Starbound

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Mickyan

Uploaded by

Mickyan

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About this mod

This mod aims to make recruiting your crew a more worthwhile endeavour, greatly increasing the strenght and usefulness of your crew members.

Permissions and credits
This mod aims to make recruiting your crew a more worthwhile endeavour, greatly increasing the strenght and usefulness of your crew members. By making each class unique and useful in their own way, choosing the right person to bring on a mission can make a difference.

Additionally, your tailor will now consider your head slot items for your crew's uniform!

Buffs, nerfs, tweaks, we got it all! 

Changelog

1.7a
Final compatibility pass

1.7
Added compatibility for mods that edit player.config

1.6

All combat classes have gone through a balance pass, they should better fit their role now. Outlaws and mechanics in particular have different purpose in mind.
Note that compared to vanilla, all crewmembers are stronger across the board. This changelog compares the previous values from this mod

Outlaw

Reduced health and regeneration
Increased damage
Increased invulnerability time after hit
Increased run speed

Soldier
Slightly increased health
Increased damage

Mechanic

Increased health and regeneration

Medic

Reduced health
Reduced invulnerability time after hit

Engineer

Reduced health
Reduced invulnerability time after hit
Slightly increased damage

Chemist

Reduced health
Reduced invulnerability time after hit

1.5
The Janitor finally got a promotion! Now called Quartermaster, they act as your personal merchants. They have slightly better prices for buying and selling items compared to merchants in the outpost.
(If your former janitor was recruited at the time of this update you will be unable to dismiss them, easiest way to fix it is to trap them in lava or have a monster kill them, they'll respawn on the ship and stay there)
Idle crewmembers will wander around less frequently
Penguins no longer have their weapons out at all times


1.4
Each class now has an assigned weapon type - no more randomly assigned weapons for soldiers
Soldier - Assault Rifles
Outlaw - Sniper Rifles (+ dagger)
Engineer - Rocket Launchers (no melee)
Mechanic, Janitor - Shotguns

In a nutshell, soldiers are jack of all trades, outlaws excel at long range and engineers are heavy hitters, particularly effective against bosses but they won't fare well against small and agile enemies!

1.3
Fix for crew members becoming unresponsive

1.2
Crewmembers can apply field buffs from slightly further away
Bugfixing

1.1
Fixed crashing caused by the latest patch
Compared to current vanilla version, crewmembers do roughly one third more damage



Features

Custom uniforms include head items
Default uniform now has a cap
Increased regeneration (15%), damage (33%) and health (20%) scaling to be more viable on high level planets
Increased invulnerability timer to 2s (was 1s)
Increased number of active crew followers to 3 (was 2)
Crewmen can apply field buffs for farther away

Soldier
Soldiers are versatile, capable of dealing good amounts of damage in any situation. Always a safe choice to bring along.
Equipped with assault rifles and broadswords

Outlaw
Outlaws are nimble and reckless, favoring quick engagements over prolonged fights. They can often slip through right into enemy lines, but they can't withstand too many hits.
Equipped with sniper rifles and daggers

Engineer
The Engineer's main role is working on the ship, but on the field they're in charge of the big guns! However, rockets may have a hard time hitting small, fast targets and having no melee weapons of their own, Engineers are better suited for taking down big, slow targets.
Equipped with rocket launchers, avoids getting too close to enemies if possible

Decreased fuel efficiency increase to 2% (was 10%)
Doubled the time required between upgrades

Chemist
Chemists trade personal firepower for applying powerful buffs to the leader
Equipped with pistols and autopistols, avoids getting too close to enemies if possible

Increased rage/speed/jump field buff durations to 180s (was 30)
Increased glow field buff duration to 540s (was 90)

Medic
Whether it's during a tough fight or a long expedition, medics will do their best to stop you from bleeding all over the place. A perfect addition for every mission.
If your health is under 50% (and the cooldown is over), simply stand next to a medic to get healed.

Increased field healing amount tenfold!
Health threshold activation increased to 50% (was 20%)
Equipped with pistols and autopistols, avoids getting too close to enemies if possible

Mechanic
Mechanics spend most of their time working on the ship, but on the field they are extremely sturdy, boasting by far the most health and regeneration of every other class.
Equipped with a shotgun and wrench.

Doubled the time required between upgrades

Janitor Quartermaster
The Quartermaster is the backbone of every crew. He's in charge of supplies and acts as your personal merchant, selling consumables and general supplies, some of which would be otherwise difficult to find.
Buying items is 5% cheaper than outpost merchants and selling items yields 5% more pixels.

Uninstall Notes
It should be safe to unistall whenever you please, however the removal of default headgear from all existing crewmembers is not reversible. You have been warned.

Crashes/Known Issues
Patch 1.0.3 modified some of the files used by this mod, causing a crash on startup. It's now fixed, but should that happen again, as mentioned above this mod can be uninstalled without worry, leave me a message and I'll fix it as soon as possible.

If you complete one of the guard villager quests that upgrades their headgear, they'll sometimes still wear it if they are recruited.

Quartermaster might move away while you're trading with him. This is a vanilla bug that occurs with the tailor aswell.