Version history

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The version history of Starbound consists of the changes that have been made to the game with each update. Starbound first entered public beta on December 4th, 2013, in the first of three stages of beta.

Prior to that development changes were tracked through daily development updates on the playstarbound.com homepage.

Changes listed in italics are those not mentioned in the official patch notes.

For a list of upcoming features, see here, and check here for a listing of the changes in the Nightly version.

Current Version

Enraged Koala Rampaging Koala
April 26th, 2014 April 24th, 2014 August 29, 2014
Stable Unstable Nightly
Stage1.png

Beta Stage 1 - Progenitor

Version Release date Summary of changes
v. Enraged Koala[1] February 18, 2014

Enraged Koala

This update will allow us to add new biomes and make changes to worlds without the possibility of the player losing their world. There will likely be one more world wipe sometime in the future when we finalize the universe layout. This won’t include a character/ship wipe, though, and you can still back up your worlds.

A ton of work has gone into our patching system. After this update, we’ll be able to push content updates as and when they’re completed, rather than waiting for big engine updates to be completed. Updates after this patch will come at a near daily rate.

Additional goodies:

Update 1 (February 22, 2014)

Another small update to Enraged Koala, fixes the alpha sector not being unlocked and some other small-ish bugfixes.

Adds a new Heck biome, which for technical reasons will change the universe generation process, so if you have a world and you want to keep your world accessible, make sure to go visit it before grabbing the latest patch so it’s stored in the new celestial database. Similarly, to find the new heck biome you may have to travel to a world on the map you haven’t seen before.

Some other items and things were added, but not sure if they’re accessible yet.[2]

Update 2 (March 3rd, 2014)

The following changes were made in the unstable branch from February 26th to March 1st[3] and were pushed to the stable branch on March 3rd.[4]

  • Treasure Horde sub-biome development
  • New treasure room micro dungeon
  • New objects for treasure horde and treasure dungeon: golden pedestal, grail, treasure chest, gold filled barrel, safe, gold vase (breakable pot, styles: Odd Gold Jug, Gold Jug, Gold Slim Jug, Gold Sexy Jug, Gold Classic Jug), diamond display, wooden gold filled crate, Venus de Pixel, GeorgeV Dev Statue
  • New ‘Heavy Iron Bars’ block
  • Make meteor showers less likely
  • New exception system that makes Windows binary much MUCH smaller
  • New mysterious light object
  • New ruins platform tiles
  • New, better, faster, stronger, more entertaining item descriptions
  • No more version strings required on mods, it was causing more problems than it was solving
  • New pak update system that makes steam updates of pak changes much much much smaller
  • Small exception fixes, no longer rename worlds when exception is not io related, better messages in some cases
  • New random swords
  • Coordinate corruption recovery for certain world files
  • Updated to Skyrails 2.0
  • Logfile rotation for starbound.log and starbound_server.log
  • Support for animated elements in cinematics
  • Spinner on loading screen
  • Hailstone weather (Added hail stone weather to arctic, forest, snow and tundra biomes)
  • Deadlock fix on shutdown
  • New random blood / bone based gun and projectile
    • Added blood vomit muzzle flash
    • New projectiles: hail stone, bone thorn
  • New items in Heck, including the helmet pictured above
  • Internal assets and pak based mods (if it is selected during build) will be version checked between clients and servers and must match
  • Apex micro dungeon changes
  • Some extra boring bug fixes not listed here
  • Added snow weather to some biome types
  • "-nerfer" added to name pool for new Apex, Avian, and Floran characters

Update 3 (March 18th, 2014)

Updating to let you guys know that everything listed in the previous [UNSTABLE] update has been pushed to the [STABLE] beta branch. We have pushed the big red button. :D[5]

Unstable Update 1 (March 4th, 2014)
Unstable Update 2 & 3 (March 7th, 2014)

Shiny new stuff:

Bug fixes:

  • Possible fix for repeat keys never triggering callback, hence resulting in old data being used (e.g. after holding backspace to clear account in server connect dialog).
  • Unix & Windows LockFile implementation, also fix bug with texturing flag not being moved during operator=
  • Fixed sit alignment on tier10 chair
  • Much improved variant <-> lua handling
  • Assorted engine fixes (e.g “Tag manifest as windows 7 compatible, trying to work our way out from under compatflags”)[6]
Unstable Update 4 (March 14th, 2014)

Update 4 (March 26th, 2014)

Have fun and enjoy. Please refer to the previous unstable changelogs cumulatively, we'll probably compile an announcement for it Monday. :D[8]

Unstable Update 5 (March 18th, 2014)

