Starbound
Pandora's Box (Legacy - Read description)
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Actualizare: 21 apr. 2018 @ 17:44

V3.1.1 (Universal Push) - --Fixed an issue preventing the new tech quests from showing up for the Tech Scientist

--The time it takes for an orelit to be harvestable now depends on the type of ore it contains.
(Some varieties don't take as long now, and a few of the higher tiered ores take longer.)

--The Bulbop family is now harvestable. (Homegrowns can be harvested regardless of if you've captured them or not!)

--All members of the Fennix Family (except Mysterix) are now harvestable.

--Mallowbop and Candybop are now relocate-able.

--Glofae will no longer spawn in future Garden biomes

--The spawnrates for Trapogos has been lowered

Actualizare: 19 apr. 2018 @ 15:02

V3.1 - V3.1 CHANGELOG


Note -- I have done a bit of spring cleaning, and did some trimming of some files.
(ie replacing chunks of frames files where they could use individual respective default.frames, where applicable)
Hopefully this will result in better initial load times for the mod. Quality over Quantity as they say!

--Implemented the Monster Hatchery.

The Monster Hatchery is a crafting station that allows you to synthesis monster eggs! It's crafted at the Capture Station.

Utilizing it is simple: To make an egg, you merely need some Gummi Globules, and some ingredients specific to the
monster egg you're creating. Recipes for eggs are obtained from specific items you'll be able to obtain from
respective monsters now. (The easiest are unlocked when you first obtain Gummi Globules, which unlocks
eggs of the Gummi family.)

For a hint on the others, the Hatchery is currently capable of crafting eggs for procedural monsters,
and all vanilla farm animals.

I'll likely add new egg types in the future.

(I've also added a custom Monster Egg collection for you to fill out! Have fun!)

--Implemented Mimetop. Yet another strange monster that can spawn from Pandora Boxes.

Mimetops are Poptop relatives that are completely silent. Though they appear to sing, it is speculated only
other members of their species can actually hear it. Mimetops are aggressive, but their attacks only knock their
foe around.

Though they have high health, and are extremely resistant to pure physical damage, they behave much like their
Poptop relatives.

(Credit goes to Changeling Artistry for their original push. These amusing monsters wouldn't exist without em!)

--Implemented Hummingbug. Hummingbugs are a flying insect found swarming in Swamp biomes. Their bite causes
no damage, but passes on a virus to their victims. This virus deals slow damage over a long period of time.
You'll want to be sure you pack antidotes when trekking through future Swamp biomes.

--Implemented Glofae. Glofae are bioluminescent insects found in Spring biomes and Bioluminescent biomes.
They are often mistaken for fairies, and though they are non-aggressive, they aren't afraid to fight back if harrassed.

(A single Glofae will also be able to spawn rarely in a few other suitable biomes, such as garden, forest, and giantflowers. (newly generated only, as usual.))

--Implemented Shroombop. Shroombops are a member of the Bulbop family, and are encountered in mushroom biomes.
They are usually seen in groups, and are non-aggressive. They fire spore seeds into the air to ward off
predators when attacked.

--Made some adjustments to the monster field guide that will make adding future monsters to it a bit less of a
headache. (If your field guides bug out, try starting a "new game" on them. and if that doesn't work, you'll have
to buy new ones... sorry. Really wish I thought of this change when I was setting it up.)

--Implemented the Trapago family. Trapogos are curious monsters that like to convert chests into homes, and
claim stuff they find inside them for themselves. On future, newly generated worlds you'll be able to encounter
these rare monsters throughout the universe. (Their appearances and drops can depend on their biome type, if
applicable.)

(Unstable note: Trapogo is currently not fully finished as a monster. Not all of it's planned behavior is
present. I just have their basic implementation finished.)

--Adjusted the catchable Kluex Totem. Kluex Totems now deal no contact damage. Instead, they act as a wall,
knocking things away, and preventing them from passing them. This means they'll take the full force of attacks,
but be able take the damage from ground monsters for you if you catch them as a pet.

