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Cicadas!
Oct 27, 2010


Before I go and do a stupid thing, are doors hard-locked to having 3 frames of animation or can you make a dumb door with lots of unnecessary frames?

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Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Cicadas! posted:

Before I go and do a stupid thing, are doors hard-locked to having 3 frames of animation or can you make a dumb door with lots of unnecessary frames?

Last I checked you can make crazy doors, you just need to fiddle with Lua - it's just a matter of being like 'this frame = non-colliding' though it's been a year since I really delved into Lua

Babe Magnet
Jun 2, 2008

Excelzior
Jun 24, 2013


hedonismbot's ship?

Babe Magnet
Jun 2, 2008

my race mod, mantizi. bunch of roman space beetles. they're basically an entire race of hedonism bots

JerikTelorian
Jan 19, 2007




I love it, especially the atlas holding it up at the bottom.

oddium
Feb 21, 2006

end of the 4.5 tatami age

it's not an atlas beetle. 3/10

tom bob-ombadil
Jan 1, 2012
Important comic book nerd question: can the Mantizi be blue?

Babe Magnet
Jun 2, 2008

oddium posted:

it's not an atlas beetle. 3/10

I did this on purpose, but I'll probably go back and change it since hearing "why isn't it an atlas beetle" forever is probably going to be less amusing than I thought it would lol

dragon_pamcake posted:

Important comic book nerd question: can the Mantizi be blue?

Ahundredbux
Oct 25, 2007

The right to bear arms
Who is Starbgalt

you should probably mod a better game tbh

Babe Magnet
Jun 2, 2008

I do

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.
Not a great game, still super fun to mod. Maybe it'll be a good game some day, and then people will get to play my mod and have fun with something I made. That makes me happy.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



the 1.3 update for terraria is looking pretty good

Pentaro
May 5, 2013



Mega-Weedle suspected for ubers.

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?

You are crazy. Well done!

Colosmicon
Jan 5, 2013

Some of the lighting on the spikes makes them look a bit two-dimensional, but overall this thing kicks rear end. It's like Hedonismbot commissioned his own Lady Luck.

Babe Magnet
Jun 2, 2008

dog kisser posted:

Not a great game, still super fun to mod. Maybe it'll be a good game some day, and then people will get to play my mod and have fun with something I made. That makes me happy.

this is it basically

also thank you for the kind words, friends, I'm going to do another pass and fix up the shading on the statues and the large empty areas, it's not quite done yet but I'm kind of sick of looking at it for a few more days

tom bob-ombadil
Jan 1, 2012

Babe Magnet posted:

I did this on purpose, but I'll probably go back and change it since hearing "why isn't it an atlas beetle" forever is probably going to be less amusing than I thought it would lol




Awesome. Now I finally want to play as a modded race!

AnimalChin
Feb 1, 2006
Where's all the hate coming from? There's about 6 of my friends and I are having a great time on our little vanilla StarBound server. We just started a week or two ago. What are everyone's complaints?

Babe Magnet
Jun 2, 2008

Most of the hate comes from one (or both) of two places:

1) Until a few months ago, updates were unreliable at best, and this isn't counting the 7-8 month gap between updates immediately after we were told that updates would be coming faster than ever lol. This gave the thread a lot of time to figure out what they did and didn't like about the game, and all the people who were in it just to talk about playing the game left because they quickly grew bored of what little was there. Then people started to make their own fun because they weren't having any with the game itself, and because Goons most of that fun was at the expense of someone else, namely the developers.

2) and this is the big one, there's not a lot of confidence in the developers of the game because it's been several years since the game was made buyable and several more since the game started development and core game mechanics are still being changed, removed, or added. Features that people liked or thought were cool were removed (Sand Mining) and new stuff that's been added has been poorer quality than what was found previously (Extremely Linear Quests Progression/Long Unskippable Tutorial) or just outright unfun (Energy Mechanics for combat, teleporters were handled strangely)

The biggest reason people still complain though is because why not, who gives a heck

e: oh and a lot of us modders stopped for a very long time or altogether because they've changed how modding works (which means all our mods broke) like twice so far and who knows if they'll do it again

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
The combat/survival end has been my own main sticking point since launch. A couple days after it was stated here "We're going to make the energy system more forgiving!", they announced the on their website "use too much energy and your regen gets locked!" which is the opposite of more forgiving.

