Starbound - molly...gear?
Hey everyone! <3

Here's a round-up of some of the most recent developer blogs, in case you missed 'em. Check the blog for regular updates!

6th November – Does my Banana Mask look good?

#Discussions_QuoteBlock_Author
Happy Friday!

We’ve talked a lot about working on generated quests, and if you play the nightly build you may have seen some crop up in your colonies! Here’s an example of a new sort of quest that will result in the questgiver wearing a new hat. The idea is that your NPCs will be customized over time via quests.



I hope everyone has a lovely weekend! Let us know what sort of colony quests you’d like to see. :)

---

10th November - Many Magnificent Microdungeons

#Discussions_QuoteBlock_Author
Lots of stuff happening this week! Let’s go down the list:

Making sure monsters spawn in the right places
Tweaking, balancing and testing generated quests
More work on vehicles/mechs
Several people have started work on the next update, which is story-focused
Chickens finally lay eggs, enabling players to cook up more egg-based treats and definitively proving that the chicken came first. That’s just science.
Necotho has been creating microdungeons! Lots and lots of microdungeons! Click the image for high-res and check this link for more pretty screenshots. :)


---

12th November – Grand Theft Automato

#Discussions_QuoteBlock_Author
Hey everyone!

We’ve got a new programmer onboard – say hello to Ian! He’s working on preparing Starbound for Xbox One Game Preview, but in the meantime he has kindly taken the time to set Starbound’s hoverbikes on fire. All of them. There are no more hoverbikes, they are all on fire.

Click for a gif!

On the combat side of things, here’s a shiny new pair of claws!

Click for another gif!

---

16th November - Lunarang

#Discussions_QuoteBlock_Author
Happy Monday!

This week’s off to a good start, with lots of testing ahead of the upcoming combat update, as well as some work on the story update that’s coming up after that. Here’s a new weapon that’s totally not a boomerang, because it is a Lunarang! Harness the power of Earth’s moon to crush your enemies and stuff!

---

20th November - Fortune and Glory

#Discussions_QuoteBlock_Author
We’re still ironing out bugs and fixing/tweaking/updating things ahead of the combat update! SamuriFerret has been tweaking some of the existing missions to make them a little more dangerous. Here’s an example!

Click for a gif!

I've been absolutely loving the entries in this week's community Build of the Week! This build is by DemonDog47 and is called 'The Quarantined District'. :)

---

24th November - Party Bike!

#Discussions_QuoteBlock_Author
Hello everyone!

You can now jump into a hoverbike with one of your friends and hover off into the sunset together, to the tune of Haddaway’s “What is Love”. Check it out!

Click for a gif!

We’re fast approaching an unstable build of the combat update! Keep an eye out. :)

Starbound - mollygos
Hey everyone! <3

Here's a round-up of some of the most recent developer blogs, in case you missed 'em. Check the blog for regular updates!

6th November – Does my Banana Mask look good?

#Discussions_QuoteBlock_Author
Happy Friday!

We’ve talked a lot about working on generated quests, and if you play the nightly build you may have seen some crop up in your colonies! Here’s an example of a new sort of quest that will result in the questgiver wearing a new hat. The idea is that your NPCs will be customized over time via quests.



I hope everyone has a lovely weekend! Let us know what sort of colony quests you’d like to see. :)

---

10th November - Many Magnificent Microdungeons

#Discussions_QuoteBlock_Author
Lots of stuff happening this week! Let’s go down the list:

Making sure monsters spawn in the right places
Tweaking, balancing and testing generated quests
More work on vehicles/mechs
Several people have started work on the next update, which is story-focused
Chickens finally lay eggs, enabling players to cook up more egg-based treats and definitively proving that the chicken came first. That’s just science.
Necotho has been creating microdungeons! Lots and lots of microdungeons! Click the image for high-res and check this link for more pretty screenshots. :)


---

12th November – Grand Theft Automato

#Discussions_QuoteBlock_Author
Hey everyone!

We’ve got a new programmer onboard – say hello to Ian! He’s working on preparing Starbound for Xbox One Game Preview, but in the meantime he has kindly taken the time to set Starbound’s hoverbikes on fire. All of them. There are no more hoverbikes, they are all on fire.

Click for a gif!

On the combat side of things, here’s a shiny new pair of claws!

Click for another gif!

---

16th November - Lunarang

#Discussions_QuoteBlock_Author
Happy Monday!

This week’s off to a good start, with lots of testing ahead of the upcoming combat update, as well as some work on the story update that’s coming up after that. Here’s a new weapon that’s totally not a boomerang, because it is a Lunarang! Harness the power of Earth’s moon to crush your enemies and stuff!

---

20th November - Fortune and Glory

#Discussions_QuoteBlock_Author
We’re still ironing out bugs and fixing/tweaking/updating things ahead of the combat update! SamuriFerret has been tweaking some of the existing missions to make them a little more dangerous. Here’s an example!

Click for a gif!

I've been absolutely loving the entries in this week's community Build of the Week! This build is by DemonDog47 and is called 'The Quarantined District'. :)

---

24th November - Party Bike!

