Cassielu Posted March 2, 2023 Share Posted March 2, 2023 Well, the final character update is finally here, along with an unexpected new boss. After exploring for a while, I guess I've figured out what this update is about... There are also some suggestions for the new update. I've mentioned some of these before under other topics, but it's good to have a specific topic. So here are my suggestions: About Wilson Torch durability seems a little too weak, even at level 3, it only gives a torch less than 20 seconds of use. It's really useless compared to increasing the range of light. So I'd suggest beefing this up so that a torch lasts twice as long at most, or allowing the player to fuel it. The gem alchemy formula, at the moment it feels to me like making advanced materials with lower materials, rather than converting between different kinds of gems. The formula for the Iridescent Gem is therefore an unintelligible arithmetic sequence. So I'd suggest add a feature to make 1 Red Gem with 3 Green Gem, with an emphasis on conversion rather than level up. It was a little strange for new players to know that Iridescent Gem existed when they first entered the game, and that killing AF was what the Shadow queen wanted. It is best not to see a detailed description of the next skill until you have completed the top skill tree. Lunar affinity plz!!! About Daywalker Currently, the only item that can resist the repelling effect is Marble Suit, which is somewhat missing the hint. I'd like to make all items that slow down after being equipped have some repel resistance, such as Piggy Pack, Ice Cube hat, and carry-on statues. This allows players to apply their usual experience to boss battles. Changed the Daywalker art to red, giving them the same theme color as the other Nightmare items in the ruins. It's like a Nightmare Fissure in the bat biome Ancient Herald. They all keep the same theme color by turning themselves red. \ (On the left are Fissure in the Cave Bat Biome and on the right are Fissure in the Ruins.) Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/ Share on other sites More sharing options...
-Variant Posted March 2, 2023 Share Posted March 2, 2023 36 minutes ago, Cassielu said: Lunar affinity plz!!! It's either coming later, or scrapped as art exists. 37 minutes ago, Cassielu said: Changed the Daywalker art to red, Red is a common color, yes, but I like the pink. It better fits the new materials and it ties him into the Fuelweaver and other Ancient writing which are also colored pink. Okay I wanted to quickly double check but the color is the same one used for the rest of the ruins stuff. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1622994 Share on other sites More sharing options...
Cassielu Posted March 2, 2023 Author Share Posted March 2, 2023 46 minutes ago, -Variant said: Red is a common color, yes, but I like the pink. It better fits the new materials and it ties him into the Fuelweaver and other Ancient writing which are also colored pink. Okay I wanted to quickly double check but the color is the same one used for the rest of the ruins stuff. I know their texture is pink, but during normal gameplay, we don't see them in pink. Only gray or red will be seen under the filter, making the Ancient Nightmare theme color scheme actually red instead of pink. So I thought change it to red will better show the correlation. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1622997 Share on other sites More sharing options...
-Variant Posted March 2, 2023 Share Posted March 2, 2023 23 minutes ago, Cassielu said: So I thought change it to red will better show the correlation. The filters are what make the Ruins appear red, currently bringing the Pig into the Ruins makes him appear Red as well, so changing his actual color to red would make it look less like existing ruins stuff. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623000 Share on other sites More sharing options...
Cassielu Posted March 2, 2023 Author Share Posted March 2, 2023 45 minutes ago, -Variant said: The filters are what make the Ruins appear red, currently bringing the Pig into the Ruins makes him appear Red as well, so changing his actual color to red would make it look less like existing ruins stuff. True, but without the use of a console or mod, the Daywalker will not appear in the ruins and the ruins stuff will not leave the ruins. Therefore, the player will never realize that they are actually have same color. A better solution would be to get a Nightmare filter when you're near Daywalker, but I don't know if that would work. There are currently no examples of this feature in the game. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623002 Share on other sites More sharing options...
Brago-sama Posted March 2, 2023 Share Posted March 2, 2023 11 minutes ago, Cassielu said: True, but without the use of a console or mod, the Daywalker will not appear in the ruins and the ruins stuff will not leave the ruins. Therefore, the player will never realize that they are actually have same color. A better solution would be to get a Nightmare filter when you're near Daywalker, but I don't know if that would work. There are currently no examples of this feature in the game. Doesn't the color pallet change when going from the muddy biome to the ruins entrance with all the lichen. I know I've played with it going back and forth over the line seeing the weird colors Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623003 Share on other sites More sharing options...
dzzydzzy Posted March 2, 2023 Share Posted March 2, 2023 This is just a theory, but I don't know that this new boss is actually linked to the Ancient Fuel Weaver/ Ruins. I think it's a part of whatever the next story arc that Klei has cooking that actually ties it in with the unnatural portal on Moon Quay. The reason I think this is that the day walker is on the surface, it's linked to these marble/dreadstone pillars (a substance we've never seen before that resembles irl obsidian) And it drops "pure horror" another substance we've never seen before. If this was a creature Klei wanted connected to the ruins/Fuelweaver storyline, they could've easily retconned Fuel Weaver's or the shadow pieces' drops to include some of these new substances but they didn't. Also the magenta sparks that are emitted by pure horror are the same colors at the seams of the unnatural portal on Moon Quay. Whatever is interfering with the Constant, it is new and maybe linked to Wagstaff (Don't Starve). I don't have much more evidence to support this but I have a feeling a lot of things that people on this forum are complaining about (such as its unusual placement, aesthetic choices, and "mediocre" drops) will make more sense with future setting the scene/ new content updates. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623011 Share on other sites More sharing options...
