Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
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Update: 2 Aug, 2020 @ 10:13pm

3.1 Changes:
* Cultist Assaulters (the AK-wielding ones), Cultist Paras (the Yellow shirted ones with shotguns,) Cultist Tankers (The ones with the shields), and Cultist Summoners now have guns that shoot faster bullets. This change ONLY affects the DaE ones.
As a result of the above, the cultists in Episode 2 no longer drop weapons. Only the DaE ones do. Also, cultist Templars and Redshirts no longer drop weapons.

* Cultist assaulters and summoners drop AKs and RGOs like normal, Paras drop shotguns, tankers drop one-handed berettas (as of right now, this mod is the only known way to get a hold of those), or cultist riot shields.

* Cultist Anti-Mech units will always drop a number of RPG-7vs (the disposable ones).

* Weapon drop on all units has been halved. They were just giving them away.

* Cultist aircraft's missiles have seeking, sidestepping is no longer enough. Luckily, they only fire one of them at a time now.

* Cultist Anti-Mech units will shoot you from further away.

* Cultist Assaulter, Tanker, and Para bullets are faster.

* Pirate aircraft (only the DaE ones!) shoot a salvo of four rockets instead of just one, and these rockets are faster.

* Cultist tent encounters will spawn their lootboxes from the start, instead of when you approach.

* Fixed the cultist tent encounter AGAIN.

* Reduced spawnchance of extra cultists in the cultist ships.

Update: 28 Jul, 2020 @ 10:15pm

Minor fix

Update: 28 Jul, 2020 @ 1:56am

3.0 Changes:

* Pirates are actually a threat now, especially on higher-tier planets and systems. They have more base health (around the same as a poptop,) thier armor is minimal their weapons do more damage, they fire faster, and they fire more bullets. I made this change due to the different circumstances in which you find and fight them in DaE, as opposed to how you encounter them in the episodes.
Note that is only affects the pirates on planets and space encounters, NOT the ones in EP 0 and 1. Those are still the same.
I'm debating doing this to Cultists, too.

* Cultist aircraft encounters are deadlier too. The aircraft's guns do twice as much damage as before, and they can fire missiles too now. This does NOT Effect the ones in Episode 2, just this mod's encounters.

* Cultist Paras (those yellow-robed cultists with shotguns) now added to spawnlists. Not sure how I missed out on them for so long.

* New Cultist type: Cultist Anti-Mech. As their name implies, they spawn exclusively in the back of cultist ships, and they have one job: to shoot down your mech with an RPG-7v.

* Underground dungeons added. They aren't a whole lot, but don't be surprised if you occasionally find a pirate or cultist band underground.

* Small encounters that don't have lootable boxes have a chance of spawning a lootbox

* New above ground microdungeon: Cultist Cache. A cave with large loot boxes.

* MG Nest hill and Mortar Pits now have buried treasure for you to loot.

* New VERY rare encounter: Ultra MG Nest Hill. A very hard point with 6x (that's right, SIX!) MG nests (3 on each side) and a mortar cultist in the middle. However, the buried loot is very much worth the trouble.

* Loot overhaul. Loot is now much more varied. You may even get the occasional gun from lootboxes from time to time.

* Very occasionally, pirates and cultists will drop their weapons and you can pick them up. For pirates, these weapons are ar-15s, mosins, or m4s depending on whether you are fighting regular pirates, snipers, or armored troopers. For cultists, it will always be RGO grenades, AK-47s or AK-74s, the former more common than the latter.
For pirates, it's only the DaE ones that give you guns. For cultists: it's both these ones and the FFS Mission ones. The latter might change in the future, however.

Update: 2 Jul, 2020 @ 11:55am

ALL encounters (except for the MG nest and Mortar) have randomized spawnchance spawners.

Update: 1 Jul, 2020 @ 12:26pm

* Randomized number spawners:
Now most encounters can have varying numbers of opponents that spawn. You might run into a cultist camp and only face up to 3 cultist now, or up to 12. Air Vehicles might spawn a wingman. Cultist ships might be sparsely populated, or contain a whole army for you to fight.

Update: 25 Jun, 2020 @ 8:39am

Minor update:

Integrated More Planet Info compatibility.

Update: 23 Jun, 2020 @ 1:34am

Another very minor update:

* Nipped the altar prisoner exploit in the bud once and for all: Now when you free a prisoner from the altar, it will self destruct soon after.

* Changed a few things in the Demon-Infested USCM Ship space encounter, so it works like it should now.

Update: 22 Jun, 2020 @ 5:17am

Last second update:

* Sandbags in the Pirate Tower, Cultist MG Nest, and Cultist Mortar encounters have been replaced with a version that has FAR less health, allowing you to destroy them far more easily.

Update: 22 Jun, 2020 @ 4:39am

* No more SRS Hostages on Altars, which also means no more SRS ID tag farming. They made sense for Ep 2 (since they were attacking the crew of the White Crow and took prisoners from them) but for random encounters they make little sense (the SRS isn't _that_ widespread.) Instead, you can now rescue random captured (non-human) civilians on altars. These function just like the SRS Hostages did, but they drop money instead of SRS tags. There are 12 possible types of civilans that are captured (1 for each gender of each playable race sans humans. Why no humans? Because the Occassus is a human supremacist cult. They want to recruit human civilians, not sacrifice them to demons. That's what the "lesser races" are for.)
Said civies are now randomized as well. Big thanks to Nebulox for helping me with that!

* Thanks to the above, I've reduced the possible altar encounters from 4 to just 2 (they were all the same anyway, it was just 1 for each type of hostage. Now that the hostage object is also randomized, there's no need for 4.) There is a 'new' variant of the altar encounter.

* Altar Hostages now take a VERY long time to regenerate. It used to take 600 seconds (10 minutes). It now takes 99999999999999999999999999999999999999999999999999999999999999999999999999999.

* New possible space encounter (purple swirly encounter): Pirate Asteroid Base. A fairly large pirate base complete with slaves and a miniboss to fight (it's the pirate captain from Ep 1).

Update: 22 Jun, 2020 @ 4:30am