Hey! We’re making another upload to the unstable branch today– just small updates, with one semi-important scripting fix that affects mostly mods (which is why we’d like it to go out quickly).[9]

FIXES

  • Temporarily disable image.cache (was accidentally re-enabled) pending incorporation into pak files
  • Fix Lua <-> C++ conversion with maps consisting of integers
  • net_socket_test, since it no longer waits on a specific packet type, had a race condition bug (fixed)

CONTENT

Unstable Update 6 (April 2nd, 2014)
Unstable Update 7 (April 8th, 2014)

Hey, listen! Patch notes for today’s update! It’s not a big one for content, since we’ve been focusing on some content-related things that are taking a bit longer. This one’s more focused on fixes or changes:[10]

FIXES

  • Added case insensitive option to regexMatch, case sensitive by default -> updated pak_ignore file for case insensitive matching
  • Fix bug with background mods not being shadowed properly
  • Some general cleanup of StarAssets.hpp/StarMonsterDatabase.cpp/StarMonsterDatabase.hpp/StarRoot.hpp
  • Added timer to fix monster oscillation while in wander state
  • Fixed some objects (drain, midjar1, windstorm2.projectile)
  • Add /serverreload server side command, fix ImageMetadataDatabase threading crash
  • Cleaned up the build process
  • Retain script storage if retainObjectParametersInItem is set in an object
  • All directional swords should not override the arm frame, fixes back arm drawing bug
  • Don’t allow material ids out of the actual material id range (same for mods), fix skyrail ids by wrapping them to what they actually represent in the file
  • Added tileIsOccupied to the Lua Bindings

ADDITIONS/OTHER CHANGES

  • Changes to monster behaviors/skills as per this post
  • Conversion of existing monsters to .partparams, with a few exceptions
  • Some extra notes for modders provided here.
Unstable Update 8 (April 24th, 2014)

We pushed an update to the unstable branch last night!

Here’s what’s new:

  • Updated OSX build scripts to allow it to work with OSX 10.7+ – Please let us know if this is working for you!
  • Fixed issue where Grappling Hook sometimes causes a crash (and Climbing Rope)
  • Added new function to lua API to get item descriptor (not just name) from an entity’s hand “entityHandItemDescriptor”
  • Fix visual smelting bug
  • Made preview images flippable for asymmetric tiered doors (Violium Door, Rubium Door, and Impervium Door)
  • Fixed issue with build tests
  • 'Monster part' adjustments
  • added variables to allow Treasure Room spawning

OmnipotentEntity posted about the update on our subreddit earlier today as a head’s up, but I was running around at appointments and wasn’t here to do the changelog until now. Sorry for the late post! There’s a lot more work going on in separate branches that isn’t quite ready for primetime, but this patch is important in that it should allow people with older versions of OSX to be able to play– OSX 10.7.5 compatibility is one of our most common support questions! Additionally, this branch is probably going to be the new “stable” soon.[11]

v. Furious Koala[12] January 26, 2014

Furious Koala

Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release.

Code Changes:

  • Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
  • Related, we now have a proper versioning system for save files.
  • Added difficulty levels and permadeath characters to the game.
  • Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution.
  • This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
  • Fix some graphical glitches with the wire nodes.
  • Fixed some pretty nasty deadlocking bugs with networking.
  • Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
  • Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming)
  • Speed up improvements with falling sand and other projectiles.
  • More efficient databases storage layout.
  • Documentation for lua functions have been written, and we’re going to release them soonish.
  • Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
  • Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
  • Other minor things, too numerous to list here (see “Info About the Upcoming Patch“).

Fun Changes:

v. Angry Koala[13] December 22, 2013

Angry Koala

A ton of new content in this update. We've added a bunch of new features to world generation, which might require you to start on a new universe. To make sure you get access to all the new crafting items you either need to unlock sectors again or create a new character.

Also..

  • Added skyrails based on Apjjms mod!
  • Added a brand new weather system, moddable weather/new environment effects
  • Hydrophobic objects are destroyed by all liquids
  • Trees can now be planted
  • Critical items stay on the ground longer
  • Some new monster behaviours
  • You must now be orbiting a planet to set it as your home
  • Free teleportation to home planet from ships teleporter
  • add acid rain, meteor showers, water collecting during storms and more
  • made species mods easier to combine with one another
  • add support for keysignature and keysignature changes for the abc system
  • Disable speedlimit for default projectiles to fix inaccurate bullets
  • New craftable turrets based on healthire's mod
  • You can now land on asteroid fields, based on hints mod
  • Tech now has descriptive instructions
  • Tons of Christmas stuff!!
  • Pos no longer 1 hit kill you
  • You can no longer breathe on moons or asteroid fields without the proper equipment
  • Better fix fall damage
  • New barren planets perfect for building
  • Gravity now varies from planet to planet
  • Some planet backgrounds improved
  • Existing biomes can appear with different liquid types
  • You can now craft racial flags, to show you've been to a planet
  • NPCs will now switch to melee weapons up close
  • More random encounters
  • Pos can now be captured
  • Wiring station can now be built to access to a ton of different wiring tools
  • fixed mech legs
  • tons of server improvements
  • more
v. Offended Koala[14] December 15, 2013

