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8 minutes ago, maxwell_winters said:

They are in 1*1 tile and they aggro at you at the same time.

Not really.. they aggro when your close to the plant itself, but you don’t have to stay close to the plant to draw its aggro, when you see the vines outward stretching you run away luring them outward, then attack the vine, get far enough away from the other two plants & they will retract their vines, leaving that ONE plant that hasn’t retracted exposed, Now do keep in mind once you stun this plant that the other two are still not stunned and able to attack you, which is why you’ll do the trusty old method of hit a few times, move away repeat the above luring process.. stun the plant, hit a few more times.. once you got one plant down that’s One less set of vines to deal with.

MAYBE fighting these things are easy to me because I’ve played games like Harry Potter and the Batman Arkham Games where enemies with this sort of Behavior was fairly common but I have drawn you a photo of how to deal with the image you’ve shown me.

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It really is a simple process of Elimination.

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15 hours ago, maxwell_winters said:

Was it? Screenshot taken after the last hotfix

image.png.2ce49c472ed3eed6e9c3cfa6d74def1b.png

There is a relatively simple & safe way of dealing with this scenario, aka 3 Deadly Brightshades "packed" together: Brightshade Staff combined with Enlightened Crown (except having Lunar Rifts spawn via WorldGen settings, in Default progression by this point EC has been already obtained, perhaps even in multiples) and adjacent sanity food for consistent dmg per desired time unit.

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It seems Klei stealth updated the game without releasing any sort of patch notes, the other day Brightswords dealt 72 damage (this was the number that popped up on hitting the Punching Bag with it..) Yesterday the sword only dealt 68 Damage when hitting the Punching Bag- the change in its Damage Output also reflects on how fast it is to deal with the Brightshades, I think it should be reverted back to 72 to be honest.. it wasn’t “That” Game-Breaking.

It also appears they Stealth updated the AI of a “Herd” of Brightshades (herd being 3 closely together like the above image) Use to you could force these vines to stretch outward as far as possible that would guarantee 3 Upward Arches in its Root for the player to Attack, It was Simple, and Easy making Brightshades one of the easiest threats ever added to the game, However.. this is no longer the case as it seems a “Herd” has a different type of AI than a singular Brightshade, A “Herd” will “Hide” it’s Roots in the ground (forcing less arches for the player to be able to Attack)

Additionally: Regardless of which outward stretched vine from any of the 3 herded together Plants you Severe, only one particular Brightshade will go into stunned status. 

Even with these changes the Herd is still Relatively Easy to Deal With.. as long as you are able to get at the very Minimum: Brightshade Sword & Brightshade Helmet.

To do this: Search around the map for Lunar Rifts or Brightshades that are by themselves, Mine the Pure Brilliance (you can mine this stuff fast with the Brightshade Pick/Hammer) Kill the Non-Herded up Brightshades, return to your Brightsmithy with the Pure Brilliance & Brightshade Husks, Craft the Helmet & Sword, THEN Deal with your Infestation problem.

Why these changes weren’t mentioned in any patch notes anywhere is strange though.. guess we’re doing stealth tweaks now.

36 minutes ago, Mike23Ua said:

It seems Klei stealth updated the game without releasing any sort of patch notes, the other day Brightswords dealt 72 damage (this was the number that popped up on hitting the Punching Bag with it..) Yesterday the sword only dealt 68 Damage when hitting the Punching Bag- the change in its Damage Output also reflects on how fast it is to deal with the Brightshades, I think it should be reverted back to 72 to be honest.. it wasn’t “That” Game-Breaking.

 

Which character were you playing, Wilson? Had any affinities going on?

Additionally were you wearing the FULL set of armor? That boosts the damage!

1 minute ago, -Variant said:

Which character were you playing, Wilson? Had any affinities going on?

Additionally were you wearing the FULL set of armor? That boosts the damage!

Yes I’m playing Wilson, but no affinities, and not the full set, just the helmet and sword.

Also unrelated but for some very weird reason: Every Pigman I kill has only been dropping meat, is this a bug?? Do you have Xbox DST? If you do can you check to see if I’m very very unlucky with pigskin dropping from killed Pigmen, or if there’s a bug that’s preventing it from dropping? Seems like after all the pigs I’ve killed atleast ONE would’ve dropped a skin by now.

Hi people, I've started to play DST semi regurlarly again with my friend, we are making some HUGE changes in our base design, layout and roadwork, and I had some things that I wanted to know before changing some more crucial areas.

Question 1 - Does Waterlogged trees affect crops or drying racks ? Example : If it rains, and my farm is under the tree, will it receive less water as a result ? Also, if my kelps are drying, but they're under the shadow, it will increase the time to fully dry?

Question 2 - Is there any diference between walls and fences ? I've aways used trees and statues as better ways to foolproof your base.

Question 3 - How does grass geckos spawns works ? It's almost day 2000 and we are struggling them spawn in our grass farm in what it feels like ingame years.

13 minutes ago, Bernado1 said:

-snip-

No, AFAIK waterlogged trees only affect the players, as the structures and other mobs are only wet according to the world's moisture, which is global.

Walls have more HP than fences. I think fences always go down in 3 hits. Both of them are recognized by mobs and will try to go around or destroy them, which is different from trees and statues, in which they will get stuck.