That is basically when my optimism finally got :commissar: and I'm just left hoping I'll be proven otherwise when it comes to the combat/survival end someday.

Plus during that long wait for that new stable, there was the long running suggestion of "Just play the nightly then :rolleyes:" to people wanting new stuff, which regularly ate your saves. Or "Just use mods then :rolleyes:" during the mentioned above period of mod breakage and looming promise of further mod system reworks making a lot of people drift away from the mod scene.

New features look a lot cooler in gifs when you are using devmode, too. Like when they showcased smashing their faces into the tesla spikes of an Apex dungeon enough times to kill a real player ten times over trying to navigate all the single tile platforms.

Ahundredbux posted:

*drains all energy forcing you to swap to melee*

Which is where comments like this come from.

Section Z fucked around with this message at 04:24 on Jun 25, 2015

kode54
Nov 26, 2007

aka kuroshi
Fun Shoe

Section Z posted:

New features look a lot cooler in gifs when you are using devmode, too. Like when they showcased smashing their faces into the tesla spikes of an Apex dungeon enough times to kill a real player ten times over trying to navigate all the single tile platforms.

I made use of the line of sight teleport tech for those mazes, where I simply TPed to a safe platform and so on until getting to the end.

Shoehead
Sep 28, 2005

Wassup, Choom?
Ya need sumthin'?

Babe Magnet posted:

e: oh and a lot of us modders stopped for a very long time or altogether because they've changed how modding works (which means all our mods broke) like twice so far and who knows if they'll do it again

Has it changed since the Winter update? I like figured out a bit of the change then and then gave up.

Delaio
Jul 14, 2012

Does it still make you walk backwards slowly when your cursor is on the wrong side of the screen? There were a lot of game play changes I didn't like, but that one made the game pretty much unplayable for me.

tom bob-ombadil
Jan 1, 2012

AnimalChin posted:

Where's all the hate coming from? There's about 6 of my friends and I are having a great time on our little vanilla StarBound server. We just started a week or two ago. What are everyone's complaints?

My biggest problem is the forced progression and locking biomes. It used to be difficult, but not impossible to explore a snow planet early if you utilized campfires. You were rewarded for surviving difficult biomes (asteroids) with more plentiful ore. Now it's Forest>Desert>Moon>Snow>Radiation>Volcano and gently caress you if you want to explore. I resent having most of the game locked behind difficult boss fights when the combat mechanics are garbage. Walking backwards at half speed cripples your characters' maneuverability in bullet hell. I want to explore space and look for cool poo poo and take it back to my base, but the only way to get cool poo poo is to steal it from NPCs. Start putting that stuff in treasure chests!

Making you walk multiple times to the same NPC for turn in a single quest is asinine considering how long it takes to walk to the gate, activate the gate, and walk to the NPC.

This is super nitpicky, but they way Chucklefish added the Novakids was lazy. There was already a mod that added the race to the game, but they had the human flavor text. Chucklefish makes a big announcement that Novakids are going to be playable...with the human flavor text. If you're going to give them a unique ship, AI, gun progression, and outfits, complete the flavor text. Jesus.


Stuff I like:
Chucklefish has good writers. The mining facility is suitable creepy and I liked the Floran dungeon traps and platforming. The lore is pretty cool and they did a decent job making every race have a unique culture.
The art. The artists deserve a better game than this. It was such a letdown to go through this intricate and cool gateway to a boring hub area.
The sprites. These deserve a separate mention. They're well animated and adorable. I love watching my little scientist's labcoat flutter while he plummets to his death.

Babe Magnet
Jun 2, 2008

Shoehead posted:

Has it changed since the Winter update? I like figured out a bit of the change then and then gave up.

I don't think it did. This was the last big change I remember: http://playstarbound.com/august-19-the-day-when-all-your-mods-died/

Delaio posted:

Does it still make you walk backwards slowly when your cursor is on the wrong side of the screen? There were a lot of game play changes I didn't like, but that one made the game pretty much unplayable for me.

Yeah it's super annoying, especially in a game that requires such precision platforming at times, but Turtlicious made a mod that's in the OP (second post) that fixes it

It's right here

e: Wait did they purge the mod list at some point? My race mod isn't even on the list anymore. The thread doesn't exist. What the heck???

