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Starground News

Starground v0.12 Released



[h3]Starground's fourth major update is here! This update is all about enhancing the current dungeon, and making each run as unique and interesting as possible. New enemies, new rooms, and ranged weapons all add in new things to do and explore in the dungeon![/h3]

Whats New


[h2]Ranged Weapons[/h2]

Ranged weapons are finally here in Starground! Ranged weapons can be built in the tool bench under the new "Ranged" tab, and can be brought into dungeons alongside a melee weapon. Ranged weapons open up new possibilities for enemies, more support-centric combat styles, and more reasons to find new parts.

Ranged weapons are built out of four kinds of parts, each with their own stats. This update starts us out with 4 core parts (modulating the effect of the weapon), and 7 other supporting parts. Gun parts can also be purchased from Bissala in the Space Hub. These mechanics opens up a whole new world of combat, and will be continually balanced post-update.

[h2]New Enemies[/h2]

3 brand new enemies have been added into the dungeon to spice up gameplay and make combat much more interesting, instead of just "walk and hold left click". These include:
  • Antoid Husk, a basic shambler enemy that will eventually be moved to a new zone (next update)
  • Moleshroom, a ranged enemy that pops up from underground in random spots in the room.
  • Peckii, a flying mosquito enemy that will circle around you, applying regeneration to other enemies.


[h3]New Rooms[/h3]

Dungeons now have new rooms to explore! Dungeons will have a bit more variety now, including a fishing room. New dungeon-specific fish will be introduced in coming updates.

That's all for right now! Our next couple of smaller updates will add in some content that didn't quite make it into this version, and address any balancing issues with ranged weapons.

[h3]If you run into any problems, please report them on the Steam forums, or over on Discord. Enjoy![/h3]

[h2]Follow Along[/h2]
Want to follow the development of Starground more closely? Please consider joining the official Discord, or tuning into regular devstreams held over on Twitch.



Full Changelog

[h2]Additions[/h2]
  • Added a dungeon fishing room
  • Added ranged weapons
  • Added a ranged tab to the tool bench
  • Added The Chumbo gun part
  • Added The Season's Rite gun part
  • Added the Blightbone gun part
  • Added the pistol grip gun part
  • Added the sniper scope gun part
  • Added the pistol barrel gun part
  • Added the rifle stock gun part
  • Added the sniper barrel gun part
  • Added the finger gun grip gun part
  • Added the aviator sight gun part
  • Added the Peckii enemy
  • Added the Moleshroom enemy
  • Added the Antoid Husk enemy

[h2]Changes[/h2]
  • Upgraded the engine to 4.4, greatly improving performance and overall stability of the game
  • Brightened the red warning color
  • Made it so that incomplete research now has red numbers
  • Made it so that the weapon recharge noise doesn't play unless a tool can be used
  • Increased the light node limit from 64 to 256
  • Made it so that effects with shorter lengths will not override longer current effects
  • Made it so that all effects are cleared on death
  • Made it so that poison clouds will fade out
  • Made it so that poison clouds now apply an effect instead of it's own damage
  • Changed the sprite for item cooldowns
  • Made it so that Mini-Diadematuses now no longer deal damage, but instead apply slowness
  • Made it so that Diadematuses now emit a poison cloud when a player is close by

[h2]Fixes[/h2]
  • Fixed an issue where effects that last 1 second do not apply their damage at the end
  • Fixed an issue where space elevators didn't work
  • Fixed an issue where dreadcap was not immune to poison
  • Fixed an issue where space hub NPCs would be saved, causing them to build up
  • Fixed an issue where applying effects did not check for resistances


Multiplayer Games Night?

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Check out these other online multiplayer offerings from 2 Left Thumbs!

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Sign up for the playtest, so you don't miss the demo coming later this year!

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Starground v0.11.1.3 Hotfix

This hotfix for Starground addresses a couple of minor issues with modding, crafting buildings, dungeons, and more. Thanks to those who found bugs!

