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- The following is a small number of the changes coming in the next update. There's lots more and we're still working on it!
- * fix tier 10 chair alignments
- * Add piping tiles
- * Add ash weather
- * Added new weather sound loops
- * Added spacedust shower weather
- * Added fog weather
- * Improved variant < > lua handling
- * Added outpost, including large number of outpost npcs, items, objects, etc. Outposts serve as a central hub for buying, selling and taking quests.
- * Damage on traps tweaked
- * Agaran story arc additions
- * Added wind storms
- * Added ship upgrades, ships grow larger and unlock new technology
- * Added 'moon stone' ore, name will likely change
- * Improved songbook UI
- * Ship requires power and teleporter enabled before allowing beam down
- * New ship upgrade items
- * Added Agaran micro dungeons
- * Navigator remade and improved, shows far more data on planet conditions, more attractive UI
- * Network support for updating central structure in worlds
- * Added ember weather
- * Anchor block configuration support
- * Add spacejunk weather
- * Fix a number of object offsets
- * Added greenhouse random encounter
- * Fix Lua <-> C++ conversion with maps consisting of integers
- * Added shroom disguise hat
- * Ability to see planet sub biome from nav
- * Ability to see gravity on Nav UI
- * Ability to see weather on Nav UI
- * Ability to see hazards on Nav UI
- * All objects are now technically wire objects, allowing all sorts of object scripting/modding possibilities
- * Added giant floran pod object
- * Matter Manipulator graphic improved
- * Weather easier to configure and add new weathers
- * Added giant pod 2 object
- * Weather is now client controlled
- * Fix edge case array assignment in c++ lua api
- * Fix damage poly rotation in rotated projectiles
- * Massively revamped combat
- * Massive number of monster changes, vast number of new attacks, new behaviours, new knockback and physics
- * Monster attacks now based on the visual parts of the monster
- * Monster palettes now configurable on a per biome basis
- * New giant flying monster types
- * Massive number of weapon changes, ability to block and parry, aimable swords
- * Massive number of shield changes, guard crush mechanic
- * Added Staff weapons for sci-fi style 'magic'
- * Touching most monsters no longer hurts the player
- * Added a way to access the stage of a farmable via lua
- * Added case insensitive option to regexMatch, case sensitive by default
- * Added treasure underground biome
- * Added new function to lua API to get item descriptor (not just name)
- * Fixed issue where Grappling hook sometimes causes a crash
- * Added ability to fine tune where and when biomes appear
- * Introduced an alternate way to specify a Rect variant
- * Items can now suppress movement whilst being used
- * made preview images flippable for asymmetric tiered doors
- * Added stun state to monsters
- * fixed sitting position in tier3chair
- * Add a lua-side poly collision resolver
- * Fully scriptable items with huge modding potential
- * Per Wulf_Oman and Mackinz on reddit, fixed some inconsistencies with fuel amounts
- * Added harvesting power to harvesting tools
- * Added lua bindings to fireable items
- * Fixed issue with deprecated information in certain shields
- * attacks adjust distance based on monster size
- * Guns are now scripted
- * New sword for cell cave minibiome
- * New crystal minibiome spear
- * Added heck knife
- * Added getLightColor to pair to setLightColor per modder request
- * Added coral breakables for coral caves
- * Added coral cleaver
- * Slime minibiome additions
- * Added homing missiles for monster usage
- * Added hive hammers
- * Added Shattergun weapons
- * Tons of new sound FX
- * Player now walks when moving backwards
- * New gravity range
- * zen garden underground minibiome
- * Added stingergun weapon
- * melee projectile offset now configurable from .monstertype
- * New monster spawning system
- * Monsters spawn differently at night
- * Monsters are now spawned differently underground
- * Big improvements to monster art
- * fix tier4door position
- * Admin authentication on login
- * Lots of projectile graphics improvements
- * Kicking and banning added amongst other admin commands
- * Added light globe launcher
- * Cell biome gun added
- * Added new cursors
- * Lua modding is possible now on Server Side commands
- * Monsters hop on the spot and make a sound to show they're aggroed (it's really cute)
- * Monster growls etc removed entirely, monsters now only make sounds when they do something
- * Added fixed camera mode
- * Draggable slider bars
- * Human hair accent colours configurable with underwear colour (Via Kawa)
- * Some human hair style changes
- * Added barren biome
- * Ability to spawn player directly into dungeons
- * Added a way of accessing the owner's aim position to the lua api
- * Added access to the image metadata database to lua
- * Make it so that you can specify collision blocks manually
- * Ship now has on board AI called S.A.I.L that guides player through missions, and handles ship upgrades amongst other things.
