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Author Topic: Starbound - We have lift off.  (Read 945235 times)

Flying Dice

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Re: Starbound - We have lift off.
« Reply #4215 on: December 07, 2013, 01:33:55 am »

There are supposed to be more racial differences down the road, too.


@Whoever is going to try to stash their stuff so they aren't required to do all the annoying bits of the grind over: You don't have to make a backup of the whole universe file. You can search for planets you've visited/made changes to with their coordinates within the universe folder.

Potentially this also means that it could be very easy to share things like challenge maps; all you'd have to do would be build the thing in your game, save, and upload a copy of that world's file. Anyone who wanted to play it could just download the file, drop it in their universe folder, and be able to warp over and play with what you've built. Theoretically, of course, but I don't see why it wouldn't work, provided the creator's and user's versions are compatible.
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Max White

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Re: Starbound - We have lift off.
« Reply #4216 on: December 07, 2013, 01:39:37 am »

So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...

Seriyu

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Re: Starbound - We have lift off.
« Reply #4217 on: December 07, 2013, 01:40:50 am »

I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Jacob/Lee

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Re: Starbound - We have lift off.
« Reply #4218 on: December 07, 2013, 01:45:15 am »

Yep. All the bandages. Take your axe to a bunch of those giant fiber trees and make tons and tons of bandages. They've taken me through the boss, reaching the bottom of a planet, and multiple times all the way around others. Red combat stims a few times, too.

Elephant Parade

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Re: Starbound - We have lift off.
« Reply #4219 on: December 07, 2013, 01:48:45 am »

I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?
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GlyphGryph

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Re: Starbound - We have lift off.
« Reply #4220 on: December 07, 2013, 01:52:21 am »

I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?

Burn him!

They are perfectly fine as is, imo. Burgers are way better anyway.
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Elephant Parade

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Re: Starbound - We have lift off.
« Reply #4221 on: December 07, 2013, 01:53:41 am »

I finally walked all the way across a planet! The secret is bandages. Lots of bandages.

I also found a chef hat.

Bandages really need a nerf; something like Terraria's potion cooldown, maybe?

Burn him!

They are perfectly fine as is, imo. Burgers are way better anyway.

Beds are also great, but you have to clear a space.
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Max White

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Re: Starbound - We have lift off.
« Reply #4222 on: December 07, 2013, 01:55:13 am »

God dammit... The skeleton dragon got stuck in a wall... Right in my teleport point. Every time I try to teleport down I get hit and instantly die.

Flying Dice

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Re: Starbound - We have lift off.
« Reply #4223 on: December 07, 2013, 01:56:01 am »

I've got a stimpack merchant spawner sitting in a chest, but haven't used it because I horde stims like no tomorrow.


Man, this though:

Quote
Potentially this also means that it could be very easy to share things like challenge maps; all you'd have to do would be build the thing in your game, save, and upload a copy of that world's file. Anyone who wanted to play it could just download the file, drop it in their universe folder, and be able to warp over and play with what you've built. Theoretically, of course, but I don't see why it wouldn't work, provided the creator's and user's versions are compatible.

I'm getting sort of hyped again, because once things have stabilized it'll mean I can easily make and transfer around a murderdungeon platforming area.

On a related note, now that I've had a chance to reflect, I actually really like the way they handled the techs. The current setup forces you to choose which one you're going to use before you're actually in a fight, while allowing you to switch up your choice in platforming sequences, in addition to choosing a loadout before you beam down, at least once you have >4. I really, really like the apparent intent behind that, because it adds a surprising degree of thought to the hacky-slashy-shooty-platformy action, by giving you a bunch of different tools to solve the problems thereof and letting you have at it. As it stands it's one of the most freeform aspects of the game.
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Sean Mirrsen

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Re: Starbound - We have lift off.
« Reply #4224 on: December 07, 2013, 02:24:22 am »

In response to their latest bout of intended changes, I have to ask: why lose the 100 planet levels?

It's just losing the fidelity of the difficulty level in favor of a generally same difficulty across a sector.

Why not have, for instance, a level 1 planet be a Tier 1 planet with all Easy monsters? A level 2 would have very rare Medium monsters deep down to keep you on guard. A level 3 would have a little more Mediums, a level 5 would be mostly Mediums with a mix of Easy and Hard monsters in places, an 8 would be all Mediums and Hards, and a 10 would have all Tier 1 Hards, with an occasional Tier 2 Easy thrown in, for some out-of-depth challenge and a chance of good loot. Then continue the progression for the next tier, and so on. I think it'd be better than what they're aiming for right now.
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Knight of Fools

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Re: Starbound - We have lift off.
« Reply #4225 on: December 07, 2013, 02:32:06 am »

So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...

That's so awesome. I hope you can't accidentally kill those people. I'd be so paranoid.

I tried sticking a chef spawner I found in the 3D printer, and it just disappeared. Sad day.
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alway

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Re: Starbound - We have lift off.
« Reply #4226 on: December 07, 2013, 02:47:06 am »

So I set up a Tool Spawner in my ship. A floran merchant came out who sells Rope, Flairs and Bombs. Her quote when I walk near her is "Floran hope you not die!", its adorable! She is talking to another crewmate right now...

That's so awesome. I hope you can't accidentally kill those people. I'd be so paranoid.

I tried sticking a chef spawner I found in the 3D printer, and it just disappeared. Sad day.
You can accidentally kill them; I lost the doctor merchant by accidentally knifing him once.
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Neonivek

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Re: Starbound - We have lift off.
« Reply #4227 on: December 07, 2013, 02:53:32 am »

Ok on killing the UFO... You want to build a tower of "Wood platforms" (Wow has Terraria prepared me for this) and have a weapon from the level 10 planet (meaning it has peirce 15)

Now... your armor should be full silver ANYTHING LESS means tons of damage.

And just have about 20 bandages and the UFO should be in the bag.
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Elephant Parade

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Re: Starbound - We have lift off.
« Reply #4228 on: December 07, 2013, 02:57:44 am »

Ok on killing the UFO... You want to build a tower of "Wood platforms" (Wow has Terraria prepared me for this) and have a weapon from the level 10 planet (meaning it has peirce 15)

Now... your armor should be full silver leather ANYTHING LESS means tons of damage.

And just have about 20 bandages and the UFO should be in the bag.

Fixed.
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Skyrunner

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Re: Starbound - We have lift off.
« Reply #4229 on: December 07, 2013, 02:57:59 am »

Aww, starbound's getting a character reset soon :o
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