Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
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Update: 30 Dec, 2020 @ 8:53pm

7.2 Changes:
* Cultist Trucks will no longer pump out level 1 assaulters with Skorpoins. They will now spawn random cultists of any type (the more dangerous types are rarer) that are tied to the world tier. Same with air transports.

* Armored Personel Carriers now spawn cultists too, but at a much slower rate than the trucks.

* Cultist Camp and Cultist Slave Camp encounters have been changed. The tents now operate much like the truck: Cultists now spawn directly from the tents instead of from hidden spawners. Unlike the truck and aircraft however, they will eventually run out of them. This means it is possible to shut down their spawning by destroying the tents. It also means other enemies of them may trigger their spawning.
(Pirate Camps and Slave Camps still operate the same... for now.)

* Cultists spawned from tents or vehicles are not persistent. They will disappear after you beam back to your ship. The exception are those spawned from dropped carry pods from aircraft transports.

* I had accidentally made it so that only one type of cultist altar ever spawned. That has been fixed. The other 4 versions will now spawn.

Update: 29 Dec, 2020 @ 6:34am

Small fixes:

- RPG Explosions from rebels do not harm friendlies.
- Yuri can now convert the protecorate phaser back into its 2h form.

Update: 25 Dec, 2020 @ 2:46pm

7.0 Changes:
New Macrodungeons! The Miniknog (above ground) research facility/base, another miniknog dungeon back from beta.
Comes in 4 flavors. One 'regular' version, and 3 'under siege' version where the miniknog facility is under attack by either the Rebels, the Occassus, or ... Penguins?! Remember, only the Rebels are actually friendly to you. The Cultists and Penguins will gladly fight you just as eagerly as the Miniknog and vise-versa.
Underground Miniknog, Rebel, and Penguin camps spawn now. They are floored at tier 2.1
Garden worlds now spawn low-level versions of underground cultist and pirate camps.
Added loot to Miniknog containers in Miniknog encounters, whereas before they were empty.

Update: 16 Dec, 2020 @ 11:51am

Another quick fix

Update: 16 Dec, 2020 @ 1:03am

Quick hotfix

Update: 16 Dec, 2020 @ 12:31am

6.41 Changes:
* Made the Cultist tower (and its lush world counterpart) a bit wider, it now is solely based on the vanilla garden small tower.
* Low Level Cultist tower REALLY should not spawn anything other than assaulters and snipers at all.
* Miniknog sniper tower is wider.
* Miniknog and penguin encounter tier floors bumped up. They should no longer appear on desert and forest worlds.

Update: 14 Dec, 2020 @ 1:39am

6.4 Changes:

* It is now possible to acquire 1H versions of all pistols and revolvers, as well as the Uzi and vz61. Thing is, I had these files already there (the Tankers use them in hardcore) but outside of console codes, there was never a way to get ahold of any of them (except the beretta.)
That has now changed. Not only do gun merchants now have said 1h guns, but you can also convert any FFS Pistol to 1H (and back) via Yuri (that purple-haired girl with glowing eyes you rescue in Episode 0.)
... I know that this is a bit outside of what DaE is, but since I already had the weapon activeitems (for Tankers in Hardcore), I might as well touch them up and give players a way to aquire them outside of console commands.

NOTICE: Keep in mind that dual-wielding two 1H FFS guns doesn't really work ATM, as they don't add their energy together. There is NOTHING I can do about this. This is a problem with FFS itself, not with Dungeons and Encounters.
Also, wielding a gun 1 handed reduces its accuracy. ESPECIALLY in the case of the Uzi and vz61.

* Rebalanced Miniknog Shotgun (both player and npc versions): it now shoots 6 shots, but has 5 rounds.

* Miniknog weapons can now be donated to Alice.

Update: 9 Dec, 2020 @ 1:06pm

Quick hotfix

Update: 9 Dec, 2020 @ 9:02am

6.3 Changes:

* I have gotten permission from Lao_SJ to implement his FFS:E work. As such, the Miniknog weapons have gotten a revamp. Instead of the recolored Protectorate energy weapons, they now are the FFS:E Energy weapons.
Note: This does not include the sniper rifle. That stays as is.

* Lush World Cultist Towers should no longer spawn advanced enemies. Only Assaulters and one sniper.
Cultist Bunkers no longer appear on lush worlds. Cultist Bunkers now burn better, too.

* Encounter Dungeons (the tiny little campfire encounters, not the big tent/stash/bunker/etc ones) frequency reduced by half. The bigger microdungeons have the same frequency.

* Cleaned up the Treasurepools so it's easier for addons to add their own patches so you could find guns in lootboxes. Currently, only FFS:E takes advantage of this.

Update: 5 Dec, 2020 @ 8:07am

6.2 Changes:
Just some minor stuff.

* ERM users: Added custom random encounters: Pirate Ambush, Cultist Ambush. NOT TESTED.

*Cultist Assaulters and Snipers on Lush worlds carry the vz61 (Skorpion) and Mosin respectively, and drop these items on those worlds instead of the AK47s and SVDs they normally do. This makes them far less dangerous.

* You can no longer acquire ARs, Snipers (except Mosins), or Shotguns (Except the double-barrel) on Starter worlds. This way, there's at least SOMETHING resembling progression. The only way to get these high end items that early is through the Arms Dealer encounter, though let's face it, there's no way you'll have the cash to buy them that early on.
As a side note, Pirates on Lush Worlds drop the ro635 instead of the AR15.

* Fixed the description of the Miniknog Heavy Drone.

* A few minor items I might have forgotten off the top of my head.