Starbound

Starbound

Alpha Battle
41 Comments
Alpha Drako  [author] 13 Jun @ 7:41pm 
It definitely shouldn't break anything like that. Instead of overwrite the files I worked by patching the files, and just changing some values. The aim mods usually does the same, with other areas of the same file being changed, so they definitely should work nicely with the mod. If you find anything weird you can bring here and I fix it =)
Humm-Bird 13 Jun @ 7:38pm 
Alright, thanks! Also, does this break melee weapon/shield aiming mods?
Alpha Drako  [author] 13 Jun @ 12:02pm 
Hello Bird! I see no reason why not. It only affects the random weapons and the uniques that are included on the description, so other unique weapons definitely will work nicely. I guess the grenade launcher tweak can affect other weapons if they use the vanilla projectile (because I affected the projectile), but other than that, it's very, very othermods-friendly. Thank you very much for the comment by the way =)
Humm-Bird 13 Jun @ 10:59am 
Does this work with mods that add new unique weapons? (Ie, not randomly generated ones)
Leonard 28 Jan @ 9:20am 
A mod with more planets sounds cool. I hope your mod becomes compatible with other mods like FU. ^^
Alpha Drako  [author] 25 May, 2024 @ 5:06pm 
Hey Factionator! Nothing added yet, but soon I'll release a Anvil Upgrade version of Dragon Head Pistol, and after that will try to release more upgrades to unique stuff that usually are underpowered! I'm working at a universe mod, with weather, planets, and this kind of stuff, that's why I'm taking so long to release more stuff. Thank you very much for your interest and patience =)
Factionator 25 May, 2024 @ 12:35pm 
Wait what got added? I saw the mod got updated today.
Alpha Drako  [author] 25 Jul, 2022 @ 2:00am 
Yay, love to Brasil!!! =)
Axle 24 Jul, 2022 @ 6:23am 
Love to Brasil!
Alpha Drako  [author] 23 Jul, 2022 @ 8:14am 
What! Thank you very very much G54, I'm very happy to read that, I hope I be worthy that kind of praise, and in return I promise you I will always try to be better! Thanks for your comment, for real <3
Aibo8752 22 Jul, 2022 @ 9:14pm 
I haven't tested this yet but I don't care, you're such a wholesome dude. I hope you're having a great day!
Alpha Drako  [author] 1 Jul, 2022 @ 11:45am 
Hello Tadpole, thank you very much. Also, no, this mod shouldn't cause any crash if you use on an existing save file or universe. I guess the single problem you can face with that is that you will probably need to find new weapons with the changes that I made, I still don't know a better way to do that changing the weapons that was already generated, sorry about that. Other than that, you can have fun and appreciate your comment! =)
♫ Tadpole ♫ 30 Jun, 2022 @ 6:59pm 
This seems like a fascinating mod, good job! Will this mod crash if I use it in an existing save file/universe without generating a new one, though?
Alpha Drako  [author] 10 Jun, 2022 @ 10:55pm 
Hey Ahzuul. If the other mod changes the same aspect that mine changes, the last loaded will overwrite. Other than this, I use patch files, so, even if the other mods changes aspects of the same file (using patch too), the mod will be totally compatible. So, yeah, I'm pretty sure that Alpha Battle works with other mods that changes magnorbs! =)
AhzuulRetrovali 10 Jun, 2022 @ 3:34pm 
would this work with additions for said weapon varieties? Like ones added by other mods, like Magnorbs from Expanded Magnorbs?
Alpha Drako  [author] 27 Apr, 2022 @ 5:36pm 
Is also a good day to have kind comments, thanks Somecraft, I'm happy you're enjoying the mod! =)
Somecraft 27 Apr, 2022 @ 3:28pm 
Is good day to have good mods
Alpha Drako  [author] 27 Apr, 2022 @ 1:42am 
Thank you very much Redwave!
Redwave 26 Apr, 2022 @ 6:03pm 
Very good mod.
Alpha Drako  [author] 24 Apr, 2022 @ 9:56pm 
Wow Dekrosna, I never tested with the RPG Growth, but I'm pretty sure you're right, this will probably make much more sense with the classes as it brings more specific traits to the weapons. I hope you enjoy a lot, maybe with the new updates on the future it gets even more awesome! Thanks for share this =)
Aethis 24 Apr, 2022 @ 5:41pm 
ninja > asassin still based no matter if have or no have this mod
Dekrosna 24 Apr, 2022 @ 12:58pm 
I use RPG growth and my gods this looks like it will make that mod all the more enjoyable to use... and make certain classes all the more viable to use.
Alpha Drako  [author] 24 Apr, 2022 @ 12:36pm 
Yeah, that's exactly my goal Kronolos, I'm also very happy to know other people experiences about the weapon usage, I've been playing this for so long alone, and I always, always get extremely surprised by the ways other people plays, it's awesome to see it! Also, removing the knockback from the daggers I hope it brings them to the game as a absurdly fast attack weapon. Also, I never used hammers and axes for the same reason, but now that they have knockback, I can finally use it against some enemies from time to time. Thanks for share that here, and I hope the next update makes you enjoy even more! =)
Aethis 24 Apr, 2022 @ 11:15am 
As a braodsword user I can agree that the bs is based.
the only reason i didnt use hammers and axes was actually the time to charge,
meanwhile spears became more of a stab, hold for a slight second to add the swipe dmg, rinse repeat.
I also agree that the shields were... a small one hit buffer between you and taking a fraction of health... tbh that was a little worded but yknow what i meant
Shortswords however, I could use INSTEAD of daggers because the "auto-repeat-fire"
and if I dual wielded them I could absolutely decimate anyhing via dmg and kb-lock

