Starbound - molly...gear?
Hello! We've been updating our development blog near-daily, and I've been reminded that we should cross-post some of our updates here. :)

It's difficult to fit several posts within the Steam Announcement character limit, so I'll try to make a habit of posting excerpts here with links to the full posts. You can also access these posts via Starbound's launcher!

We had a group chat about Tccoxon‘s procedural quests system. It’s just about ready for the team to start work on the many quests the system will pull from, hopefully we’ll have some further information to share on this shortly.

...

We also have another round of monsters to reveal! We’re proud to introduce the Yokat, Quagmutt & Toumingo



Continue reading on the blog!

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...
Work on vehicles has continued today, and we’ve been having some fun working on quests for the generated quest system. Also, Healthire implemented these little guys!



I’ll have more vehicle stuff to reveal next week, but for now, here are some cool monsters. :)



Continue reading on the blog!

---

...
Metadept has been working on alt weapon abilities, and I particularly like this shotgun vacuum. The art is placeholder, and the effect itself still needs some tweaking, but I think it’s a pretty great new way to annoy your colonists.



I’ve got more monsters to show you, too. Meet Crustoise, Wisper and Sporgus.

You’ve sort of already met Crustoise, as he made an appearance in Friday’s post, but I figured he deserved a proper introduction. Which one is your favorite?


Continue reading on the blog!

---

...
Kyren’s been doing a lot of work on the vehicles system, so we’ve got a newer/cooler version of the hover bike to show off. There’s still work to do, including damageable vehicles and keeping track of the damage status of vehicles.

(This gif is too big - click here to watch it!)

P.S- Happy Back to the Future Day!

---

We’ve had loads of stuff going on this week. GameCity starts today, so yesterday Harriet and Rosie went up to Nottingham to get us all set up with the help of our friends at Creeperhost! If you’re in the area, stop by and participate in Operation Colonisation and you’ll get a super cool penguin sticker. :D

Time to reveal some more monsters! Meet Squeem, Crabcano, and Smoglin!





Look at Crabcano go! He’s so adorably mad that you just kind of want to give him a hug and tell him to calm down – don’t do that though, because he will spit fiery rocks at you.

Continue reading on the blog!

Starbound - mollygos
Hello! We've been updating our development blog near-daily, and I've been reminded that we should cross-post some of our updates here. :)

It's difficult to fit several posts within the Steam Announcement character limit, so I'll try to make a habit of posting excerpts here with links to the full posts. You can also access these posts via Starbound's launcher!

We had a group chat about Tccoxon‘s procedural quests system. It’s just about ready for the team to start work on the many quests the system will pull from, hopefully we’ll have some further information to share on this shortly.

...

We also have another round of monsters to reveal! We’re proud to introduce the Yokat, Quagmutt & Toumingo



Continue reading on the blog!

---

...
Work on vehicles has continued today, and we’ve been having some fun working on quests for the generated quest system. Also, Healthire implemented these little guys!



I’ll have more vehicle stuff to reveal next week, but for now, here are some cool monsters. :)



Continue reading on the blog!

---

...
Metadept has been working on alt weapon abilities, and I particularly like this shotgun vacuum. The art is placeholder, and the effect itself still needs some tweaking, but I think it’s a pretty great new way to annoy your colonists.



I’ve got more monsters to show you, too. Meet Crustoise, Wisper and Sporgus.

You’ve sort of already met Crustoise, as he made an appearance in Friday’s post, but I figured he deserved a proper introduction. Which one is your favorite?


Continue reading on the blog!

---

...
Kyren’s been doing a lot of work on the vehicles system, so we’ve got a newer/cooler version of the hover bike to show off. There’s still work to do, including damageable vehicles and keeping track of the damage status of vehicles.

(This gif is too big - click here to watch it!)

P.S- Happy Back to the Future Day!