Offended Koala

  • Experimental gun rebalance
  • Experimental biome settings
  • Streamlined mod support, more details here
  • Unique monster changes
  • Enable plasma guns
  • Fix naked NPC merchants
  • New portable pixel printer item (you must unlock tier 2 for it to show up in crafting).
  • Tons of new blocks and items to craft
  • New random encounters with unique items to find
  • Lots of work in progress server changes
  • Pets only attack npcs that are attacking the owner
  • New songs to play on instruments including christmas carols
  • New novelty hats
  • Pets now level up
  • You can no longer warp to gas giants
  • Lots more fixes and small additions
v. Indignant Koala[15] December 11, 2013

Indignant Koala

NPC's and Enemies There are a whole bunch of improvements to balance here, particularly in the early game. We aren’t wiping characters or worlds, but if you want to experience the proper balance you should make a new character/worlds to play it on!'

  • Nerf the hell out of birds, they no longer attack you at long range, lower damage, don’t follow you forever.
  • Monster projectiles across the board better balanced
  • AI improvements

Balance Tweaks

  • Shields better balanced
  • Early armors better balanced
  • Melee weapons better balanced
  • Ores better balanced
  • You are now invincible on your ship (this requires a new character)
  • You need to be hit a lot harder to get knocked back
  • Drills now destroy 3×3 blocks
  • Nerf fall damage

New Items

  • you can now craft lanterns (similar to sixxes’ lantern mod![16])
  • you can now craft a new back armor to help light caves
  • You can now turn 10 unrefined wood into coal in the furnace

Other Fixes

  • New “melting” status effect on lava makes lava super dangerous (watch out)
  • fixed the bubble gun crashing on mouse over
  • improve grass ( Suggestion by Dracyoshi)
  • some UI updates
  • Other misc changes!
v. Frustrated Koala[17] December 10, 2013

Frustrated Koala

HotFix

Corrected issues with the new leveling system that caused some weapons to have the stats of their old level (e.g. lvl 35), when there are only 10 levels in the game. No character wipe was done, but if you want to use none overpowered items and worlds, best to make a new character. Also...

v. Annoyed Koala[18] December 10, 2013

Annoyed Koala

This is a HUGE balance patch, every item, creature, armor and weapon has been rebalanced. The leveling system has entirely been rewritten. However although the balance is unpolished in the new leveling system, the system is much better than the old one and we can now improve balance over time.

This patch implemented a Character Wipe.

Game Mechanics

  • Added early implementation of creature taming (more features coming soon)
  • Added a stance system to weaponry, not currently used but will allow us to add secondary attacks to weaponry very soon.
  • You can no longer attack through blocks

Items

  • Added new mining items
  • Added new weapons
  • Added new throwable items
  • Added grappling hook
  • Guns more common in tier 3
  • Added pixel compressor for high cost banking (idea from Ncrpts)
  • Added new hats
  • Disabled using the beamaxe to light up caves underground.

NPC's and Enemies

  • Added new boss and new sector of the galaxy
  • Added Baby monsters
  • New monster palettes
  • Some monsters now graze on grass (can look ugly, needs finishing)
  • Small bipeds now socialise with eachother
  • All the monsters behave smarter and are less likely to get stuck

Music and Sound

  • Tons of new sounds

Galaxy and World Generation

  • Underground detached/rare biomes more common
  • Underground random encounters more common
  • Underground chests more common
  • Ore rebalance (probably way way too much ore at the moment, will be fixed later, enjoy it)

Platform

  • Fix the game on XP (hopefully) (NOTE : This requires removal of all manually added fixes on the users end, or clicking of the Verify Game Cache Files" button on steam, to properly obtain the fixes.)
  • Launcher now contains a way to start the game using the OpenGl version of the game.
  • Tons more fixes and smaller additions
v. Irritated Koala[19] December 5, 2013

