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Aside from the starter pets that will be available to you at the beginning of the game, Starbound also offers a wide range of animals that you can capture and claim as your own pets. There are a variety of capturable monsters in the Frackin Universe mod, with somewhere around 100 capturable monsters. Different monsters require different levels of lowered health to become capturable, down to 0.005% health, making some very difficult to capture. Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliquam erat volutpat.
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Enemies in Starbound come in two varieties: those who will attack the player on sight, and those who won't attack unless attacked.
There are three major combat-specific abilities: melee attacks, ranged attacks, and blocking. These abilities are tied to weapon choice. Combat weapons can be one-handed, allowing the use of another offhand weapon or a shield, or two handed, giving more damage and granting access to special abilities at the cost of versatility.
Many other factors influence the outcomes of combat. Status Effects, whether from damage, Food, Stim Packs or other sources, can affect either combatant. Healing items, especially Bandages and Nanowrap Bandages, allow players to quickly recover from damage. Bringing Crew or deploying a pet from a filled Capture Pod can even the odds against multiple opponents. Mobility-boosting Techs can help the player avoid damage entirely.
Melee Attack
A melee attack is a close-range attack which usually knocks the target back a good . Many Weapons can perform melee attacks - the most common ones are Broadswords, Shortswords, Hammers, Daggers, Axes, and Spears.
Melee attacks are possible with either 2-handed or single handed weapons. The latter can be used whilst holding another item, such as a Shield, making them more versatile than 2-handed weapons. However, 2-handed weapons have special alt abilities that usually consume Energy to perform.
Ranged Attack
A ranged attack is the action of using ranged weapons to attack. All weapons that are not melee weapons, such as Staffs, Wands, and Guns, are ranged weapons (Full List Here).
These ranged weapons come in a variety of types. Unlike melee weapons, ranged weapons generally consume energy for both primary and alt abilities (if the item has an alt ability) - the quantity of energy consumed depends on the weapon type and, for 2-handed ranged weapons, which ability is being used. Thrown weapons, including some Consumables, are the only ranged weapons which do not consume energy.
Blocking
Blocking, which is used to mitigate or neutralize attack damage, usually occurs by raising a dedicated Shield. Certain items, including the Magnorbs or common broadswords with the Parry ability, can also act as shields, though usually with additional restrictions.
Attacks that are blocked with a shield will deplete the 'health' of the shield, which slowly regenerates over time. When the health of a shield is fully depleted, it will break and the player will be forced to lower the shield, incurring a cooldown period before the shield can be raised again.
If the player achieves a so-called 'perfect block,' which occurs when they raise a shield just as an attack hits, the shield health will not be damaged by that hit, and the perfect block effect's duration will be refreshed. If the player is being pelted by attacks at a high enough rate, the perfect block mechanic can let a shield absorb all hits without taking damage for up to 1 second after the shield is raised - after this time, the shield will begin to take damage normally.
While a shield is raised, the player is forced to move at walking speed rather than running speed.
Blocking an attack was originally supposed to enable the player to counter-attack with a more powerful attack that was always a critical hit. Tiy stated in the past that they were trying the idea of 'stacking' blocks, allowing each block to make a follow-up attack more powerful. However, this mechanic has not made it into the game as of version 1.1.1. [1]
Sources
- ↑http://playstarbound.com/combat-part-1-shields/
Retrieved from 'https://starbounder.org/mediawiki/index.php?title=Combat&oldid=189107'
Capture Pod
Throwable Item
Throwable Item
Throw it at a monster to forcefully capture it and bring it to a new home.
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Capture Pods are crafted at the Pet Station. They can be used to capture monsters if the pod hits them when thrown. Monsters must first be weakened before capture.
Pods are thrown in the same manner as the Little Red Ball. If you miss a target, the pod falls to the ground and can be picked up; if the creature is caught, the pod's light changes from blue to red and you can then pick up the filled pod. This filled pod can then be thrown to release the creature wherever it lands.
After capture the pod will display the creature contained inside.
For a list of creatures that can be captured, see the unique monsters list. However, this list does not include some named pets that can be captured, like the dog, Rex.
Critters and farm animals cannot be captured using capture pods.
Retrieving Pets
You can de-summon an active pet by selecting its capture pod and clicking to retrieve it. It will return to its pod.
Capture Pod pet mechanics
- A pet's Attack and Defense are determined by its owner's (whoever used the pet) own Attack and Defense. If a player has a Defense of 70 (shown as a shield on the inventory screen), then any pet they release will have a defense of 70. If the owner has a defense of 0, the pet has a defense of 0.
- A pet has a base attack and then its total attack, which is affected by the owner's attack. For example, the Gleap has a base attack of 8. If it's owner has an attack modifier of 300% (shown next to a sword on the inventory screen), the Gleap will have an attack of 3 times it's base attack, or 24 in this case.
- If the owner takes off or puts on armor while a pet is out, the pet's stats will change accordingly shortly after the player makes the change.
- A unique (pre-made) pet's base stats is not changed depending on the tier of the planet it is caught on. A Poptop caught on a Garden (tier 1) planet will have the same base stats as one caught from a Jungle (tier 4) planet, for example.
- As for procedurally generated monsters, their base attack usually ranges from 10-15.
- A pet does not seem to become stronger from battling.
Fainted Pets
A pet that has fainted must be revived at a Pet Healing Station. The capture pod's red light will be off and the pod will make a clicking noise when you try to summon the pet. If your ship has a Medic, the permanent regeneration factor will apply to your pets as long as they are not fainted.
Non-active Pets
You can only keep one pet with you at a time. To keep other pets outside their capture pods, you must use a Pet Tether, which is also crafted at the Pet Station. Moving a capture pod into an inventory item such as chests or lockers will forcibly de-summon the pet.
Locations & Crafting
Capture Pods are crafted at the Pet Station, which is craftable by the final upgrade to the Inventor's Table. The pods are also common prizes at the completion of the storyline mission quests, located at the chest before the exit teleporter.
History
- Perturbed Koala: Added
- Rampaging Koala: Removed pixel requirement from crafting recipe, changed appearance
- Upbeat Giraffe: Changed appearance
- Glad Giraffe: Can now only be used to capture critters, changed name from 'Capture Pod' to 'Critter Capture Pod'
- Cheerful Giraffe: Now captures all monsters once again, reworked into the new pet system and UI, changed name from 'Critter Capture Pod' to 'Capture Pod'
- Version 1.1.0: Critters can no longer be captured using Capture Pods, they're now moved using a Relocator
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Starbound Pets Level Up
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Starbound Best Combat Pet
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Starbound Pet Station
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