Starbound

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Lee
 
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Re: Starbound

Postby Lee » Tue Jan 14, 2014 10:48 am

Heya! Long time no front page post.

After taking it easy over the holidays, we jumped straight into preparing the next patch. The reason it’s taking awhile? Bug fixes. Bug fixes everywhere. They can be a little slow-going and unpredictable, but I think you guys will find the improvements worth the wait!

We’re still working on a few things, so you can expect the patch in about a week’s time. Not all patches are going to take this long, of course. :)



Fixes:

.ds_store issue affecting OSX 9.1 users (A bug where Finder created an invisible file called .ds_store in the player folder which caused the game to crash).
A number of character creation/selection screen crashes related to loading corrupted save files
An issue that could prevent the launcher from starting (MSVCRT.dll)
DirectX crash bug (303 bug)
Several memory leaks, including the slow-but-significant server memory leak a lot of people were experiencing and GUI memory leak
Fixed a crash bug related to GUI controls
Reduced memory load of FTL animation
.abc files with comments no longer crash the game, plus various .abc fixes as far as key signatures/timing
A number of issues with players spawning underground
A bug where players spawned outside the ship if they’d previously saved the game while in the Captain’s Chair
Right shift key was not working as a shift key, now it is
An issue tech slots were unusable under certain conditions
Wiring system fixes– wires are rendered below UI elements, wires no longer break when crossed into an unloaded sector
Added image metadata caching, improved assets caching
Added a jeep mech that was supposed to have been in the last patch, but had mysteriously gone missing!
Object flipping issues
Sped up the crafting window
Fixed a sound issue that occurred after many concurrent weapon hits
Characters no longer blink while sleeping in beds
Assorted minor performance improvements


Additions:

New game modes! Permadeath and drop-everything-on-death modes.
Revolvers, pulse rifles, hand grenades, shivs, Floran needlers, Floran thorn hammer
Human guards now wear soldier uniforms
More decorative hats! Yay, hats!
More random encounters
Possibly more content, if it’s finished on time!


Of course, there’s also the highly anticipated/possibly feared final character wipe– this patch contains a fix for save files so after this, you won’t need to worry about our patches destroying your characters or ships. This patch will wipe everything– characters, ships and worlds. It will definitely be the last time we’ll need to wipe characters or ships, and will hopefully be the last time we’ll need to wipe worlds. This explanation from Kyren should help clarify things a little:

“The problem is that the organization of planets may change so if they go muck with a planet, how do we put it in the celestial map? Or if they build on a biome we remove, or something. So no promises, but we’ll try. But promises on the player / ship.”

I hope that clears up a lot of your questions and concerns about the upcoming patch and wipe– I’m just as excited as you guys are. :)
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DjchunKfunK
 
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Re: Starbound

Postby DjchunKfunK » Tue Jan 14, 2014 1:56 pm

Hmm if this is going to be the last character wipe then I might jump back in.
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Re: Starbound

Postby eVoL » Tue Jan 14, 2014 2:02 pm

Thank fook theyve fixed the server memory leak!
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Re: Starbound

Postby Snowy » Wed Jan 15, 2014 9:18 am

My poor toon :cry:

Back to square 1 again? Ah well...
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Lee
 
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Re: Starbound

Postby Lee » Wed Jan 15, 2014 10:46 am

I would like to think this is the last wipe but I can think there will be more as more stuff gets fixed and added.

I haven't really checked their forums but can't you just play in the older version like what you could do in Minecraft if your favourite mod packs were broken. Obviously more problematic if you want to do multiplayer of course.
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Re: Starbound

Postby Snowy » Wed Jan 15, 2014 1:14 pm

[quote="Chucklefish]This patch contains a fix for save files so after this, you won’t need to worry about our patches destroying your characters or ships. This patch will wipe everything– characters, ships and worlds. It will definitely be the last time we’ll need to wipe characters or ships, and will hopefully be the last time we’ll need to wipe worlds[/quote]

This makes me hopeful that this will be the final wipe, and that characters will be able to be retained and used locally henceforth.

