Seems like the Dash tech is broken... It does nothing. Also, most hammers (at least rerolled ones) don't seem to have a secondary ability, they don't do anything on right click (As opposed to axes, which do the same thing on right- and leftclick.)
Loving the update, a few issues here and there but otherwise it's brought back my interest greatly in Starbound.
I think by the time it's 1.0, this game will be basically done. Which is a good thing because it means i can co-op it with my friend for realsies. For now, i think a singleplayer combat update thingamahoo will suffice
The stable update is out - yay!!! There goes the "oh well, maybe today I'll go to bed early and catch an extra portion sleep" ... Great work, guys!
Wait, another stable update? In the same year? Oh my god! I've already been fiddling with the nightly since the previous stable, so it's nothing new to me, but seeing as how it's STABLE, it means I don't need to worry about crashes with the neat stuff added. Good work on making consistent releases with quantity and quality. For modders, will the old way of making dungeons still work? I'm not too fond of using Tiled, and making it the old way is easier for me since I'm accustomed to it. EDIT: Woah woah woah, you can capture and relocate critters? My ship is going to get a hell of a lot messier now!
I really like the update on the teleport animation. Much cooler and not seizure inducing.[DOUBLEPOST=1449600746][/DOUBLEPOST]I can't help but notice that my game's simulation timescale seems... stretched. And it varies. Was there a significant change in how the engine processes? Like some sort of lockstep or frame smoothing feature?