Skellies are gone too and they were a featured mod at one point lmao

e2: nevermind found them, there's a separate section for "Outdated Mods" for some reason

Babe Magnet fucked around with this message at 19:03 on Jun 25, 2015

Galaxander
Aug 12, 2009

To me, Starbound's grappling hook is the perfect symbol for the game. Compared to Terraria's it's technically impressive and unique, but also kinda awkward and not that fun to play with.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Babe Magnet posted:


Skellies are gone too and they were a featured mod at one point lmao


Yeah Peglaci got booted off the featured list too! Boo.

Also Shoehead if you want to update Skellies to the new version I could probably help it you need it.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

King Lazer posted:

To me, Starbound's grappling hook is the perfect symbol for the game. Compared to Terraria's it's technically impressive and unique, but also kinda awkward and not that fun to play with.

My brain is convinced the grappling hook got nerfed somehow. Back when "yay asteroids! :buddy:" was a thing I was able to effortlessly flip myself onto the top of overhangs. Or just flat out launch myself vertically a zillion feet and other insane spiderman poo poo with even a single one of them (Had to, the RNG loving hates me for finding any tech more fancy than a double jump). Granted they were insane energy hogs for what they were. Once I started using two things got even more :neckbeard: They were fun as hell and made me not regret my lack of fancy flying and teleport techs. (Which was always real nervewracking for how often wind gust enemies would spawn in asteroids trying to launch me into space)

When I gave the game a shot again for stable, even with two of them I couldn't flip myself up on top of overhangs most of the time, and so many shots would just uselessly hit asteriods (I guess because It wanted me to be closer :confused:) and not attach so I'd constantly fall an extra hundered feet as I was desperatly firing my grappl guns at everything I passed by. But at least they drained less energy :shepface:

Galaxander
Aug 12, 2009

I guess I either wasn't playing or else just never had a grappling hook during that time. Well, if they really were fun at one time, maybe they'll make them fun again someday!

Babe Magnet
Jun 2, 2008

This is how they used to be. I haven't played with the new ones so I dunno.

https://www.youtube.com/watch?v=Xnhk6bQK_CU

Dandywalken
Feb 11, 2014

Babe Magnet posted:

This is how they used to be. I haven't played with the new ones so I dunno.

https://www.youtube.com/watch?v=Xnhk6bQK_CU

So cool as Hell, but with a random Energy fee tagged on just because lol balance :(

Starboundy as gently caress.

Blhue
Apr 22, 2008

Fallen Rib
Yeah I never got the energy drain. They were fun to fiddle around with, though movement techs were generally more practical if you found the useful ones.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Babe Magnet posted:

This is how they used to be. I haven't played with the new ones so I dunno.

https://www.youtube.com/watch?v=Xnhk6bQK_CU

All of 5 seconds in and already it shows exactly what I was missing so badly :saddowns: They just didn't feel as rubber bandy, if that makes any sense?

Maybe it is possible to do that poo poo with the new ones? But for the life of me I couldn't get any vertical oomph or pull swing myself up from below overhangs anymore without fighting for it.

Section Z fucked around with this message at 00:30 on Jun 26, 2015

Freakazoid_
Jul 5, 2013


Buglord

Dandywalken posted:

So cool as Hell, but with a random Energy fee tagged on just because lol balance :(

Starboundy as gently caress.

Everquest Landmark has grappling hooks. They added an energy cost as well... for about two or three weeks.

Both are games that will never be finished and are not fun to play, yet one of them at least realized what a bad idea it is to put an active restriction on modes of travel.

Cicadas!
Oct 27, 2010


I've been working on a projector that I'd like to use as a ship navigation system, but the part where it's actually projecting space seems unfinished. I feel like I need to animate it but I'm at a loss as to how, given how small the viewing area is. It also might be hard to read.

Should I demote it to an on/off decoration and just relegate myself to a bog-standard ship chair for navigation? For that matter, does it even work if it's not a chair? That feels like something I should've asked before starting this, actually.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

Cicadas! posted:

I've been working on a projector that I'd like to use as a ship navigation system, but the part where it's actually projecting space seems unfinished. I feel like I need to animate it but I'm at a loss as to how, given how small the viewing area is. It also might be hard to read.

