Releases: sayterdarkwynd/FrackinUniverse
Releases · sayterdarkwynd/FrackinUniverse
6.4.71
6.4.7
- Madness no longer decays naturally. While the mechanic did what was desired, it was time for a change. The instrafreud is now the core reliable way to reduce this resource. Mental Protection and other effects still affect loss of madness using old values.
- For now, Madness Gain items are remaining unchanged so we can analyze long-term effects on Madness progression with this change.
- The first time you use the Instafreud, you are informed of its function.
- internal code changes: moved several species checks to instead be stat checks. added stats to relevant races.
- corrected various typos on descriptions
- the Armory can now sort by rarity
- added additional notices and microtutorials to the Science Outpost
- changed the beam-in point for the Science Outpost to the teleporter position instead of the lower Coffee Dock
- Troughs give a radiomessage when first picked up
- Farm animals now properly mate to produce offspring. Their hunger level directly influences this chance, and can create one egg approximately every 4 minutes.
- the Lab Centrifuge has had its size adjusted from 33 pixels wide, to 24. It should more properly fit on surfaces now.
- Additionally, the Lab Centrifuage fullbright layer has been corrected.
- updates Lab Centrifuge icon
- Geology Tier nodes have new icons to make it clearer that they are tier progression nodes
- icons for Research Trees have been updated
- adds some Maple32 extraction recipes
- corrects some madness gain items to account for the new deterioration method
6.4.6
- Brands on Novakids now properly assigned hue
- fixed Callistan 'food rush' ability
- backend changes for Slows, AI stat tracking, and pathing
- fixed many non-functional Slow effects
- fixed upgrade UI not excluding items which have itemTag parameter overrides which lack the upgradeableItem tag.
- Phase Attack drain and damage gain rates increased
- Fixed humans not receiving Protection bonus from Perfect Blocks (now gives +2 Protection, stacks up to +16)
- Fixed outdated description of Novakid: they don't have increased energy on radioactive planets
- Updated tutorial codex that was mentioning Point Sensor (old name of Object Data Sensor)
- Reworded confusing completion text of Sifters tutorial quest
- In description of Small FTL Drive, mentioned that it can do STL travel too.
- Battle Totem set gains 20% greataxe mastery, to go alongside its hammer mastery
- Vanilla Racial armors of tiers 4 through 6 lose raw damage bonuses with weapons (except apex thrown), and gain mastery instead.
- made tiers 1 through 6 glitch and novakid armors a bit more clear on what weapons they affect.
6.4.5
- adds Kirhosi BYOS template
- adds Fenerox BYOS template
- adds Kirhosi turret for ships
- adds Nightar BYOS template
- Advanced Liquid Sensor should properly function
- Kirhosi support tile should no longer turn invisible when dyed
- replaces erroneous scaling on the shadekin set
- Snarshing Table header no longer incorrectly refers to it as Esoteric Research
- elder altar no longer loses ingredients when it uninits or breaks
- fixed many weapons' element icons and added several missing status effect listings on descriptions.
- made many weapons have proper elemental inheritance on alts, and fixed many weapons' elements.
- fixed an image error
- several fist, staff and scythe weapon abilities were updated to inherit status effects and elemental type from the primary ability
- several melee weapons had their element type added so that they no longer did 'default' instead of their listed element
- added missing status effect information to a number of melee weapons.
- Save The Queen now properly deals poison damage. It now also applies bee stings and poison to targets hit.
- Golden Honey Blade still deals physical damage, but applies burning and beestings on the normal hits
- Golden Sea Scion now deals poison damage and applies poison.
- Wildfire now fires electric bullets instead of default damage. split bullets included. also, they all electrify.
- Graviton pistol - change element icon to cosmic
- Phaser final upgrade now updates description to list frostburn, element icon changes to cosmic
- Energy Lobber - now deals electric instead of poison
- corrected hellfireprojectile images to have correct frames file dimensions and image dimensions
- the Crusader's Set is now properly marked as a Melee set rather than Ranged
- Shoji Lattice now has a proper ID
- Floran Needler and Spike Launcher have had recipe edits.
