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Starbound Update 8.1 (Furious Koala) *Cracked*

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Originally uploaded by [url=http://thepiratebay.se/user/Nyan1337/]Nyan1337[/url] --- [quote][b]Changelog for v. Furious Koala 26/01/2014[/b] 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. [b][u]Code Changes[/u][/b]: [list][*]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“).[/list] [b][u]Fun Changes[/u][/b]: [list][*]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 [/list] We look forward to hearing what you think about the patch. It was a very big one this time around.[quote]

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