#Discussions_QuoteBlock_Author
Hello everyone!

You can now jump into a hoverbike with one of your friends and hover off into the sunset together, to the tune of Haddaway’s “What is Love”. Check it out!

Click for a gif!

We’re fast approaching an unstable build of the combat update! Keep an eye out. :)

Starbound - Supernorn
Happy Halloween!

So here we are, only a few updates left before 1.0 and I wanted to give you a run down on what to expect.

There are 3 updates planned before 1.0. The Combat Update, The Story Update and a miscellaneous Polish Update.

Let's start by talking about what's coming up in the next patch, which isn't far away now.

The Combat Update

We've been calling the next patch the combat update, and with good reason. The goal of this patch is to entirely revamp the combat and the moment to moment gameplay in Starbound by revamping weapons, monsters, quests, rewards, vehicles and more.

Weapons

Until now, weapons in Starbound were a combination of hard coded engine features and the configuration files that controlled them. This has changed drastically in the combat update with the engine now allowing for scripted weapons. Creating entirely unique weapons has become massively easier and as a result from this point forwards Starbound patches will include wonderful new items far outside the scope of the previous item engine.

Modders will also be able to take advantage of this system to create incredible new things. The sky's the limit on this one.

Weapons in vanilla Starbound now fall into two categories, generated and unique. Generated weapons have been converted to the new scripted weapons system and we've given them awesome special moves as a result. The general weapon classes have also been revamped in their primary fires. Hammers require a charge up, spears can be held out defensively and so on. We've worked hard to give each type of weapon it's own identity and have built the special attacks around this identity.







Weapons also have elemental types and in future patches we'll be using those to give damage bonuses and reductions on certain enemies.

Unique weapons are hard to find, will require multiple steps to obtain and will do entirely unique things. I don't want to spoil too much, but this is the kind of thing you can expect:



We've worked really hard on ensuring all of the feedback and damage responses from these weapons is satisfying and spot on. Knockback has been massively tweaked, hitboxes, hit sparks, sounds, you name it. Combat 'feels' so much better.

Monsters

Monsters in Starbound have been a mixed bag. We've worked hard on the procedural monster generation system and whilst it achieves a lot of things, we felt that the game was missing recognisable monsters with truly unique hand crafted behaviour. That's where these hand crafted monsters come in.

In a similar manner to the weapons (though not quite to the same extent) we've built a system to allow us to add unique monsters efficiently and easily. This also extends to modders.





The addition of these monsters will allow us to use them in quests, provides hand crafted challenges for missions and gives us a good way have monster drops make sense. There are unique monsters for each sub biome and a large pool of general unique monsters that will pop up from time to time.

We're making sure there's incentive to catch every unique monster and put together a complete menagerie.

Quests

All of the current Starbound quests are going to be replaced by 1.0. We've been building out the quest system and we're finally at a point where we can replace some of the placeholder quests. Many of the new quests will appear in the story update but the combat update will contain procedurally generated colony quests.

From time to time your colonists will have errands they'd like you to run. These quests form a quest line with an overall goal that may have a small, permanent effect on your colony as well as your colonists relationships. Quests are varied, you might be delivering secret notes between colonists or protecting your colony from bandit attacks. The generated quest system is something with the potential to expand into something huge in the future.



Vehicles

Up until this point vehicles in Starbound have been using the tech system. That means vehicles were merely extensions of the player, with their movement entirely being controlled client side. This system had a great number of limitations. With the combat update we're introducing true vehicles into Starbound. Much like the weapon system, vehicles are scriptable, they also exist server side as a separate entity separate to, but controlled by players. This means multiple players can enter the same vehicle, players can leave their vehicles to sit in a garage persistently and vehicles can have their own health, collisions and so on.

Click here for Vehicle Footage!

To start with we'll be adding a handful of finely tweaked vehicles. But again we haven't just built some vehicles, we've built an entire system so both the developers and modders can add new, completely unique vehicles quickly and easily.

Besides these features, the combat update contains a great deal of miscellaneous additions and fixes. More than I can list here.

The Story Update + The Polish Update

So what about after the combat update?

We're planning to put out 2 more patches before 1.0 (and many afterwards).

So what will these updates contain? There are a great number of additions planned. Highlights include an entire set of missions, an opening mission that will explain your role in the world, a great deal of new quests that tie the world together, a cast of wonderful unique characters and a huge amount of new content. It'll also include a much improved pet system, a new means of scanning and examining the world, the much improved reimplementation of survival mechanics like hunger and more.

We’re also planning to revamp how mods are applied and managed, add steam workshop support and simplify multiplayer, with the ability to join games via the steam friends list.

There’s a great deal more to these two patches, including massive performance optimisations, multiplayer improvements and controller support but we’ll be talking more about those closer to their release.

Post 1.0 and Beyond

We plan to support Starbound far beyond the 1.0 release. We're building a universe that's capable of being taken in a great number of different directions and we'd like to start polling the community to find out where you'd like it to go next.

One thing we'll be looking into soon after release is Director Mode. Something you're able to find information on here.

