Archive: Dev Blog

10th February – Space/Off

In our previous posts we’ve mentioned that ‘space’ is the overarching theme of this patch, and showed a little preview of some exciting new space vehicles. We have some even bigger (downright galactic) changes planned, including fleshing out one of the most fundamental parts of the game: interplanetary travel! To get an idea of what we have in mind, here’s a look at a WIP version of the new navigation interface:

Space isn’t just about stars and planets, it’s about the space between them, so you’ll now be able to fly freely around systems and explore all kinds of new locations, from space stations to traveling merchant ships to mysterious derelicts! Systems won’t just be static, either — moons orbit planets, planets orbit stars, and rich opportunities come and go, rewarding patient explorers with brand new perils and plunder!

3rd February – Painted Love

Hey everyone! Happy Friday!

In our last dev blog, we established that our next update will involve space, and include mechs. I feel like that’s a pretty good start!

Your personal mech will be your primary tool for exploring hostile new space environments. Upgrading and equipping your mech will be key as you take on greater and greater challenges in this new frontier. They’ll have plenty of cosmetic customization options, such as paint colors, so you can conquer the stars in style!

 
I wonder what other neat things you’ll be able to do with your new mech?

In other news! Starbound has been nominated for a SXSW Gaming Award in the category ‘Most Fulfilling Community-Funded Game’. If you’ve enjoyed Starbound, it’d be lovely of you to consider voting for us!

11-Most Fullfilling Community Funded Game

Starbound 1.2.2 Changelog

Hey everyone!

That unstable hotfix from last week is now a stable hotfix! Thank you to everyone who checked out the unstable branch and helped ensure we weren’t releasing a hotbreak.

Here’s what we fixed:

  • Fix a bug causing frequent save file corruption on Windows after power loss
  • Fix generated monsters not using their special attacks
  • Fix kill achievements not unlocking properly
  • Fix several materials being erroneously tillable or tilling with the wrong tile mod
  • Fix a dungeon piece in underwater Hylotl cities occasionally failing to place
  • Fix a dungeon piece in ice vaults occasionally failing to place
  • Fix airship dungeon sometimes spawning without a clue object
  • Fix Dreadwing not properly dying when killed with Doomcannon
  • Fix Mazebound64 game
  • Disable Outpost return gate to prevent several potential exploits
  • Miscellaneous bug fixes
  • Santa has gone ho ho home, to return another Christmas!

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