Starmourn Game News

Previous Article | Back to News Summary | Next Article
Updates News Post #319

Classleads (part 2 of many) - Scoundrel.

Written by: Ilyos, the Arbiter
Date: Tuesday, January 28th, 2020
Addressed to:

Before Engineer comes around, I'll take a day or two to fix all the other bugs and issues that arose with the recent changes. Onwards!


- EM stacks received from EM damage are now directly affected by your armor( 10% EM resistance means you'll only get 9% stacks from an attack that would otherwise give you 10% EM stacks)
- Some EM tracking bugs have been fixed



- Ammo types are now split in payload and tips and you may combine the two. Payload dictates the base damage type while tips dictate what secondary effects (afflictions) you apply per shot. Payload ammo types are : %7REGULAR%, %7COMBUSTING% and %7ARCING%. All others are ammo tips. That means that you can have combusting bullets fitted with weakening tips.
- %7GUN AMMO% will now show the full combination of ammo payload and tips
- EM damage delivered from %7ARCING% tips are only half as effective as regular EM attacks. (They apply 5% stacks as opposed to 10%)
- %7MAGTOSS% has been removed
- New ability: %7BACKFLIP <target> <direction>% - When you have one last bullet left, fire it at a target while performing a backflip that will take you out of the room. You will automatically reload when you land safely at your destination.


- New ability: %7FACESMASH <target> <prop>% - Run up to someone, grab their head in your hands and smash it into a prop, dealing damage and disorienting them. If there is a hidden IED on the prop, it will detonate. 20 second cooldown.
- %7HAYMAKER% damage now scales with every affliction present on the target


- %7PIERCER% deals 3% internal once more
- %7RIPPER% damage has been significantly increased

Previous Article | Back to News Summary | Next Article

Love, Death, and Robots

So, Starmourners. I bet you’re wondering what we’ve been up to since the beginning of January, right? Read on, because we’re gonna tell you! Since the turn of the year, implementing the playerbase’s hundreds of classlead suggestions have taken the bulk of January’s development time. It continues to be a focus for our lead coders,…
Read More

Looking Forward

The new year is here, and Starmourn feels more refined and grown up by the day. The game has advanced in leaps and bounds from its fledgling beginnings to something that we all feel truly proud of. Not bad, for something that’s barely a year old as of this writing! We hope that 2020 will…
Read More

Our First Year in Space

Starmourn’s first year as a publically accessible game in open beta has come and gone, and the months since December 17th, 2018 have whirled by in a blur of new features, squashed bugs, and player-focused roleplay events.  By January 2019 we’d already fixed hundreds of bugs, done a pass on classes, and enabled a myriad…
Read More