Should I demote it to an on/off decoration and just relegate myself to a bog-standard ship chair for navigation? For that matter, does it even work if it's not a chair? That feels like something I should've asked before starting this, actually.

No that's way cooler than a chair! From my experiments with ship objects it shouldn't need to be a chair at all - its just an interaction that opens a dialogue. I bet the sitting bit is ancillary.

Cicadas!
Oct 27, 2010


dog kisser posted:

No that's way cooler than a chair! From my experiments with ship objects it shouldn't need to be a chair at all - its just an interaction that opens a dialogue. I bet the sitting bit is ancillary.

I took a closer look at one of the captain's chairs and you're right. It is indeed rigged to bring up the navigation menu on interaction and the sitting part is probably just to keep you from moving too far and closing the window.
Knowing this, it should be a cinch to frankenstein something together now. Thanks!

Prop Wash
Jun 12, 2010



:siren:new patch is live!:siren: And holy poo poo look at all this stuff they've been working on! Even steam-integrated multiplayer!

Features and Mechanics:

Revamped Town NPCs. They now sit, avoid monsters, socialize, avoid sitting near chests, and fight back against threats!
Chest open/close is now animated.
You can now join multiplayer games through Steam.
Steam Cloud saving is now available.
Achievements are now available through Steam and in game.
Character Select Menu has been revamped to show additional character information.
You can now toggle Screen Capture mode by pressing F1. This allows for taking much larger screenshots in game.
Your abilities while mounting have been enhanced - fishing and attacking while mounted are now possible..
Added the option to disable Blood and Gore.
You can now find the Skeleton Merchant underground. He has some unique items to sell, if you catch him at the right time.
There are several new appearance options available during character creation.
Enemy Banners now empower players nearby when facing the same enemy displayed on the banner.
Worlds now keep track of how many enemies have been killed and reward banners for every 50 kills.
The server will announce which player got the 50th kill.
When chatting with other players using the Chat Bar, you can now link items by pressing Alt+Left Click on the item you wish to share.
The angler always rewards money.
You can now remove spawn points by right clicking your bed.
You now get fishing rewards for every 5 turn ins, versus the previous requirement of 10.
The game will now tell you how much money you dropped upon death.
The player’s last death location is now shown on the map, aiding the retrieval of lost money and/or items..
Strange Plants can now be located and given to the Dye Trader for new dye rewards.
Information Accessories now work from the player’s inventory (versus needing to be equipped), and stats can be shared with players around you.
Dressers can now be used as chests. Clicking the bottom of the dresser will still open the color changing menu.
You can now purchase items using all money in your character storage - including money in your inventory, Piggybank, and Safe.
You can now hammer traps to change their direction of fire.
Deleting a world or character will now move it to the recycle bin versus permanent deletion. (Windows Only)
Added Minecart, Mount, Pet and Grappling Hook slots.
Bosses now have minimap icons.
Bubbles and lava immunity bars now appear above your head.
Added ability to favorite items by pressing Alt+Left Click. Favorited items cannot be quick-trashed, quick-stacked, or deposited.
Added an inventory button to Quick Stack to All Nearby Chests, making inventory management much quicker.
Quick stack now creates new stacks in your chests for items you have in inventory if applicable.
The Dye System has been overhauled to improve the general appearance of all Dyes.
Crafting Grid button now has new graphics for toggling.
Smart Cursor now also works for Paintbrush, Paint Roller, Paint Scraper, Buckets, Alchemy, Acorns, and Actuators.
Platforms will now automatically place as stairs if placed appropriately using Smart Cursor.
You can now right click clickable tiles when the mouse is hovering on them in Smart Cursor.


[​IMG]

Expert Mode:

Expert mode can now be toggled in the World Creation Menu. This will trigger a host of changes, all designed to provide a greater challenge with the promise of greater rewards. Some of those challenges are listed below:
You stay dead longer before being able to respawn during boss fights.
Boss health scales in multiplayer depending on the number of players.
Weaker enemies gain increased stats as the players progress, starting in hardmode.
You drop 75% of your gold upon death.
Enemies can pick up your gold when you die and attempt to run off with it. Kill them to retrieve your loot.
Monsters have a small chance to spawn in towns.
Some normal enemies have been given new AI.
Bosses have been given new AI.
Bosses will drop Treasure Bags containing powerful expert exclusive items to reward those up to the challenge.
Pots now drop more stuff when broken.
Ice Monsters gain an additional chance to freeze upon hitting the player.
Quest rewards give more money.
Bats have a chance to give the new Feral Bite debuff. This debuff will increase player damage but lower player health regen. This debuff will also cause other random debuffs to be applied to the player
Life Regen isn’t as effective unless the player has the Well Fed buff.
Vampire and Spectre healing is slightly less effective than in normal mode.
The Defense statistic is more effective than in normal mode.




