Archive:

So the big balance update is coming really soon,

But we’ve managed to squeeze some other things in too.

The XP bug is hopefully fixed.

A new baby monster variant is added, we’ll be using this in the future to do some nifty growth/evolution things..

And a bunch of new weapons and items will be making it in too, maybe even a new boss.. we’ll see if we manage that one in time.

Coming in a few days (sorry for the delay!)

Ok guys so we decided to make this update a lot bigger. It’s going to take a day or two to complete and I wanted to explain exactly what we’re doing with the balance of the game to open it up for discussion.

Currently the damage system in Starbound is built around an armor penetration system. This system was put in place to account for the 100 planet levels, 100 monster levels and so on.  Whilst the system works it leads to a difficulty curve that can be confusing to navigate as well as stats that are a little more difficult to understand. (A weapon that does 40 damage, only does 40 damage to a monster of the same level as the weapon. Otherwise as the distance between armor penetration/armor level grows the damage increases/decreases.)

It’s hard to know exactly how much damage your weapon will do to any given monster and it’s difficult to know which of two weapons is the most effective.

Another problem with this system is items that do a static amount of damage. For example in the current alpha sector it’s possible to find throwing daggers with 5 armor penetration. These daggers are extremely powerful in the lower half of the tier but near useless in the upper half.

When working with 100 levels, without the armor penetration system you end up with absurd damage/health values that are far too big to be manageable and that’s the reason this system was originally in place.

So over this weekend we’re going to work on the solution to this problem. We’re going to reduce the number of planet levels from 100, to 10. *This is not a decrease in the amount of content, it’s simply a change to how leveling functions*.  The smaller number of levels means that we can remove armor penetration entirely and simplify weapon damage. You’ll be able to directly compare weapon DPS which will now appear on the weapons tooltip. Armor will become easier to understand and will gain additional buffs, such as increasing player max health.  We’re also now able to remove armor from monsters and simply give more powerful monsters more health, this way you always know how much damage your weapon will do.

Monsters will no longer have a level, instead monsters will be given an easy/medium/hard marker, that shows you how difficult a monster is in the context of the sector it’s in. For example, a hard monster in sector 1 will be roughly the same strength as an easy monster in sector 2. The difficulty of monsters will increase the lower you dig, but so will the rewards.

Items with a static amount of damage will be manually balanced and useful for the entire sector you find them on. Given that the range of health difference will be lower now, we can ensure that items such as throwing daggers will be useful for the entire sector. We’re also able to make sure that when you craft the best armor in a sector, you’ll be in good shape for the next sector. By ensuring that the hardest monsters in sector 1 match the easiest monsters in sector 2, you’ll be able to progress without having to face instakills on either side.

I suspect this game will drastically improve the balance of the game and make the extra wait worth it.

Coming along with this update will be a bunch of bug fixes and some new content.

Shortly after this update we’ll be adding a complete sector 4, delta sector.

This update will probably require a character reset (I’m sorry! Beta :( )

Give us your thoughts guys

Coming in tonights update

– Massively reducing the pixel cost (sometimes eliminating it entirely) on early weapons/armor. You can build a refinery in later tiers to turn ores of all kinds into pixels.   (done)
– Monsters now have a small chance to drop meat when killed with normal weapons. (done)
– You can no longer teleport to another players ship from underground (done)
– Bandages are now craftable with 4 plant fibres, no longer require fabric (done)
– Fix human starter chest showing apex starter items (done)
– Monsters now have a 70% chance to drop meat when killed with a hunting weapon, up from 50% (done)
– Make guards you’ve summoned refer to you as their boss (done)
– Make the refinery appear earlier in the game  (done)
– Reduced fuel costs a bit to go to other planets (done)
– Tweaked wording of starter quests to encourage exploring of more planets.  (done)
– Added hunting knife weapon that also makes monsters drop meat (done)
– Added new legendary weapon (done)
– Pixel loss on death reduced to 20% for testing, might change further  (done)
– [16:27] <Mortvert> Tiy_, Also, could you make silver more visible, please?   (Done)
– Added new armor that provides a good amount of warmth early on in the game at the sacrifice of armor levels. (done)
– Tweaked the UFO boss to make him smash blocks. (done)
– Also make him a little bit easier by changing him to level 9 from level 10 (done)
– Revamping the warmth bar to make it more obvious (suggestion by thedbp on reddit)
http://i.imgur.com/O2IYd6k.png    (done)
– Increase mining speed a little (done)
-Add numbers above the hotbar slots http://i.imgur.com/qTJiFrS.png (done)
– Craftable climbing ropes! (done)

– Make sure hunger bar is always shown when eating food (done)

 

– Make hunger bar display when the alt key is held down (done)

– Added a dumb, quick way to advance through some of the tier 4-10 content (armors, weapons), just for fun. Complete tiers of content are coming really soon. I’d like to get 1/2 tiers of content done per week. (done)
– Fixed a bug where minibosses over level 11 were not dropping the rare items they were supposed to be dropping. They now drop guns. (Thank you to <ippia> for finding this) (done)
– Ufos should hopefully not fly off anymore, they were actually flying off to attack birds! (done)
– Tons of bug fixes
– Bartwe is working on the windows XP issues, not sure yet if it’ll be done by tonight but fingers crossed. Might be tomorrow.
This is just what I’ve done so far this morning, I’ll add to this list as more is added for tonights update.