Releases: sayterdarkwynd/FrackinUniverse
6.3.6
- NOTE * : Battery on/off nodes have been changed. They have been moved to the top-right corner to be less confusing.
- Updated guards to have appropriate tiers.
- uranium mace fixed : now uses radiationburn, instead of a nonexistent status effect.
- a mysterious new resource now spawns that explains the unusual attraction of Eden worlds to nefarious bands of outlaws
- antipsychotics are cheaper
- you can trade for Protheon at the shifty dealers tent.
- You can acquire interesting trash bags from the tent dealer...
- rotting cadavers no longer supply fresh brains when autopsied
- music boxes propagate their settings to racial music boxes properly.
- rescaled medic regen effect ranges. this is a direct nerf to the very rarely applied regen effect that nearly healed the player to full.
- renamed 'field medic' to 'trained medic'
- vanilla medic now provides unique 5% increase to healing taken. Trained medic provides 10% instead.
- vanilla engineer and mechanic now provide unique (shared) buff for 0.5 energy regen, unaffected by energy block. FU 'chief' variants provide 1 instead (similarly shared).
- Fixed some furniture not being craftable, because it needed Coil (unobtainable item)
- Slime Sword (tier 2 weapon) no longer requires a tier 3 crafting station
- mercy now does the intended electric damage with primary (was using damageKind, when it needed to be damageSourceKind)
- addressing an error with the medical space station terminal: some races lacked 'active effects' warning text.
6.3.5
- Parallax image corrections
- parallax image compression for some legacy images
- corrected a one-space door in the precursor dungeon that occasionally resulted in a stuck microsphere
- Numerous small fixes barely worth mention
- fixed stalker, missionary, operative and vagabond set bonuses using incorrect controlModifier keys, thus making them not make you zoomy.
- fixed callistan food rush effect not using a controlModifier key.
- 'spike' sphere techs now apply a different 'waterimmunity' effect that also applies a tracking stat.
- many speed modifying effects in FU now use said tracking stat to shut off, so that players do not have unfortunate accidents when attempting to squeeze into awkward tunnels.
- fixed harvest beamguns using an idiot method to detect who their wielder is thus failing to detect abnormally sized players (tiknassut, etc)
- corrected the image used on Vanta dye
- Added tech interface sprites for the races lacking them, and updated some races' sprites where they were duplicates of others.
- Typo fixes
- tentative fallback measure for colony core: records 'last alive' time in update block in case uninit isn't called for some reason.
- removes some needless duplicates for scanEntries
6.3.41
Verdant carbine burst is a bit more spaced out so as not to behave as a shotgun. It's fire rate is also improved.
Verdant Railgun tier adjusted to match Carbine (3) and has a Corrosive Grenade alt
Florans get the 'Floran' bonus on numerous new weapon options
Fixed horror2 display name .
Added action figures for horror and fuallergen monsters(2 for horrors and 3 for fuallergen).
Added action figures to treasure pools.
The Camo set now correctly offers protection from ghosts.
Stalker Armour is now crafted with cotton wool rather than canvas.
The Arm Cannon (Missile) now correctly benefits from armour sets which care about rocket launchers, and the Vel'uuish Umbrum benefits from bonuses to shadow damage instead of poison.
Updated the descriptions of bed status effects for clarity.
the Cosmic Scythe alt had a rare-case error that has been fixed
6.3.3
- liquid irradium drops tritium 5x less often
- tritium overflow also creates extra radiation
- fixed buggy behavior when other items are placed in waste slots (item parameters stripped, waste doesn't drop)
- new sprites for the precursor beer, blood and water packs
- fixed botched cosmic3 aug unlock
- fixed invalid toHex functions resulting in erroneous string lengths when using values of 15.5 to 15.99 (repeating)
- moved master manipulator acquisition to lost and found merchant via quest due to 'inventory full' and compatibility issues.
- replaced incorrect 'canAbandon' flag not being 'canBeAbandoned', resulting in some quests (including the master manipulator quest) being erroneously abandonable.