Irritated Koala

  • Massively reducing the Pixel cost (sometimes eliminating it entirely) on early weapons/armor.
  • You can build a Refinery in later tiers to turn ores of all kinds into pixels.
  • Monsters now have a small chance to drop meat when killed with normal weapons.
  • You can no longer teleport to another players ship from underground.
  • Bandages are now craftable with 4 Plant Fibres, no longer require fabric
  • Fix Human starter chest showing Apex starter items.
  • Monsters now have a 70% chance to drop Raw Alien Meat when killed with a hunting weapon, up from 50%.
  • Make guards you’ve summoned refer to you as their boss.
  • Make the Refinery appear earlier in the game.
  • Reduced fuel costs a bit to go to other planets.
  • Tweaked wording of starter quests to encourage exploring of more planets.
  • Added Hunting Knife weapon that also makes monsters drop meat.
  • Added new legendary weapon.
  • Pixel loss on death reduced to 20% for testing, might change further.
  • Silver visibility increased.
  • Added new armor that provides a good amount of warmth early on in the game at the sacrifice of armor levels
  • Tweaked the UFO boss to make him smash blocks.
    • Also make him a little bit easier by changing him to level 9 from level 10.
  • Revamping the warmth bar to make it more obvious.[20] (suggestion by thedbp on reddit)
  • Increased mining speed a little.
  • Added numbers above the hotbar slots.
  • Craftable climbing ropes!
  • Make sure hunger bar is always shown when eating food
  • Make hunger bar display when the alt key is held down
  • Added a dumb, quick way to advance through some of the tier 4-10 content (armors, weapons), just for fun.
  • Fixed a bug where minibosses over level 11 were not dropping the rare items they were supposed to be dropping. They now drop guns. (Thank you to <ippia> for finding this)
  • UFOs should hopefully not fly off anymore, they were actually flying off to attack birds!
  • Tons of bug fixes
v. Perturbed Koala[21] December 4, 2013

Perturbed Koala

  • "Starbound Beta Stage 1 - Progenitor" released.

Alpha

Alpha was non-public, available only to Chucklefish developers, a small number of contributors, and some family and friends. Game development was tracked through daily development updates posted on the front page of playstarbound.com. These updates began in May 2013 and continued almost daily until the games beta release in December 2013.

Click Expand to open an index of daily update posts during the games Alpha development.

November 2013

October 2013

  • 30th October- How the beta is going to work! Three stages, and a breakdown of each stage and what to expect. 'DO' or 'DO NOT' breakdown for each stage to determine where each player would like to join.
  • 26th & 27th October - Status effect UI (making it more apparent there was cold/drowning). Lore was added. Buff work. Screenshots of desert biome wallpaper, bandits and a burrito.
  • 25th October - Status effect icons, added tree spawning to villages. Blocks, dungeon work, bugs. Animated gif of poison banana bread.
  • 23rd & 24th October - Gif of Glitch Horseknight. Bandits and cultists now shout, minibiome tiles, enemy AI. Screenshot of new Floran dungeon.
  • 22nd October - Ore distribution, dungeons and lore. Animated gif of lore!
  • 21st October - Previous Release date delays. Post by Tiy discussing the reasons for pushing back the originally planned release date and re-assurance that they'll be a playable beta by year end. A delayed game is eventually good, but a rushed game is forever bad
  • 19th & 20th October - Random encounters, status effects, and tiny boss teaser.
  • 18th October - General cleanup, NPC and object implementation. Small pic of Sewer dungeon.
  • 17th October - Dungeon work, added drops, monsters and cultists. Animated gif of Giant Sewer Fly.
  • 15th & 16th October - Mini-biomes, dungeons. Guard NPC behavior, tech programming. Butterflies, race descriptions, Glitch robo-horse picture (and meme).
  • 13th & 14th October - Adding more variation to terrain, merchant UI, vendor tables and behavior. Bug fixes, bandit clothing.
  • 11th & 12th October - Event recipe unlocking, airship dungeon and Frog Merchant (with picture)
  • 10th October - Progression development, tiered crafting objects. NPC behavior work. Continuing work on dungeons and mini-biomes.
  • 8th & 9th October - Underground mini-biomes, Avian airships got NPCs, guard AI, animated gif of Status Pod (rogue shrine).
  • 7th October - Screenshot of WIP underground mini-biome. Bug fixes, Avian village, Floran dungeon, recipe work.
  • 6th October - Codex development. NPCs in dungeons, NPC item costs, ship saving back-end. Guard AI development.
  • 5th October - Tier gear adjustment. Guard captain class!! Screenshot of guard captain in Glitch village. Explanation of NPC guard behavior.
  • 4th October - Dungeon work, mockup screenshot of Underwater Hylotl city building.
  • 3rd October- Screenshot of Floran prison dungeon, images for in-game plushies.
  • 1st October- Bug fixes, npc merchant work. Preview screenshot of Hylotl furniture (counter and display case)