[​IMG]​

Events:

Invasion Events now have a progress bar, showing how far along the player is towards completion.
The new randomly-triggered Slime Rain event is now included.
The Goblin Invasion event has been graphically updated and will have a new mini boss enemy in Hardmode.
The Pirate Invasion has a new mini boss.
The Blood Moon has a new graphical effect as well as several new enemies.
The Solar Eclipse can now be triggered with the Solar Tablet summoning item. This event also has several new enemies and rewards.
The new Martian Madness event can be triggered after the player defeats The Golem.
Cultists will now begin to spawn outside the Dungeon after the player defeats The Golem. Defeating them will start the beginning of the end.



[​IMG]​
Crafting:

You can now craft items from a chest while it is open without having to place its contents in the player inventory beforehand..
There is a new Alchemy Table that has a chance to reduce potion crafting cost.
Crafting Wooden Arrows now gives 10 per recipe instead of 5. Their cost has been reduced to 5 copper.
You can now craft Bone Platforms.
Greater Healing Potions now cost less to craft.
Holy Water is now slightly easier to craft.
You now craft Cursed, Demon, Frost, Ichor, and Ultrabright Living Fire Blocks.
You can now craft Gender Change potions.
You can now craft the Wormhole Potion. This potion allows you to teleport to any player on your team by clicking them on the map.
You can now craft Honeyfall Blocks and Walls.
You can now craft Chlorophyte Bricks and Walls.
You can now craft Crimtane Bricks and Walls.
You can now craft Shroomite Plating and Walls.
Beenades can now be crafted.
Water Candles can now be crafted.
You can now craft Crisp Honey Blocks.
You can now craft Sunplate Blocks and Disc Walls.
You can now craft Keys of Light and Keys of Night.
Pink Gel - and several items that are crafted from Pink Gel - have been added.
You can now craft Magic Water Droppers.
You can now craft Meteor Bricks and furniture.
You can now craft Granite and Marble furniture.
Martian Furniture can now be crafted.
You can now craft Enchanted Nightcrawlers.
Lowered the cost for Meteor Gear.
Space Gun now only requires Meteorite Bars.
Crimtane and Demonite bars now cost 3 ore.
You can now craft Target Dummies to test your damage per second.
Avenger Emblems are now crafted from any emblem and all 3 hardmode boss souls.
Neptune’s Shell is no longer craftable and is only dropped from the Creature from the Deep.
Reduced the crafting cost of Rainbow Rod, Fairy Bell, and Magical Harp.
Broken Hero Sword is no longer needed to craft the Terra Blade.
You can now craft Spectre Bars.
Fireplaces and Chimneys are now craftable.
Phasesabers are now crafted at a Mythril Anvil.


[​IMG]

Miscellaneous:

