[STABLE] Glad Giraffe is here!

The combat update is finally here! As in, it’s out! Right now! Go play it! Or, if you’re still waiting for Starbound to update, why not check out the trailer?

A few notes:

  • Your existing characters and worlds should be more or less intact, but as usual, you will need to start a fresh universe or explore far-off systems in order to experience some of the new content.
  • If you are running any Starbound mods, they may be incompatible with the latest version of Starbound. I’d recommend backing up your existing characters before launching the game!
  • In fact, backing up your existing characters in an Early Access game is never a bad idea.

ATTN Modders! We’ve put a comprehensive tutorial up on the wiki describing how to create new missions in Tiled!

As always, click ‘read more’ for the changelog. :)

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4th December – Craft Punk

Happy Friday, everyone!

This week we’ve been working on getting the unstable update ready for stable, but also we’ve started working on the next patch. You can read more about what to expect from that in this post from Tiy. Crafting and progression are getting a really big overhaul, so here’s a sneak peek at what the first tier of crafting tables will look like in 1.0!
Craftingtables2
The crafting window UI has gotten an upgrade as well, and should hopefully feel a lot more intuitive with tabs for filtering craftable objects, an indicator for showing you which recipes are new, and a big fancy “UPGRADE” button for upgrading your table to the next tier.
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We’re also working on implementing the main story… but I can’t show you any of that. :)

<3 ‘Til Monday!

There’s a new unstable patch out!  This will hopefully be the last patch before we release a new stable, if everything goes well.  For a list of everything new that will be in the next stable, see this post.

Here is a list of just what has been changed in the most recent unstable update:

  • Fixed a bug causing players to get stuck in barbed wire
  • Fixed a bug causing colonists sometimes getting stuck in the ceiling
  • More hover bike and boat vehicle tweaks, both visually and in behavior.  The hover bike now feels much better and can climb steeper slopes
  • Changes for how vehicles are sold and repaired
  • Much better vehicle spawning from the vehicle controller
  • Fixed some more bugs involving lounging, removed the ability of two players to sit in the same seat if they timed it right
  • Added knockback for shields
  • Changes for how status and movement modifiers are applied to be more clear and more capable
  • Armor dyes!
  • Fixes for terrain generation at the bottom of oceans
  • Fixes for the floran boss damaging too much, also make the ixoling smarter.
  • Fixed chat bubbles rendering behind certain interface elements
  • Versioning fixes importing characters from previous versions
  • Assorted networking fixes, mostly revolving around items
  • Fixes for displaying quest rewards
  • Several fixes for projectiles so that they don’t miss when a small target is near their point of impact
  • Fix endlessly repeating sounds
  • Fixes for the turret object
  • Fixes for the trictus monster
  • Fixed monsters sometimes ending up invulnerable near death
  • Fixed monsters not aggroing PvP players
  • Fixes for capture pods
  • Include some things in our distribution for using the Tiled map editor
  • A bunch of other miscellaneous fixes too boring to accurately describe!

We’re currently working on a modder’s guide for using Tiled, which should include everything you need to create dungeons and missions using it.  There should be a post later today or tomorrow with more details.

Edit: We are making another small update to unstable tonight, to include some fixes that definitely need testing before stable.  The changes for that update are:

  • Change some color options on some armors
  • Change where the trictus spawns
  • Change how radial force regions work slightly
  • Fix depleted status pods showing the wrong graphics
  • Fix elevator state on load
  • Made a world format change for storing unique entities, so in certain rare cases entities can be stored in sectors that don’t match their position, rather than having to be removed.  Should fix NPCs occasionally disappearing with errors like ‘Error: Entity has changed position outside of sector during store, cannot store entity!’