It’s been a busy month and a half since our last stable update, and now it’s time for the unstable branch to be updated in preparation for the next! Before I get to the actual patch notes, please read this big red warning text:
As of this patch, the ‘Home’ planet feature has been replaced by planet bookmarks and direct teleporters. EXISTING CHARACTERS WILL LOSE THEIR HOME PLANETS!!! Make sure to write down your home planet’s coordinates or leave your ship in orbit so that you don’t lose track of its location.
Now, on to the good stuff!
Players can now save planet locations in the cockpit navigation interface
Select a planet, then select ‘Add Bookmark’ to bookmark it
Select a bookmarked planet from the list to set it as your navigation target
Players can now place and register teleporters on planets
Interact with a teleporter to add it to your list of registered destinations, which you can return to from any other teleporter
Can also be used to teleport directly to party members
Find Teleporter Cores in the world
New Outpost store, the 2-Stop Teleshop, lets you use a Teleporter Core to create various types of teleporters to suit your style
Breaking a teleporter destroys it, but refunds the Teleporter Core
Outpost store includes a teleporter you can register for easy access to the outpost
After logging out, players will be returned to the place in the world where they left (rather than back on the ship)
Mission dungeons will persist for 10 minutes after all players have left, allowing continuation of a mission after dying
Mission dungeons now have teleporters at the entrance and exit, should help clarify how and when to leave
Players can no longer be attacked while teleporting
Players can no longer initiate another teleport while teleporting
Teleport cinematic while destination world is loading
All player ships should now be inhabited by a non-combat pet corresponding to the character’s race, in one of a wide variety of color options
Pets will investigate held items and various ship objects
Pets can be fed and will develop preferences for certain foods
Terramart now sells several pet-related items
Food Bowl to keep your pet fed while you’re busy adventuring
Pet Ball for your pets to play with
Pet House for your pets to sleep in adorably
Ancient Gates now have another destination, a huge and ancient ruin
Gives a few clues about Starbound’s overarching plot… so mysterious!
NPCs and ground monsters now jump accurately and reliably find paths across complex terrain
NPCs and ground monsters are much better at avoiding and escaping liquids
NPCs and ground monsters should become stuck MUCH less often
Can be found underground on Radioactive worlds
Includes various unique items and a new furniture set
Reworked Apex, Avian, Floran, Glitch and Hylotl name generators to be much less (but still a little bit) silly.
Changes to melee weapon responsiveness, damage sounds and visual feedback. Lots more of this coming in a future update!
Ranged weapons now have varying accuracy depending on the weapon type, quality and rate of fire
Player energy now refills much more rapidly and has a shorter delay before regenerating
Various improvements to server architecture which should greatly improve server performance and stability
Various improvements to internal handling of Lua API calls which should greatly reduce CPU usage, particularly in areas with many monsters or NPCs
Many small improvements and fixes to objects throughout the game, including updating 3d printing costs in preparation for future additions to the game’s economy
Scroll bars can now be clicked and dragged properly
Fixed several bugs with codexes. Codexes are now retained across universes. Existing players will, unfortunately, have their codexes reset.
Moons are now generated with solid cores to help avoid falling out the bottom
Several improvements to grass placement, also add underground ceiling grasses to several biomes
Fix bug where music volume changed in combat
Several small improvements to AI interface
Removed the annoying levitation status from random status pods
Added optimizations and cyrillic character fixes for Hobo font. Thanks to user dsp2003 for this fix!
Existing characters and universes are safe (aside from the codexes and home planet, as listed above). However, a few of these changes may require a new universe or new planets to take effect. Hope you all enjoy the changes, and for those of you playing on the Unstable branch, let us know if you find any bugs or have other feedback!
First of all, thanks for all of the lovely responses to yesterday’s video. A lot of you seemed to like that format for summarizing changes made to the game, which is very encouraging. We hope to make it the first of many!
We’re getting a bit closer to implementing those NPCs I’ve posted concept art of recently. It’s been fun to show you the artists’ design process from the very first brainstorming session– and personally, it’s really cool to watch the team give life to characters we’d only ever written about in lore. We’ve made some progress on character portraits, but they’re still a work-in-progress.
I promise that the Floran princess isn’t actually a bug!
She’s a feature…kidding. She really isn’t a bug, though, that’s just a placeholder sprite.
We’re trying something a bit different where we’ll do regular roundups of the latest additions/changes to Starbound. In this first video, Tiy and Supernorn chat about craftable teleporters, challenge doors, making improvements to terrain and the underground, combat improvements, and more!
We haven’t done many videos like these in the past, so leave us some feedback!
I’ve added the new axes and implemented them to our internal build. There’s about 60ish unique axe heads, 60 handles, plus numerous palette possibilities. It equals a lot of possible variation!
GeorgeV has been helping out with some GUI tweaks, and has finalised the outpost remote teleporter shop, which Armagon is now implementing.
Rosiedeux has completed her timeline infographic, which will be a great reference tool for us as we work further on the storyline!
Metadept is continuing work on improvements to terrain generation
Healthire and Tom are continuing their pathfinding improvements
Necotho and SamuriFerret have been working on more remote teleporter variations, you’ll be able to buy these from the outpost store.
Now that axes are finished, I’ve started work on some additional sword hilt designs. This is very early work in progress stuff but thought you might be interested in a sneak peek! More of this to come in the week!
In case you missed Tiy’s tweets, we’ve been experimenting a little bit with making stacked windows easier to distinguish. Here are the new windows in action (they’re a work in progress!):
A lot of today’s work has been a continuation of the previous few days– so pathfinding, challenge doors, teleporters, etc. Supernorn‘s been working on making the handles on those fancy axes even fancier. Since they’re randomly generated, apparently it’s been a challenge to ensure that every handle looks cool with every axe head. I think these look great, though!
As always, let us know what you think in the comments. :)