fais toi des bandages pour te soigner tu dormiras moins
construire ta maison sert autant que dans terraria, a rien ou a tout, c’est toi qui voit
Bah l’idée d’un jeu bac à sable pas fini, c’est justement de faire ce dont tu as envie, y’a pas vraiment de but vu que l’aspect RPG est à priori pas trop implémenté pour le moment… Donc bah soit tu explores, soit tu construis ton truc pour montrer que t’as la plus grosse, soit tu passes ton temps à creuser pour découvrir des trucs au pif, soit tu tue tous les méchants mob des planètes, soit…
Bref, un bac à sable quoi.
[quote=“Supernico, post:20, topic: 55430”][/quote]
Dans l’ordre, ce que je fais:
1- choper du bois et de la pierre pour crafter les outils
2- Choper des fibres pour crafter masse de bandages
3- Exploration de la planète le jour (les mobs sont moins dangereux)
4- Miner la nuit (parce que ça pique en surface)
5- Crafter l’arc et l’upgrader
6- Tenter de me faire de meilleurs outils et un peu de matos pour survivre
7- Défoncer du PNJ dans les donjons et looter comme un cochon
8- Partir en exploration des planètes jusqu’à avoir le matos suffisant pour affronter le premier boss (un fusil sniper est un gros plus)
9- Explorer le secteur Beta comme un malade et améliorer mon matos
10- Me trouver une petite planète sympa pour me faire une belle base avec cultures et ateliers de craft
Et puis essayer de me frotter aux boss suivants
J’savais que y’avait des boss, mais je sais même pas comment m’y frotter. C’est con, j’avais trouvé une épée légendaire qui envoie un souffle de feu xD
le 1er c’est avec la distress beacon
le vaisseau pingouin qui a été nerf (saucisse vient de le buter en direct)
[quote=“Saucisse, post:23, topic: 55430”][/quote]
Question noob, j’ai pas trouvé de fibres, ca ressemble à quoi ?
[quote=“FrancisXV, post:21, topic: 55430”][/quote]
Ok, j’avais zappe les bandages (et la fibre un peu) , je vais tenter ca.
La maison dans terraria ca sert de spawn, d’hebergement pour les pnj, de retraite pour se proteger la nuit… Dans starbound il suffit de se TP au vaisseau, a moins que j’ai rate un truc la aussi.
[quote=“Saucisse, post:23, topic: 55430”][/quote]
Nickel miguel, j’essaye ca ce soir, apparement je suis passe a cote de quelques mecaniques de jeu.
[quote=« Supernico, post:27, topic: 55430 »][/quote]
Pour l’instant, juste le core du jeu est implanté. J’imagine qu’il y aura un tuto beaucoup plus conséquent par la suite (avant l’arrivé de la storylline et des quêtes lors de la phase 3 de la beta).
Protips: dès que tu as du fer, n’hésite pas à cafter la lampe à porter comme sac à dos, ça te permet d’y voir plus clair sans pour autant devoir foutre des torches partout (par contre, ça ne réchauffe pas)
[quote=« doumdoum, post:26, topic: 55430 »][/quote]
Les fibres, ce sont les fils verts que tu ramasses en défonçant les « vines » en sous sols
[quote=« FrancisXV, post:25, topic: 55430 »][/quote]
Ouais, maintenant, il se bute en une vingtaine de flèches (avec l’arc en fer) par contre, il sera surement rebalancé, il est devenu trop facile
euh… porter comme sac a dos… AH! dans l’inventaire, dans une case autour du bonhomme, comme les armures/vetements?
[quote=« Berzehk, post:29, topic: 55430 »][/quote]
oui, tu as une case « backpack » qui ne correspond pas à ce que tu transportes dans l’inventaire
ca refuse de s installer dans le slot
cette lampe n’apparaît meme pas dans mes crafts ? c’est ou ?
C’est le dernier item de la table de craft (avant de débloquer les blueprints)
J’ai crafte une lantern (contour vert) avec l’anvil et une iron lantern avec la table de craft et aucune des deux ne va dans le slot
Et sinon les bandages ca change la vie.
en appuyant sur CTRL on peut deplacer la camera pour voir plus loin
[quote=« Supernico, post:34, topic: 55430 »][/quote]
Ce n’est pas la lanterne entourée de vert qu’il faut faire, c’est une back armor qui ressemble à une lanterne accrochée à un bout de bois
Edit: le matin, c’est pas cool
lantern on a stick \o/
il faut péter la gueule au 1e boss pour l’avoir.
[quote=“Saucisse, post:36, topic: 55430”][/quote]
Priceless ! :lol:
Dans le genre jargon de JV auquel on ne pige rien, ce post est pas mal :blink:
We’re still working on a few things, so you can expect the patch in about a week’s time. Not all patches are going to take this long, of course.
Fixes:
Additions:
- .ds_store issue affecting OSX 9.1 users (A bug where Finder created an invisible file called .ds_store in the player folder which caused the game to crash).