---

We’ve had loads of stuff going on this week. GameCity starts today, so yesterday Harriet and Rosie went up to Nottingham to get us all set up with the help of our friends at Creeperhost! If you’re in the area, stop by and participate in Operation Colonisation and you’ll get a super cool penguin sticker. :D

Time to reveal some more monsters! Meet Squeem, Crabcano, and Smoglin!





Look at Crabcano go! He’s so adorably mad that you just kind of want to give him a hug and tell him to calm down – don’t do that though, because he will spit fiery rocks at you.

Continue reading on the blog!

Starbound - Valve
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Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time
Starbound - molly...gear?
Happy Stable Update Day!

So much has changed in this patch, and most of it was covered in our unstable patch notes from the 17th. We’ve changed and added a few more things since then though and it won't all fit within Steam's character limit, so check out this blog post for known issues, a note on existing characters, and patch notes!

Also, check out the update trailer below! :)

https://www.youtube.com/watch?v=f6db4718sRY

<3
Starbound - mollygos
Happy Stable Update Day!

So much has changed in this patch, and most of it was covered in our unstable patch notes from the 17th. We’ve changed and added a few more things since then though and it won't all fit within Steam's character limit, so check out this blog post for known issues, a note on existing characters, and patch notes!

Also, check out the update trailer below! :)

https://www.youtube.com/watch?v=f6db4718sRY

<3
Starbound - contact@rockpapershotgun.com (Adam Smith)

A huge Starbound [official site] update landed last night. It’s a stable version, as opposed to the experimental opt-in nightly updates, and adds a host of new features. The most important is a set of systems to allow for the establishment of colonies. Build a house and people will eventually move in – a more luxurious house will attract a better class of resident. Tied into that are improved behaviours for all NPCs, who will now interact with objects and each other. They might warm their hands by a fire or fall in love. Stuff like that. The changelog is here, and there’s also a summary in text and video form. The video is below.

… [visit site to read more]

Starbound - molly...gear?
Hey everyone! There's a new unstable update... which means a stable update isn't far away! Yay! <3

I'm struggling to fit the whole changelog here with all of the formatting, so I'd urge you to check out the full post for a more complete list of changes, information about the unstable branch and a list of known issues.

We've also put out another unstable patch with fixes and new stuff!

Without further ado, here's a list of the major changes!