--Adjusted our biome patches to compensate for Trapogos, and added new patches for stuff like underground cave
biomes of various types. (Mushtops will be able to spawn in future underground mushroom biomes, and Flesh Gummis will
be able to spawn in future Flesh cave biomes)

--Gumminis have recieved a much needed facelift. In the past, Gumminis were simply scaled down Gummis with a slightly
different sprite. Now, Gumminis (both normal ones, and flesh Gumminis) have their own sprites, and are no longer
scaled down.

They're bigger than they used to be, but still smaller than regular Gummis. These changes were made to make their
hitbox less finicky, and make them more visible when sitting on certain tiles!

--The Gummi family now sits perfectly flat on the ground. (In previous versions they were a pixel too high.
No one ever noticed this, because it's only noticeable on your ship! lol)

--Gummi monsters now drop an item called Gummi Globules instead of Gummi Globs.

Gummi Globules are a useful crafting material. You can either cook them into the familiar Gummi Globs at a campfire, or
utilize them in the Monster Hatchery!

--Made improvements to the Candy Monsters. Their drops are handled more like farm animals now.
-After a certain period of time has passed, they become interactable, and you can harvest a respective sweet item from them.
-This change also makes them less exploitable (As before, you could just return and release a pet candy monster over and over for quick infinite candy items...)

--Mister Wisper is now harvestable as a pet. (After certain periods of time passes, you can harvest pixels from him. (The amount of pixels you get is weighted in favor
of lower amounts, but you can rarely get higher ones!))

--QoL adjustment: The interactability of the ship pets is now on a timer/cooldown. They won't block interactables behind them with their interactability.
(You'll just have to interact with them once, then interact with what you're needing to interact with (You're welcome.))

--Orelits are now harvestable as pets. (They'll yield various amounts of their ore type after various spans of time. The amount is usually low, but you can occasionally
get higher amounts!)

--Implemented some variations for Orelits. (Sparklink created the needed files for them, so I'm merging most of em in)

--Taroni, Peblit, and Hemogoblin are now harvestable.

Actualizare: 1 apr. 2018 @ 17:56

V3.0.1 - Reverted the preview image back to what it's supposed to be. Fixed a collections bug.. and oh. Here's the real changelog for 3.0. (It's real, I promise!)

--Implemented the Monster Field Guide.

The Monster Field Guide is an item that provides documentation on monsters! It provides their name, their family,
the biome they're found in, their variation amount, and a description of the monster.

The Field Guide will be a part of future PB grab bags, but can also be purchased from Shoptop.
(You can also purchase an object version of it from Shoptop)

--Implemented new armor set: Capturenaut

The capturenaut set is a end-game tier armor set with a generous energy pool, at the cost of lower attack
and health. Wearing the pieces also increases the amount of pets you can have out at once!

The set can be crafted at the Capture Station

--How we handle the pet limit has been adjusted. Rather than a static adjustment to it, there are a few things that
can increase it. (Some augments you can purchase from Shoptop, and the new armor set mentioned above.) I feel that this is more organic, and makes
it a bit more progression-based.

--Implemented a new type of procedural weapon: Maces.

Maces are kind of like wielding a one-handed hammer. Though they utilize the axecleave ability
as a base, there are differences that set them apart from axes, as well as hammers.

-Maces, being a thick blunt object, are strong. They deal more damage than an axe, but not as much as a hammer.
They're roughly a bit underneath the hammer damage-wise.

-Being such a heavy, strong weapon, they deal more knockback than an axe. (But not as much as a hammer.)

-All of PB's procedural maces (Save for common tier ones) inflict stun on their target, slowing their movement.

-Maces, unlike other weapons, are also capable of inflicting stun on their target. (Common maces don't possess
this ability though.)

-If there is one drawback to using a mace, it's the fact they are heavy. Since you wield it with one
hand, it takes you a bit longer to ready it for an attack than an axe or hammer.

To sum it up, maces are strong one-handed weapons with nice knockback. If you don't mind sacrificing
access to a secondary ability, they can make a nice alternative to a hammer!

Maces can be obtained like any other procedural weapon. You'll find them in future chests on ungenerated
worlds. (and should also be able to get them from reward bags.)

You can also receive them from Shoptop's weapon crates.

--Don't think you're the only one that can use maces. Various NPCs can use them now too.

(Glitch guards, and glitch of castles and fortresses will be able to have them.)