Platforms now stack to 999.
A new friendly NPC - The Tax Collector - will join you if rescued.
You can now revert Platforms back to their original materials via crafting.
Corrupt and Crimson Trees now drop Acorns.
Coins are now animated.
You can now automatically break stone piles when trying to place things over them.
There are now visible cracks shown on solid blocks and trees when they have been hit.
You can now mouse over signs to read them versus having to click on them.
Revamped liquid networking code to be much less laggy in multiplayer.
Pots now drop more money based on the type of pot.
Pots will now drop an additional 10% more money for every boss and invasion you defeat.
Living Wood chests will now always contain a Living Wood Wand and Leaf Wand.
You no longer take fall damage while on Bunny Mount.
Copper, Iron, Silver, and Gold have all been given new ore textures.
The Axe now has a 1 in 50 chance to drop from Plantera, down from 1 in 200.
Voodoo Demons now spawn more often
Golden Critters now have a chance to spawn.
Event enemies now run away when the event is over.
NPCs now only load their textures when they get in screen range.
Setting the window's resolution to a greater value than the maximum will now attempt to maintain its aspect ratio. (e.g. 2560x1440 will no-longer downscale to 1920x1200, but instead 1920x1080)
Rain has been optimized.
Bees can fall through platforms.
Smart Wall is now properly blocked by doors even if they're open.
Undead Miners now have a chance to drop Mining Helmets.
Tim is more likely to spawn if you need his hat.
Critters now have a sell price.
Well Fed buff times have been increased
Wyverns spawn more frequently if there is a Water Candle buff in effect.
Fixed health bar issues for Wyvern and Destroyer.
Players now spawn with half their life if the player’s max health is greater than 5 hearts.
The Painter NPC now shows up after 8 npcs are in town, instead of 4.
The Party Girl NPC now only shows up if there are 14 npcs, instead of 8.
The Dye Trader NPC now only shows up after defeating any of the easymode bosses.
Changed the spawn order for Town NPCs so that the more important ones spawn first.
Chlorophyte can grow in bigger chunks now.
Life fruit can spawn closer together now.
King slime can now move through platforms
Improved summoned minions attack AI.
Unicorns are more likely to spawn if a Water Cande buff is in effect.
Some Underworld drops are now a little more common.
Angry Nimbus more likely to spawn.
You can now find Crimson, Corruption, and Hallowed Large Mimics.
Spiders can now move through platforms.
You can no longer grapple while frozen.
Sky quest fish can no longer be found on the surface.
Reduced the number of water tiles needed to fish successfully in the sky.
Hornets and Walkers will no longer shoot at you while Stealthed.
Underground houses have been redesigned.
Coin Portals have a chance to spawn after breaking pots.
Blink Root growth has been slowed down.
Daybloom growth has been sped up.
It now takes longer for weeds to grow in clay pots.
Meteorites spawn in larger chunks.
Damage dealt by others in multiplayer now appears faded vs normal damage numbers.
Weapon Imbues now last 20 minutes and persist through death.
Increased some of the spawn rates for the rare hardmode dungeon monsters.
Dungeon Necromancers are less likely to teleport when hit.
Frost Armor is now crafted from Titanium and Adamantite bars rather than Hallowed.
Chlorophyte can now revert Corruption or Crimson spread. It also turns nearby dirt into mud.
Equipment slots now display a picture of the slots purpose.
Duke Fishron now enrages when you leave the ocean.
Pygmy’s now have a chance to inflict poison and venom.
Pygmy’s now have a larger range and the first projectile thrown will always pierce rather than getting stuck.
King Slime can now teleport when not in range of the player for over 5 seconds.


[​IMG]

Items:

