Starbound
Frackin' Races
Mostrando 311-320 de 364 aportaciones
< 1 ... 30  31  32  33  34 ... 37 >
Actualización: 16 ENE 2017 a las 15:37

fixes wands, and removes the logged fireTime spamming logs :)

Actualización: 16 ENE 2017 a las 13:41

Novakid adjusted

they lose their damage bonus when dual wielding pistols...and gain something better :) In bright light during the day, and above ground they gain increased firing speed. I'll be tinkering with the values on it as we go but this is a good start!

Actualización: 16 ENE 2017 a las 9:31

fixes typos in the race species files that I missed causing errors/crashes with those species. You should be okay now.

Actualización: 16 ENE 2017 a las 7:59

adds the missing .species files for modded races.

all races should now display updated splats on their abilities during character creation

Please let me know if anything doesn't fit in the widget. I kept things as short as I could

Actualización: 16 ENE 2017 a las 5:07

reverts the raceEffects.lua changes from last updates. This should fix abilities not loading as intended. At least, it seems to have fixed my hylotl and avian :)

Actualización: 15 ENE 2017 a las 21:10

more overhauls!

* updated the existing Species descriptions on character creation. will add missing ones soon, promise.

* floran no longer get an *additional* minor damage bonus on several weapons. Their hunger bonus is good enough when paired with their other buffs

* Apex Revamp/changes (anything not listed remains the same):

* when you have low food, your primal side comes out.
* when you are starving, gain increasing Physical Resistance, Knockback Resistance and max Health...but lose up to 50% of your total energy. The miniknog process requires a lot of food!
* When you are well fed, you gain substantial Energy bonus
* gain 10% damage and 10% energy when using energy guns (FU weapons for now)
* +15% damage with Rocket Launchers
* removed health and energy starting adjustments in favor of the above system

Actualización: 15 ENE 2017 a las 11:07

if you use Florans, *definitely* read this. If you don't , meh, not my problem. Note that with all the recent changes *none* of the in-game descriptions at character creation are updated/added. I will get to them eventually. They are low priority. Please stop asking.


Some more changes!!!

* general code cleanup. Silverfeelin , thanks for the commit on the raceEffects!
* reworked race effects to be a little nicer with less redundancy

* Nightar - some more tinkering with Nightar bonuses. They have gotten some interesting refinements that make them a truly unique melee race
* Shortsword (single) : +5% Damage, +10% Speed, +5% Jump
* Shortsword (dual) : +12% Damage, +10% Speed, +5% Jump
* Shortsword + Shield : +12% Knockback Resistance, +8% Damage, +10% Speed, +5% Jump
* Broadsword : +18% damage, +10% move speed
* Combo strikes with shortswords grant +7% Damage (stacks) and +10% Knockback Resistance (stacks)

* Felin - Significant changes, with a more cat-like result. They are now exceptionally deadly at close range thanks to dagger and fist bonuses galore. They lose a bit of utility, however.
* Felins lose their old 12% universal damage boost
* their jump bonus has been reduced to 12% from 15% and their speed boost has been reduced from 7% to 6%
* Axes, Daggers, Shortswords, Fists and Spears give a +5% Damage bonus
* Dual wielding Daggers: +8% Damage, +2 Protection, +25% knockback resistance
* Dual Wielding Fist Weapons: +13% Damage, +5% jump, +15% Speed
* Gained an Environmental Bonus: When in jungle-like biomes you gain +2 protection and + 10% Health


* Novakid: More of a gunslinger feel to them now, making dual pistols not only desirable, but useful
* Pistol bonus is now +9% damage
* Sniper Rifles still grant 16.5% bonus to damage
* Dual Wielding pistols grants +20% to damage, +20% energy and +20% to knockback resistance
* dual wielding pistols grants +8% speed and +5% jump. Gun-Fu!
* They retain their whip bonuses (+20% damage and +10% speed)

* Viera - gain one additional perk:
* when dual-wielding daggers you gain +25% to damage and +10% physical resistance

* Floran have gotten a total rework. While they are still *similar* to before they have a much more unusual and interesting play balance. Open to suggestions on refinements once people have a chance to mess with this! Florans are dangerous now, but have a very interesting mechanic revolving around their food bar.

