Starbound

Starbound

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TR [1.0: Content Update]
   
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20 Jul @ 9:32am
3 Aug @ 2:53am
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TR [1.0: Content Update]

In 1 collection by Lo-op
Diverse World [10%]
8 items
Description
Quest
Tech challenges are now the hardest of all quests
  • 5 new tech challenges;
  • 1 reworked tech challenge;
  • 2 removed boring "tech challenges".
  • Removed Elliott’s fetch quests.
  • Texts regarding tech challenges have been adjusted for DW lore.
All tech challenges can be beaten within a reasonable time of 5 minutes with my strategy.

To quick access the quests, use:
/admin
/outpost
/admin

Tech
Energy, low. Chance of fleeing, slim.
Mainly, techs are now much faster, and so cost energy to use.
Also, except for the two rarely used distortion spheres, each tech can be equipped in all slots, and can be used at the same time as others.

Dashes
almost no cooldown, longer cover distance.

Jumps
higher jump height.

Rocket Jump
controllable direction, longer duration, slower speed.

Wall Jump
energy efficient, slower down slide.

Distortion Sphere
higher ground friction, higher jump height, doubles player velocity when changing into it.

Spike Sphere
gains immunity to fall damage for a few seconds, snaps to nearest blocks when changing into it.

Sonic Sphere
no fall damage for teleporting directly onto the ground, moves you a value of your immediate velocity’s accumulation over 0.3 second when shapeshifting( with a 3 times multiplier on the x-axis ). Each boom dealt a damage of 25.
If you are soft locked then reload the game.

If you don’t want to unlock the two times inflated techs by using tech cards, then use the following commands.
/admin
/alltechs
/admin

Make energy inflate:
https://steamproxy.net/sharedfiles/filedetails/?id=3292410606
https://steamproxy.net/sharedfiles/filedetails/?id=3270991424

Why am I here? Is it all a dream?
Oh, I remember now, I am a Starfarer.
Popular Discussions View All (1)
0
20 Jul @ 9:43pm
PINNED: Remap Existing Techs using this Framework Easily
Lo-op
6 Comments
Lo-op  [author] 14 Aug @ 10:09pm 
@Dafri, crouching is the only move that can be considered as a more "basic" form of the Distortion Sphere tech. The main uses for it is to trick enemies or cover up player's feet while putting up a shield. I don't see them fitting training courses, so I went with a timing course.

The distortion sphere course is supposed to be the hardest, high fall damage is for preventing brute force, and the fall damage you take is similar to what you'll take from monsters if you have my other mods. The course provides precision training necessary for jumping in and out of monster groups with low energy costs.

Also the course do have a set of timed actions in mind to increase the time window. A single continuous list of dynamic actions is harder to follow than a timed one. So focus on the run up rather than air control.

I hope that helps.
Dafri 14 Aug @ 6:44pm 
I love the changes to the techs, but some of the challenges need some work. The crouch one feels pointless, unlike the ones prior to it, it doesn't feel like it teach you anything. The distortion sphere trial needs to have slow fall added to it as well, when trying to figure this one out and missing jumps, you take A LOT of fall damage.
Lo-op  [author] 3 Aug @ 7:27pm 
@KaanAvali, well, that's expected. I didn't feel like banning the movement tools, as you should get an advantage for having more resources. The real solution is to stand at the edge of that platform just before falling down, tap left and coyote jump .

I bet you can't get to the second bunch of containers.
KaanAvali 3 Aug @ 5:38pm 
Heads up, there's a container with tons of tech cards, manipulator modules and upgrade modules in the jump parkour, it requires something like a rocket spear to get to it, but simply restarting the mission over and over by leaving and dying can get you hundreds of these very fast
MegaMato 21 Jul @ 6:00am 
Well done! I really like your choices with the spike sphere and rocket jump.
LostVandal 20 Jul @ 10:19am 
N U T