its nice to know that someone saw a way to improve the weapon usage
Alpha Drako  [author] 24 Apr, 2022 @ 8:15am 
Hmmm, good questions Heliosphan, I still don't know exactly what to do about that, but you brought interesting questions, I mean... Fire-based enemies probably should be a little resistant against arrows and stuff like that, but imagine if one electric enemy gives you a counterhit when you deal damage with a blade? That open interesting complexity to the game, that I really want to work on, to be honest. Thanks for the comment by the way =)
bo$$m£n 24 Apr, 2022 @ 8:12am 
It's fun to think about, as it really makes you wanna pick the non-elemental weapons over the elemental ones instead.
bo$$m£n 24 Apr, 2022 @ 8:11am 
Speaking of elemental damage, What about the non-elemental weapons? How'd that affect fights against elemental enemies?

Would electrical enemies be less affected by bullets?
Would they just be overall weaker?
Alpha Drako  [author] 24 Apr, 2022 @ 4:34am 
Hey Slayer, I'm pretty sure it is compatible with almost everything that don't change the damage of the weapons that is on description, so you can test it with no problems, but I don't see any reason why it wouldn't be compatible. Thanks for the comment, hope you enjoy this little tweaks! =)
SlayerSiegfried 24 Apr, 2022 @ 2:32am 
is this compatible with supper's combat overhaul?
Alpha Drako  [author] 23 Apr, 2022 @ 9:22pm 
I was thinking exactly about that Wakazu, both ways seems interesting to be followed, but as I'm not too good at coding, I guess those tweaks on damage can change the meta, or kinda make it a little softer. But seriously, that idea of make weapons deal more damage to certain armors is just awesome!! I wish I could do that, seriously, that opens SO MANY possibilities! I will search for it someday!
Wakazu 23 Apr, 2022 @ 8:34pm 
As it stands now, the combat system of SB runs on "the bigger the numbers - the better" premise. Which leaves 0 room for tactics or strategies or whatever. The only option I see viable here is to equalize all and every weapon, thos removing meta altogether and just letting players with purely cosmetic choise.
Another option would be to re-write the entire system into something rock-paper-blades-like, where certain types of weaponry deals more damage agains certain types of armor, but next to none to other types. We have damage types in the game already, so you can clearly say that is what devs were going for, but abandoned halfway for some reasons.
Alpha Drako  [author] 22 Apr, 2022 @ 7:08pm 
Still didn't made anything with the element damage system, just made few tweaks on some weapons to make them more viable. Most of them are damage, speed, energy efficiency, and other are like the Daggers which I removed the knockback to allow fast attacks. I want to make more changes at the future, I just wanted to post that as work in progress! Thanks Ribbons =)
Ribbons0121R121 22 Apr, 2022 @ 6:55pm 
there is an element damage system tho? not to mention you need several weapons for different ranges. yea sure the bfg riffle you got is good but youll kill yourself close range, and that broadsword doesnt have enough reach to fill in for self damage
Alpha Drako  [author] 22 Apr, 2022 @ 6:30pm 
Yo Wakazu, I totally understand what you're saying, to be honest it's just my problem with metagaming, but I know that people will always try to optimize the most as they can. Still, there's some people, like me, for example, that want more diversity. I think lots of players of competitive games also try new stuff, even if it's weak, just for the fun, so I tried to reward a little more the player for try the new weapons. And yeah, Starbound isn't a tactical shooter, that's why I think that people will have fun dealing with lots of different weapons, even if it's just for the aesthetics. Anyway, you're right, and I will keep that in mind and try my best to equalize the options to make it the most viable as possible! Thank you for the comment!
Alpha Drako  [author] 22 Apr, 2022 @ 6:22pm 
Yo Ribbons, like drkanbs said, it's not compatible, sorry about that. And also drkanbs, thank you again for all the tests, it's beeing a nice thing to know that my mods aren't breaking any saves, to be honest hahaha, thank you both for the comments! =)
Wakazu 22 Apr, 2022 @ 6:13pm 
Wherever one's likes it or not, top damage was, is and will always be the best option for any combat, both irl and in games. It's always BFG in Quake and Doom, it's always Railgun in KK, and so on. And gamers are Le Grande Optimisatore (sorry), we are oh so good in optimising fun out of our games.
So, at the end of the day, big number wins. You can change some other weapon to give out bigger number, but in doing so you'll just shift the meta from one BFG to another BFG. Starbound isn't a tactical shooter where type of damage would've need to be taken into consideration, and there isn't any leaderboards for PvP-lovers to be bothered with tactic play.
Also, broadswords are useless crap. Spears rule.
drkanbs 22 Apr, 2022 @ 5:04pm 
well that was fast, it's not compatible with FU, however once again it doesn't break anything.
drkanbs 22 Apr, 2022 @ 4:59pm 
Ok, since I've been a huge help to you, I'm going to see what this does with FU. I'm still working on one other mod of yours.
Ribbons0121R121 22 Apr, 2022 @ 2:25pm 
is it compatible with fr-
Alpha Drako  [author] 21 Apr, 2022 @ 9:44pm 
Wow, thank you very much Somecraft, I'm honored!! =)
Somecraft 21 Apr, 2022 @ 8:56pm 
Top notch