Frashaw27 Posted March 2, 2023 Share Posted March 2, 2023 9 hours ago, Cassielu said: True, but without the use of a console or mod, the Daywalker will not appear in the ruins and the ruins stuff will not leave the ruins. Therefore, the player will never realize that they are actually have same color. But... the ruins turf exists. Ever since the player could take the ruins turf out of the ruins via the pitchfork or crafting, they could see the turf be purple on the surface. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623062 Share on other sites More sharing options...
bjanmanjs Posted March 2, 2023 Share Posted March 2, 2023 11 minutes ago, Frashaw27 said: But... the ruins turf exists. Ever since the player could take the ruins turf out of the ruins via the pitchfork or crafting, they could see the turf be purple on the surface. I imagine that's probably an oversight; I believe the reasoning for the purple cracks is so that the calm and warning phase colourcubes make the runic turf appear inert and the nightmare phase colourcube makes it appear to "activate" and glow red (as seen in the ruins update trailer here), and it appearing purple constantly when placed outside of the ruins is just a side-effect of it being in an area it was never designed to appear in. This is supported by nightmare fissures that generate outside of the ruins having a different color to make them still appear red without the nightmare phase colourcube. Lorewise if the nightmare phase is what causes it to glow red, it glowing all the time in an area that is unaffected by the nightmare phase, and glowing in a different color at that, is rather odd; I would think it would appear inert all the time. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1623078 Share on other sites More sharing options...
bloopah Posted April 3, 2023 Share Posted April 3, 2023 On 3/2/2023 at 3:40 PM, bjanmanjs said: I imagine that's probably an oversight; I believe the reasoning for the purple cracks is so that the calm and warning phase colourcubes make the runic turf appear inert and the nightmare phase colourcube makes it appear to "activate" and glow red (as seen in the ruins update trailer here), and it appearing purple constantly when placed outside of the ruins is just a side-effect of it being in an area it was never designed to appear in. This is supported by nightmare fissures that generate outside of the ruins having a different color to make them still appear red without the nightmare phase colourcube. Lorewise if the nightmare phase is what causes it to glow red, it glowing all the time in an area that is unaffected by the nightmare phase, and glowing in a different color at that, is rather odd; I would think it would appear inert all the time. it's most likely an oversight, considering until the turf-raiser helm QoL back in october the ruins turfs were never able to be brough outside of the ruins also can't forget that the thulecite medallion during the nightmare phase is red, so there's another example of things being red to match the ruins filter Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1628000 Share on other sites More sharing options...
bjanmanjs Posted April 7, 2023 Share Posted April 7, 2023 On 4/3/2023 at 12:21 PM, bloopah said: it's most likely an oversight, considering until the turf-raiser helm QoL back in october the ruins turfs were never able to be brough outside of the ruins also can't forget that the thulecite medallion during the nightmare phase is red, so there's another example of things being red to match the ruins filter I've become aware of two other instances in which the purple color can be seen in normal gameplay: 1. The thulecite medallion during the nightmare phase when dropped on the ground in the caves outside the ruins. As you mentioned, the icon for it in the inventory is genuinely red since inventory icons are not affected by colourcubes, but the form when dropped on the ground is purple since dropped items are affected by colourcubes, and since the caves and ruins were moved to the same level in DST, and the nightmare cycle wasn't changed to only affect the ruins section, the thulecite medallion can now change into its nightmare state in areas that aren't affected by the ruins colourcubes. Note however that being able to see a purple medallion actually predates DST, since in DS bringing one out of the ruins causes it to get locked in whatever state it's currently in until it is returned to the ruins, allowing you to see it in its nightmare state in places that aren't affected by the ruins colourcubes. I assume this is a bug, since in DST this was changed so that it always appears in its calm/dawn state when brought to a place without a nightmare cycle. Also, apparently the artwork for the medallion's warning state (both in the inventory and on the ground) is unused in DS; instead, the artwork for the nightmare state is used during both the warning and nightmare phases. The warning state artwork does exist in the files, since it can be made to appear with the console; the medallion is just coded to use the nightmare state during the warning phase. Since this was changed in DST, I assume this is a bug as well. 2. Nightmare ramparts have purple writing on them, despite only appearing outside the ruins. However, the nightmare fissures that form around them, which have different artwork than the other fissures that are found outside the ruins, have the same red color as said fissures. Link to comment https://forums.kleientertainment.com/forums/topic/146264-a-few-small-suggestions-for-updates/#findComment-1628519 Share on other sites More sharing options...
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