- A number of character creation/selection screen crashes related to loading corrupted save files
- An issue that could prevent the launcher from starting (MSVCRT.dll)
- DirectX crash bug (303 bug)
- Several memory leaks, including the slow-but-significant server memory leak a lot of people were experiencing and GUI memory leak
- Fixed a crash bug related to GUI controls
- Reduced memory load of FTL animation
- .abc files with comments no longer crash the game, plus various .abc fixes as far as key signatures/timing
- A number of issues with players spawning underground
- A bug where players spawned outside the ship if they’d previously saved the game while in the Captain’s Chair
- Right shift key was not working as a shift key, now it is
- An issue tech slots were unusable under certain conditions
- Wiring system fixes– wires are rendered below UI elements, wires no longer break when crossed into an unloaded sector
- Added image metadata caching, improved assets caching
- Added a jeep mech that was supposed to have been in the last patch, but had mysteriously gone missing!
- Object flipping issues
- Sped up the crafting window
- Fixed a sound issue that occurred after many concurrent weapon hits
- Characters no longer blink while sleeping in beds
- Assorted minor performance improvements
- New game modes! Permadeath and drop-everything-on-death modes.
- Revolvers, pulse rifles, hand grenades, shivs, Floran needlers, Floran thorn hammer
- Human guards now wear soldier uniforms
- More decorative hats! Yay, hats!
- More random encounters
- Possibly more content, if it’s finished on time!
You can find these patch notes on the launcher screen, but I thought I’d paste ‘em here for easy access.We’re aware there may be issues with a Steam update crashing the Mac build at the moment! It’s an issue with Steam– disable the Steam overlay to fix it in the meantime. Also hot-fixing an issue that causes stutter for people on lower-end computers and making the unpacker safer to use. Patch really soon (like today, not a month from now).
Changelog for v. Furious Koala 26/01/2014
Hey there Stargazers and Sports Racers, it’s been quite some time since the last patch, and we have some very large changes dropping this release.
Code Changes:
- Absolutely massive changes to disk serialization (sorry reversers), which will allow us to never need to wipe players or ships again, and hopefully never need to wipe worlds again.
- Related, we now have a proper versioning system for save files.
- Added difficulty levels and permadeath characters to the game.
- Packed assets into databases (speeds up startup significantly), and included asset packing and unpacking utilities with the distribution.
- This should also allow for easier distribution of mods, and easier construction and management of slimmed down distributions for dedicated servers (official server paks coming soon.)
- Fix some graphical glitches with the wire nodes.
- Fixed some pretty nasty deadlocking bugs with networking.
- Fixed some very strange memory leak bugs stemming from a gcc lambda capture bug.
- Fixed various crash bugs related to a number of different issues (more specifics listed in “Info About the Upcoming Patch“– thanks for the bug reports, keep em coming)
- Speed up improvements with falling sand and other projectiles.
- More efficient databases storage layout.
- Documentation for lua functions have been written, and we’re going to release them soonish.
- Removed NaN floats from the code for performance reasons (reenabled -ffinite-math-only), we had been using them to signal that the float is disabled or in an invalid state, but we have a system for that now.
- Some internal changes that make maintaining code much happier for us, including better enum to string handling and much faster compiles.
- Other minor things, too numerous to list here (see “Info About the Upcoming Patch“).
Fun Changes:
- It’s no longer the holiday, so we’ve removed the holiday stuff for now, we’ll put them back when we have a better way of enabling it for holiday time.
- PVP is now forced enabled within Sector X. If you’re in a party there’s no team damage though.
- All player drops are persistent now. So if you accidentally throw your diamond drill down a mineshaft, you don’t have to suicide trying to get it back before it disappears.
- New Monster attacks (gravity slam! gust attacks! other stuff!)
- Fixed Legendary Weapons damage (adjusted up to be more… well… Legendary.)
- We’ve put in new Techs (such as a Glitch Mech).
- New biome type enabled. Savannah.
- Boss Lore!
- No more eating bandages and stims, they have their own thing now.
- Better, more featureful .abc file support, and we have Wanderlust music in the game now. (Thanks Leth and D2!)
- Made NPC chatter more configurable and slightly more varied.
- Added new objects (such as lava biome treasure chests).
- Added new items (like nightsticks and bonesaws).
- Sword swooshes are only active for 0.6 seconds instead of 0.9 seconds.
- Making cooldown times actually matter without slowing down combat. Also fine tuned their hitboxes.
- Viking helmet? Viking helmet.
- Watch out for landmines.
- Various changes to treasure drop pools (like Avian Guards actually dropping their guns…)
- Minor tweaks to existing armors to make them look better.
- Medieval Furnace now actually acts like a Furnace. (Rejoice).
- Graphical upgrades to some existing plants, and new plants.
- Lots more secret stuff! :OOO
We look forward to hearing what you think about the patch. It was a very big one this time around.