Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
Näytetään 31–40 / 56
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Päivitys: 14.12.2020 klo 1.39

6.4 Changes:

* It is now possible to acquire 1H versions of all pistols and revolvers, as well as the Uzi and vz61. Thing is, I had these files already there (the Tankers use them in hardcore) but outside of console codes, there was never a way to get ahold of any of them (except the beretta.)
That has now changed. Not only do gun merchants now have said 1h guns, but you can also convert any FFS Pistol to 1H (and back) via Yuri (that purple-haired girl with glowing eyes you rescue in Episode 0.)
... I know that this is a bit outside of what DaE is, but since I already had the weapon activeitems (for Tankers in Hardcore), I might as well touch them up and give players a way to aquire them outside of console commands.

NOTICE: Keep in mind that dual-wielding two 1H FFS guns doesn't really work ATM, as they don't add their energy together. There is NOTHING I can do about this. This is a problem with FFS itself, not with Dungeons and Encounters.
Also, wielding a gun 1 handed reduces its accuracy. ESPECIALLY in the case of the Uzi and vz61.

* Rebalanced Miniknog Shotgun (both player and npc versions): it now shoots 6 shots, but has 5 rounds.

* Miniknog weapons can now be donated to Alice.

Päivitys: 9.12.2020 klo 13.06

Quick hotfix

Päivitys: 9.12.2020 klo 9.02

6.3 Changes:

* I have gotten permission from Lao_SJ to implement his FFS:E work. As such, the Miniknog weapons have gotten a revamp. Instead of the recolored Protectorate energy weapons, they now are the FFS:E Energy weapons.
Note: This does not include the sniper rifle. That stays as is.

* Lush World Cultist Towers should no longer spawn advanced enemies. Only Assaulters and one sniper.
Cultist Bunkers no longer appear on lush worlds. Cultist Bunkers now burn better, too.

* Encounter Dungeons (the tiny little campfire encounters, not the big tent/stash/bunker/etc ones) frequency reduced by half. The bigger microdungeons have the same frequency.

* Cleaned up the Treasurepools so it's easier for addons to add their own patches so you could find guns in lootboxes. Currently, only FFS:E takes advantage of this.

Päivitys: 5.12.2020 klo 8.07

6.2 Changes:
Just some minor stuff.

* ERM users: Added custom random encounters: Pirate Ambush, Cultist Ambush. NOT TESTED.

*Cultist Assaulters and Snipers on Lush worlds carry the vz61 (Skorpion) and Mosin respectively, and drop these items on those worlds instead of the AK47s and SVDs they normally do. This makes them far less dangerous.

* You can no longer acquire ARs, Snipers (except Mosins), or Shotguns (Except the double-barrel) on Starter worlds. This way, there's at least SOMETHING resembling progression. The only way to get these high end items that early is through the Arms Dealer encounter, though let's face it, there's no way you'll have the cash to buy them that early on.
As a side note, Pirates on Lush Worlds drop the ro635 instead of the AR15.

* Fixed the description of the Miniknog Heavy Drone.

* A few minor items I might have forgotten off the top of my head.

Päivitys: 30.11.2020 klo 21.12

6.1 Changes:
* A couple of new cultist encounters, the Cultist Sniper Tower, 'Corrupted' versions of the cultist altars, and the large cultist altar. You can finally see what exactly it is the Cultists hope to accomplish.

*Reworked one of the Miniknog encounters and added a new one based off of old beta miniknog content.

* Spirit Trees appear as slaves rarely if you have that race mod.

* As a sort of compromise, I've reintroduced 'low-level' versions of certain pirate/culitsts (the former more common than the latter) encounters to low level biomes (Lush worlds). These only spawn the basic version of pirates and cultist assaulters, and are only the 'easier' among the encounters (no penguins, no miniknog, no slave camps or tent camps. Just basic 2-man camps and towers.) Just to give starting players something to fight early on, and to give them a chance at some starting equipment.

* Miniknog Scrap is more common now.

Päivitys: 27.11.2020 klo 0.59

MASSIVE UPDATE
This update has been over a month in the making.

THREE NEW FACTIONS AND ENCOUNTERS!!
Penguins: Yup, Dreadwing gang is back. These pistol-toting penggers are quite the annoyance.
Miniknog: Yep, everyone's favorite Orwellian banana-munchers join the fray. Not only do they have better armor than the cultists do, they also come at you with better weaponry. Specifically, the pew-pew kind that bounce off walls and floors.
Apex Rebels: Because what would the Miniknog be without their opposition? Unlike the above, these guys are *friendlies* and will follow you around if encountered.
* New Dungeon: Occupied Apex Testing Lab. Much like the vanilla one, but far less unoccupied.
* New Space Encounter: Miniknog Prison Ship. For those Project Redemption users, you may recognize it as an Apex-ized version of the Legacy USCM ship, though it does have some minor changes.
* Enemies Skirmish! Cultists and Pirates are no longer in a conspiracy with the other factions and local wildlife to take you down. They will react as to hostile wildlife and bandits as they will to you. Same goes with Penguins and Miniknog. Cultists and Pirates won't fight each other due to a certain... business arrangement (if you play the FFS Missions, it makes sense.) But they will fight against Penguins and Miniknog.
* No more species patches necessary! This means that the avali, ERM, frackin, etc. patches are now completely redundant and will be removed. Species from those mods (as well as the following) will spawn as rescuable slaves if you have those mods. A BIG THANKS TO MIKENEYES FOR THIS!
Frackin included races
ERM races
Avali
Felins
Saturnians
Lucarios
GalaxyFoxes


* FINALLY figured out how to tier-gate certain encounters. This should put an end to garden world cultist camps. (in hardcore they'll be back to spawning willy-nilly.)

* Bugfixes/Minor Adjustments:
Standalone aircraft encounters were supposed to be restricted to tier 1. They weren't. This has been fixed. No more superpowered cultist fighters (except in space, where you have a mech.)

Cultist Mortars are now tier restricted as well. No more tanky mortar crews.

Pirate aircraft have a longer cooldown and take longer between shots.

DAE Versions of pirate zealots get faster and more aggressive per phase.

Medium Carriers now have a boss health bar, as they're considered minibosses.

Medium Carriers no longer possess the 6-rocket spam attack.

Cultist Aircraft spawns adjusted.

Päivitys: 6.10.2020 klo 5.51

5.4 changes:

* Weapons now have coordinator.stagehand entries, so npcs will use their weapons at consistent ranges and aren't stupid about it (they are consistent with Frackin values).

Päivitys: 16.9.2020 klo 14.07

5.3 Changes:

* Pirates on Ocean boat encounters will no longer stupidly jump off the ship to a watery grave.

* Adjusted Cultist Ship. No more annoying and easily cheesable buttons. Cultists (and you) can now freely navigate the ship (Except for one single area).
Also there's a secret way in via the cockpit...

* Adjusted Pirate Ship. Pirates can now freely navigate and chase you throughout the whole ship. Doors no longer present an obstacle to pirates and will auto-open for them... and you. The exception being the cockpit door, which will open only to you, but once open, will be permanently open.
Also there's a secret way in via the cockpit in one of the versions of them...

Päivitys: 3.9.2020 klo 23.16

5.2 Changes:
- Pirates ACTUALLY do less damage. For some reason I had thought I'd reduced them, turned out I didn't. My bad.


- Slaves/hostages no longer shell out 100 bucks a majority of the time, and dollar rewards are much rarer. However, Rescue Proofs give more money.

Päivitys: 27.8.2020 klo 16.22

Hotfix for assaulters. That's what I get for modding while half asleep.