You can also get outlaws and soldiers with them too.

(It's also worth noting these npc maces can still apply the stuff effect. Be cautious when fighting
an npc that's using a mace!)


--All vanilla races now have access to the craftable guns normally only available to Novakids.
(I've decided to do this as a QoL measure. It gives players a ranged option early game if
they are having rotten luck with the RNG for procedural ranged weapons. It would make sense if all
races had race specific weaponry, but that isn't the case.)

Likewise, Novakids will have access to the early game craftable melee weapons the other vanilla races normally
have access to.

--You can now potentially get soldier crewmembers that use hammers.

--Adjusted the spawnrates of erchits and erchlings. Erchlings are now much less common, but to compensate,
they can now spawn more erchlings when struck than they did previously. Be careful!

--Erchling spawns are now catchable. They are immortal, but deal much less damage compared to other monsters.
In a swarm, they may be able to distract some foes for you.

--Certain legendary monsters now require more health to be depleted before they become catchable.

--Weapon crates are now split into three tiered crates: Copper, Silver, and Gold. Copper has the same yield as
the weapon crate you've used up to this point.

Silver weapon crates don't have common/tier 1 procedural weapons in their pool. Gold weapon crates don't have
common OR uncommon/tier 1 and 2 procedural weapons in their pool.

Copper weapon crates are available for purchase from Shoptop from the start, and still cost 1k pixels.
Silver weapon crates become available after the Floran mission, and cost 5k pixels.
And Gold weapon crates become available after the Avian mission, and cost 10k pixels!

--Lumoths now have a new rare drop.

BUGFIXES

--Fixed an issue causing capture of a diamond orelit to crash the player.
--Fixed an issue causing ocueye and octotop to not be registered in the collections on capture.
--Fixed a typo causing the mysterix figure to now display when placed.

Actualizare: 31 mart. 2018 @ 13:19

V3.0 - It is with great sadness, that I pronounce the Pandora's Box project discontinued.

As thanks for all of your support, I am releasing one last update bringing the mod up to where it truly needs to be.
View the extensive changelog below for full details. (May take a moment for it to display. Need to paste it into the actual changenote, as it's long.)


--Implemented the Bug Field Guide.

Finally, you all have a visual representation of Esther Bright's best work! This interactive documentation on the
bugs of the universe provides detailed pictures on these fascinating insects you barely notice!


--Implemented a new armor set: The Mary Suit

It's perfect in every way, and provides the best protection you'll ever need from a set of gear.
It has powerful attack, 100 defense, and an energy pool that could power a space ship!


--Implemented a new type of procedural weapon: Canes.

You can finally give those pesky whippersnappers a good thrashing! Every cane is unique, with different
handle designs and adornments!


--Implemented a built-in race extender you'll all nag at me to remove for the next seven months!


--Esther Bright is now fully voice acted. Every last word.


--Tired of that nasty story? You now have an alternative way of finishing the game- A shortcut to uninstallation!


--The mod now provides a full conversion to Beta Starbound!

Once again, the codexes have a wide array of vague mentions of super special and important characters that you will never ever get to meet.
Everything about the universe is terrible again, and you're powerless to even try doing anything about it, which is a perfect opportunity for those
who sought an experience of the 'mature' kind.

The comedic potential of the game is also brought back, as each species you encounter once again consists of walking jokes with occasional deep
thoughts that don't make any sense! As a bonus, your character's personality and background is once again fully pre-determined based on your race, to
make sure you don't stray from the race's characterization.


--All mod sprites are now rips from the Spriter's Resource! (Those poor recolors are original, I swear!)


--All weapons now use ammo, which is found scattered throughout the universe. Weapons were pretty useful relying on
regenerating energy, but who needs that right? You'd much rather pack your inventory with a dozen types of ammunition for
each weapon type!


--You can now choose to side with Asra Nox, and aid the Ruin in it's awakening! This new way of playing will be so
accurate, that your universe files will delete themselves when you finish! Huzzah!


--All ship pets have been removed. In fact, to make sure nothing gets under your feet period, I have taken the liberty of having all monsters
and NPCs removed too! This may take away from the game, but hey: At least you can reach your captain's chair.


