put some more points into your photoshop skill and reroll, brah.
Rejoice folks as there is progress and remember this is early access so you can't criticize the game until it is released in the far future as it is not finished.Hey there!
We’re pushing the changes mentioned in our recent trailer to the unstable branch tonight– rejoice! Anyone who’s been playing the nightly builds won’t see a huge difference, but anyone who makes the switch from stable to unstable will see some pretty massive changes.
So here’s what you need to know about the unstable update, starting with…
How to Switch to the Unstable Branch
There’s a handy tutorial right here about how to switch to the unstable or nightly branch of the beta. Be sure to follow the instructions to switch to unstable.
World/Character File Compatibility
If you choose to switch to the unstable branch, please know that your characters and worlds will not yet be compatible with the latest version of the game. Your old characters and worlds will still be there, but the unstable branch will use a different storage location than the stable branch for the time being, while we work out how to upgrade old characters.
We will try to maintain save file compatibility within unstable as much as possible, but it will depend on what sort of changes we have to make during unstable, so we cant make any promises.
If you are currently running nightly, then you probably already know how everything works already. FYI The unstable branch will use a ‘storage_unstable’ directory while we work on compatibility with stable.
Known Issues:
We’ll keep everyone posted as we make more updates and plans evolve, but thank you all for being so patient! Have fun!
- Many progression quests aren’t final, some are placeholders for future missions
- Combat balance is still WIP
- Performance issues, particularly in dense areas like dungeons and the outpost
- Background parallaxes have problematic transitions between world layers, e.g. oceans
- Pixel costs and rewards not yet balanced
- Interface windows (containers, AI, etc) can remain open after switching worlds or moving away from the triggering object
- Cooking recipes for tier 5 and 6 crops need to be implemented
- Crops sometimes get out of sync when grown on ship
- Enemy hit/death sounds sometimes fail to play
- Some errors in enemy movement and pathfinding
- Rare crash when removing items from containers, appears as “(InventoryException) Not allowed to discard stack when locked.”
- The launcher, on some people’s machines, will spew dll errors about missing ordinals. This is not fatal however, and the launcher will still work after you close them.
- And a whole lot more (probably)
link
fuck Chucklefish with a rake
fuck Chucklefish with a rake
Looks like minor tweaks and cosmetic stuff, mostly.
- ***Universe and Worlds***
- Sectors have been removed, so all stars are part of the same map
- Star and planet types correspond to difficulty levels, giving players access to progressively more extreme environments as they advance through the game
- Added oceanic world types including tropical and arctic oceans, toxic and magma planets
- Added rare Barren and Asteroid worlds with no monsters for large scale building
- New biomes
- New surface and underground mini biomes
- Many changes to surface and underground terrain generation
- Improvements to background parallaxes and sky coloration
- ***Ships and Navigation***
- Player ships now include an AI avatar specific to each race that gives access to the player’s techs, missions, 3D printer, and a variety of ship-related commands
- Each race’s ship has its own unique set of upgrades, giving players much more room to expand as they progress
- Fuel costs for travel have been reworked. Moving between planets within a system is now free, while jumps to other systems require fuel in proportion to the distance traveled.
- Coal no longer powers spaceships! Instead, they can use either radioactive ores or the new Liquid Erchius Fuel that now appears in Moon biomes
- Many improvements to the Cockpit interface, which now indicates more detailed planet information including weather and environmental hazards
- ***Outpost***
- The universe now has a civilized hub containing shops, quests, and other services. This is where players will find quests, missions, and ship upgrades which allow them to advance through the game
- Includes a Sign Store based on the popular custom signs mod, where players can design and print their own signage for use in game
- ***Missions***
- At key points in the progression, players will unlock special Missions
- Missions take place in unique instanced dungeons containing special monsters, bosses, and rewards not available anywhere else
- Some missions can be quite difficult, so you’ll want to prepare carefully - or bring friends!
- ***Novakids***
- New playable race!
- Unique progression of craftable guns
- Unique progression of armor sets
- Unique progression of ship upgrades
- ***Tech***
- Techs are now split into head, body, legs and suit slots, so you can equip up to four at once!
