Archive: News

December 12th – Balance in all things!

Evening folks!

When Starbound’s overall balance structure was first established, humanoid NPCs weren’t really a primary consideration at the time, nor was PVP, so the game was largely balanced based around the damage between players and the monsters. While this system was fine at first, it has been the root cause of much difficulty in balancing humanoid NPCs who were primarily balanced to fight against the player and got absolutely trashed by monsters, which was a problem, especially with our growing focus on missions. This necessitated a rethink of how everything was balanced.

To that end, Tiyuri and I, have gone over almost everything with a fine-tooth comb. Here’s a brief overview of the biggest changes.

– NPCs now use armor, so damage inflicted on them is reflective of their armor. Additionally their health now scales on a curve similar to the player’s.
– Damage values across the board have risen. Monsters now die more easily, but they can also kill the player faster too. Fight carefully!
– The energy scaling curve on guns has been completely reworked for a more gradual and consistent climb.
– Tiered armors have been completely rebalanced to suit the new armor and energy scaling levels.
– Players now start off with access to two weapons from the offset, with most races gaining a one-handed shortsword in addition to their broadsword. The novakids gain a two-handed rifle.
– Generated weapon values now typically sit somewhere between the tiered weapons. Rare weapons may still potentially be more damaging, but this should help to keep tiered weapons useful all throughout the game’s progression.

It might not seem like much but these changes have involved a frankly exhausting amount of configuration, but it has transformed the game feel quite significantly. A pleasant side effect of this humanoid-centric rebalancing is that the game is largely balanced for PVP too, provided all parties have suitably leveled equipment.

Guns are more dependable weapons overall, but melee inflicts monstrous damage for those willing to take the risk. In our testing, we found ourselves having heated 1-on-1 exchanges, rapidly alternating between ranged sniping and clashing swords when our energy reserves were locked away. It was both frantic and fun! I’m looking forward to seeing what you guys make of it.

December 9th – Jigsaw Falling Into Place

Evening! So in preparation for the next stable update, we’ve been arranging things so that quests and missions all work together as part of a functioning progression. For my part, I’ve been rebalancing the several missions in the game so that they are as challenging as they need to be for when you reach them.

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 What is the context of this dismal cavern? You’ll have to find out for yourself!

It’s all coming together! If you haven’t already seen, we’re gathering lots of quickfire feedback for the current nightly build to see how people are finding it. Hit us up if you’d like to chip in!

Dec 9 – Nightly launcher is broken

Recently, we made a change to how the nightly manages its current working directory (to make managing servers more sane, to make launching the command line utilities less mysterious, and generally have less spooky action at a distance, and to potentially support multiple profiles in the future), but unfortunately, that change broke the launcher. I’ve worked for a few hours and found that there seems to be no good answer to our problems without reverting the changes we made, and we can’t really justify reverting those changes.

As mentioned, the root issue is now that we’ve made changes the launcher has the wrong working directory. In order to fix that, I had to move the launcher to the proper location (or do a change to the working directory for the starbound executable, which is what the change was originally intended to prevent.)

Eventually, we decided to move the launcher to the same directory as the executable, but now it’s screwing up because Steam wants it to be in the same location as the current stable.

We can’t change launch paths by branch, it’s set per depot, not per build. We’re sending in a support request to Valve on the matter. It might be as simple as “just add another launch option that’s valid on the other builds, but invalid on the stable, and it will try them all.” And I’m hoping it’s that simple. But it’s not something that I want to test out right now without knowing for certain.

So what does this mean to you?

The nightly on Windows and OSX (OSX was broken as well by the same change, even though it doesn’t use the launcher), you will need to launch the executable directly, rather than through Steam, until further notice.

Executable launching instruction can be found using this elegant and finely crafted link.