- removed override of destroyruin lua file
- Veritas Cannon is now sold at Lost&Found if Letheia Fleet quest has been completed.
- FarSight XR-72 is now sold at Lost&Found if Infiltration quest has been completed.
- X'ian Explorer Contract and Beeguy Contract (quest rewards) can be repurchased at Hiring Office if their quests have been completed.
- Fixed Scientist crew member not giving the run/jump bonuses.
- replaced some parallax backgrounds with new art
- fixed underworld set bonus error
- updated stat list document
- Added full list of biomes to GPS
- In addition, each layer says in which position it begins and in which it ends, being able to locate you easily in them.
- Updated the teleport and effects colours of some species for consistency.
- Gnome Warriors now use the correct idle sfx.
- Nightar furniture and blocks are now crafted in the correct workbench tier and tabs.
- Shadekin clothing is now researched in the Fashion Mastery node and requires the Spinning Wheel to craft.
- Fixed the stance of the Irradium Scythe.
- Updated the formatting of some species descriptions.
- Updated the Phaser recipe.
- Added a weaker version of Gleap Alphas for Lush worlds.
6.3.2
- Telebrium now has value in the refinery
- Kirhos Species info no longer lists a health penalty they do not have.
- Prophet set damage bonus now matches that of Light Priest. It also has the same helmet glow.
- Toxic Tart and Toxic Juice now have unlocks in the research system
- chewable magnets now last 10x as long, but the recipe makes 1/10th the amount as a counterbalance.
- corrected element icons on slaughter and murder manipulators, as they do bioweapon damage rather than electric.
- Liquid irradium can now fuel the Fission reactor.
- Updated tooltip of Lobster Trap and Pest Trap: they now hold 1 lobster/pest (was: 3)
- Updated description of Extraction Basics node: exchange rate of computers is now 5% (was: 1%)
- revised aether/cosmic augment progression
- liquid mixers now output on/off based on processing status
- fixed a collar having an invalid rarity
- made harvester turrets fire faster, because they suck currently.
- Atom Smasher now does silver damage instead of electric
- Added Vantablack dye
- Tesla Gun has been nerfed. It's base damage is reduced (from 10 to 8) and its energy use increased (from 35 to 42%).
- fix for power sword alt element override getting stuck
- lowered rarity label on aura 1 collars. increased rarity label on aura 3 collars.
- cleaned up tentacleeffect, darkstalker and insanity status effect code to reduce the chance people crash if they die while in an effectzone using it. effect.expire disqualifies effects from being allowed in effect zones because of this.
- Cute armor set is now dyeable
- Adjusted Atropus and Sulphuric biome weathers. Atropus should overall be less windy and no longer produce grav-rains, while Sulphuric should have a higher incidence of wind.
- added some sanity proofing on warp point arrow code in case the projectile spawn function returns nil for some reason
- added line in mastery lua file about where greataxes handle theirs.
- revised greataxe mastery so that you now get 0.3% crit damage for 30% mastery, instead of 0.03%.
6.3.1
- vanilla crystalplant patch reverted as it is an item, not a consumable, and thus cannot be eaten. description updated to indicate new extraction into crystal broccoli, which in turn extracts into crystal now.
- phase attack QoL pass: now has separate status indicators for 'charging' and 'fully charged'. damage bonus briefly lingers after breaking cloak (~1s), but not the invuln
- redid visuals on wraith set so it's more obvious when the shield is close to breaking
- pruned a bunch of unused junk
- wandering plague effect now has a stack gain cooldown of 0.5s
- all fleshweave weapons now use the wandering plague effect
- uranium hammer alt now applies rad burn
- cute series of weapons now use their own variant of the vanilla lightpellet projectile
- lightpellet no longer uses prismatic explosion, and instead uses a more performant variant of cellexplosion
- fixed wandering plague ignoring specific immunities, thus allowing it to be used erroneously on specific bosses.
- densinium eva: added a scaling defense penalty to make it less overblown.