  • Colony System
      Colonize your worlds! Create a home, decorate it nicely, then place a Colony Deed to attract a tenant!
    • The type of NPC who moves in will depend on the type and quality of the home’s furniture and decorations. Decorating a room with several objects from the same theme (such as a biome or material tier) will attract a tenant themed to match!
    • Keep your tenants happy and they’ll periodically offer you gifts, some cosmetic and some very useful
  • New Outpost Store: Frögg Furnishings
      Sells Colony Deeds as well as a variety of furniture in many themes
    • The set of specialty furniture available will rotate each (out of game) day, so make sure you keep coming back to see the full selection
    • Each furniture set can be used to attract a particular tenant that fits its theme
  • Improvements to NPCs
      NPCs will now interact with each other and with many different objects in the world. Depending on their personalities they might get sad, excited, fall in love or do all kinds of different things in different situations!
    • Added many unique NPC dialogue options and updated some old ones
    • Further improved NPC movement and pathfinding
    • NPCs now switch between ranged and melee weapons in combat depending on their available energy, range, and whether they can reach the player
    • Groups of NPCs now coordinate in combat to attack from different positions and divide themselves between ranged and melee
  • Surface Biomes and Sub-Biomes (Tiers 1 - 4)
      Major visual improvements to background parallaxes
    • All biomes have several types of unique critters (60+)
    • Added a huge number of biome-specific microdungeons (450+)
    • Added many new biome-specific cosmetic armors and other items
    • Randomly generated monsters will now have color palettes that generally match the biome they spawn in
  • Universe and Planet Generation
      Redesigned terrain to be more interesting and varied across all world types
    • Reduced the number of open caves on the surface, improved cave blending
    • Greatly increased the number of dungeons that can spawn on worlds and prevented dungeons from overlapping each other
    • Added ores in the background layer
    • Improved the appearance of planets in the navigation screen to better indicate the biome and surface liquid, added some visual variety to gas giants
  • Challenge Rooms
      You can now find portals underground that lead to small instanced challenges. Defeat enemies, navigate dangerous traps or solve puzzles to earn great rewards!
    • Challenge portals disappear shortly after you enter, so you won’t be able to enter through the same portal twice.
  • Inventory and Merchants
      You can now sell items to most merchants for a portion of their value
    • Added an ore merchant to the Outpost where you can purchase raw materials at an inflated price
    • Added a third inventory tab for objects (similar to the materials tab)
    • Added a sort button to the inventory window to sort items into their appropriate tabs
    • Items will not be automatically picked up into the hotbar and materials and objects won’t be automatically picked up when their respective tabs are full
    • Added an indicator to inventory tabs when they contain new items
    • Added an animation to highlight newly picked up items when switching to a tab
  • Tools and Interface
      Wire and Paint tools are now unlockable modes for the Matter Manipulator and have clearer icons to indicate their functions
    • Inspection tool can now examine liquids, indicates when something is too dark to inspect, and doesn’t try to describe entities (such as monsters) that have no description set
    • Targeting will now prioritize monsters and NPCs at the cursor position, and won’t target passive monsters such as critters
  • Combat Changes (WIP)
      Rebalanced all damage and armor values for players, NPCs and monsters
    • Reduced the damage per level increase of weapons and added a bonus damage stat on all tiered armors, allowing weapons to stay viable for longer
    • All randomly generated melee weapons have fancy new sprites
    • Reworked monster skills and added a windup animation. These will be further expanded and rebalanced in the next update.
    • Reworked weapon projectiles, increased bullet speed, added elemental damage types. These will be further expanded in the next update.
  • Progression Changes
      Reworked the materials used for crafting progression, greatly reducing the total amount of ore required to advance through the game
    • Added various upgrade items which can be found throughout the world or acquired from quests, either whole or in pieces
    • Tech Card - can be crafted from Tech Chips, used to unlock new tech
    • Manipulator Module - can be crafted from Matter Module Components, used to improve your Matter Manipulator
    • Upgrade Module - used to improve utility items such as light packs
    • Improved many progression quests, but these will change much more in the future
  • Farming Changes
      Crops now require water to grow! Tilled soil will initially be dry and needs to be moistened by a watering can, rain, or by dropping water on it
    • At each stage of a crop’s growth, it will consume the soil’s moisture and need to be watered again to progress further
    • Keeping crops under too much water for too long will cause them to be washed away, so be gentle!
  • And More!
      200+ new objects and materials that can be bought, crafted or found in the world
    • Many changes to the Floran mission - Including a new boss
    • Improved chest loot and added improved graphics for standard and weapon chests
    • Added multiple upgrades for the lantern stick back item to improve its brightness
    • Racial flags can now be bookmarked as teleport destinations (but won’t enable you to teleport from underground)
    • Added particles and sounds to smashable objects and made many more objects (such as bushes and spikes) smashable
    • Reworked Status Pods to have more interesting and useful effects, including a chance to spawn ore or pixels

    ːSBpenguinː
Starbound - mollygos
Hey everyone! There's a new unstable update... which means a stable update isn't far away! Yay! <3

I'm struggling to fit the whole changelog here with all of the formatting, so I'd urge you to check out the full post for a more complete list of changes, information about the unstable branch and a list of known issues.

We've also put out another unstable patch with fixes and new stuff!

Without further ado, here's a list of the major changes!