[h2]Additions[/h2]
  • Added a starting room for dungeons
  • Added lights to braziers

[h2]Fixes[/h2]
  • Fixed an issue where player inventories would be duplicated on load. Games saved since 11.1 will stop duplicating after being loaded and resaved one or two times. (thanks Duckerdoo!)
  • Fixed an issue where using the starlauncher on multiplayer would not dismount players from skateboards (thanks Duckerdoo!)
  • Fixed an issue where the create command did not work with multiplayer
  • Fixed an issue where recipe selection messed up item slots, and could cause synchronization issues with multiplayer (thanks Duckerdoo!)
  • Fixed an issue where the blacklist button on Movers would not sync on multiplayer, and players could not see each other changing it (thanks simonthegarnish!)
  • Fixed an issue where boss doors would not turn red for clients
  • Fixed an issue where dungeon doors on multiplayer were not updating (thanks simonthegarnish!)

[h2]Modding[/h2]
  • Added a signal that emits an ID for when an item is consumed by a player
  • Added the add_player_ui() function in ModAPI to instantiate scenes into player UI
  • Fixed an issue where loader.gd in mods would run after resource table defaults are configured
  • Added in a dungeon room dictionary for modding. This allows you to specify a loot table ID for dungeon rooms, making dungeons way more moddable. Similarly, all dungeon rooms are now inside of loot tables.

Starground v0.11.1.2 Hotfix

This quick hotfix fixes an issue with the new add_recipe_entry() function for modding and some other minor modding issues.

[h2]Modding[/h2]
  • Changed the add_recipe_entry() function to fix a crash when adding in recipes and prevent the function from deleting all other recipes for that building. This function now also requires a recipeID in addition to a buildingID
  • Changed the add_loot_recipe() function in order to make it possible to add loot without overriding all other loot entries

Starground v0.11.1.1 Hotfix

This quick hotfix addresses a small issue that made items no longer apply status effects.

[h2]Fixes[/h2]
  • Fixed an issue where items didn't apply their effects on consumption

Starground v0.11.1.0 Released

[h3]Starground v0.11.1.0 is here! This update circles back and adds in some things that were initially meant for the big v11 update. Alongside new content, some backend stuff has been refactored, improving stability with Steam multiplayer and modding.[/h3]

Whats New


[h2]Fish Sizes[/h2]


Caught fish will now have a size that can stray away from an average size set. This also includes a new popup for when player's pick up items.

[h2]Space Hub NPCs[/h2]


The Space Hub now has randomized NPCs that walk around and liven the place up a bit. While they don't add any gameplay as of right now, they can be expanded later to interact with the player or serve a purpose other than decorations.

[h3]As always, let me know on the Steam forums, or on Discord if you run into any new issues. Enjoy![/h3]

Full Changelog


[h2]Additions[/h2]
  • Added an item pickup bubble
  • Added a "fish caught" state to the player once they catch a fish
  • Added sizes to fish (lies on a normal distribution)
  • Added voices to shop NPCs
  • Added NPCs that walk around the space hub
  • Added warning messages for mod compatibilities

[h2]Changes[/h2]
  • Made it so shop NPC lines now progress instead of being visible all at once
  • Made it so fences and fence gates can be broken in one hit
  • Made it so large stack size items will instantly be picked up
  • Made it so shift click will take as many items as possible
  • Increased the wandering time for fish
  • Improved the animation for large fish
  • Made it so fish animate slower when not moving
  • Improved the animation for medium fish
  • Made it so player inventories save when joining through Steam
  • Updated translations
  • Made it so fish will go directly into your inventory as long as you have space

[h2]Fixes[/h2]
  • Fixed an issue where the tree of wisdom could show up multiple times in the same dungeon, and way too often
  • Fixed an issue where fences played a stone sound instead of wood when being broken
  • Fixed an issue where troughs were renamable
  • Fixed depth sorting issues with the fishing shop
  • Fixed an issue where the purchase button would not get disabled correctly in shops
  • Fixed an issue where items on the ground wouldn't update their count when picked up with a mining laser
  • Fixed an issue where picking up an item from a mined resource node could permanently set its drop amount to 0
  • Fixed an issue where fishing line breaking didn't work on multiplayer
  • Fixed an issue where the game can freeze when joining through Steam and the connection fails

[h2]Optimizations[/h2]
  • Slightly improved performance of movers
  • Corrected a previous optimization related to disabling entity pathfinding when out of view
  • Optimized various networking-related functions

[h2]Modding[/h2]
  • Added the add_recipe_entry function to add recipes
  • Added the add_region_entry function to add regions
  • Added the add_shop_entry to add shop items
  • Changed the effect tag to be an array called Effects
  • Changed add functions to always include an ID, and create functions to not include them
  • Added more documentation on variables and examples in ModAPI