Grass gekkos will only spawn if there are no more gekkos in a 5 tile radius, after 20-30 days of transplanting the tufts, and only outside of winter. Furthermore, they need to be grown, not withered, picked or unfertilized

1 hour ago, Juanasdf said:

No, AFAIK waterlogged trees only affect the players, as the structures and other mobs are only wet according to the world's moisture, which is global.

Walls have more HP than fences. I think fences always go down in 3 hits. Both of them are recognized by mobs and will try to go around or destroy them, which is different from trees and statues, in which they will get stuck.

Grass gekkos will only spawn if there are no more gekkos in a 5 tile radius, after 20-30 days of transplanting the tufts, and only outside of winter. Furthermore, they need to be grown, not withered, picked or unfertilized

Fences. have their hp working different from walls. They always take the same amount of hits to break, but the amount of damage per hit does not matter.

Twins of terror takes 3 dashes to destroy a fence (750 from the 3 dashes), but will obliterate a stone wall in a single dash (200<250)

14 minutes ago, Spino43 said:

Fences. have their hp working different from walls. They always take the same amount of hits to break, but the amount of damage per hit does not matter.

Twins of terror takes 3 dashes to destroy a fence (750 from the 3 dashes), but will obliterate a stone wall in a single dash (200<250)

That's what I thought. Still, seems weird to me.

I'd prefer if there was a threshold of damage were they would break in 1 hit.

I took a very long break (years), I've been getting back into it now and I would like to find a guide on how the new farms work? I can't find anything on Steam that makes sense, just stuff on what to plant in which season. Do I just dig holes and shove seeds in there and hope for the best? Do birds still give me more seeds if I feed it the thing I need? I just wanna live off my pumpkin cookies again haha.  

55 minutes ago, Kittydub said:

I took a very long break (years), I've been getting back into it now and I would like to find a guide on how the new farms work? I can't find anything on Steam that makes sense, just stuff on what to plant in which season. Do I just dig holes and shove seeds in there and hope for the best? Do birds still give me more seeds if I feed it the thing I need? I just wanna live off my pumpkin cookies again haha.  

Jazzy starves makes some great tutorials for farming and if you like getting giant crops/min maxing crops theres also this guide for crop rotation/pairings

 

Buuuut if you really want to do the bare minimum, pick a seed like your fave pumpkin.

It likes Winter and fall. All you have to do is plant it in those 2 seasons at least 4 next to each other, and talk to it 1x for you to get 1 seed and 1 pumpkin.

Easy infinite food/seeds for minimal effort. No need to babysit, water or worry about nutrients. Oh and no, bird cages no longer give more then 1 seed back, but they do give specific crop seeds back if given a veggie (1 carrot gives 1 carrot seed)

Edited by Brago-sama
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The minimal effort option sounds the most like what farming used to be so I'll probably go with that haha. You said pumpkin likes fall and winter, so it doesn't grow at all in the other seasons? 

 

Also pretend I quoted you lol I haven't been here in ages. I tried. 

Edited by Kittydub
  • Like 1
8 minutes ago, Kittydub said:

The minimal effort option sounds the most like what farming used to be so I'll probably go with that haha. You said pumpkin likes fall and winter, so it doesn't grow at all in the other seasons? 

It can grow in other seasons but it will require more care for it to not just give only 1 crop back. Such as keeping it watered or talking to it all thru its life

Seeds last a looong time so it wouldnt be a bad idea to have another crop the other 2 seasons (dragon fruits, watermelon, tomatoes and corn love spring and summer, and garlic likes any season)

And of course, if you have bundles, just turn into wormwood, plant 1000 pumpkin, and stop worrying about food for a couple of years

Edited by Brago-sama
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4 hours ago, Kittydub said:

Do I just dig holes and shove seeds in there and hope for the best?

When you start with farms, yes. Basically you want to transform the generic seeds into crop specific seeds.

If you just want pumpkin cookies then:

1-Plant them in the correct season

2-Plant at least 4 pumpkin seeds (no more than 9 in one square)

3-Talk to each of them once

4-Don't allow weeds in your garden (not even forget me lots)

5-No debris

Getting giants is harder. I'd suggest you look at this guide

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1 hour ago, Good Ol Mactusk said:

hey can yall give me facts about a mob from the constant, I'm doing a project in art and I need ideas lol

Deerclops is myopic.

Tentacles are supposedly individual creatures rather than the appendage of some larger creature.

Crows were likely introduced into the constant by Wes. In addition, all of the other normal sized birds probably do not originate from the constant.

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Something very strange is going on with this game.. the other day me and a friend of mine both managed to limp away from a fight we were failing at with only 1 Health Point left for both of us.

The odds of an enemy mob doing just enough damage to leave us BOTH Limping away with literally 1 health left are Astronomically low.. 

So I’m wondering if Klei hasn’t add some sort of “last chance” Gameplay Mechanic, Basically a last chance mechanic is when you take enough damage that would normally kill you, but instead leaves you at 1 hp and if you take damage again you’ll die.

Otherwise- how do two people playing two different characters both get away at 1hp?

44 minutes ago, Mike23Ua said:

So I’m wondering if Klei hasn’t add some sort of “last chance” Gameplay Mechanic, Basically a last chance mechanic is when you take enough damage that would normally kill you, but instead leaves you at 1 hp and if you take damage again you’ll die.

That actually sounds like a very cool idea!, I can imagine that being an actual thing if it was some kind of upgrade to the life giving amulet, but i think in your case it was just a very interesting coincidence.

  • Like 1

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