In the mean time, follow us on twitter, check out our daily blog updates and we'll keep you informed.

Thank you for supporting Starbound guys, we're almost there!

- Tiyuri
Starbound - Supernorn
Happy Halloween!

So here we are, only a few updates left before 1.0 and I wanted to give you a run down on what to expect.

There are 3 updates planned before 1.0. The Combat Update, The Story Update and a miscellaneous Polish Update.

Let's start by talking about what's coming up in the next patch, which isn't far away now.

The Combat Update

We've been calling the next patch the combat update, and with good reason. The goal of this patch is to entirely revamp the combat and the moment to moment gameplay in Starbound by revamping weapons, monsters, quests, rewards, vehicles and more.

Weapons

Until now, weapons in Starbound were a combination of hard coded engine features and the configuration files that controlled them. This has changed drastically in the combat update with the engine now allowing for scripted weapons. Creating entirely unique weapons has become massively easier and as a result from this point forwards Starbound patches will include wonderful new items far outside the scope of the previous item engine.

Modders will also be able to take advantage of this system to create incredible new things. The sky's the limit on this one.

Weapons in vanilla Starbound now fall into two categories, generated and unique. Generated weapons have been converted to the new scripted weapons system and we've given them awesome special moves as a result. The general weapon classes have also been revamped in their primary fires. Hammers require a charge up, spears can be held out defensively and so on. We've worked hard to give each type of weapon it's own identity and have built the special attacks around this identity.







Weapons also have elemental types and in future patches we'll be using those to give damage bonuses and reductions on certain enemies.

Unique weapons are hard to find, will require multiple steps to obtain and will do entirely unique things. I don't want to spoil too much, but this is the kind of thing you can expect:



We've worked really hard on ensuring all of the feedback and damage responses from these weapons is satisfying and spot on. Knockback has been massively tweaked, hitboxes, hit sparks, sounds, you name it. Combat 'feels' so much better.

Monsters

Monsters in Starbound have been a mixed bag. We've worked hard on the procedural monster generation system and whilst it achieves a lot of things, we felt that the game was missing recognisable monsters with truly unique hand crafted behaviour. That's where these hand crafted monsters come in.

In a similar manner to the weapons (though not quite to the same extent) we've built a system to allow us to add unique monsters efficiently and easily. This also extends to modders.





The addition of these monsters will allow us to use them in quests, provides hand crafted challenges for missions and gives us a good way have monster drops make sense. There are unique monsters for each sub biome and a large pool of general unique monsters that will pop up from time to time.

We're making sure there's incentive to catch every unique monster and put together a complete menagerie.

Quests

All of the current Starbound quests are going to be replaced by 1.0. We've been building out the quest system and we're finally at a point where we can replace some of the placeholder quests. Many of the new quests will appear in the story update but the combat update will contain procedurally generated colony quests.

From time to time your colonists will have errands they'd like you to run. These quests form a quest line with an overall goal that may have a small, permanent effect on your colony as well as your colonists relationships. Quests are varied, you might be delivering secret notes between colonists or protecting your colony from bandit attacks. The generated quest system is something with the potential to expand into something huge in the future.



Vehicles

Up until this point vehicles in Starbound have been using the tech system. That means vehicles were merely extensions of the player, with their movement entirely being controlled client side. This system had a great number of limitations. With the combat update we're introducing true vehicles into Starbound. Much like the weapon system, vehicles are scriptable, they also exist server side as a separate entity separate to, but controlled by players. This means multiple players can enter the same vehicle, players can leave their vehicles to sit in a garage persistently and vehicles can have their own health, collisions and so on.

Click here for Vehicle Footage!

To start with we'll be adding a handful of finely tweaked vehicles. But again we haven't just built some vehicles, we've built an entire system so both the developers and modders can add new, completely unique vehicles quickly and easily.

Besides these features, the combat update contains a great deal of miscellaneous additions and fixes. More than I can list here.

The Story Update + The Polish Update

So what about after the combat update?

We're planning to put out 2 more patches before 1.0 (and many afterwards).

So what will these updates contain? There are a great number of additions planned. Highlights include an entire set of missions, an opening mission that will explain your role in the world, a great deal of new quests that tie the world together, a cast of wonderful unique characters and a huge amount of new content. It'll also include a much improved pet system, a new means of scanning and examining the world, the much improved reimplementation of survival mechanics like hunger and more.

We’re also planning to revamp how mods are applied and managed, add steam workshop support and simplify multiplayer, with the ability to join games via the steam friends list.

There’s a great deal more to these two patches, including massive performance optimisations, multiplayer improvements and controller support but we’ll be talking more about those closer to their release.

Post 1.0 and Beyond

We plan to support Starbound far beyond the 1.0 release. We're building a universe that's capable of being taken in a great number of different directions and we'd like to start polling the community to find out where you'd like it to go next.

One thing we'll be looking into soon after release is Director Mode. Something you're able to find information on here.

In the mean time, follow us on twitter, check out our daily blog updates and we'll keep you informed.

Thank you for supporting Starbound guys, we're almost there!

- Tiyuri
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!

---

...
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 - 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 - 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:
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