There are over 800 new items to discover.
There are new powerful items waiting to be fished up in the underground Crimson, Corruption, and Hallow.
All 2x2 items can now be placed on tables.
Item stack sizes are now universal.
Wooden Minecarts are now the default minecart.
Added several Yoyos, string accessories, and counterweights.
Several items have had graphical updates.
Lots of new banners have been added.
Signs and Tombstones can now be placed on tables.
Staff of Regrowth has been greatly improved.
The range of Wrenches and Wire Cutters has been boosted.
Slightly buffed the damage of the Musket.
The Titanium Armor invincibility armor set effect now only happens once every 30s.
Adamantite Armor now provides 4 more defense.
Honeyed Goggles drop chance has been increased significantly.
Whoopie Cushion drop chance has been increased.
Bug net is now only 50 silver.
Significantly boosted the speed bonus of the Magic Quiver.
Increased the length of time for Spider Turret, Crimson Rod, Nimbus Rod.
Chests are now more likely to contain Recall Potions.
You can now craft Sticky and Bouncy Dynamite.
You can now find the Sparky Painting in the Dungeon. R.I.P Sparky Doo.
Molotov Cocktails now do significantly less damage.
Bottled water now stacks to 999.
Improved Spider Minion AI. They now latch on to enemies and follow the player better.
Fountains now cost 4 gold each and are available as soon as you get the Witch Doctor.
The Recall Potion recipe now utilizes Daybloom instead of Deathweed.
Spectral fish are a bit easier to catch.
Bait now lasts a bit longer.
The Snowball Launcher and Snowball Cannon now have more damage and knockback.
Ice Blade does slightly more damage.
Increased critical hit bonus from Jungle Armor and Ancient Cobalt Armor
Shiverthorn grows a little faster.
Deathweed now also blooms on full moons.
Fireblossom now blooms during the evening.
Ice Rod is less expensive, and the blocks have a longer duration.
Mana potions are less expensive and stack higher.
Shadow Chests now contain a new item.
Several new fishing rewards have been added.
You can now catch Specular Fish in the Ice Biome.
You can now fish for biome-exclusive crates in their respective biomes.
Wooden Chests contain several new items.
You can now craft Web and Silk Rope.
Snow Balls now do more damage.
Boomerangs have a smaller collision box for tiles.
Dynamite’s value has been lowered.
Jungle Bats, Ice Bats, and Giant Bats now drop Depth Meter.
Mother Slime, Snow Flinx, Undead Viking, and Armored Viking now drop the Compass.
Beach Ball is now sold by the Party Girl.
Ice Boomerang and Ice Blade have been buffed.
Baby Jellyfish now have a sell price.
Rotten Eggs are now less common in Goodie Bags.
Pinky has an increased chance to drop the Slime Staff.
Lesser Restoration Potions are now just Restoration Potions.
The Solidifier now drops from King Slime.
Gold Ring now drops from the Pirate Invasion.
Uzi droprate has been increased.
Sniper Rifle now does more damage and has an increased fire rate.
Venus Magnum now fires faster.
Invisibility Potions now give full invisibility and reduce aggro when not attacking.
Adamantite and Titanium Forges are now animated.
Dye Vat is now animated.
You can now place fishing crates.
Jungle Grubs now fall out of Jungle Plants and can be used as bait.
Star in a Bottle now gives the Mana Regen buff.
Extractinators can now be found in Fishing Crates.
You can now place torches on platforms.
Increased Antlion Mandible drop rate significantly.
Increased Mining Potion duration.
Sickle is now sold year long.
Planter Boxes are now sold by the Dryad.
Cobalt, Obsidian, Mythril, Adamantite, Mythril Brick, and Adamantite Brick all have new textures.
Fire Gauntlet has been buffed.
Buffed Ice Sickle and its drop rate.
Increased the drop rates for most Hardmode Dungeon items.
There is a 1 in 7 chance that a Hardmode Dungeon monster will spawn on any Hardmode Dungeon backwall.
Dungeon Spirit spawns have been slightly increased.
Hydra and Spider Turret can now be placed on platforms.
Keys to Biome Chests are now dropped instead of molds. Biome Chests can only be opened after Plantera has been defeated.
Added Fallen Tuxedo. This is sold by the Clothier on a Bloodmoon.
Campfires can now be turned on/off.
Lihzahrd Furnace is now guaranteed loot in every Jungle Temple chest.
Steampunk Wings are now obtainable.
Staff of Earth has been buffed.
Golem Fist has been buffed.
Xmas Tree Sword has been buffed.
Flamelash has been buffed.
Spectre Staff has been buffed.
Flower Pow has been buffed.
Frost Staff has been buffed.
Trident has been buffed.
KO Cannon has been buffed.
Flower of Frost has been buffed.
Flower of Fire has been buffed.
Keybrand has been buffed.
Magnet Sphere has been buffed.
Possessed Hatched has been buffed.
Razorblade Typhoon now uses more mana.
Flamelash and Flower of Fire now use less mana.
Ice Rod blocks are now slippery.
Hardmode Ore crafted swords and Excalibur are now auto swing and do 15% more damage.
Chlorophyte Swords have been buffed.
Bait can be put in ammo slot.


[​IMG]

Music:

Pirate Invasion now has a new track.
The Underworld now has a new track.
Goblin Invasion now has a new track.
Added Martian Madness track.
Added Lunar Event track.
Added Final Boss track.


