Starbound 1.2.2 [UNSTABLE]Jan 13, 2017 - Community AnnouncementsHey, it's Friday! Happy Friday!We've just pushed a small hotfix to the unstable branch. Here's what we've changed: Fix a bug causing frequent save file corruption on Windows after power loss Fix generated monsters not using their special attacks Fix kill achievements not unlocking properly Fix several materials being erroneously tillable or tilling with the wrong tile mod Fix a dungeon piece in underwater Hylotl cities occasionally failing to place Fix a dungeon piece in ice vaults occasionally failing to place Fix airship dungeon sometimes spawning without a clue object Fix Dreadwing not properly dying when killed with Doomcannon Disable Outpost return gate to prevent several potential exploits Miscellaneous bug fixes Santa has gone ho ho home, to return another Christmas!This is our first post of 2017, incidentally! We hope you all had a great holiday break and a good start to the new year. The Vault Update we released in mid-December seems to have gone down really well, and we're even more excited about the update we're working on now. More on that soon. :) Starbound 1.2 [UNSTABLE] Patch NotesDec 7, 2016 - Community AnnouncementsHey everyone! I hope December's treating you well. The unstable release of Starbound 1.2 is here! This means a stable release is nearly here, but not quite - we may still make changes or find all kinds of exciting bugs that need fixing ahead of the official release. But if you're a Steam user and you just can't wait, you can check out the update ahead of time by running "Starbound - Unstable" from your Steam library! For 1.2, we wanted to focus on giving you more to do after you've finished all that saving the universe business. To that end, we've added endgame procedural dungeons and bosses, the ability to terraform planets, weapon upgrades, and elemental damage! Take a look at the patch notes below for details, and click through if you're interested in bug/performance fixes and changes to the modding API. If you'd rather wait for the stable release, sit tight! We won't keep you waiting too long. :) Major Changes https://giant.gfycat.com/SpottedImperturbableHalicore.gif Ancient Vaults Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies https://giant.gfycat.com/WickedOrneryHarlequinbug.gif Terraforming Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself Microformers are consumable single-use terraformers which provide even more region types to add to your worlds https://giant.gfycat.com/MiserlyDifferentCaudata.gif Weapon Upgrades Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles https://giant.gfycat.com/PessimisticBeautifulImago.gif Elemental Damage Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever Minor Changes / Bug Fixes Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces Contain tooltips within the game window when they’re near the edge Fix a bug with monster kill sounds not playing correctly Several bug fixes to monster/NPC behaviors and pathfinding Various typo and asset fixes Add appropriate “bushes” to the Rust biome Update SDL2 to 2.0.5, should fix some fullscreen issues Fix some security vulnerabilities in server packet handling Performance Improvements Improve generation time of older, image-based dungeons Other minor improvements t...[UNSTABLE] Glad Giraffe Patch NotesDec 2, 2015 - Community AnnouncementsGlad Giraffe Patch Notes Hey everyone! A new unstable build is upon us! This means that a new stable build is nearly here. Need a reminder of how unstable updates work? Here you go! We automatically upload everything we’ve changed in-game to the opt-in Nightly branch each night. When we’ve completed the update we’ve been working on, we push the update to the Unstable branch. You can learn more about opting in to the Unstable branch here. When we’re sure that the update isn’t causing crashes or terrible bugs, we push the update to the Stable branch. Click 'read more' for a changelog listing the most significant changes we've made to the game since the last patch! http://playstarbound.com/wp-content/uploads/2015/11/Screenshot-2015-11-04-15.59.00.png http://playstarbound.com/wp-content/uploads/2015/11/knownissues2.png Vehicles are a work in progress! You can purchase/repair them at the outpost, but the repair UI is... definitely WIP. Some one-handed, unique and biome weapons which still use the old system will be replaced in a future patch http://playstarbound.com/wp-content/uploads/2015/11/changelog.png http://playstarbound.com/wp-content/uploads/2015/08/majorissues.png Weapons Generated and tiered two-handed weapons now have special abilities that can be activated using right click. Many (45+) possible abilities are available for various classes of ranged and melee weapons! Yes, some guns now have flashlights Change to hammer mechanics: hold left click to wind up, release to fire Change to spear mechanics: continue holding left click after a swing to keep the spear out to fend off enemies Several new classes of hard-to-find unique weapons: boomerangs, chakrams and fist weapons. Find blueprints to upgrade these weapons into even more powerful and specialized versions! A few miscellaneous unique weapons and items such as flamethrowers and remote-detonated grenade launchers Major changes to monster and NPC combat mechanics Lots of new unique monsters found throughout the galaxy Hostile monsters now damage the player on touch Knockback is more powerful and reliable Monsters have clearer ‘telegraphing’ to indicate when they are about to attack Remade shields and improved blocking mechanics Replaced electric stun status effect with Electrified, which periodically damages other nearby enemies Vehicles New system for player-controlled vehicles which can be spawned and despawned using Vehicle Controllers (acquired at the Outpost) Hoverbikes! Great for travelling across planet surfaces quickly! They include a passenger seat so you can transport your friends! Come in several attractive colors! Drive carefully to avoid blowing yourself up! Coming Soon! - Boat and Mech vehicles replace previous tech equivalents Repair your vehicles using auto chips, which can be found in the world or purchased at the Outpost Quests Quest givers’ portraits are shown on quest dialogs and in the log Colonists now occasionally give players new procedural quests to help improve the...