I shouldn't be too upset, I got to top-tier and then stopped playing as there was nothing more to do but explore.
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Re: Starbound

Postby HSWDragon » Tue Jan 21, 2014 1:08 pm

So I don't know whether to put down this distress beacon or not, I'm rather scared and I don't know if i'm well equipped enough or not. Any tips guys?
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Re: Starbound

Postby eVoL » Tue Jan 21, 2014 2:01 pm

It looks harder than it is when it comes. Man up.
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Lee
 
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Re: Starbound

Postby Lee » Tue Jan 21, 2014 2:42 pm

It's been nerfed hasn't it? Took ages to beat it with a crappy melee sword. So get a gun ,if not make some platforms as the fucker never comes down close enough to hit it. The other mobs are dead easy to deal with.
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Re: Starbound

Postby HSWDragon » Tue Jan 21, 2014 2:58 pm

eVoL wrote:It looks harder than it is when it comes. Man up.


:lol: Suppose I should after all!

Lee wrote:It's been nerfed hasn't it? Took ages to beat it with a crappy melee sword. So get a gun ,if not make some platforms as the fucker never comes down close enough to hit it. The other mobs are dead easy to deal with.


I've been looking all over for a gun. SImply can't find one.
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Re: Starbound

Postby Adalaar » Sun Jan 26, 2014 8:27 pm

Big post

New patch came out today and it's massive change log:

Changelog for v. Furious Koala 26/01/2014

Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:

Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
Related, we now have a proper versioning system for save files.
Added difficulty levels and permadeath characters to the game.
Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution.
This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
Fix some graphical glitches with the wire nodes.
Fixed some pretty nasty deadlocking bugs with networking.
Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming)
Speed up improvements with falling sand and other projectiles.
More efficient databases storage layout.
Documentation for lua functions have been written, and we’re going to release them soonish.
Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
Other minor things, too numerous to list here (see “Info About the Upcoming Patch“).
Fun Changes:

It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.
All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
New Monster attacks (gravity slam! gust attacks! other stuff!)
Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
We’ve put in new Techs (such as a Glitch Mech).
New biome type enabled. Savannah.
Boss Lore!
No more eating bandages and stims, they have their own thing now.
Better, more featureful .abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)
Made NPC chatter more configurable and slightly more varied.
Added new objects (such as lava biome treasure chests).
Added new items (like nightsticks and bonesaws).
Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds.
Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.
Viking helmet? Viking helmet.
Watch out for landmines.
Various changes to treasure drop pools (like Avian Guards actually dropping their guns…)
Minor tweaks to existing armors to make them look better.
Medieval Furnace now actually acts like a Furnace. (Rejoice).
Graphical upgrades to some existing plants, and new plants.
Lots more secret stuff! :OOO
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Re: Starbound

Postby DjchunKfunK » Wed Feb 05, 2014 5:10 pm

New post on the future of Starbound.

The future of Starbound

The following is a collection of some of the broad changes coming to Starbound in terms of progression. Not included are smaller self contained features like ship upgrades, vehicles and so on.

Progression

As it stands, almost the entirety of the progression in Starbound is temporary. Built quickly to enable some basic gameplay during beta.

The final game will be structured differently.

The current 10 tiers of gameplay will all play out on the same Starmap, with each tier introducing hazards that can only be overcome by progressing through the previous tier and completing a mission at the end of each tier.

To access a mission at the end of each tier you need to obtain a certain number of pixels.

An example of this progression would be:

Play through tier 1 and gain enough pixels too.. > access the tier 1 mission > fight tier 1 boss > gain oxygen tank tech > now able to access tier 2 planets with non breathable atmosphere


Obtaining Pixels

Obtaining pixels will be key to progressing through Starbound. To access the mission in each tier you must first gather a certain number of pixels.