- adaptable crossbow dx's radioactive bolt, and nuclear staff: no longer ignore defense
- deprecated nuclearexplosion files with indiscriminate damage team
- nuclearstaff no longer applies damage twice at center of explosion
- added ratiation burn to nuclear staff
- weapons using chargeLevels now display a range rather than listing every stage.
- removed a unused value from thelusian warrior tech: shieldStaminaRegenBlock.
- removed perfectblocklimit from __STAT_LIST.txt. it is not a stat. it is a resource.
- improved shieldbreaker effect to be more reliable, split duration between hammers (3s) and fists (1s) that use it.
- fixed (harmless, but idiotic) image directive errors on several weapons
- corrected zathi duration label
- fixed incorrect image and nonexistent projectile on peglaci ice ball
- added some missing pandoras box sounds
- updated fist tooltips to have combo steps
- bow mastery crit damage nerfed to 0.35% per point.
- corrected itd output filtration logic: will no longer place items in invalid slots if a slot out of range of a destination container is selected. so if a container has 2 slots, putting in only slot 3 will not result in items being put in the first available slot.
- Fixed some monsters having 0 protection when they were intended to be armored.
- GiC Races now have proper descriptions
- GiC Races added to Tricorder list
- GiC Glitch are now Robot-Omnivores.
- revised tooltips on several pet/bot healing stations to be less ugly. also corrected a pet station that erroneously said it healed bots.
- removed patch to vanilla crash status. added our own version.
- added 'electromagnetic disruption' environmental passive effect, which randomly selects from fu crash (at a shorter duration) or the three tiers of electrical weather periodically (at long durations)
- replaced usage of crash status on superdense worlds with the above due to it being a permanent stun. This will cause superdense worlds to recalculate their hazards on landing.
- grapejuice collection item can now be completed
- fixed a minor code fart in meleecombo that could result in dynamic firerate on melee combo weapons not working
- resprite of protectorate broadsword upgrades, more in line with vanilla's design (from Getch/Netenir)
- corrected an issue which would cause the empowerment ability on the 2 upgrades of above sword to reduce damage after unempowering
- resprite of protectorate broadsword upgrades, more in line with vanilla's design (from Getch/Netenir)
- final upgrade to above sword now additionally strikes significantly faster, deals silver damage, and the empowered wave slash hits harder. note that this requires Infusion to update the sword to current values.
- enabling the true damage replacement required adding support for a damageConfig parameter in meleecombo.lua: overrideStepDamage, this can be used by other weapons in the future.
- daywalker set now functionins for tenebhrae.
6.3.0
- apiaries now have a maximum of 1 hour offline time simulated. This should be easier on servers with multiple users.
- added a new smartbox: item comparer. outputs an 'on' signal if it has identical items in each slot
- The Parachute now correctly reduces fall speed and damage, and doesn't reduce player damage.
- Gold Armour now correctly applies its set effect.
- corrected faulty logic operators and such in 'unknown worlds' code
- added minor script optimization and sanity checking to monster inspector
- fix for young queens in excess of...1...in the queen slot resulting in the excess being voided. they will now be placed in the 'inventory' section or failing that, dropped on the ground.
- Fix error in Manufacturing Station when all output slots are occupied
- Updated radiomessage about Iodine to not imply that it is needed to produce Graphene
- Updated radiomessage mentioning Tech Tablet (old item that was replaced by Tricorder)
- Updated tooltip of Darkwater Poison status effect
- Updated description of Kirhos to say that they have +25% to Charisma (was: 21%)
- added debug code to bowshot.lua to try and find out why certain users are erroring with certain bows.
- fixed nightar conshak not giving resistances
- bee frames now use a buildscript to populate their descriptions with stats.
- bee frames now use different tooltip.
- revised documentation on life/energy shell for clarity
- completely adjusted most of the peglaci thrown weapons
- screw attack is now aimable, but no longer overrides movement speed to be massive
- slightly adjusted base damage on a couple broadswords
- melee combo weapons now scale stance duration (and cooldown) by the weapon's configured fireTime
- chainsword is now slower and has a slightly lowered base damage value. still hits like a truck, albeit more slowly.
