Archive: News

February 12 – Update Notes

UPDATE: These changes have now been pushed to the stable branch, along with a few other small fixes. Enjoy!

It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long.

  • Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
  • Crafting (and other interfaces) close when you are no longer near the object
  • Interacting with objects now requires the player have line of sight to them. This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
  • Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
  • Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
  • Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
  • Fix bugs with server banlist functionality
  • Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
  • Fix bug causing servers not to display error messages for some crashes
  • Support user specific username/password login for servers
  • Bow tooltips now display damage and energy cost
  • Container tooltips now display storage capacity
  • Penguin Bay will now tell players to come back later if no quests are available
  • Most beds allow players to sleep more comfortably, without armor
  • More changes to human armor designs, some old designs now available as cosmetic items
  • Capes now craftable on spinning wheel
  • Foods that poison/burn you won’t do so for as long
  • Fix appearance of tents while in use
  • Fix hand positions of a few items
  • Make Red Dye craftable to facilitate quest
  • NPCs spawned on the ship from spawner objects will have clothes again
  • Human Prison dungeons shouldn’t spawn without shield generators
  • Add less obtrusive graphics for wire nodes
  • Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
  • Added some music tracks and ambience to biomes that were missing them
  • Added /whereis and /whereami commands to display players’ celestial coordinates
  • Make Steel Platforms craftable
  • Make Alien Wood placeable
  • Various improvements to cat AI
  • Fix a bug where sounds would build up while invisible, then play all at once
  • Restore suffocation warning sound
  • Better loot in microdungeons
  • Fewer lights in microdungeons
  • Back items are no longer stackable (for consistency with other armor types
  • Fix invisible sun
  • Fix consumable/weapon items ‘queueing’ when switching slots during windup
  • Add biome parallaxes to some mission dungeons
  • Lots of tiny changes to descriptions, graphics, object orientations, etc.

What’s that on your shirt?

shirts_promo_animated

Got some super exciting news for you this week! We’re proud to announce that we’ve been working with the friendly folks at The Yetee on a line of Starbound merchandise. Loads of you have been requesting merchandise for quite some time, so at long last… here are some pretty things with which to adorn your torsos and walls.

Starbound Store @ The Yetee

Screenshot 2015-02-10 10.42.07T-shirts and posters go for $17 a piece, or you can grab two shirts and an exclusive penguin sticker for $30. We’re totally in love with the designs the artists at The Yetee came up with, and think you will be too. :)

As always, let us know what you think! If you end up buying a shirt and you’re comfortable doing so, tweet a picture of you wearing it to @StarboundGame!

 

February 4th – Another day of progress!

Hey guys, it’s been a while!

January ended up being a bit of a crazy month for me, with the sheer multitude of changes and additions in the lead-up to our big stable update, so I apologize for not having made any updates during that time! This past weekend following the release of our stable update, I sat myself down and just played Starbound, the way I normally would any other game. Bugs and little issues did creep up along the way, so I made sure to take notes, and so I’ve been powering through my laundry list of changes and fixes to make things overall just that little bit better!

Here’s some of the latest changes from the team:

– Human prison dungeon appearing without it’s shield generator should now be fixed. I tested this pretty thoroughly, but be sure to let us know if it crops up again!
– Expanding on the food rarity changes Metadept mentioned previously, the rarities have been adjusted on all the currently available prepared foods based on the potency of its effects. Anything rated rare or legendary is going to provide pretty powerful or especially long-lasting buffs. This should make it easier to get to the really good stuff on your cooking table.
– You can now craft basic capes on the spinning wheel!
– Poison and burning debuffs from food items have had their durations drastically reduced.
– Wandering merchants should be less insanely durable.
– A slew of sound changes and additions across the board.
– The last sets of human armor graphics have been replaced.
– Wire node graphics have been scaled down for a cleaner look.
– Stomped out numerous bugs.

There’s some other pretty neat stuff being worked on at the moment that I’m not sure we’re quite ready to talk about yet, but suffice to say good things are lined up for the coming weeks. As for me, it’s looking like I’ll be tackling the game’s economy soon, so that’s going to pose some interesting challenges I’m sure!

That’s it from me. See you next time!