Starbound

Starbound

Manufacturer's Touch
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Update: 20 Dec, 2016 @ 1:35am

Changes

- Bobots now take extra damage from explosive weapons.

- Callox, Necrolix, and Rotik have some new weapon palettes

Fixes

- The game now correctly detects when Frackin' Universe is loaded, and won't show critical stats when it isn't

- Weapon tool tips have been adjusted for better spacing, and they are now longer to allow for compatibility with Weapon Reinforce Pod / Weapon Reinforcer

Update: 15 Dec, 2016 @ 5:17pm

This mostly just fixes a lot of bugs, and adds does a ton of internal changes for the mod. Not that much interesting things going on for a mod user, but it's necessary.

Changes

Rotik
- Rotik weapons cannot spawn as burst, as it interacts weirdly with their scaling fire time

Shade Co.
- Accuracy is now 10 times the starting accuracy after 10 shots

Explosive Damage
- Explosive damage is now its own elemental type, complete with resistances and vulnerabilities.
- Enemies that are made of very solid materials, like stone or metal, are weak to explosive damage
- Enemies that are made of gelatinous materials are resistant to explosives

Fixes

- scaleValueOverTime has a short period where you can not fire without dropping the effects, which means a lot less bugs, as well as better usability
- weapons spawned with special shortdescriptions will properly keep them

Modder's Options

- Manufacturers can now replace projectiles with different ones
- Manufacturers can now set variables that aren't just in the primaryAbility table
- Manufactuers can use "modifyVariables" to set, multiply, divide, add, subtract, and exponentiate values that already exist, regardless of the path
- Ex: "primaryAbility.animationCustom.sounds.fireStart" can be set, if it is already part of the weapon, or else it will be ignored

Update: 10 Dec, 2016 @ 12:12pm

Hotfix 1.1.1

Changes

-Rotik ranged weapons now scale up to 1.225 times their base dps, for a significant damage boost

-Shade co. ranged weapons also have increased critical chances if you are using FU

Fixes

-Npc weapons should no longer result in perfectly generic items (I don't know how many times I've fixed this)

Update: 10 Dec, 2016 @ 12:29am

Special thanks to sayter for help with FU comptability and understanding how crits work.

Also huge thanks to AlbertoRota, who has contributed immensely to this project, and created a large amount of the innovations in this update.

Manufacturer Changes
-New random palettes
-Manufacturer names are now colored on tooltips
-Muzzleflash is now colored according to a weapon's element
Rotik
-Rotik ranged weapons fire slower and hit weaker than normal
-However, their speed and damage ramp up as you fire them, up to 4 times the original fire rate and 1.035 times the original damage
Shade co.
-Slow firing Shade co. weapons are very accurate, but their accuracy decreases immensely with an increased fire rate
-However, their accuracy increases the longer you fire them
-If you have Frackin' Universe installed, you'll find that Shade co. melee weapons have a higher critical chance than their competitors, but do reduced bonus damage on a crit
Xia-Li
-Xia-Li ranged weapons do less damage, but their internal generators improve energy efficiency by 40%
-Unfortunately, when they run out of electricity, they release an electrical burst, shocking the user. Make sure to watch that energy!
-Xia-Li melee weapons has almost no delay between energy loss and recharging, and your energy recharges faster while you hold it. However, they also do less damage

Fixes
-Wands and staves now show manufacturer, if they have one, and the level, if the config is set to allow that

Compatibility
Frackin' Universe
-Mod is now compatible with the latest stable version of Frackin' Universe
-Tooltips now show critical stats
-Manufacturers can adjust critical chance and bonus for weapons
-Be careful with this, because even small changes can throw off balance
-Quarterstaves and shortspears from FU are treated like any other random generic weapon, and have manufacturers too
Weapon Assembly
-Manufacturer palette changes will not conflict with Weapon Assembly's coloring

Modder Options
Note: manufacturers using the older file-styles should still be compatible, but they will need to be changed if you want to take advantage of these newer features
-Manufacturers can now add variables to weapons, and these variables can be referenced by scripts
-Manufacturers can replace weapon scripts with other scripts
-Manufacturers can add new scripts to weapons
-Manufacturers can set up .appearance files for themselves, which can change how specific weapons appear through more ways than just palettes
-They can set the random weapon parts, offsets for things such as muzzles and hands, palettes, muzzleflash, etc.

Update: 2 Oct, 2016 @ 3:21pm

Additions:
- New color varients for Shade co. and Rotik

Fixes:
- Fixed a crash occuring when you damage an enemy with an explosive lance
- Fixed an issue where nonrandom weapons spawned with commands would use the default name, even if you try to give it a new shortdescription

Update: 13 Sep, 2016 @ 7:49pm

Fixes:
- Fixed physical sniper rifles with the Enemy Bomb alt ability kicking you back to your ship when the target dies.

Update: 13 Sep, 2016 @ 6:26pm

Changes:
- Tool tip spacing has been slightly modified to allow compatibility with Weapon Reinforcer mod (this can be changed back in the options file).

Fixes:
- Fixed the "showWeaponLevel" option to work properly.

Update: 9 Sep, 2016 @ 8:49pm

Update 1.0.4

Additions
- Extra color palettes for melee and ranged weapons

Fixes
- Added backup damage type for axes to prevent the same error that effected daggers and shortswords

Update: 9 Sep, 2016 @ 7:40pm

Update 1.0.3

Additions:
- NPC weapons will now spawn with a manufacturer, which will function differently, just like for players.
- Manufacturers can now define variables for their weapons to have, in additon to the normal ones. This means nothing for normal gameplay, but modders can find it useful for new manufacturers.

Changes:
- Config file renamed "manufacturerstouch.config" to be independant of author name

Fixes:
- Fix for error related to "physicalshortsword" and "physicaldagger" damage types.

Update: 8 Sep, 2016 @ 9:11pm