It’s been a busy week and a half since our last bugfix update. While the artists have been forging ahead on content for the next major patch, we programmers have been going through lots of user feedback, stomping out bugs, and cleaning up a few annoying problems that have been on the To Do list for too long. These are the changes we’re pushing to the Unstable branch, which should hit stable after a few days of testing to make sure nothing breaks.
<*>Crafting and inventory windows can be closed by pressing the key or activating the object that opened them
<*>Crafting (and other interfaces) close when you are no longer near the object
<*>Interacting with objects now requires the player have line of sight to them. <*>This means that you cannot sit in chairs, flip switches, or use crafting stations through walls.
<*>Add race-specific craftable storage lockers, accessible from the Robotic Crafting Table.
<*>Fix bug with Erchius Horror causing beams to deal damage in areas different from the visual beam positions
<*>Fix bugs with Targeted Blink which allowed blinking through walls and could result in players being thrown outside of the world. Any characters previously broken by this bug should be usable again.
<*>Fix bugs with server banlist functionality
<*>Fix ‘Not allowed to discard stack when locked’ crash when moving items to/from containers
<*>Fix bug causing servers not to display error messages for some crashes
<*>Support user specific username/password login for servers
<*>Bow tooltips now display damage and energy cost
<*>Container tooltips now display storage capacity
<*>Penguin Bay will now tell players to come back later if no quests are available
<*>Most beds allow players to sleep more comfortably, without armor
<*>More changes to human armor designs, some old designs now available as cosmetic items
<*>Capes now craftable on spinning wheel
<*>Foods that poison/burn you won’t do so for as long
<*>Fix appearance of tents while in use
<*>Fix hand positions of a few items
<*>Make Red Dye craftable to facilitate quest
<*>NPCs spawned on the ship from spawner objects will have clothes again
<*>Human Prison dungeons shouldn’t spawn without shield generators
<*>Add less obtrusive graphics for wire nodes
<*>Fix a few bugs with the custom signs including frame numbers for wired signs and light colors
<*>Added some music tracks and ambience to biomes that were missing them
<*>Added /whereis and /whereami commands to display players’ celestial coordinates
<*>Make Steel Platforms craftable
<*>Make Alien Wood placeable
<*>Various improvements to cat AI
<*>Fix a bug where sounds would build up while invisible, then play all at once
<*>Restore suffocation warning sound
<*>Better loot in microdungeons
<*>Fewer lights in microdungeons
<*>Back items are no longer stackable (for consistency with other armor types
<*>Fix invisible sun
<*>Fix consumable/weapon items ‘queueing’ when switching slots during windup
<*>Add biome parallaxes to some mission dungeons
<*>Lots of tiny changes to descriptions, graphics, object orientations, etc.
Winter Update - Bug Fixes
Hey all!
As many of you have noticed, we’ve released several small updates to the Stable branch since last week’s big patch. These have mostly been bug fixes, but since a lot of people have asked for a changelog, here it is!
Fix a crash when trying to keybind unrecognized keys
Fix masking on headband for avian beaks
Fix a button position overlap in sign store GUI
Fix border detection on adjacent signs
Fix some bugs with cat AI
Fix exploit with Dreadwing not properly aggroing player at long range
Change default ‘hide interface’ binding to avoid overlapping with Steam screenshot key; now uses Alt + Z
Update a few more human armor designs
Alien biomes now properly apply radiation status
Fix scrollable list widgets starting at bottom
Fix reversed alphabetical sorting in songbook
Fix a crash due to inconsistent animation sorting in networked animator
Change a number of container sizes to better match their object sizes
Fix a 32 – 64 bit compatibility issue
Fix bug with servers not properly clearing temporary files
Fix a few other miscellaneous server and client crashes
After many months of work the winter update has finally been released. It contains more changes than we can list but below are some of the most obvious updates.
**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
As Tiy mentioned in his last post, we’re now back in the office after a refreshing holiday and back to work preparing for a stable update. Hooray!