- Renamed some fungal decorative objects
- added pus and poison effects to blister gun/pistol explosion projectiles rather than just the liquid spawning
- added pus effect to ocucannon projectile hits
- updates some fossil art
- adds new lilodon variants
- and lumoth variants!
6.4.4
- GPS now shows exact tier of the world, mimicking the style used by More Planet Info , as most users use this mod anyhow.
- fixed a fringe case with routers hooked up to objects that havent finished init erroring
- ship level upgrade quests autofail if shiplevel is zero. (BYOS)
- corrected magnet grip 1/2 item icons
- Fixed description of Gravity Gun (its damage is Cosmic, not Physical)
- imperial cup description will no longer claim the cup is made of wood.
- fast-firing RNG guns have had their cooldown animations adjusted, which should correct DPS to be in-line with intended values
- in addition, you can now change direction while firing.
- RNG submachine gun accuracy reduced, and DPS increased
- Puncturer magazine size has been corrected
- added ship-only grabber with massive range, no storage and a physics region. very performant even with 10k items.
6.4.3
- liquid lib serialization fix - stops compressed liquids being lost.
- fixed adult shadowtop missing camo effect due to missed changes
- forced typecasting in upgrade UI on level parameter, to adjust for stupid people putting level as a string.
- hellfire, inferno, and troll king sets use 'thorns' like status effects specific to them now, which are not removed in water and have a minimum damage taken to trigger of 1.
- minor optimization and bugfixing in several jump techs
- removed redundant/dead code in 2 jump tech scripts
- hopefully made battery scan text a bit more clear
- increased battery low power threshold to 10% (from 1%)
- strange seas now use their own config file
- removed some commented out modifyresource calls (for my sanity)
- augment regen now uses healthRegen and healingBonus implementation
- unified guardian wings to use same lua file instead of multiple identical scripts. buffed some of the weaker ones in the process. (from 0.1% per second to 0.5% per second)
- glitchtop energy break effect is now a bit more performant.
- adjusted sylveon set bonus from granting unlimited energy to granting +50% base energy regen and 0.9x energy regen lockout.
- Guns and bows now automatically hide ammo system, stun chance and crit stats when they are not relevant.
- Guns now have Projectile Count and Burst Count parameters, see FU Guide: Stats for what to look for.
- Gun tooltip labels now divide their Damage Per Shot value by their projectile count. This is not a damage nerf.
- Guns with projectile or burst counts over 1 now replace the Damage Per Shot label with Damage Per Projectile.
- Fixed missing level header in vanilla bow tooltip.
6.4.22
removes circular dependency introduced with Mekineki race in the last update.
6.4.21
- crash bug regarding Adult Shadowtop camoflage corrected
6.4.2
- adds Cloud furniture
- Shortsword animation updated to be more fluid: improved stances and rotation, increased speed factor and reduced flash
- Numerous typo corrections
- fu adaptable crossbow now displays correct energy cost (36)
- Cloudburst staff ability projectiles now have piercing to prevent some odd behaviors on impact
- Bomb icon for the gem seed crafting tab became a point of discussion. Switched it out on the interface for a new icon of a gem seed.
- implemented caching system in liquidlib and transferutil scripts.
- transferutil now enforces item stack caps in throwItemsAt function.
- the above should ensure that pumps no longer lose liquids when using compression mode followed by decompression.
- Fixed Psionic Amplifier not processing items in input slots 2 and 3
- Rephrased confusing text in the quest to craft Mulch
- Updated description of Liquid Mixer to say that it uses 15J per mixing (was: 20J)
- corrected an issue on sulphuric biomes where sometimes you could breathe when you shouldnt be able to.
- drastically lowered sell value on Poptop heads
- unified and revised 'monsterstatus_camouflage' scripts and effects to a periodic reapplication method instead of a 1-off math.huge, to correct an issue with players wearing a shadow collar.
- The four one-handed liquid guns are no longer improperly set to two-handed animations
- Corrected happiness underflow in colony core system. Additionally, negative happiness will now delay the timer.
- Reverted protogen healing to +20% in line with balance needs.
- Improved the scan descriptions of MkII colony machines
6.4.1b
- Small fix for energywood furniture causing a crash