

Ostiasos como mola


Re:Starbound Updates

Publicado: 18 Dic 2013, 12:34
por robertoccu

Imagen

Enviado desde mi Nexus 4


Re:Starbound Updates

Publicado: 18 Dic 2013, 13:42
por PeterLancton

Menos mal lo de las naves, que ya no me cabían los cofres.


Re:Starbound Updates

Publicado: 18 Dic 2013, 14:23
por zw15984

Por fin, mi huerto de tomates como diosmanda.


Re:Starbound Updates

Publicado: 18 Dic 2013, 14:46
por robertoccu

El futuro de starbound.

So here is a non exhaustive list of additions coming to the game. We have a lot more than this in store (not yet discussed), but Xealaz over at reddit compiled such a nice list of the stuff we HAVE discussed that I wanted to share it with you. As always, things are not set in stone.

On with the list!

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 valuable their surroundings 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 by uncovering more of the star map. 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. This will require one more wipe and that’s it.
Other Changes: Colorblind Mode & Engine Optimization. FTL animation being revamped to reduce memory strain.

http://playstarbound.com/the-future-of-starbound/

Enviado desde mi Nexus 4


Re:Starbound Updates

Publicado: 20 Dic 2013, 19:31
por robertoccu

Imagen


Re:Starbound Updates

Publicado: 20 Dic 2013, 21:56
por Datzu

Es un mod...


Re:Starbound Updates

Publicado: 20 Dic 2013, 22:05
por robertoccu

Tiy ‏@Tiyuri
Congrats to Apjm for getting his skyrails mod into the next update http://i.minus.com/ic8MXRdKtEezx.gif … we're adding animations and polishing her up now!


Re:Starbound Updates

Publicado: 20 Dic 2013, 23:00
por Datzu

Pues vaya pasada que lo añadan.


Re:Starbound Updates

Publicado: 21 Dic 2013, 02:13
por efeyabel

Me gusta la actitud, este mod mola, ¿por que no meterlo? esa actitud mola y puede salir un juego muy guapo asi


Re:Starbound Updates

Publicado: 22 Dic 2013, 23:54
por Maik

Cómo se acceden a las partes superiores e inferiores de la naves grandes?


Re:Starbound Updates

Publicado: 23 Dic 2013, 00:10
por Datzu

Hay una tech que te permite teletransportarte.


Re:Starbound Updates

Publicado: 23 Dic 2013, 12:51
por robertoccu

Changelog for v. Angry Koala  23/12/2013

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.

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
  • more

Enviado desde mi Nexus 4


Re:Starbound Updates

Publicado: 23 Dic 2013, 13:15
por pfgluigi

Por fin se pueden replantar arboles :)

Enviado desde mi Nexus 4 mediante Tapatalk