Starbound

Starbound

The Armol: People of the Core
Armol mod - first impressions and initial feedback
I took some time to try out Armol and wanted to share some of my experiences.

Quick summary - some of the art is rough but the weapons are a ton of fun and the mod has an incredible amount of personality. Definitely worth keeping, and looking forward to seeing what else comes in future updates :os_ram:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490128134
Character creation
It's kinda' strange to me how many options squint the eyes shut. I wonder if the eye color slider could be repurposed for something else? Not sure what, though.

I couldn't really find a horn option I liked. I'm also not really sure what kind of horn option I'd even want.

One of the green color palettes has dramatically different shading and sticks out from the other palettes.

Using mineral themed words as names is kinda' cute. I named my mole Chert.

Animations
There seems to be a difference between the stripes on the belly when you are standing and walking/running.

The walk animation arm and foot frames look kinda' strange. I can see what you were trying to do here, though. It might need a touchup. The running animations look much smoother.

Back arm while running kinda' weird. With the long claws though like, I get it, it's gonna' be mildly awkward no matter how they're rotated.

Tail animation is kinda' weird. Very floopy.

The spiny crest coming off their back is cool.

SAIL talking anim is different vertical offset from its idle anim. Intended?

Not a fan of the black/white teleport anims.

Scrapper armor has some issues with the claws clipping the helmet or something.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490128256
Gameplay
The little crystal themed SAIL is cute.

No protectorate starter mission ship graphic.

T0 ship is cute. Hazard blocks are not properly set though. If you break the hazard blocks before rebooting SAIL, the next tier of ship puts more hazard blocks in. This happens on multiple upgrades.

Spinning SAIL graphic is adorable.

The shovel claws in the starter ship locker feel like their aim is off by 90 degrees. Kinda' awkward to aim with. They're still way better to dig with than the starter MM, though. Can't dig background blocks out with them?

T3 armor (titanium) available at T1 anvil. Intended?

The object descriptions bring me unadulterated joy. These are hilarious :os_ram:
I am excited to see their eventual block descriptions, too.

Dude these cave bat boss monsters are ♥♥♥♥♥♥♥ sick, great work - I love them :os_ram:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490128324
I found an Armol black crystal altar, and when I picked it up, I learned recipes for it. Felt kinda' unintuitive because there werent recipes for it when I found it but then after picking it up I had recipes for it.

Went into /admin to look at the other recipes for the altar though and these weapons are badass. Some of the graphics could use a little bit of work, but overall you did a really good job on these. The drill gun is nuts. I love the dynamite bow. The kaboomerang is awesome.

I like the little wind-down animations on the jello bombs so you can see when they're going to go off.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3490128390
Not really sure what the meteor staff does. I guess it doesn't work underground

I searched several planets but was unable to locate any armol villages. Unlucky perhaps

Closing notes
I'm sure there's more stuff for me to find. Playing through some planets with /admin turned on and simply kaboomerang-demolition-derbying my way through 4 or 5 cores was an interesting change in pace.

I didn't really like the digging claws but that was mostly because their angling is really weird. I think it'd be viable with some changes as a replacement for a matter manipulator in many scenarios. Being unable to dig BG blocks is weird though.

I ended up drillgunning or kaboomeranging once I had those though.

The drill gun is pretty crazy. I felt like I had to be careful with it so I didn't accidentally harm mole villages, but I guess that overabundance of caution ended up being pointless in my first actual dive into the mod.

A lot of this stuff looks cool. What I've seen of the Armol furniture has a distinct style, and I love the Teramyotis variants. If you're interested in help with art or animation stuff, I might be able to help a little bit :os_ram:

As I was going through the different stages of the game (albeit at an accelerated pace) I tried to keep an eye out for things like inconsistencies in armor stats and stuff like that, but I didn't see anything that really stuck out to me as weird or incorrect in that regard.

I think Teramyotis might be slightly too tanky. It's extremely resilient. It might also emit slightly too much light. I think you can get away with nerfing them a tiny bit. Watching my friendly one fight a hostile one for like 5 minutes was pretty cool though. (The friendly one lost, very sad)

The ship upgrade tiers look like they just follow the contour of the human ship. I was sorta' hoping the mole would get bigger and bulkier, and I was hoping the new expansions to the ship would be filled with dirt. Might be worth considering a ship redesign for the rear half in future updates.

The sfx are pretty solid. Armol alchemy seems interesting. Teramyotis' screeching sounds are very distinct but might need to be adjusted to like 65% to 70% of their current volume.

The object descriptions are really solid, too. "Smells like community bench" made me laugh pretty hard - there's a lot of golden simplicity here.

For now I must go to bed. Good work though- I'm hoping to see more updates!
Last edited by LoftyLoftyLoftyLoftyLofty; 30 May @ 2:28am