Furious Koala
Furious Koala was a content update released on January 26th, 2014. It was deployed about a month and a half after the game's initial beta launch and about a month after the previous patch, Angry Koala. The update was primarily to implement serialization changes which would allow development updates without requiring players to restart their characters. Unfortunately, these changes required another character wipe.
This update was the last one that forced players to restart their characters.
It was announced and changes were detailed on the developer blog shortly after release.[1]
Changes
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
- It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
- PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.
- All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
- New Monster attacks (gravity slam! gust attacks! other stuff!)
- Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
- We’ve put in new Techs (such as a Glitch Mech).
- New tech: Human Jeep
- New biome type enabled. Savannah.
- Boss Lore!
- New codex entries: Dreadwing the Penguin, Fatal Circuit, The Bone Dragon, Jelly, Tentacomet.
- No more eating bandages and stims, they have their own thing now.
- Better, more featureful .abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)
- Made NPC chatter more configurable and slightly more varied.
- Added new objects (such as lava biome treasure chests).
- Added new items (like nightsticks and bonesaws).
- New procedurally generated weapons:
- Melee: Crystal Spear, Floran Mace, Floran Prod, Frying Pan, Glitch Large Mace, Glitch Small Mace, Mushroom Sword (Procedural), Rainbow Spear, Rust Sword, Shiv, Slave Sword, Steel Chair, Tesla Spear, Toxic Broadsword, Twisted Spear
- Ranged: Crossbow, Flamethrower, Floran Grenade Launcher, Needler, Lightning Coil, Pulse Rifle, Revolver, Uzi
- Throwable: Hand Grenade, Bug Hive
- New procedurally generated weapons:
- Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds.
- Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.
- Viking helmet? Viking helmet.
- Watch out for landmines.
- Various changes to treasure drop pools (like Avian Guards actually dropping their guns…)
- Minor tweaks to existing armors to make them look better.
- Medieval Furnace now actually acts like a Furnace. (Rejoice).
- Graphical upgrades to some existing plants, and new plants.
- Lots more secret stuff! :OOO
- New vanity hats: Banana Mask, Beehive, Berry Hat, Brewmaster Hat, Bunny Hat, Captain's Cap, Cool Fez, Eyeball Mask, Hero's Cap, Kitty Hat, Luchador Mask, M1 Helmet, M1 Medic Helmet, Plague Doctor Mask, Pyramid Head, Sassy Beret, Strawberry Mask, Symbiote, The Iron Avian Helmet, Very Subtle Wig
- New vanity set: Miner's Set, consisting of Miner's Helmet and High-Vis Jacket.
- New instrument: The Model M
- Racial flags now have correct icons.
- Saplings now have an inventory description and racial description.
- Bosses now drop 5 of their respective item: Molten Core, Processor, Dragon Bone, or Endomorphic Jelly
- New objects: Disobey Sign, Fantasy Board Game, Hunting Pressure Plate, Mining Conveyer Belt, Miner's Door, Mining Hazard Sign, Mining Impact Crusher, Mining Railing, Mining Skip
Undocumented Micro-update
Shortly after the stable release there was a very small content patch which added the following;
- New objects: Kennel, Nylon Guitar (updated)
- New block: Cloud
References
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