- Corrected the descriptions and set effects of many armour sets to document unlisted bonuses, correct inconsistent numbers, and improve weapon filters so that armour sets more consistently buff relevant weapons.
- Updated the description of the Bonecraft research node.
- The Apex asteroid microdungeon now properly unlocks the field generator room when all enemies are dead.
- Grappling hooks in zero-gravity now swing in circles rather than arcs.
- Corrected missing punctuation for X'i and X'ian.
- The Splitter Rifle now correctly displays its damage type as electric.
- Forum Decorum now sells Mantizi ceramics and Mantizi Ship Locker
- Fix two blocks having the same name (Shoji Screen Panel): renamed one to Shoji Decorated Panel
- Land-based Aether World now has the same Atmospheric Condenser outputs as the Aether World ocean (was: same outputs as on Garden)
- Liquid Collector now produces Hydrogen on all variants of Gas Giant (was: Water)
- added missing labels to aether chakram/boomerang
- revised buildunrand to handle weapon tooltip values for weapons like the dragonhead pistol
6.2.9
- Fixed some bee subtypes to not be strictly inferior to their comparable subtype. Made them equal in output to the superior subtype instead.
- removed double-ticking of breath regeneration and depletion. this will functionally double time to fully regenerate breath and time to deplete, except (apparently) on shipworlds.
- Acid EPP now provides longer breath time.
- Adjusted the descriptions and breath amounts of EPPs and armour sets that increase breathing time.
- Proto Shale, Dense Proto Shale and Delicate Coral are now only siftable, removing overlap between the Powder Sifter and Rock Crusher.
- ArCon Protector and Xi Acid Node now provide breath immunity rather than timed breath bonuses.
- Removed a deprecated item from the crafting recipes of the Small Comm-Unit and the Communications Array.
- Updated the descriptions of the Heat, Cold, Radiation and Poison EPPs to better signal the biome severity protected against.
- Increased the amount of air provided by the Heat, Cold, Radiation and Poison EPPs II.
- Added Mild/Moderate/Extreme to the names of some status effects, to match the resistance thresholds of biome Heat/Cold/Radiation.
- Standardised Oxygen/Breath/Breathing Immunity to Oxygen Immunity.
- gravity wand no longer scales projectile count with relevant stat due to ability to crash players
- revised phrasing on graviton cannon
- Mite warning system fixed. Apiary will display mite symbol if mites are present.
- The thresholds for rotten/infested apiary looks have been reduced as well.
- queens will no longer 'magically' disappear
- Added more tree stem options for spring biome.
- Small fix in arborealsub parallax.
- Added back aethermid image to aether sea parallax with some adjustments.
- Fixed aetherlamp and aetherlampsmall pillars becoming fullbright when lit.
- Added sapling names for the recently added trees.
- Added recently added biomes to tricoder gps.
- Renamed the Nightar Umbral Bookcase Switch to Nightar Switch Bookcase to fit the tooltip.
- Background door improvements:
- Players are now immune to fall damage after teleporting, and no longer arrive above the ground.
- Background doors now correctly become uninteractable when not connected to another door.
- Updated the descriptions and most sound effects of background doors.
- Updated many background doors' sprites, and updated node positions to better fit the sprites.
- Precursor Background Doors are now crafted in the Doors tab of the Industrial Workbench, and are cheaper.
- Ancient, Cultist and Hylotl background doors now require the Industrial Workbench to craft.
- Standardised biome immunity effects wording. Descriptions now correctly refer to the severity of Moderate Heat/Cold/Radiation. Standardised spelling of Radiation and Radiation Burn, and the order of Heat/Cold/Radiation when listed at the same severity.
- The Biomorphic set now properly protects from Radiation Burn.
- Buffed the treasure rewarded by the Apex Test Chamber dungeon.
