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[Game Update] - 309027


Jason
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Balance/New feature

  • Wormwood has an extra (short) anim when poop healing. 
  • Compost Wrap heals Wormwood for more now.
  • Each world type (DS/ROG/SW/HAM) now has its own set of worldgen presets (to prevent incompatible presets from being applied)

 
Bug Fixes

  • Werewilba won’t be groggy in the humid season from her body hair anymore.
  • Werewilba can now eat food by selecting it and clicking on Wilba with it
  • Thunderbirds shouldn't unfairly target players anymore and ignore lightning rods at times.
  • Uncatchable Glowflies fixed.
  • Fix for the disappearing trawlnet (when full) in Shipwrecked
  • Werewilba’s health gets properly set on load
  • Werewilba can now Spelunk caves in Vanilla and RoG
  • Wilba no longer turns into Werewilba when removing the Silver Necklace after a full moon
  • Drying racks that burn will produced cooked versions of their item if they can cook, otherwise they will spawn a burning version of the item if they can burn.
  • Walking sticks and stalks can burn now.
  • Hammered dry racks will drop their item. 
  • It should not be possible anymore to generate a world without seasons.
  • Wormwoods planted seeds will continue to grow after a load.
  • Werewilba’s light won’t go out when she’s struck by lightning now.
  • Falling things should not stay on top of a ruins fountain now.
  • Cleaned up some decoration conflicts with pig ruins generation.
     

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It was being put at 0,0,0 instead of the target location, possibly due to an order of operations problem. I was not aware of it until you posted it. In fact, I couldn't repro it on my local build, but I could get the problem on steam and on another local build.  

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36 minutes ago, Jason said:

Balance/New feature

  • Compost Wrap heals Wormwood for more now.

 

Thanks for this, It was kind of silly that Nitre would have to be wasted on a healing item like that. 

 

Now, I think that Bramble Traps need a little work too. There's no reason why you want to use one instead fo a Tooth Trap, even when they are really easy to craft. 

Maybe (and seeing that these are tall) you could make that this kind of traps hurt flying mobs too. 

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4 minutes ago, Marquillotuca89 said:

Now, I think that Bramble Traps need a little work too. There's no reason why you want to use one instead fo a Tooth Trap, even when they are really easy to craft. 

Maybe (and seeing that these are tall) you could make that this kind of traps hurt flying mobs too. 

well the bramble trap has an aoe effect so it's balanced as is for a trade-off of less damage for a larger radius, as for the flying mob part... I do agree, but only because the bats get friggin crazy after day like 30

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1 minute ago, bizziboi said:

Apologies, we just found out, a hotfix is building right now.

Actually just found a bug I was about to report, Getting eaten by Roc while in Wilba's Werewilba transforming state (I did it by gummy slugs) will glitch her into her pig form, but keep the nightvision and body hair. Really odd. Dying and using a revival tool while being eaten by Roc also sets me into the void.uhoh.thumb.JPG.d2d425318bed5b3906847768777f9e66.JPG

Edited by Angel_Octoling
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40 minutes ago, irishmuffin said:

well the bramble trap has an aoe effect so it's balanced as is for a trade-off of less damage for a larger radius, as for the flying mob part... I do agree, but only because the bats get friggin crazy after day like 30

The problem is that Bramble Traps are kind of "weak". I have been playing 74 days with Wormwood and I've never used any of its objects. They don't have  something attractive. If the Bramble Traps hurted flying mobs, they would be awesome. 

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2 minutes ago, Marquillotuca89 said:

The problem is that Bramble Traps are kind of "weak". I have been playing 74 days with Wormwood and I've never used any of its objects. They don't have  something attractive. If the Bramble Traps hurted flying mobs, they would be awesome. 

However I might say that his bramble armor is very powerful for what it is.

Wear it alongside a football helm and watch as an entire late game hound waves (around 12 hounds) melt itself on you.

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53 minutes ago, Atsumame said:

However I might say that his bramble armor is very powerful for what it is.

Wear it alongside a football helm and watch as an entire late game hound waves (around 12 hounds) melt itself on you.

But it will cost you life... the absortion is too low to be something powerful so it has to be seen as the last resource for defense. Maybe if you can create a most powerful version with some late game resource these kind of "mediocre" armor could become a force to be reckoned with. 

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1 minute ago, Marquillotuca89 said:

But it will cost you life... the absortion is too low to be something powerful so it has to be seen as the last resource for defense. Maybe if you can create a most powerful version with some late game resource these kind of "mediocre" armor could become a force to be reckoned with. 

This is why I said bramble armor AND football helmet. You get out with minimal damage out of such encounter.

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5 minutes ago, Atsumame said:

This is why I said bramble armor AND football helmet. You get out with minimal damage out of such encounter.

So why wouldn't you use a normal Log Suit or a Tin Suit since that combination is far more efficient and is easy to craft too? 

Am I explaining myself?

The armor per se doesn't have something  that could attract me. Maybe since is made of plants, it could spoil instead of have durability and a slightly increased absortion. It would make that armor THE choice for fighting.

Edited by Marquillotuca89
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3 minutes ago, Marquillotuca89 said:

So why wouldn't you use a normal Log Suit or a Tin Suit since that combination is far more efficient and is easy to craft too? 

Both of those doesn't fight back with 51 damage in a AOE that you can use in to avoid entire waves in one go. 2 living logs and 4 boneshards is also dirt cheap. Even more so in hamlet. Meanwhile tin suit is just a overpriced log suit that slows you down.

7 minutes ago, Marquillotuca89 said:

The armor per se doesn't have something  that could attract me. Maybe since is made of plants, it could spoil instead of have durability and a slightly increased absortion. It would make that armor THE choice for fighting.

You do you, But I I still think killing a late game crocodog/hound waves in 5 sec almost scot free due to armor stacking is pretty much THE choice for fighting those. It's the ultimate panic armor.

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1 minute ago, Izuku_Midoriya said:

Hey, I'm surprised the bug that keeps Warbucks off the character select menu hasn't been fixed.

Sorry to burst your bubble, but he has been removed

Also nice name! that's a great show.

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24 minutes ago, Atsumame said:

Both of those doesn't fight back with 51 damage in a AOE that you can use in to avoid entire waves in one go. 2 living logs and 4 boneshards is also dirt cheap. Even more so in hamlet. Meanwhile tin suit is just a overpriced log suit that slows you down.

You do you, But I I still think killing a late game crocodog/hound waves in 5 sec almost scot free due to armor stacking is pretty much THE choice for fighting those. It's the ultimate panic armor.

Well, I've gotta admit you've got your point. I guess I will give it another try, but I still think that Wormwood objects would've have to be more attractive. 

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2 hours ago, Averagewx78main said:

Man if only i knew this was a thing, who knew what would happen if you actually did that!

It would have done truly spectacular things, but alas, it crashed the game before getting to them.

Or, wait....I think it just caused the game to crash.

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