There are a few things that we need to address before the update will be ready. One is, of course, bug fixes. We’ve been looking at your feedback and bug reports over the break, and this week I’m focusing on working through as many of these miscellaneous issues as possible while we get up to speed. Today I cleaned up a number of annoying things with staves and bows, such as: players being forced to walk/stand when cycling weapons, right click charging but not firing, being able to charge (and being forced to walk) without energy, etc. I’m hoping to get through most of this rapidly shrinking issue list by the end of the week.
After that we’ve got a few large-ish but clear tasks. We need to balance the effectiveness of armor against very high and low rate of fire weapons. Kyren will be doing everything she can to improve performance for both servers and clients. Omni will be fixing the parallax transitions between layers. Artists are adding more micro dungeons and miscellaneous content to improve variety of exploration, particularly underground. If we have time, we’d also like to add a key binding GUI and possibly some form of planet bookmarking or teleportation. Once all that’s done, we can finally update the stable branch, and move on to more new and exciting features!
For the past week and a half, a bunch of us have been busy adding many more microdungeons to the game.
These will be small to medium sized areas that you’ll discover while exploring beneath the surface. Right now we have about 100 of these microdungeons prepared for implementation. Here’s a few examples:
This last week programmer Healthire and I have been working on another new boss for the next update. I don’t want to show too much, but let’s just say you battle this one a bit differently compared to other Starbound bosses.
That place looks familiar. Where could this battle be taking place? You can play through this when it’s completed in the next stable patch, or you can take a sneak peek in the nightly right now.
Until next time!
<3
Server exploit disclosure (2 vunerabilities, workarounds and fixes available)
A vulnerability has been discovered in the Starbound server executable that allows writing non-arbitrary data to an arbitrary file that the user running the starbound_server executable has permissions to write to.
The mechanics of this vulnerability involves incorrectly validating sector names from the client.
This vulnerability affects versions Enraged Koala and lower. It is fixed in the current unstable and the current nightly. To workaround this issue run the server under a heavily restricted user account. Unfortunately, it is still possible to denial of service attack a server using the workaround. Thanks goes to members of the ##starbound-modding IRC channel for bringing this issue to our attention.
A vulnerability has been discovered in the Starbound server executable that allows players to gain admin privileges if they have been in the same area as an admin user.
The mechanics of this vulnerability involves cloning the uuid of the admin player.
This vulnerability affects all current versions; however, has been fixed in our repository and any nightly version dated after Jan 9 should be immune. To workaround, un /admin yourself before logging out. If you have logged out as /admin the last time you logged out, simply log in and un /admin yourself and log out. This exploit only functions if were an admin the last time you logged out or you were an /admin the last time an automatic store was running and haven't logged out yet.
To find out if you are currently an admin you may type: "/whoami"
More specific technical details will be forthcoming after the next stable update.
Winter update [UNSTABLE] Edition! ~*The More You Know*~
Hey there!
We pushed the changes mentioned in our recent trailer to the unstable branch last night– 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:
<*>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)
We’ll keep everyone posted as we make more updates and plans evolve, but thank you all for being so patient! Have fun!
---
Tiy also did an AMA on the Starbound subreddit last night answering lots of questions about development and the unstable update, so be sure to check that out. :)
Hope you all have a nice weekend and a lovely holiday. <3 :)
When Starbound’s overall balance structure was first established, humanoid NPCs weren’t really a primary consideration at the time, nor was PVP, so the game was largely balanced based around the damage between players and the monsters. While this system was fine at first, it has been the root cause of much difficulty in balancing humanoid NPCs who were primarily balanced to fight against the player and got absolutely trashed by monsters, which was a problem, especially with our growing focus on missions. This necessitated a rethink of how everything was balanced.
To that end, Tiyuri and I, have gone over almost everything with a fine-tooth comb. Here’s a brief overview of the biggest changes.
- NPCs now use armor, so damage inflicted on them is reflective of their armor. Additionally their health now scales on a curve similar to the player’s.