[​IMG]

Atmosphere:

Added several new mini biomes to world gen.
New Biome - The Underground Desert.
Liquid Visuals have been revamped.
Sky Lakes now spawn.
Added a light effect to the Glass Kiln.
Slimes can now have items visible inside them that will drop when they die.
Wall of Flesh will now spawn a cage of Crimtane Bricks when slain in a Crimson World.
Accessory dyes now apply to particle effects spawned from them.
Changed player animations to be less bouncy.
Trees now drop Acorns alongside actual tree items (rather than either/or).
Palm tree tops now drop Acorns.
The Crimson now has aligned fauna: Vicious Mushrooms, Vicious Powder, and Crimtane Thorns.
Game default cave parallax is now 60 , rather than 0.
NPCs will not climb stairs into another room anymore.
Goblins now have gore unique to each goblin.
Improved NPC graphics.
Pigrons now appear in greater varieties.
Sunflowers now glow at night and give a "Happy" buff that reduces monster spawns and increases movement speed.
Heads on the map stay the same size (regardless of map size).
Updated Fountain Graphics.
You can now find Marble and Granite biomes underground.
Dirt Rod can now move through tiles when held and is cheaper.
Pine Tree variations have been added to the Ice Biome.
Honey Patches will now spawn during world gen in the Jungle.
Ice Patches will now spawn during world gen in the Ice Biome.
Abandoned Mine Tracks have been added to world gen.
Added several new walls to world gen.
There are now water, honey, and lava drips found in the world. They can also be placed with Magic Droppers.


[​IMG]

Bug Fixes:

A large amount of bugs have been fixed from prior releases - and even more related to 1.3 itself. This is a partial list.
Fixed bug where chandeliers would spawn lit up in underground cabins.
Fixed bug where KO Cannon could drop from statue-spawned monsters.
Fixed a bug that would place alchemy plants over alchemy plants in pots.
Fixed a graphical issue with Alchemy plants. They had half pixels.
Angler Vest now draws the player's hand properly.
Pharaoh's Robe now draws the player's hand properly.
Fixed bug where shooting chain projectiles and aiming directly at the shooter's center would crash the game.
Fixed a bug where the Skyware Workbench was made at the Glass Kiln.
Fixed bug where shooter NPCs walked slower to the left than to the right.
Fixed bug where long hair would draw even if the player is invisible.
Fixed bug where Worms would not drop gore segments on death.
Fixed a bug where you could spawn a heart/enemy from a statue using wires faster than intended..
Fixed a bug where the game could crash if the Rod of Discord was used on the far right of the world.
Fixed bug where worms would walk up slopes funny.
Dynamic lighting now stays when the game is paused.
Fixed a bug where Piranha Statues weren't spawning properly when a world was created.
Fixed a bug where the Beds weren't fully drawing.
Fixed a few cage types that were drawing improperly.
Fixed bug where Skeletron Prime's bombs would not deal damage upon exploding in multiplayer.
Fixed bug where dart & spear traps would gain damage bonuses and crit chance from ranged stats in singleplayer.
Fixed bug where Broken Armor's time was set back to 5 minutes from 2 minutes in update 1.2
Fixed bug where mouse-hover over Slime & Pumpkin Bed would show the wrong item icon.
Fixed a bug where Ice Rod tiles could spawn dirt when saving a world.
Fixed a bug where Blue Slab Walls from the dungeon weren't considered player housing when the player would place them.
Fixed a bug where whether the Stylist was saved or not wasn't saving in the World save.
Fixed a bug where switches would attach to a tree when it wasn't a valid placement spot.
Fixed a bug where the server could crash when creating a new world during tree placement.
Fixed bugs where Obsidian furniture was not surviving in lava properly. Affected Beds, Sofas, Dressers and Pianos.
Fixed a bug where Levers placed on walls would float if the wall was destroyed.
Fixed a bug where a specific configuration of a slope and tile could cause players to hover in the air.
Fixed bug that allowed stacked stairs to act as an ultra-fast elevator.
Fixed bug where players would run up stairs when running against them.
Fixed a bug where the sloped version of damaging blocks would not hurt players.
Fixed bug that prevented Deep Cyan Paint from displaying correctly on some tiles.
Fixed a bug where traps could sometimes cause the game to crash when triggered.
Fixed bug / exploit where generated chlorophyte ores would not update on clients in multiplayer sometimes.
Fixed bug where projectiles did not reset frame on set defaults.
Fixed bug where body frames were 1 frame behind leg frames when walking around.
Fixed bug where 'defeated golem' flag was passed into newly created worlds.

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Excelzior
Jun 24, 2013

oh man even HALF of those features in a starbound patch would be amazing :allears:

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