Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
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Update: 30 Nov, 2020 @ 9:12pm

6.1 Changes:
* A couple of new cultist encounters, the Cultist Sniper Tower, 'Corrupted' versions of the cultist altars, and the large cultist altar. You can finally see what exactly it is the Cultists hope to accomplish.

*Reworked one of the Miniknog encounters and added a new one based off of old beta miniknog content.

* Spirit Trees appear as slaves rarely if you have that race mod.

* As a sort of compromise, I've reintroduced 'low-level' versions of certain pirate/culitsts (the former more common than the latter) encounters to low level biomes (Lush worlds). These only spawn the basic version of pirates and cultist assaulters, and are only the 'easier' among the encounters (no penguins, no miniknog, no slave camps or tent camps. Just basic 2-man camps and towers.) Just to give starting players something to fight early on, and to give them a chance at some starting equipment.

* Miniknog Scrap is more common now.

Update: 27 Nov, 2020 @ 12:59am

MASSIVE UPDATE
This update has been over a month in the making.

THREE NEW FACTIONS AND ENCOUNTERS!!
Penguins: Yup, Dreadwing gang is back. These pistol-toting penggers are quite the annoyance.
Miniknog: Yep, everyone's favorite Orwellian banana-munchers join the fray. Not only do they have better armor than the cultists do, they also come at you with better weaponry. Specifically, the pew-pew kind that bounce off walls and floors.
Apex Rebels: Because what would the Miniknog be without their opposition? Unlike the above, these guys are *friendlies* and will follow you around if encountered.
* New Dungeon: Occupied Apex Testing Lab. Much like the vanilla one, but far less unoccupied.
* New Space Encounter: Miniknog Prison Ship. For those Project Redemption users, you may recognize it as an Apex-ized version of the Legacy USCM ship, though it does have some minor changes.
* Enemies Skirmish! Cultists and Pirates are no longer in a conspiracy with the other factions and local wildlife to take you down. They will react as to hostile wildlife and bandits as they will to you. Same goes with Penguins and Miniknog. Cultists and Pirates won't fight each other due to a certain... business arrangement (if you play the FFS Missions, it makes sense.) But they will fight against Penguins and Miniknog.
* No more species patches necessary! This means that the avali, ERM, frackin, etc. patches are now completely redundant and will be removed. Species from those mods (as well as the following) will spawn as rescuable slaves if you have those mods. A BIG THANKS TO MIKENEYES FOR THIS!
Frackin included races
ERM races
Avali
Felins
Saturnians
Lucarios
GalaxyFoxes


* FINALLY figured out how to tier-gate certain encounters. This should put an end to garden world cultist camps. (in hardcore they'll be back to spawning willy-nilly.)

* Bugfixes/Minor Adjustments:
Standalone aircraft encounters were supposed to be restricted to tier 1. They weren't. This has been fixed. No more superpowered cultist fighters (except in space, where you have a mech.)

Cultist Mortars are now tier restricted as well. No more tanky mortar crews.

Pirate aircraft have a longer cooldown and take longer between shots.

DAE Versions of pirate zealots get faster and more aggressive per phase.

Medium Carriers now have a boss health bar, as they're considered minibosses.

Medium Carriers no longer possess the 6-rocket spam attack.

Cultist Aircraft spawns adjusted.

Update: 6 Oct, 2020 @ 5:51am

5.4 changes:

* Weapons now have coordinator.stagehand entries, so npcs will use their weapons at consistent ranges and aren't stupid about it (they are consistent with Frackin values).

Update: 16 Sep, 2020 @ 2:07pm

5.3 Changes:

* Pirates on Ocean boat encounters will no longer stupidly jump off the ship to a watery grave.

* Adjusted Cultist Ship. No more annoying and easily cheesable buttons. Cultists (and you) can now freely navigate the ship (Except for one single area).
Also there's a secret way in via the cockpit...

* Adjusted Pirate Ship. Pirates can now freely navigate and chase you throughout the whole ship. Doors no longer present an obstacle to pirates and will auto-open for them... and you. The exception being the cockpit door, which will open only to you, but once open, will be permanently open.
Also there's a secret way in via the cockpit in one of the versions of them...

Update: 3 Sep, 2020 @ 11:16pm

5.2 Changes:
- Pirates ACTUALLY do less damage. For some reason I had thought I'd reduced them, turned out I didn't. My bad.


- Slaves/hostages no longer shell out 100 bucks a majority of the time, and dollar rewards are much rarer. However, Rescue Proofs give more money.

Update: 27 Aug, 2020 @ 4:22pm

Hotfix for assaulters. That's what I get for modding while half asleep.

Update: 27 Aug, 2020 @ 4:12pm

5.11

* Changed MG Bunkers to also not have armor piercing.

Update: 27 Aug, 2020 @ 3:58pm

5.1 Change:

* Removed the armor-ignoring feature from most enemy weapons and attacks. Said enemies includes regular pirates, pirate troopers, cultist assaulters, cultist tankers, and cultist paras. It was very overpowered and handed out too easily (why does a glock have that ability? FFS!). So yes, your armor is useful now.
The only enemies that still have it are the ones that make sense to have it. Pirate Snipers, Cultist Snipers (who so far only appear on the Cultist Ruin Beacon ocean encounter), Cultist Anti-Mech, and vehicles.

Update: 27 Aug, 2020 @ 9:26am

5.0 Changes
* When rescued, slaves drop a "proof of rescue". You can either sell this for pixels, exchange it for money though Breadnut or Lt. Alice (the latter gives you a better deal, but the former is faster), or gain a medal of rescue if you give breadnut 25 of them.

* 2 new ocean-based microdungeons, a small pirate boat, and a cultist ruin beacon. Also, vehicles may appear over water on those planets.

* New enemy type: Cultist Sniper. So far, it only appears in the "cultist ruin beacon" encounter. Drops an SVD on occasion.

* Built-in support for Extended Story planets (Dark Abyss, Supervoid, and Halloween), Stary Worlds, and Hellish worlds.

* Reduced pirate gun power by a little bit. They're still stronger than their mission counterparts, and their health is unchanged.

Update: 16 Aug, 2020 @ 12:38am

4.0

* Rescuing slaves actually has a purpose! That's right, you actually get something out of it. A few seconds after you talk to them, they will beam away and leave you some cash. This might be replaced with something else somewhere down the line.

* New microdungeon: Non-hostile black market weapon seller. A pixel-based alternative to Papachino that randomly appears on certain biomes. They will appear either in a tiny house, or a small bunker.

* Reduced range of Anti-Tank Cultist.