  • Colony System
      Colonize your worlds! Create a home, decorate it nicely, then place a Colony Deed to attract a tenant!
    • The type of NPC who moves in will depend on the type and quality of the home’s furniture and decorations. Decorating a room with several objects from the same theme (such as a biome or material tier) will attract a tenant themed to match!
    • Keep your tenants happy and they’ll periodically offer you gifts, some cosmetic and some very useful
  • New Outpost Store: Frögg Furnishings
      Sells Colony Deeds as well as a variety of furniture in many themes
    • The set of specialty furniture available will rotate each (out of game) day, so make sure you keep coming back to see the full selection
    • Each furniture set can be used to attract a particular tenant that fits its theme
  • Improvements to NPCs
      NPCs will now interact with each other and with many different objects in the world. Depending on their personalities they might get sad, excited, fall in love or do all kinds of different things in different situations!
    • Added many unique NPC dialogue options and updated some old ones
    • Further improved NPC movement and pathfinding
    • NPCs now switch between ranged and melee weapons in combat depending on their available energy, range, and whether they can reach the player
    • Groups of NPCs now coordinate in combat to attack from different positions and divide themselves between ranged and melee
  • Surface Biomes and Sub-Biomes (Tiers 1 - 4)
      Major visual improvements to background parallaxes
    • All biomes have several types of unique critters (60+)
    • Added a huge number of biome-specific microdungeons (450+)
    • Added many new biome-specific cosmetic armors and other items
    • Randomly generated monsters will now have color palettes that generally match the biome they spawn in
  • Universe and Planet Generation
      Redesigned terrain to be more interesting and varied across all world types
    • Reduced the number of open caves on the surface, improved cave blending
    • Greatly increased the number of dungeons that can spawn on worlds and prevented dungeons from overlapping each other
    • Added ores in the background layer
    • Improved the appearance of planets in the navigation screen to better indicate the biome and surface liquid, added some visual variety to gas giants
  • Challenge Rooms
      You can now find portals underground that lead to small instanced challenges. Defeat enemies, navigate dangerous traps or solve puzzles to earn great rewards!
    • Challenge portals disappear shortly after you enter, so you won’t be able to enter through the same portal twice.
  • Inventory and Merchants
      You can now sell items to most merchants for a portion of their value
    • Added an ore merchant to the Outpost where you can purchase raw materials at an inflated price
    • Added a third inventory tab for objects (similar to the materials tab)
    • Added a sort button to the inventory window to sort items into their appropriate tabs
    • Items will not be automatically picked up into the hotbar and materials and objects won’t be automatically picked up when their respective tabs are full
    • Added an indicator to inventory tabs when they contain new items
    • Added an animation to highlight newly picked up items when switching to a tab
  • Tools and Interface
      Wire and Paint tools are now unlockable modes for the Matter Manipulator and have clearer icons to indicate their functions
    • Inspection tool can now examine liquids, indicates when something is too dark to inspect, and doesn’t try to describe entities (such as monsters) that have no description set
    • Targeting will now prioritize monsters and NPCs at the cursor position, and won’t target passive monsters such as critters
  • Combat Changes (WIP)
      Rebalanced all damage and armor values for players, NPCs and monsters
    • Reduced the damage per level increase of weapons and added a bonus damage stat on all tiered armors, allowing weapons to stay viable for longer
    • All randomly generated melee weapons have fancy new sprites
    • Reworked monster skills and added a windup animation. These will be further expanded and rebalanced in the next update.
    • Reworked weapon projectiles, increased bullet speed, added elemental damage types. These will be further expanded in the next update.
  • Progression Changes
      Reworked the materials used for crafting progression, greatly reducing the total amount of ore required to advance through the game
    • Added various upgrade items which can be found throughout the world or acquired from quests, either whole or in pieces
    • Tech Card - can be crafted from Tech Chips, used to unlock new tech
    • Manipulator Module - can be crafted from Matter Module Components, used to improve your Matter Manipulator
    • Upgrade Module - used to improve utility items such as light packs
    • Improved many progression quests, but these will change much more in the future
  • Farming Changes
      Crops now require water to grow! Tilled soil will initially be dry and needs to be moistened by a watering can, rain, or by dropping water on it
    • At each stage of a crop’s growth, it will consume the soil’s moisture and need to be watered again to progress further
    • Keeping crops under too much water for too long will cause them to be washed away, so be gentle!
  • And More!
      200+ new objects and materials that can be bought, crafted or found in the world
    • Many changes to the Floran mission - Including a new boss
    • Improved chest loot and added improved graphics for standard and weapon chests
    • Added multiple upgrades for the lantern stick back item to improve its brightness
    • Racial flags can now be bookmarked as teleport destinations (but won’t enable you to teleport from underground)
    • Added particles and sounds to smashable objects and made many more objects (such as bushes and spikes) smashable
    • Reworked Status Pods to have more interesting and useful effects, including a chance to spawn ore or pixels