- Damage values across the board have risen. Monsters now die more easily, but they can also kill the player faster too. Fight carefully!
- The energy scaling curve on guns has been completely reworked for a more gradual and consistent climb.
- Tiered armors have been completely rebalanced to suit the new armor and energy scaling levels.
- Players now start off with access to two weapons from the offset, with most races gaining a one-handed shortsword in addition to their broadsword. The novakids gain a two-handed rifle.
- Generated weapon values now typically sit somewhere between the tiered weapons. Rare weapons may still potentially be more damaging, but this should help to keep tiered weapons useful all throughout the game’s progression.
It might not seem like much but these changes have involved a frankly exhausting amount of configuration, but it has transformed the game feel quite significantly. A pleasant side effect of this humanoid-centric rebalancing is that the game is largely balanced for PVP too, provided all parties have suitably leveled equipment.
Guns are more dependable weapons overall, but melee inflicts monstrous damage for those willing to take the risk. In our testing, we found ourselves having heated 1-on-1 exchanges, rapidly alternating between ranged sniping and clashing swords when our energy reserves were locked away. It was both frantic and fun! I’m looking forward to seeing what you guys make of it.
In my recent post, I mentioned that we’d soon be uploading a trailer highlighting some of the biggest changes we’ve made to Starbound since the last stable build. Without further rambling, here it is!
https://www.youtube.com/watch?v=4Sz2zr3pZEo
As Tiy noted yesterday on Twitter, we’re trying to push these updates to the unstable branch next week and, depending on how that goes, pushing them to the stable branch in January.
Katzeus at Starbound has done an awesome job summarizing most of the changes here.
Thanks again for your continued support and patience. :) Enjoy the trailer!
In my recent post, I mentioned that we’d soon be uploading a trailer highlighting some of the biggest changes we’ve made to Starbound since the last stable build. Without further rambling, here it is!
https://www.youtube.com/watch?v=4Sz2zr3pZEo
As Finn noted yesterday on Twitter, we’re trying to push these updates to the unstable branch next week and, depending on how that goes, pushing them to the stable branch in January.
Katzeus at Starbound has done an awesome job summarizing most of the changes here.
Thanks again for your continued support and patience. :) Enjoy the trailer!
What a week it’s been. I found myself tasked with examining and improving overall game balance. For a game packed with randomized elements that has undergone some pretty significant changes in the combat system, this proved a bit of a long-winded process that involved a lot of convoluted spreadsheets. These changes involved addressing the way damage from weapons and monsters scales up across the tiers, along with health scaling on enemies. It seems to be shaping up pretty nicely so far.
One of the biggest changes to hit has been the implementation of a new energy system. The team has been aware for a good while that the guns were in need of attention. The biggest problem was that players didn’t really have a lot of options beyond burning through all their energy while shooting, and then would be left waiting an obnoxiously long time before their bar refilled enough to be of any use. With balance being a key focus at this time, it seemed a good opportunity to address it.
The biggest change is how your bar regenerates energy. Rather than a slow and constant regeneration like the one you’ve likely experienced in our stable build, the regeneration will now only kick in if you haven’t used your energy for a few seconds. To compensate, the regeneration is much faster than it was before, restoring your full energy in just a few seconds. No matter how big your energy pool gets, it will take precisely the same length of time to refill, effectively giving you both more shots and even more energy per second.
This new system doesn’t come without risks however. If you use your energy without allowing it to time to refill, completely emptying it, your bar will lock during its regeneration cycle, restricting you from using energy in any way shape or form until it has completely refilled. This means you will not be able to fire your guns, nor use energy-based techs.
The general consensus among the team so far is that new system feels much better than the old one. It opens up opportunities for strategic play and encourages players to be mindful of their reserves. In the wake of this change, my next task is to rebalance energy levels across armors. That’ll be fun!
In any case, that’s it from me. Have a nice weekend folks!