- * Expanded tutorial
- * Fix wire node selection bug
- * Better wire rendering
- * light source color is network aware
- * Almost all lights in the game can now be switched on and off via wiring
- * Add liquid sensor object
- * Added light sensor wiring object
- * Fixed up proximity sensor
- * Added the ability to control light pulsing/flickering
- * Random Guns now support powerProjectiles and (even better) config pass through
- * Selling interface
- * Massively improved forests
- * Make microwave flip appropriately.
- * New mission selection UI for prebuilt missions (not to be confused with quests)
- * Moon base missions
- * Sword damage poly changes
- * Combat music changed entirely, less annoying
- * New hylotl damage sounds
- * New avian damage sounds
- * New "Essential Bar" beneath player hotbar. Stores matter manipulator, paint tool and wire tool, with hotkeys
- * Ship reboot sequence
- * Matter Manipulator reboot sequence
- * Fix upgrade cutscene
- * Core fragment ore
- * Lots of UI changes and fixes
- * Add new 'Jupiter' music track
- * New unlit options on lighting
- * Teleporter enable sound
- * Item holster and equip sounds
- * Bones now cascade
- * Add harvest level system to tile damage
- * Drills, pickaxes and other mining tools now break permanently but have far greater power. Provide temporary mining boost.
- * Matter Manipulator can now be permanently upgraded and improved
- * Upgraded Matter Manipulator can now suck up liquids
- * Player death sounds
- * Large number of turret improvements, turrets now have item slot and will fire any gun equipped
- * Rebalance ropes
- * Rebalance hunger
- * Recipes now no longer require pixels for the most part
- * Ores and Bars are now dropped on death by default
- * Monsters can now have different spawn profiles (ability to create swarms etc)
- * New bow art
- * Rebalanced chests
- * Updated platinum art
- * Updated lots of art with colour blindness in mind
- * Massive change to how tiles are rendered, provides vast performance increase across the board
- * Iron furnace added
- * Diagonal doors added
- * Once a monster has been aggroed, it will attack again on sight
- * Fixed Girders
- * Added a bunch of new tiles/blocks/platforms/pipes
- * Redrew many human armors
- * Blocks can now give off light
- * Add mining chests
- * Added huge mysterious gates (give access to various hubs throughout the universe)
- * Added lots of Avian microdungeons
- * Added wilderness sword
- * Added Novakid species
- * Added Novakid armors
- * Added Novakid weapons
- * Added Novakid ships
- * Added Iron crafting table
- * Added ability to delete character from character selection
- * Added 'sci-fi anvil' (will be renamed)
- * Added 'sci-fi furnace' (will be renamed)
- * Added manipulator table
- * Added accelerator table
- * Added separator table
- * Added windchime item
- * Ability to add instanced worlds
- * Ability to add worlds that consist of only a dungeons
- * Objects and NPCs can now give quests
- * Quests can now require turn in
- * Shroom biome hammer
- * Revamping temperature system, player is now either 'too hot' or 'too cold', no sliding scale
- * Floran mission created
- * Ability to add on/off sound to lights
- * Fix medkit animation
- * Improved ores, bars and ingots
- * New smelting system more in line with crafting system, allows for smelting with multiple ingredients
- * Updated capture pod graphic
- * Massive change to the damage/projectile system, you should no longer see your projectile go through enemies
- * Massive updates to netcode to improve performance
- * Added ability to upgrade essential items
- * Added oil as a fuel
- * Mouse no longer renders during cinematics
- * Added unique enemies to moon base mission
- * Added large number of staves / spells for all different races
- * A vast number of balance changes
- * A completely new progression system, with branching options and more logical progress through the universe. Completely changes how the game is played.
- * Added dirt trapdoors
- * Added new starting planet biome, garden biome
- * Added rock items
- * Added large portcullis object
- * Added death warning and falling rock signs
- * Added trap chest
- * Added bone spikes
- * Added Acid light
- * Added cave art
- * Added skull torch
- * Terrain generation changes
- * Make caves less flat
- * Made system for finding a solar system that matches developer specific requirements more robust
- * More Floran creatures
- * Fix Human dagger graphics
- * Change starting planet size
- * Quest turn in indicators
- * Quest log UI updated
- * Added research table for discovering new crafting lines / for modders to add their own crafting lines to
- * Massive change to status effects opens them up for modding, gives them all the abilities of tech
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