September 2013

  • 30th September - NPC idle task work, guard AI. Work on planet serialization.
  • September - Added a number of race specific dialogue options for NPCs. Example screenshot.
  • 28th September - Glitch village is done, screenshots and an animated gif of guards in pursuit. NPCs now 'chat' to one another, and have 'time of day' based behaviors. Started on shop and questgiver development.
  • 27th September - Guard NPC development, Hylotl and Floran dungeons work, Glitch village wrap up and assigning energy cost to grappling hook. Glitch village screenshot
  • 26th September - Adding abilities to armors, NPC guard work. Animated gif of arcade machine.
  • 25th September - More NPC work, 'villager' type added. They'll call guards when attacked. Example GIF and Floran dungeon screenshot
  • 24th September - NPC behavior development. Some example scripts and code for how behavior is defined (and can be modded). Example screenshots of Glitch village, with boxmen helmet NPCs, and a giant flower bed.
  • 17th September - Videos of grappling hook, and i49 dev stream. Glitch village development, further NPC behavior work.
  • 16th September - Adding unique enemies to dungeons, adjusting behavior and loot. Work on NPC AI, example of NPC speaking. Animated gif of larger Po Monster.
  • 14th & 15th September - Development of NPC AI and wiring systems. Pictures of some unique prison dungeon elements.
  • 13th September - Adjustments to early game to make it more apparent what to do for new players. Example image of text labeling ship components.
  • 12th September - Added visual effects for freezing, starvation, and other near death states. Navigation work, unique NPC development. Animated gif of a bunch of chickens.
  • 10th & 11th September - Bug fixes and optimization. Animated gif of Repairbot, a unique NPC. Mystery gif of Apex hologram.
  • 8th September - More development of double-jump and dash tech. Example gif animation of dash.
  • 7th September - Work on double-jump and dash tech, navigation enhancements. Screenshot of sea creature, Divern.
  • 5th & 6th September - Unique NPC work continues, example gif of 'robot spider', constellation development and picture of an Apex in a costume dress.
  • 4th September - Announcement of The Po, poop based NPCs, with example gif. Double jump implemented, more prison dungeon development.
  • 3rd September - Lava now damages/burns, unique NPC development, spotlights added. Example screenshots of spotlights, one is of new prison dungeon.
  • 2nd September - Savannah biome development, tier 1 boss improvements, new flying monster animations, GUI work, costumes added. Example screenshot of prison dungeon.
  • 1st September - NPC skill adjustments, boss planning. Smoothing out early gameplay for new players.

August 2013

  • 31st August - Tier 2 development continues, navigation enhancements to allow players to set a 'home planet' they can easily return to. Savannah biome screenshot.
  • 30th August - Tier 2 progression development, almost complete. Server performance work and improvements to navigation console.
  • 29th August - Balance tweaks post-i49. Progression work, example screenshots of built houses.
  • 22nd & 23rd August - Starbound crew showing off game at i49 in the UK.
  • 20th August - Ironing out bugs before i49. X added as key to switch to defualt slots on action bar. Screenshot of giant mushroom mini-biome.
  • 19th August - Ore distribution tuning, starter gear tweaks, boss AI improved. Gif of Apex shooting down a tree with a gun.
  • 18th August - Bug fixes continue, food recipes added, boss tweaks, DPS leveling curve adjustment. Added more elements for generating flying monsters.
  • 17th August - Fixed bugs, added updated art, reworked tooltips for armor, zoom level in options fixed, progression tuning.
  • 16th August - Bug work, added 'materials' 2nd bag to inventory. Adjusted action bar so L and R are 'default slots' that can be toggled to quickly. In depth explanation of action bar mechanics.
  • 15th August - Armor tooltips added, and stat display added. Planet temperature rebalance, graphics fixes, clothing added to crafing.
  • 14th August - Small adjustments and improvements. Crafting recipes for starter food and clothes added. First bosss tweaks. Snowy night guitar-player animated gif.
  • 13th August - Revamp of character selection screen, with picture. Low level weapon implementation. Screenshots with rusty axe.
  • 12th August - Underground dungeon work, skill icons added to monster healthbars, UI changes/tweaks. Eyeball trees in rain animated gif.
  • 11th August - Bug fixes, monster skill additions and UI adjustments. Examples of food sprites.
  • 10th August - Biome diversity video. Monster skill system added, drops stack on the ground, trash added to inventory window, bug fixes.
  • 9th August - Main menu redesigned. Mechanics adjustments, hotbar functionality improvements. Recipes and sounds added. Character age is now trackable.
  • 8th August - Tutorial quest wrap-up. Tree chopping animation enhancements, performance improvements. Screenshot of twilight forest with Floran musician.
  • 7th August - Boss work, vanity armor slots implemented, E is now the use key, new objects, new mini-biomes. Bug fixes. Large multi-monitor screenshots.
  • 6th August - Lots of bug fixes. Added shift-click to add to inventory. Locked blocks under plants and anchors, adjusted lighting colors, biome drop rates, added a mini-biome.
  • 5th August - GUI bug work, clothing style development and natural obstacles and spikes added.
  • 4th August - More work on tier 1 boss and minions. Changes to get support for Visual Studio. Weapon tweaks and 'time of day' lighting adjustments now can be determined by star, with pictures.
  • 3rd August - Bug fixes and technical changes. GUI work, performance tracking enhancements. Tier 1 boss development and weather bug fixes.
  • 2nd August - Server optimization & debugging. Tier 1 underground house example screenshot.
  • 1st August - Mini-biomes added, melee combat balancing and cover mechanics adjusted. GUI work on the action bar, loot adjustments for dungeons. Cave screenshot.

