Starbound

Starbound

Procedural Katanas Alpha (Outdated, see description)
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Update: 26 Jul, 2018 @ 7:36pm

Update: 26 Jul, 2018 @ 7:08pm

Version 0.9:

Gave katanas their own damage types, so now they shouldn't mess everything up if you take them apart and put them back together. Still needs testing, though, and I need to get back in the saddle a bit.

This update may also break your current katanas, I'm not sure.

Update: 11 Feb, 2018 @ 5:54pm

Version 0.8

Renamed the katana combo weaponability, so it should be properly compatible with Frackin Universe now.

Also nerfed the energy cost on the trail dash, so it's only slightly less than a broadsword's, instead of a decent amount.

(I think I had it at 80 before, changed it to 100. Did it a few weeks ago actually but then Monster Hunter came out and I completely forgot it.)

Update: 24 Jan, 2018 @ 2:13pm

Version 0.7:

Katanas now have a brand new, 9-hit combo thanks to Ribs.

There's now elemental versions of Spin Slash and Super Spin Slash for the uncommon and rare katanas. It follows your element, costs less, and the Super Spin Slash now sucks enemies in for juggling. If you use any sort of weapon fusion stuff, I suggest not trying to stick the elemental spin slashes onto a weapon without an element, as Starbound's naming convention for damage types is stupid, and "physicalbroadsword" isn't a damage type, whereas "broadsword" is.

Update: 23 Jan, 2018 @ 10:17pm

Update: 23 Jan, 2018 @ 10:04pm

buffed Parry: now has a bit more invuln on successful block.

Update: 23 Jan, 2018 @ 9:49pm

Simple update, added elemental versions of the spinswoosh that the first attack of the combo uses.

Update: 23 Jan, 2018 @ 6:30pm

Fixed a spelling error that prevented uncommon and rare katanas from having the Traveling Slash ability.

Apparently there's only one L. My bad.

Update: 23 Jan, 2018 @ 5:58pm