Evening folks!
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.
Evening, everyone!
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!
Alpaca in spaaaaace!
Alien Alpaca packin’!
Alien Alpaca jumping sweet jumps!
Alien Alpaca playing video games and cooking!
Alien Alpaca taking a breather!
Alpaca in spaaaaaace!
Evening folks!
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.
Evening, everyone!
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!
Alpaca in spaaaaace!
Alien Alpaca packin’!
Alien Alpaca jumping sweet jumps!
Alien Alpaca playing video games and cooking!
Alien Alpaca taking a breather!
Alpaca in spaaaaaace!
What do you add to the game that has everything? Starbound’s procedural approach to space makes every planet a unique snowflake in an infinite sea of stars. Evidently, developers Chucklefish don’t think that’s enough and the next hefty update contains all manner of new content. There’s bowling, basketball bug catching, a new playable race, personal ship AI that can take on the appearance of a doltish golden horse, ship upgrades, a new tech system and loads of other bits and pieces. The video below shows all manner of new stuff and has managed to convince me that reinstalling when this goes live would be a fine idea.
After a strong release at the start of the year, things went rather quiet for Starbound. Rather than periodic large updates, the team settled into an opt-in 'Nightly Build' format for those who really wanted to see what the "Early" in Early Access could mean. That work is now culminating in a massive Winter Update to the more stable beta build of the game.
For those not keeping up with the Nightly Builds, it should be a dramatic shake up of the game. The above trailer outlines some of the major changes, from new blocks, items and enemies, to a new, fuller combat system.
The update is due to be pushed out to the game's Unstable branch next week, with the Stable build release scheduled for January.