* they retain their current Environment Bonus
* they retain their current immunities and resistances
* they retain their Starvation damage bonus (see below for changes to how this all plays out due to food/sun requirements being altered)
* They lose their energy bonus (see below)
* They lose their health penalty (see below)

* Food related bonuses
* When well fed, you gain energy
* When starved, you gain increased damage

* Weapon Bonuses (total revamp):
* Spears still give their bonus, but with a caveat: Holding out your spear triggers the defense bonus and costs food to activate, and the Damage bonus triggers when you fire your spear, also costing food.
* Hammers, Axes, Daggers and Combos(broadsword, shortsword, fists) use food when attacking (slowly). In return, you gain increased damage with your swings.
* Whips use food, but give +5% damage
* Bows retain their bonus damage and movement speed buff, but now require food when firing
* boomerangs and chakrams use food, but do not get a damage bonus

* During daytime Florans gain the following abilities:
* You regenerate slowly (reduced rate from before, as it was too high)
* Your regeneration requires you to be at least 40% fed
* underground it will require food to work
* it will not function at night, period

* When it is nighttime Florans gain the following penalties:
* you lose food at an increased rate.
* you drop 10% hp and 30 % energy

* Essentially, Florans are now daylight-powered, and food-powered. Higher starvation is higher damage...but higher food is greater energy. Finding a balance there is up to the player. Your most powerful hours will be nighttime or while mining, but during the day you have no need to eat, and have tons of energy

Actualización: 13 ENE 2017 a las 18:55

hotfix for MM upgrade issues

Actualización: 13 ENE 2017 a las 13:35

* Lamia now get a bonus with Chakrams, which reduces their health penalty, increases their health, and increases their damage by 10% per chakram wielded

* Lamia now gain 6% defense (per whip equipped) when wielding a whip

* Felin get +15% damage with fists and daggers (no shortsword)

* Viera got a revamp:
* They lose their Perfect Block ability
* Their energy bonus has been increased from 15% to 25%
* Within Forest, Rainforest and Primeval/Dark Primeval biomes they gain increased movement speed and energy
* Dagger damage bonus reduced from 30% to 20%
* Bow damage bonus reduced from 25% to 15%
* + 20% to Fire, Ice, Electric and Poison resistance

* Nightar got a total overhaul. Almost everything they did before has been adjusted. They are much more of a melee tank than anything else, as requested by several people who thought they would be better served as knight-like as per their lore. I have not tested this too extensively, please inform me if they are *too* good.
* They lose their Whip and Assault Rifle Bonuses
* They lose their Glow when in darkness
* Their +energy has been swapped with their - health (So health is now +, energy is now - )
* Shortswords get 8% bonus damage and grant +8% knockback resistance (each), Broadswords get +18% damage and +10% speed.
* When using Shortswords, they gain increased Damage and Knockback Resistance with each combo swing.
* When you get a Perfect Block, you gain increased Protection (stacks)
* With a shield equipped, you get + 20% Knockback Resistance
* When in darkness (or near-darkness), you gain increased damage, health and energy



* Manipulator Abilities - (thanks to Medeor, 0x00FF00 , GTG3000 for getting this working) - This will only work on new characters unless you manually apply the quest and a brokenprotectoratebroadsword is in your pack

* Apex now start the game with a better MM than other races. They gain +1 mining radius as a result. This applies to each upgrade step, so your maximum radius is +1 per tier.

* Elunite start the game with a better Matter Manipulator than other races. They gain +1 mining power as a result. This applies to each upgrade step, so your maximum power +1 per tier.
* Hylotl start with Liquid Collection on their Matter Manipulator

Actualización: 10 ENE 2017 a las 16:03

* attempting a rebalance for Novakid sniper bonus. It has dropped from 25% to 16.5%, making it much more reasonable (resulting in a lot less 1-hit-kills)