Releases: sayterdarkwynd/FrackinRaces
5.2.1
Kirhos now start with +500 pixels in their ship locker
Hunters Claw has been slightly improved. It now adds the current worlds threat level to the damage done, and has a slight mining ability to increase utility.
5.2.0
Completely reworked how raceEffects are applied: stripped raceEffects.config and migrated the included abilities into new files located in /species, with the .raceeffect suffix. This will make it easier for modders to add support for their races without looking through 8,800 lines of code to find what they need. (Lucca)
Note that this will make all addon patches for FR that are not a part of FR break. Modders will need to update their files.
Apex rage bonus was reworked to act as follows: (Lucca)
- effect begins at 80% HP and scales to maximum effect at 10% HP
- currently can only support stats, not controlModifiers/controlParameters
- does not support negative multipliers
- power caps at +30% (effective), protection +20% (effective), crit chance +5% (amount), and energy loss at -70% (effective)
5.1.158
Increased potential spawned Bulbs for Xi.
Normal and enhanced bulbs get between 1 and 3 spawned.
Alpha bulbs always spawn a maximum of 1.
Akkimari are more nimble
5.1.157
Carnivore Food should no longer spam warnings for races able to consume it
Boneboo now counts as Carnivore food
Eggs no longer display as "Raw Meat"
Xi Bulbs got an increase to regen rates
radioactive food no longer gives Xi super-powered HP and Energy
5.1.156
Moogle adjustments
Demon support added
X'ian: Many little adjustments and changes made. They now have a chance to spawn higher-tier versions of their bulbs, there are now armors that can increase the effectiveness of your plant regen.
You now regain food as well as health when under the effects of your pants.
Numerous other fine-tuning bits and bobs.
5.1.155
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adds support for Demon race
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Moogle bonuses changed
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COMPLETELY revamped the Radien. They also now named the X'i. Use a Race Tech Enabler to get their new racial tech.
To use it, crouch after activating it , for about 10 seconds. You'll eventually produce a seed. These seeds can be used to craft goods, plant the seeds to create mobile feeding/healing spots with a little light, and otherwise can be extracted for resources. Note that your hunger bar cannot reach maximum while near these plants, so you can eat as much as you like (but not get the bonus from Well Fed)
The racial bonuses are all changed. Have a look at the race info site for full details.
Additionally, you are unable to heal using normal means. Bandages are utterly worthless to a Radien. You will need to keep fed and utilize your racial gear and abilities.
5.1.154
Okay, I've re-assigned the nightar Drain effect back to an always-on status effect. Simply put, having it assign and unassign based on lighting worked but it was touchy as heck and prone to getting wonky. It is now reliable, and all you need to worry about is "am I in darkness?" now.
5.1.1511
adjusts Nightar balance somewhat, and cleans up their light effect code.
They now suffer energy and health penalties in sunlight (up to 20%), and their damage bonus is more seriously reduced (was 25%, dropping them to 75% in sunlight. It now drops them to 62% instead) as well.
Both Penalty and Bonus now use effectiveMultiplier, which will make them more viable/dangerous at any given tier.
5.1.152
Nightar mechs operate in darkness properly
fixed Tenebrae having nightar attack vampirism
added Changeling support
5.1.151
fixes nightar mech crash