July 2013

  • 31st July - Boss development. Durability implemented (only tools, no breaking, ore/return to ship will repair), durability meter shows up on hotbar. Loot added to dungeons.
  • 30th July - More battle music adjustment, more mini-biomes added. Bug fixes, sounds and boss work. Screenshot of cave.
  • 29th July - Monster portraits fixed in health bar. Sounds added, boss minion, animation and attack work. Screenshot of underground layer.
  • 28th July - Battle music tuning, tutorial quests implemented. NPC behavior work, mockup screenshot of group interface.
  • 27th July - Background music adjustments. Bug fixes, example picture of tier 1 underground house.
  • 26th July - Ore distribution is now based on planet level. Ice and glacier mini-biome work. Tutorial quests added, screenshot of quest complete window. More first boss work.
  • 25th July - Mini-biome work. GUI smoothing and progression development. Screenshot of mine dungeon.
  • 24th July - Quest windows implemented, screenshot. Work on first boss, each tier will have a boss at the end. They intend to make so any regular mob could be a miniboss.
  • 23rd July - Monster health bars implemented, screenshot of early health bar. Igloo picture and ore distribution work.
  • 22nd July - More bug fixes, server optimization. Mini-biome work, naming system for weapon procedural generation setup. Monster health bar, tar added. Count of implemented items so far.
  • 21st July - Bug fixes, animation example of falling from space. Tier 1 house and recipe window screenshots.
  • 20th July - Falling damage work, adjusted damage based on fall time. Bug fixes, Asteroid biome work.
  • 19th July - Asteroid biome announced. Example video of falling from upper atmosphere.
  • 18th July - Major feature wrap-up. New items, specifically for mini-biomes added. Background planets resolution increased, example screenshot.
  • 17th July - Treasure chest tuning with level scaling. Dye system work, screenshot of flowers players must harvest petals from to craft dye. Dye can be applied to armor, weapons and other items. Clothes crafting added.
  • 16th July - Shield mechanic tuning, shield bash implemented. Leveling work. Planet light color and intensity determined by host star, with screenshots. Bomb throwing and Wooden Bow screenshot.
  • 15th July - Leveling work, NPC attacks adjustments. Crop natural spawning added, banana plant screenshot. Watchtower from tier 1 materials screenshot.
  • 14th July - Art for hats added, tier rewards and example art of some breakable objects.
  • 13th July - Music system GUI screenshot. Hats added, quests developed, race descriptions wrapped up. Food system work.
  • 12th July - More item implementation. Tutorial quest work. WIP singing video.
  • 11th July - Items & accessories implemented. Throwable items, rusty "trash" early tier weapons, and breakables added. Screenshots of inventory window adjustment, rusty sword and quest list window.
  • 10th July - Inventory window update, and example screenshot. Boss design work, UI adjustment and bug fixes.
  • 9th July - Grappling hook mechanics, programming challenges and formulas.
  • 8th July - Ninja rope work, leveling balance. Math about procedural generation, with example graphs.
  • 7th July - Musical instrument example video, there are almost 20 implemented so far. Sounds are implemented for the instruments..
  • 6th July - Experimentation with player built ship additions, with example screenshot. Campsites now spawn, and tents act as beds when occupied. Giant flower sub-biome screenshots.
  • 5th July - Finished bed functionality, sleep animation implemented. Started Glitch intro work, leveling and ore distribution work.
  • 4th July - Quest screen design done, example mockup of Quest windows. Progression/leveling smoothing.
  • 3rd July - Floran intro wrap up, with preview screenshot (not finished, early example). Testing. Another Floran screenshot.
  • 2nd July - Work on progression. Quest system early work. Example of monster evolution, each random monster will have different evolution states.
  • 1st July - Music system polish, added some instruments. Twitch stream example. Hylotl village development, art and intro work. Ninja rope in development. Hylotl house screenshot.

