Starbound

Starbound

United Systems Expansion - [DECOMMISSIONED]
Showing 141-150 of 200 entries
< 1 ... 13  14  15  16  17 ... 20 >
Update: 3 Jul, 2017 @ 6:30am

Version 2.70

- Added procedural Redyan Ship.
- Added 2 codexes for the Redyan Ship.
- Added Redyan Chef.
- Added Redyan Dealer.
- Added Redyan Security Guard.
- Added Eve-IV map.
- Added Redyan Flag.
- Added 2 NPC-Only Weapons.

- Buffed USCM-16.
- Buffed USCM-4.

- Added custom merchant pool.
- Rebel Intel is now buyable from the Redyan Merchant.

Update: 2 Jul, 2017 @ 8:38am

Version 2.65-D

- Changed Light Cruiser's description.
- Changed 'Protectorate IFF' description.
- Added more pieces to the generation of the Light Cruiser.
- 'Grey-ified' external ship turrets to match with the rusted hull.
- Nerfed Quad-Barreled turret.
- Nerfed Double-Barreled cannon.
- Tweaked spawn for treasures.
- Added 'Vulcan Turret' that tracks the player.
- Quad and dual barreled turret fire their own custom projectiles instead of the Flak Cannon's.
- Added an internal laser turret.
- Added another sentry gun for the engineer to deploy.
- Dual-Barreled Bullet Twigun can now be deployed by Rebel Engineers.
- Spawnrate of Signal Jamming slightly reduced.
- Added another space codex.
- Bumped up chance to find a space codex/Intel instead of planetary codexes on spaceships.
- Tweaked spawning of turrets on Light Cruisers.
- Fixed incorrect radio message trigger on Frontlines.

Update: 23 Jun, 2017 @ 12:48am

Version 2.65-C

- Added 2 new decoratives.
- Added another dungeon for random space encounters.
- Bumped up the chance to find a "Signal Jamming" encounter.
- Rebel Ship (Planet Dungeon) is now only partially tile-protected allowing the player to simply use blocks to climb up instead of requiring a vehicle.
- Removed the "USCM" from Rebel Prisons and replaced it with "US".

Update: 22 Jun, 2017 @ 7:03am

Version 2.65-B

- Quad-Barreled turret now has an inaccuracy factor.
- Twigun Cannon firerate increased from 2 shots per 5 seconds to 2 shots per 2 second.
- [REDACTED] sprite fixed and firerate increased.
- Fixed incorrect gravity for certain dungeons.
- Removed the "USCM" from the Rebel Villages.
- Added 3 more Signal Jamming encounters.
- The old "USCM Battleship" that used to spawn similarly to the Avian Airship is now a proper spaceship that requires the player to use a flying vehicle in order to reach the ship.
- Added Rebel mines.

Update: 21 Jun, 2017 @ 3:25am

Version 2.65

- The first mod to actually add in proper spaceship dungeons similar to anomalies and hostile orbiting ships.

- Added Rebel Light Cruiser.
- Added "Signal Jamming" space encounters (aka anomalies 2.0, but 100% hostility chance).
- Added 2 space codexes.

- Added Rebel quad-barreled AA turret.
- Added Rebel dual-barreled sniper variant of the twigun.
- Added [REDACTED].
- Added wreckage when [REDACTED] is destroyed.

Update: 19 Jun, 2017 @ 5:03pm

Version 2.58

- Added Engineer Sentry Gun.
- Added Rebel Dual-Sentry (Twigun)
- Some enemies now have slightly reduced health and protection.
- Engineers can now deploy sentries in the same way that scientists deploy pets.

- The Loyalists are no longer referred to as 'The Original USCM'.
- Codex lore changes. Most notable is the replacement of USCM to United Systems or simply US in the correct context.
- Dialogue grammar fixes.
- Dialogue has been changed as well as stated for the codex lore change. Some new hostile dialogue added as well.

- Generally, anything that was supposed to be a "ship" has been replaced with the new sloped blocks.
- Mission 4's computers have been replaced with a 'Rebel' version.
- Mission 5's bridge section has been extended, with an allied Loyalist ship having crashed there.
- Mission 1 has been improved, with the bunkers having sloped metal fronts and a small ship with 3 Rebel Twiguns now hovers near the building. There are also new protectorate allies, adding to the immersion of a war.
- Klendathu IV-2 (hub) has been further improved (new spawn).

- Rebel Star Flags have been placed in the missions.
- The Loyalists now have their own emblem.
- A US sign has been added for Rebel Territories.

- Changed some Pulse Rifle generation parameters.
- Added 'Pulse Rifle Assembly Line' (crafting).
- Added a new class of randomly generated weaponry: "Standardised Pulse Rifle", a more classic fast-firing and standardised version of the cheaper Pulse Rifles that usually have their clips hanging out.
- Rebel Soldiers (outside of missions) now have a 15% chance to drop a "Cheap Pulse Rifle" instead of the original 0.5%.
- Crafting of the new weapon class (or old Pulse Rifles) is in the Pulse Rifle Assembly Line (1 recipe for the standardised rifle, 2 variants for the 'Cheap' Pulse Rifles).

Update: 9 Jun, 2017 @ 7:04am

V 2.45-B
- Added 3 more codexes.
- Slight treasurepool modifications.

Update: 9 Jun, 2017 @ 12:51am

Version 2.45

- Fixed NPC's for update 1.3
- Further refined some of the other items.
- Fixed Liktov Clark's mission.
- Added the old Mech Lua code for the existing USCM mech.

There's nothing I can do to help guys. soz.

Update: 7 Jun, 2017 @ 7:00am

V2.44

- Fixed incorrect arming time of grenade from 4 to 3.
- Added "Wall Bunk".
- Changed Klendathu IV-2. Underground tunnel and minor map changes.
- Extensively modified the generation parameters of the Pulse Rifle.
- Added more names for Pulse Rifle Generation.
- Added more pieces for the Pulse Rifle. From 27 combinations to 870!
- Added some unused objects.

- Recipes changed. Players must now obtain the weapon before it can be upgraded. For example you need a USCM-16 to unlock its respective upgrade.

- Changed tier at which the crafting tables are unlocked.
- Moved certain recipes.
- Mikhael Codex improved.

Update: 4 Jun, 2017 @ 5:15am

- Realised how op the grenade was. Nerfed it.