Currently obtaining pixels in Starbound feels like a bit of a grind. Particularly given the pixel death penalty and the high cost of various pixel sinks. In large part however this is down to unimplemented features being missing.

In the finished game you’ll be able to earn pixels in a multitude of different ways, essentially allowing you to play through the game the way you want to play. If you’d like to become an intergalactic farmer, growing and selling crops, keeping livestock and so on. The farming feature will be fleshed out enough for that to be your means of pixel gathering. On the other hand, if you prefer to be an adventurer, taking quests and gaining pixels as rewards. That route is just as good. Perhaps you prefer to be a builder, charging npcs rent based on the quality of the homes they inhabit. A pirate, robbing towns and ransacking villages. A tomb raider, gathering rare artifacts.

There will be many different routes through the game, each just as deep and profitable as the last. Each will branch out and become more complex as the player advances through tiers, unlocks new technology and becomes more proficient in their chosen skills. Essentially we’re describing the gameplay equivalent of a tech/skill tree.


End game

So eventually you’re going to get through all of the missions, you’ll have the best gear and you’ll be looking for a new challenge. This is where sector X comes in. Sector X is a collection of planets in which PVP is enabled by default and players battle over controlling various planets. To take part in the battle you first have to form an organisation (in game), which gives you access to a space station shared by other members of your organisation. The space station doubles as a ship that any captain in the organisation can control and is constructed from blocks and objects for full customization.

The PVP in this sector is entirely optional, players choose whether or not to attack each other or work together. Monsters, quests and events will be strong enough to be challenging even with the best tools in the game. And in game events, invasions and so on will keep the experience fresh.


Director Mode

On top of sector X, one major part of the replayable content will be director mode. Director mode exists within a separate Starbound client that allows admins to connect to their servers with a range of new tools built to control the action for their players. Admins in director mode (there can be multiple), will be able to spawn blocks, items, monsters, npcs at will. Take direct control over them, have them speak and interact with players. Essentially director mode allows admins to take on a similar role to that of a dungeon master in D&D, creating scenarios and stories on the fly to ensure players never have the same experience twice.


User made mission sharing

Using in game wiring tools players will be able to create their own mission maps and challenges that can be shared with other players. Custom missions installed on a server will be available to all players at any point and will function as instances. Parties will be able to enter these instances together as many times as they like.


Mod support

We’ve taken steps towards better mod support recently with the implementation of a .pak file system. Essentially condensing an entire mod into a single file. We’re not far away from also implementing a system for servers to share these pak files with clients on connect. This will allow mod authors and server admins to entirely overhaul the vanilla starbound experience for the players on their server.


Server security

We’re implementing a range of security checks to minimize cheating on a broad scale. But for admins that desire absolute security we will also eventually be implementing server side characters, including server side accounts and the option to require a new character the first time a new player connects. We want to empower server admins to create a unique experience on their server.


Update Schedule

Currently our update schedule relies entirely on waiting for engine updates to be finished before we are able to push any content updates to steam. After the next update we’re actually changing the way we work and separating content updates and engine updates. What this means for the end user is that content updates will hit several times a week instead of once every week/two weeks. The game will constantly evolve and you may find new things every time you log in.



The bit I have bolded will be great, if they pull it off. Moving to a weekly/bi-weekly update schedule for content is a good move.
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Re: Starbound

Postby DjchunKfunK » Mon Dec 15, 2014 3:16 pm

Chucklefish have announced a huge winter update that seems to be adding a whole load of stuff to the game. I haven't played this since it went into Early Access over a year ago as I wanted to wait until it had been released. It's still not out, but with all this new content it might be worth going back in.

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Re: Starbound

Postby Medicine Man » Sun Dec 13, 2015 7:40 pm

Combat update..


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Re: Starbound

Postby Medicine Man » Mon Apr 04, 2016 12:41 pm


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