[UNSTABLE] Glad Giraffe Patch Notes!
November 27th, 2015 in
Dev Blog, Featured, Patch Notes
posted on
Hey everyone! A new unstable build is upon us! This means that a new stable build is nearly here. Need a reminder of how unstable updates work? Here you go!
- We automatically upload everything we’ve changed in-game to the opt-in Nightly branch each night.
- When we’ve completed the update we’ve been working on, we push the update to the Unstable branch. You can learn more about opting in to the Unstable branch here.
- When we’re sure that the update isn’t causing crashes or terrible bugs, we push the update to the Stable branch.
Click ‘read more’ for a changelog listing the most significant changes we’ve made to the game since the last patch!
- Vehicles are a work in progress! You can purchase/repair them at the outpost, but the repair UI is… definitely WIP.
- Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch
- Weapons
- Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!
- Yes, some guns now have flashlights
- Change to hammer mechanics: hold left click to wind up, release to fire
- Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies
- Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons. Find blueprints to upgrade these weapons into even more powerful and specialized versions!
- A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers
- Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons!
- Major changes to monster and NPC combat mechanics
- Lots of new unique monsters found throughout the galaxy
- Hostile monsters now damage the player on touch
- Knockback is more powerful and reliable
- Monsters have clearer ‘telegraphing’ to indicate when they are about to attack
- Remade shields and improved blocking mechanics
- Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies
- Vehicles
- New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost)
- Hoverbikes!
- Great for travelling across planet surfaces quickly!
- They include a passenger seat so you can transport your friends!
- Come in several attractive colors!
- Drive carefully to avoid blowing yourself up!
- Coming Soon! – Boat and Mech vehicles replace previous tech equivalents
- Repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost
- Quests
- Quest givers’ portraits are shown on quest dialogs and in the log
- Colonists now occasionally give players new procedural quests to help improve their house or social standing
- The abandon button can be used on procedural quests and the same quests can now be declined
- Added lots of biome content to Tier 5 (frozen) worlds
- New ‘Midnight’ planets
- New ‘Frozen’ planets (replaces Tundra)
- Prism, Steam Spring, and Hive sub biomes
- Lots of new microdungeons and other improvements to all underground biomes, including background caves and parallaxes
- Loads of item descriptions have been fixed/replaced/added, including lots of Novakid ones!
- Too many new objects, items, costumes, colony tenants, etc. to list
- Too many bug fixes, item tweaks, and balance changes to list