    :SBpenguin:
Starbound - molly...gear?
Hey there, everyone! We've been reading your feedback from last week's stable update, and it seems like most people are really enjoying the new features. We've also seen reports of several minor bugs, so we've pushed out a new update which should address most of these. Thanks to everyone who's given us specific and detailed bug reports; it's a huge help!

Fixes in this update:
  • Fixed a bug causing clients to be stuck in teleport cinematic if they disconnected from a server while it was playing
  • Fixed a bug that could prevent players' ships from loading after a failed warp
  • Fixed missing outpost quest NPC, the arcade game quest is now completable again
  • Fixed a bug causing ship doors to be removed on upgrades
  • Fixed a bug locking players out of the end of the Erchius Mining Facility mission if they died after defeating the boss
  • Fixed a bug preventing the lever puzzle in the Floran Party mission from being completed
  • Fixed damage areas on ceiling and floor spikes
  • Fixed custom signs being set to 'on' after saving and loading
  • Fixed a bug causing the game to crash when entering a bad host name in the server join dialog
  • Fixed a rare bug in world generation which could prevent terrain from generating
  • Increased NPC energy regen
  • Greatly reduced server->client bandwidth for updating player ships
  • Made additional changes to further improve server stability
  • Included dump_versioned_json and make_versioned_json utilities for reading and writing various save data formats
  • Added a /suicide command for characters who are irreversibly stuck
Hopefully these fixes will be helpful to those of you experiencing issues. Let us know in the comments if you find anything new. Enjoy!
Starbound - mollygos
Hey there, everyone! We've been reading your feedback from last week's stable update, and it seems like most people are really enjoying the new features. We've also seen reports of several minor bugs, so we've pushed out a new update which should address most of these. Thanks to everyone who's given us specific and detailed bug reports; it's a huge help!

Fixes in this update:
  • Fixed a bug causing clients to be stuck in teleport cinematic if they disconnected from a server while it was playing
  • Fixed a bug that could prevent players' ships from loading after a failed warp
  • Fixed missing outpost quest NPC, the arcade game quest is now completable again
  • Fixed a bug causing ship doors to be removed on upgrades
  • Fixed a bug locking players out of the end of the Erchius Mining Facility mission if they died after defeating the boss
  • Fixed a bug preventing the lever puzzle in the Floran Party mission from being completed
  • Fixed damage areas on ceiling and floor spikes
  • Fixed custom signs being set to 'on' after saving and loading
  • Fixed a bug causing the game to crash when entering a bad host name in the server join dialog
  • Fixed a rare bug in world generation which could prevent terrain from generating
  • Increased NPC energy regen
  • Greatly reduced server->client bandwidth for updating player ships
  • Made additional changes to further improve server stability
  • Included dump_versioned_json and make_versioned_json utilities for reading and writing various save data formats
  • Added a /suicide command for characters who are irreversibly stuck
Hopefully these fixes will be helpful to those of you experiencing issues. Let us know in the comments if you find anything new. Enjoy!
...