June 2013

  • 30th June - Weekend project: In-game music system. Players will have the ability to play instruments using keys or importing ABC notation. Example video of early ABC notation played in game.
  • 29th June - A secret weekend project is in the works. Added eating animations, continued description work. Hylotl village development.
  • 28th June - Descriptions continue, expanded consumable effects. New furniture is implemented, finishing up the Hylotl dungeon. Screenshot of mine entrance.
  • 27th June - Finishing up race item descriptions. Planet scaling to levels. Finishing up final dungeons, animation cleanup and intro wrap-up.
  • 26th June - DirectX support bugs completely ironed out. Floran intro work, tier objects complete. 2000 descriptions done, Monster spawning in dungeons worked on, pose system implemented.
  • 25th June - Race descriptions continue. Each ore set will consist of a chair, table, switch/console, bed, light and door.
  • 24th June - Each race will have a unique description when examining objects, it will appear as a spoken comment (with screenshot example). Started writing descriptions (over 6000!), smoothed out D3D, ore furniture and next intro
  • 23th June - Direct 3D support is done. WIP video of the Avian intro. Rest of the team working on 'Secret Sunday Projects'
  • 22th June - Bug fixes, 'super advanced' fish AI work and directX smoothing. Each ore tier will have unique furniture, example image of Kyrenite set.
  • 21st June - Ore furniture is mostly complete, WIP video of Human intro sequence. Copic introduced, new AI programmer.
  • 20th June - Gif example of new explosion animation. Implementation of all respawn animations and occupied art for all beds with sleep animation. Smoothing Direct 3D support.
  • 19th June - Continuing directX implementation. Added mannequins to armor previews, beds now allow players to sleep inside them. Reworked explosion animation and added a logbook button to the HUD.
  • 18th June - Started implementing directX support. Added lighting effects for some liquids (like lava). There will be a unique set of furniture and blocks per ore tier.
  • 17th June - All 360 craftable melee weapons have been implemented, and can be recolored with dye. Also added fiery and electric weapons and terrain enhancements.
  • 16th June - Twitch integration, streaming is done from an ingame control computer. Example gif of Streaming computer.
  • 15th June - More bugfixes. Logan recorded some intro narrations. Weapon art added. Adjusted knockback mechanics. Finished Human intro. New twitch channel, chucklefishlive
  • 14th June - Bug huntdown and squish, performance improvements. Screenshot of Apex apartment full of NPCs, which are now clothed.
  • 13th June - Crafting interface bug fixes. Humanoid NPCs are in-game (although naked), config file cleanup. Smacking people with frying pan in-game confirmed.
  • 12th June - 3D Printer example screenshot. Examples of pre-made ore tier weapons, almost 360 tier weapons have been added.
  • 11th June - Status effects implemented. Screenshot examples of burning and poisoned effects. Wrapping up printer, weaponry and human intro. Aurora borealis screenshot.
  • 10th June - NPC adjustments and damage tuning. Example image of ore hammers.
  • 9th June- Experimented with the idea of Space Stations as a feature. Example screenshots of space station.
  • 8th June - Terrain code smoothed out, status effect work (and debugging). Status effect integration with physics engine. NPC behavior work.
  • 7th June - More work on ranged monster attacks. Bugfixes and artstuff.
  • 6th June - New NPC projectiles added, link to live stream of community suggestions and Tiy working on them. Fish scatter, next gen!
  • 5th June - Example of Glitch respawn animation. Humanoid NPC behavor work, 3D printer adjustments, status effects added. Examples of two ore based weapons. Logan Cunningham (of Bastion) will be a voice actor!
  • 4th June - Performance improvements, code clean up.
  • 3rd June - Example screenshot of completed Avian tomb dungeon, flying NPC behavior work.
  • 2nd June - Options menu complete, with example. Work on procedural generation for fish. 3D printer tweaks.
  • 1st June - Weapon sounds and effects, modding ability enhancements. Example of tier based swords. Durability explanation; it only effects tools, does not break the tool and returning to ship or 'sharpening' with ore will repair.