- capacity sensor typo fix, made scantext function read from object file
- several monster variants have new sprites
- addrssed some issues with peglaci throwing errors
- Blast Cannon and custom variant no longer apply a non-resistable status effect which multiplies allresistances by 0.01. Instead, they apply the same effect cosmic/aetherium weapons do: defenseboostneg20
- revised defenseboostneg lua: now applies to all resistances instead of just FU/vanilla
- changed blast cannon and aether/cosmic weapons that have that defense-20 to specify 'Minor Vulnerability'
- corrected misaligned sections on chimkin spritesheet
- Added an animation and sound effects to the Timewarp status effect.
- Hid an unused customisation option for Tenebhrae on the character creation screen
- fixed lunari smg having incorrect label (was elec, actual damage is ice like all lunari weapons)
- corrected void-warp locus elemental type icon
- renamed Toxin Wand ability to Toxin Orb, as it isn't actually a blast of any kind.
- removed capturability from 21 farmbeasts that should not have had it as they were not set up for it.
- gave elder cabinet 'platform' collision.
- tweaked wandering plague status scaling
- revised densinium EVA stats (core stats up, added energy regen penalties), and auto-medic now uses overconsume for energy
- fixed kluex staff tooltip
- chainstaff now has the same bleed as chainsword
- deprecated warped ai chip, extract for refund.
- madness and charm bombs no longer indiscriminate. corrected projectile size.
- removed several scripts from /stats/effects/thorns
- added bleeding to quietus and crystalline staves, because sharp blades. why not?
6.2.82
sigh Not my day. Another mis-pasted value that snuck under the radar.
6.2.81
- corrected a derp causing a crash
- Updated the icon and tooltip text for the Pressure Immunity status.
- Updated some text on the SAIL interface.
- mech fuel ui now has 1s lockout on changing fuel to prevent exploit
- added additional Background Doors to teleport you around your base.
- Cosmetic tweaks to most vanilla and a few fu secondary biomes.
- Added caves to oasis, swamp and tar biomes.
- Fixed cloudy foliage parallax image color palette (was different from cloudy foliage).
- Fixed some algae matmod pixel transparency (they unintentionally become fullbright when using futara's fullbright shader).
- Changed lighting for some monsters from static to dynamic who still had static (because 99% of monsters use dynamic).
- Changed glow colors for pyromatle from red to orange.
- Slightly reduced wisper's brightness.
- Fuglowball critter now actually glows.
- updated SAIL description of Frackin Ship and Vanilla Ship.
- Tenants like Fenerox Chef now sell foods (was: generic merchant items)
- Shadow furniture now spawns Shadow Chef tenant (was: Apex Chef)
- Pub Elduukhar tenant is more likely to spawn if the requirements are met.
- Tutorial quests now correctly name the Tinkering Table station (was: Tinker Table)
- Xi edible isotope food values increased substantially (8/16/26, was 4/8/20)
- Adds 2 new variants for beeswax candles (blue, flower, ghost, red and wax) - with two and three candles in single object.
- Candles no longer burn underwater
- their light flicker and inventory icons have been adjusted, and they no longer stick to walls
- new sprites for Shadow Shell, Ice Crab, Bandra, Keldra and Rajaflora
- direstone added to rock breaker outputs
- boosted research conversion rates on lower end research computers because 0.01 * 10 pixels is too sad.
- fixed harmless 'missing frame' error on witch wand
- fixed incorrect behavior on certain wand/staff abilities using controlprojectile.lua
- fixed buildunrandweapon not pulling from weapons like miniknog launcher
- Fenerox can now craft the Sprout's Circlet alongside the rest of the set.
- changed bloodhound charisma bonus to use resistance scaling, instead of being static. it can reach 27.5 at tier 10, per piece.
- Advanced Stats UI now shows madness resistance, healing bonus, and charisma bonus
- charisma now has a 1 crew modifier per 33% charisma (bonus, or penalty). Try the Bloodhound set fully upgraded with a charm bracelet, you will be able to bring 5 crew with you!
- Updated stat codex to reflect above.
- lowered duncette's ramp-up on healing penalty, because it was happening faster than intended.
- added Patron request: Chewable Magnet. Unlocked in the Food section of the Craftsman tree. A portable, stackable Item Magnet.
- Broken Manipulator no longer gives improper value for Shotgun Mastery.