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Starbound Beta: A New Stable Release May or May Not be Available.

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I currently do not have any information about an SE++ server

here are the very broadest strokes for returning players

The universe is different, no more sectors, but instead increasingly difficult types of star systems. Past a certain point most planets are going to need special upgrades to safely visit, which you will only be able to acquire from completing particular quests

which, yes, there are quests now, you get them from the hub, which is also new and is accessible from any system in the universe via a Strange Gateway which always occupies the orbit furtherest from the star


Here is the Bad News: you can no longer shove trees into your hyperdrive and sail the stars, the game is going to make you work for your freedom, once again that involves completing quests. Learn to love your starting system, you're probably gonna spend a few hours there. Upside is that planets seem to have a greater chance of being interesting now, so it's not all bad.

Here is the other Bad News but possibly Good News: Mission and boss levels are impervious to your matter manipulator, so no more earthbending challenges into triviality. Some dungeons and villages also feature this, but in those instances you can usually find the generator powering the field and deactivate it.


The console just outside of the ship's cockpit is where the ship's A.I. is. That's going to be where you go to upgrade your equipment, manage your techs, 3D print, start missions once you've acquired them, and, very eventually, expand your ship.

So if you feel like you're missing something, poke around with the ship's AI, the outpost, or your questlog



anyways feel free to watch this trailer

image

also here's a quick changelog
Mortal Sky wrote: »
New stable update! The first since March!


universe/worlds

Sectors have been removed, so all stars are part of the same map

Star and planet types correspond to difficulty levels, giving players access to progressively more extreme environments as they advance through the game

Added oceanic world types including tropical and arctic oceans, toxic and magma planets

Added rare Barren and Asteroid worlds with no monsters for large scale building

New biomes

New surface and underground mini biomes

Many changes to surface and underground terrain generation

Improvements to background parallaxes and sky coloration


ships/navigation

Player ships now include an AI avatar specific to each race that gives access to the player’s techs, missions, 3D printer, and a variety of ship-related commands

Each race’s ship has its own unique set of upgrades, giving players much more room to expand as they progress

Fuel costs for travel have been reworked. Moving between planets within a system is now free, while jumps to other systems require fuel in proportion to the distance traveled.

Coal no longer powers spaceships! Instead, they can use either radioactive ores or the new Liquid Erchius Fuel that now appears in Moon biomes

Many improvements to the Cockpit interface, which now indicates more detailed planet information including weather and environmental hazards


outpost

The universe now has a civilized hub containing shops, quests, and other services. This is where players will find quests, missions, and ship upgrades which allow them to advance through the game

Includes a Sign Store based on the popular Custom Signs mod, where players can design and print their own signage for use in game. Thanks Wellbot!

At key points in the progression, players will unlock special Missions

Missions take place in unique instanced dungeons containing special monsters, bosses, and rewards not available anywhere else. Some missions can be quite difficult, so you’ll want to prepare carefully – or bring friends!


novakids


New playable race with their own unique progression of armor sets, craftable guns and ship upgrades!



techs


Techs are now split into head, body, legs and suit slots, so you can equip up to four at once!

Head techs provide various activated effects triggered using the tech hotkeys

Body techs provide lateral movement abilities triggered by double tapping direction keys

Leg techs provide vertical movement abilities triggered with the jump key

Suit techs provide passive protection from specific environmental hazards

New tech unlocking system makes a variety of techs visible each time the player upgrades their ship. The player can then use Blank Tech Cards to unlock and equip these techs

Lots of new techs! Techs techs techs. It’s stopped sounding like a word now.

mining

Matter Manipulator can now be upgraded over the course of the game to increase its mining power, area of effect, and allow it to collect liquids as well as blocks

Pickaxes and drills are more powerful, but have lowered durability and cannot be repaired, making them a consumable alternative to the Matter Manipulator

rock

Smashable rocks found rarely underground contain richer deposits of certain ores


combat


AoE Attack

Energy

Energy regeneration has been changed. Rather than continuously regenerating energy at a slow rate, energy rapidly regenerates when not being used

Using energy that exceeds your maximum pool will disable energy usage for a few seconds until your energy has fully recharged

Staves

New weapon type!

Use a staff by holding the fire button to charge it, aiming, then releasing the button to unleash a powerful effect

Unlike guns, staves manifest their projectiles directly at your targeting cursor for precision combat

A variety of staves can be crafted at the new Manipulator Table


Armors

Beginning at Tier 5, armors are divided into three different progression paths with different stat balances

Separator armors have high armor and low energy for melee weapon users

Accelerator armors have a balance of armor and energy for ranged weapon users

Manipulator armors have low armor and high energy for staff users

Weapons

Many new unique biome weapons

More bows (and crossbows) for higher level hunting

Many new thrown weapons of various tiers

Defense Turrets have been massively improved and can be equipped with a variety of weapons for different effects



monsters

New monster type: large flying monsters

New monster type: large aquatic monsters

Many improvements to monster AI

Birds nerfed– they are now less of a menace



survival

Temperature has been replaced by a system of specific planetary hazards, which the player will need to unlock new technology to resist

Hunger has been removed for now, replaced by an expansion of the cooking system with a variety of buffs (see below)

New difficulty option to drop ores and other valuable materials on death

New crops

Hundreds of new cooking recipes

Cooked foods now provide a wide variety of buffs, with more elaborate recipes giving stronger effects



bugcatching


Bugs unique to each planet type now spawn across the universe

Use the bug net to collect and display them!



wiring


Most lights in game can now be wired

More interactable switches

More sensors, switches, and logic gates

Fixed lots of usability bugs with wiring



other content


Many new status effects

Many new costumes

Many new biome furniture/object sets

Many new block types

Many (over 150) new underground microdungeons

Many new toys and novelty items



performance


Tile rendering

Liquid processing

Many other optimizations

Miscellaneous Improvements

Specialty hotbar slots and keys for Matter Manipulator, Wire Tool and Paint Tool

New font

Keybinding GUI

Character deletion option



modding features


Items are now scriptable

Status effects are now scriptable

New Script Console functionality gives a client-side scripted canvas to build your own GUIs, games, or whatever you can imagine

Many new Lua API bindings



server features


Access to tile protection system, preventing modification of specific dungeon IDs

Ability to set spawn point for a world

Several other new admin commands

rcon support

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