May 2013

  • 31st May - Avian intro finished. 'Fish out of water' NPC behavior work, options menu adjustments. Avian airship dungeon announced.
  • 30th May - More cooking recipes added, as well as cooking crafting objects. More hats added. Flying monsters and fish now spawn.
  • 29th May - Cooking UI developed, example of window. Food categories announced, all food is placeable. Made change to allow the number of chest slots to be configurable.
  • 28th May - Flying NPC tweaks. Added lots of food recipes, each race will have a unique set to start (but can later learn other races). Cake confirmed, new Mech example
  • 27th May - Intro cinematic tweaking. Options menu work. Starbound cosplay competition announcement.
  • 26th May - Bug fixes, technical improvements. Cinematics work. Horsemask example.
  • 25th May - Technical improvements. Ship transitions, intro debugging, GUI work. Big physics change, mass, force, and friction worked in. Planet gravity working again
  • 24th May - Mechs work, there will be one unique mech and hoverbike per race. Flying NPC work, intro sequence tweaks. Travel sounds enhanced.
  • 23rd May - Example video of speech bubbles. Added character 'lip syncing' and emotes. Updated mech example, and terrain 'natural structures'.
  • 22nd May - Speech bubbles complete! Bubbles are 'threaded' for conversations. Example image from Avian intro.
  • 21st May - Speech bubble polish, flying NPC behavior work. Ore based weapons added; There will be at least 60 unique ore weapons per race, and many other uniques.
  • 20th May - Speech bubble fixes and example. NPC spawning work. Ship upgrade implementation and example.
  • 19th May - NPC pathing fixes, early speech bubble tests. Example video of the FTL travel animation.
  • 18th May - Mob spawning bugfixes and behavior adjustment. Ship FTL travel UI preview. Nametag adjustment and adding code for mod loading.
  • 17th May - 800 recipes added so far. Nametags added to multiplayer, status button added; displays intractable objects and player nametags. 3D Printing window early example.
  • 16th May - Recipes work, working on a secret biome and adding items.
  • 15th May - Tech window in progress, tech station example. Also, chocolate fountain.
  • 14th May - Codex window examples. Blueprints icon ideas, there will be blueprints for each item crafted, all 1300 of them.
  • 13th May - Crafting window fully complete, added category icons to filter. Monster evolution work, only baby creatures are captureable.
  • 12th May - Added 240 armor descriptions, example of tooltips for armor. Search and filter added to crafting window.
  • 11th May - Crafting window example, working on adding over 1300 recipes to it. Log book UI was completed.
  • 10th May - Blocking with shields is bug free. Added some new monster attacks. Enhanced oceans and added some new costumes.
  • A brief look at what we've been working on this week - Over 60 craftable armors are now implemented. Armor can be dyed different colors. Planets appear in the night sky, and reflect the solar system you're in. Shield are implemented, as well as blocking mechanics. Frozen ocean biome was added, and Glitch castles were enhanced.
  1. http://playstarbound.com/v-enraged-koala-patch-notes/
  2. http://playstarbound.com/enraged-koala-hotfix-content-update-5/
  3. http://playstarbound.com/unstable-content-updates-bug-fixes-2722014-2822014/
  4. http://playstarbound.com/stable-content-updates-bug-fixes/
  5. http://playstarbound.com/stable-update-march-18th-2014
  6. http://playstarbound.com/unstable-updates-march-8-2014
  7. http://playstarbound.com/unstable-updates-march-14th-2014/
  8. http://www.reddit.com/r/starbound/comments/2411nu/stable_branch_updated_to_newest_unstable/
  9. http://playstarbound.com/unstable-update-march-19-2014/
  10. http://playstarbound.com/unstable-update-april-8-2014/
  11. http://playstarbound.com/unstable-update-april-25-2014/
  12. http://playstarbound.com/changelog-for-v-furious-koala/
  13. http://pastebin.com/qJXf3LSE
  14. http://community.playstarbound.com/index.php?threads/starbound-changelogs-and-release-notes.46048/
  15. http://playstarbound.com/121113-patch-notes/
  16. http://community.playstarbound.com/index.php?resources/glowing-lanterns.3/
  17. http://playstarbound.com/121013-patch-notes/
  18. http://playstarbound.com/coming-in-a-few-days-sorry-for-the-delay/
  19. http://playstarbound.com/coming-in-tonights-update/
  20. http://i.imgur.com/O2IYd6k.png
  21. http://playstarbound.com/december-4th/
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