--The Matter Manipulator has been removed. You will now have to rely on crude, breakable pickaxes and axes to cut down trees, and mine ore!

You no longer have to worry about the convenience of easy mining! It now takes you twenty minutes just to reach the next cave (if you even reach one
at all!)

All furniture will also have to be placed by hand. Since your Matter Manipulator is no longer there to do the heavy lifting for you, some objects
will be unplaceable/movable.


--And last, but certainly not least, the final boss of Starbound has been replaced with the Chucklefish.

You won't be able to kill this boss, since they're capable of manipulating the game in ways you can't counter! Which is sad, since everyone wants
to kill this evil fish. They only spent years developing a universe from scratch with custom assets, with their own blood, sweat, and tears.

But, they didn't shape their universe exactly the way you wanted them to shape it, so they're still evil.


--Removed Herobrine

--Deleted Monika



























Before I continue, first: April Fools, if that wasn't already ridiculously obvious. Of course I am not discontinuing Pandora's Box, and I'm certainly
not adding anything you see in the "changelog" featured above. (Some of which is actually impossible :D)

Second: Double April Fools. This actually *is* the 3.0 Update you've been waiting for.
First, I want to say a few things... I know some of you may not care about this (either wanting to get to the meat of this update, or simply not
caring), but I would like to say this nevertheless.


It's been a wild ride for me since I jumped into the world of modding back at the end of 2016. I've gotten the pleasure of meeting and chatting
with some great people, both modders and users alike. It's been a pleasure making content for you, and I hope to continue doing that for as long as
I can. I have many ideas for Pandora's Box still to come!

Generally speaking, I don't mean any offense by some of the writing present in the pseudo-changelog above. (A friend actually helped write one of the
pieces in that fake changelog, which helped strengthen it better than I could have.)... Though some aspects of it are fairly real, particularly my jab
relating to Chucklefish...

As a modder, I have gotten the pleasure of seeing just what they have done to bring you this game. That changelog bit is based on drama I experienced
for a brief time before 1.0. (I got into Starbound fairly late, near the end of beta.)

Looking back at that time, and thinking about the awful things some people had said about them (even though they were the ones making the game, creating assets from scratch, not to mention doing all of this with modding in mind, for US) makes me glad the days of beta are long behind us.

I am deeply appreciative of Chucklefish for making this wonderful game a reality. Though Starbound spent a few years in early access
(which I am honestly not surprised by, considering that's actually kind of normal for a project of this scope.(Not to mention game development in general...)),
I feel like it was worth the wait. It may have not met the exact standards of certain people, but they accomplished what they set out to do.

I am also very happy they have continued to deliver content beyond 1.0 (even though that was considered the full release.) I am looking forward to the new toys 1.4 will bring (regardless of the time it takes to get here. I'm patient.), and I am dieing to get my hands on some of the new projects I've been
hearing about. (Like Witchbrook!)

All of this said, I guess that's the end of this little spiel. (If... you can call it little... ha.) Since the real changelog won't fit in this change note, I'll paste it in the future update when I update the icon back to normal... Lol

Actualizare: 6 mart. 2018 @ 19:37

V2.9 - --New techs, some new hoverbike and vehicle colors, and Glitchtop adjustments.

Actualizare: 25 febr. 2018 @ 14:40

V2.8.1 - --Fixed an issue causing newly generated planets with volcanic and magma biomes to kick you back to ship.

Actualizare: 24 febr. 2018 @ 18:30

V2.8 - --A few new critter variations, a couple new monsters, Shoptop sells weapon crates, and some adjustments all around.

Actualizare: 5 febr. 2018 @ 13:11

V2.7 - --Reworks to vanilla unique monsters across the board, a couple new tools, adjustments and tweaks.

Actualizare: 16 ian. 2018 @ 14:26

V2.6 - --A Protectorate Drone starter pet (You can craft it at the capture station if you're using an existing character. Otherwise you get it in the PB starter bag),
Some Snugget variations, A few pieces of monster themed furniture (check the Capsulepop machine), and some improvements/fixes for compatibility.

Actualizare: 10 ian. 2018 @ 21:20

V2.5.1 - --Various bugfixes, springbop variations, a few bunny critter variations, and expanded the potential pets Outlaw npcs can have.