- Head techs provide various activated effects triggered using the tech hotkeys
- Body techs provide lateral movement abilities triggered by double tapping direction keys
- Leg techs provide vertical movement abilities triggered with the jump key
- Suit techs provide passive protection from specific environmental hazards
- New tech unlocking system makes a variety of techs visible each time the player upgrades their ship. The player can then use Blank Tech Cards to unlock and equip these techs
- Many new techs
- ***Mining***
- Matter Manipulator can now be upgraded over the course of the game to increase its mining power, area of effect, and allow it to collect liquids as well as blocks
- Pickaxes and drills are more powerful, but have lowered durability and cannot be repaired, making them a consumable alternative to the Matter Manipulator
- Smashable rocks found rarely underground contain richer deposits of certain ores
- ***Combat***
- Energy regeneration has been changed. Rather than continuously regenerating energy at a slow rate, energy rapidly regenerates when not being used
- Using energy that exceeds your maximum pool will disable energy usage for a few seconds until your energy has fully recharged
- New weapon type staves!
- Use a staff by holding the fire button to charge it, aiming, then releasing the button to unleash a powerful effect
- Unlike guns, staves manifest their projectiles directly at your targeting cursor for precision combat
- A variety of staves can be crafted at the new Manipulator Table
- Beginning at Tier 5, armors are divided into three different progression paths with different stat balances
- Separator armors have high armor and low energy for melee weapon users
- Accelerator armors have a balance of armor and energy for ranged weapon users
- Manipulator armors have low armor and high energy for staff users
- Many new unique biome weapons
- More bows (and crossbows) for higher level hunting
- Many new thrown weapons of various tiers
- Defense Turrets have been massively improved and can be equipped with a variety of weapons for different effects
- ***Monsters***
- New monster type: large flying monsters
- New monster type: large aquatic monsters
- Many improvements to monster AI
- Birds less of a menace
- ***Survival Mechanics***
- Temperature has been replaced by a system of specific planetary hazards, which the player will need to unlock new technology to resist
- Hunger has been removed for now, replaced by an expansion of the cooking system with a variety of buffs (see below)
- New difficulty option to drop ores and other valuable materials on death
- ***Farming and Cooking***
- New crops
- Hundreds of new cooking recipes
- Cooked foods now provide a wide variety of buffs, with more elaborate recipes giving stronger effects
- ***Bug Catching***
- Bugs unique to each planet type now spawn across the universe
- Use the bug net to collect and display them!
- ***Wiring***
- Most lights in game can now be wired
- More interactable switches
- More sensors, switches, and logic gates
- Fixed lots of usability bugs with wiring
- ***Other Content***
- Many new status effects
- Many new costumes
- Many new biome furniture/object sets
- Many new block types
- Many (over 150) new underground microdungeons
- Many new toys and novelty items
- ***Performance Enhancements***
- Tile rendering
- Liquid processing
- Many other optimizations
- ***Miscellaneous Improvements***
- Specialty hotbar slots and keys for Matter Manipulator, Wire Tool and Paint Tool
- New font
- Keybinding GUI
- Character deletion option
- ***Modding Features***
- Items are now scriptable
- Status effects are now scriptable
- New Script Console functionality gives a client-side scripted canvas to build your own GUIs, games, or whatever you can imagine
- Many new Lua API bindings
- ***Server Features***
- Access to tile protection system, preventing modification of specific dungeon IDs
- Ability to set spawn point for a world
- Several other new admin commands
- rcon support
yeah and it made sense to create some armor that would handle freezing temperatures.The temperature thing was actually one of the features I thought were interesting.
instead of focusing on creating proper sandbox they create megaman linear progression.
instead of focusing on creating proper sandbox they create megaman linear progression.
???
Megaman is famous for being pretty much the only sidescrolling platformer that isn't linear. Particularly after the first few games, when you could revisit stages to get things you missed on alternate routes. Acquiring the weapons isn't a linear progression either, getting homing missiles isn't the same kind of improvement as acquiring a flamethrower.
That's what happens when your dev team is made up of young retard snowflake hipster artists instead of competent and experienced programmers and game designers. They have no idea what they're doing, aside from marketing and damage control.Why the fuck would your first thought after playing Terraria be "I need to recreate that feeling of upgrading silver armour to gold armour!" instead of "I need to recreate that feeling of discovering an item that lets me double jump for the first time!"?
So basically every big developer today. There is absolutely zero ability to learn from past examples.That's what happens when your dev team is made up of young retard snowflake hipster artists instead of competent and experienced programmers and game designers. They have no idea what they're doing, aside from marketing and damage control.