Recently, we made a change to how the nightly manages its current working directory (to make managing servers more sane, to make launching the command line utilities less mysterious, and generally have less spooky action at a distance, and to potentially support multiple profiles in the future), but unfortunately, that change broke the launcher. I’ve worked for a few hours and found that there seems to be no good answer to our problems without reverting the changes we made, and we can’t really justify reverting those changes.
As mentioned, the root issue is now that we’ve made changes the launcher has the wrong working directory. In order to fix that, I had to move the launcher to the proper location (or do a change to the working directory for the starbound executable, which is what the change was originally intended to prevent.)
Eventually, we decided to move the launcher to the same directory as the executable, but now it’s screwing up because Steam wants it to be in the same location as the current stable.
We can’t change launch paths by branch, it’s set per depot, not per build. We’re sending in a support request to Valve on the matter. It might be as simple as “just add another launch option that’s valid on the other builds, but invalid on the stable, and it will try them all.” And I’m hoping it’s that simple. But it’s not something that I want to test out right now without knowing for certain.
So what does this mean to you?
The nightly on Windows and OSX (OSX was broken as well by the same change, even though it doesn’t use the launcher), you will need to launch the executable directly, rather than through Steam, until further notice.
Evening! So in preparation for the next stable update, we’ve been arranging things so that quests and missions all work together as part of a functioning progression. For my part, I’ve been rebalancing the several missions in the game so that they are as challenging as they need to be for when you reach them.
What is the context of this dismal cavern? You’ll have to find out for yourself!
It’s all coming together! If you haven’t already seen, we’re gathering lots of quickfire feedback for the current nightly build to see how people are finding it. Hit us up if you’d like to chip in!
Hey there! Things have been relatively quiet on the blog recently, but very busy in the office. Lately I’ve spent most of my time helping kyren improve the way we configure biomes and planetary layers. This is necessary for ocean planets, but will also facilitate a lot of other cool stuff in the future. I’ll be able to talk more about that when it’s closer to finished. This evening I took a little break to put Supernorn’s bioluminescent plants in the game. They’ll be getting their own biome soon, but I thought they looked nice enough to warrant a screenshot of the progress:
Despite repeatedly getting sidetracked to tackle other tasks, we now have over 120 functional food items and recipes that the player can discover in their travels, and that’s just in tiers 1-4! You will typically receive one or two basic recipes upon collecting a new ingredient, and then you can earn more by spending some time preparing these items. Even the most unassuming recipe may eventually lead you to something particularly potent, so if you want the best food buffs you’re going to want to spend some time with your cooking table.
One of the more unusual concoctions I’ve particularly enjoyed playing with is a drink that imbues the player with great bounciness. When under the effects of this buff, you are completely immune to falling damage, your jump power increases by 25% and you bounce when you impact any surface. It can be a bit hard to control if you’re in a particularly rough patch of terrain, but if you can time a jump the moment you hit the ground, you can bounce higher and higher. This is especially fun when combined with the double jump tech!
https://www.youtube.com/watch?v=0KlrpuEo0eI
Combat practical? Perhaps not. But it sure is fun!
A year ago today, we launched Starbound on Steam Early Access to more love and support than we could ever have anticipated.
Starbound’s development has had its ups and downs (as all game development cycles do!), but we’ve been able to work far more efficiently together since settling into our little office space. We’ve been super hard at work on a very large update that changes and expands upon the progression system and it’s nearly ready for unstable.
If you’ve been keeping track of our updates and the nightly build, you’ll have seen just how much has changed since the last stable update. If not, never fear! In lieu of 10+ pages of text outlining all the changes, we’ll be posting a trailer next week highlighting all the biggest features we’ve added to the game. In the meantime, Katzeus at Starbounder has neatly summarized most of the changes here.
We really can’t thank you enough for your continued patience, feedback, supportive messages and contributions to the community. :) I know a lot of you have been waiting aaaages for a stable update before diving back into the game, but I think you’ll find the wait worth it. :D