Starground Alpha v6.2.0 Released
Author: bbgamesbusiness,
published 6 months ago,
v6.2.0 of Starground is now out! This update addresses some early-game balancing issues with both power and dungeoning. Batteries have been introduced to handle unreliable early-game power. Buildings now also don't require full power, and their speed will scale with consumption.
[h2]Additions[/h2]
[list]
[*] Added batteries
[*] Added big batteries
[*] Added the option to enable and disable vsync
[*] Added a slider to allow setting a max fps
[*] Added healthbars to enemies
[/list]
[h2]Changes[/h2]
[list]
[*] Decreased the collector power consumption to 5 SE
[*] Increased the length of the daycycle from 300 seconds to 600 (5 minutes to 10)
[*] Made it so machines will now slow down when power is low instead of stopping
[*] Made it so you can walk on solar panels
[*] Made it so fists now have much longer range
[*] Lowered moonshroom health from 8 to 6
[*] Doubled the damage fists do
[*] Made it so damage no longer stacks ontop of the base damage (so if you have a sword with 4 damage, you do 4 damage instead of 4.25)
[*] Balanced weapon components
[list][*]Fungdle cooldown 0.4 -> 0.1
[*]Primitive Handle cooldown 0.5 -> 0.3
[*]Long Handle cooldown 0.4 -> 0.2
[*]Primitive Hammer damage 1 -> 2[/list]
[/list]
[h2]Fixes[/h2]
[list]
[*] Fixed an issue where treadmills were not created in multiplayer
[*] Potentially fixed an issue related to a tesla coil having a null network
[*] Fixed an issue where the power generation and consumption values were incorrectly calculated when adding a tesla coil to a pre-existing network
[*] Fixed an issue where blacklist filters on movers didn't work
[*] Fixed an issue where treadmills blocked other buildings
[*] Fixed an issue where the player was incorrectly layered with the treadmill
[/list]