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Klei should incorporate some of the balance changes & ideas from the Uncompromising Mode mod


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This mod is so well done with the balance changes, down to even the most minute details.

Here is a non-extensive list of my favorite balance changes & quality-of-life changes:

* Body clothing gives inventory slots

* Sleeping works faster and removes health penalty

* Piggyback slows down depending on amount of items inside of it

* Lazy forager has better range, efficiency, and can pick resources for you

* Pengulls attack mobs that enter their nesting area

* Pigs get aggressive when hammering their houses

* Winona’s generators cannot be refueled by anybody except her 

*  Items like end tables and Lureplants don’t have collision

* Clockworks are immune to fire

* Werepigs prioritize walls and attacking over eating


And now, some of my favorite new additions:

* Night terrors! (Taken from one of my favorite games, Darkwood, and turns the night from boring to terrifying)

* The game adds unique challenges after the first year to keep the game from getting easy

* Craftable lantern oil

 

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Dont agree with most of these tbh.

The piggyback is great as is. Characters like wolfgang, Walter, wormwood and wx all have some sort of way to counteract the 10% speed penality. Its nice to have some items be better used by some characters over others.

Body clothing have backpack slots is a big no no. You ever tried using body slot clothing? Alot of it is ridiculous good like the hiberation vest, rain coat is good if there isnt enough eyebrellas to go around or if you want to use head armour instead, floral vest etc. I can never go back to useless thermal stones after stacking headslot and bodyslot tier 3 insulation gear. People need to stop being hoarders (or pick walter :wilsoalmostangelic:)

Sleeping has got buffed recently with tents and siestas getting more uses. Its not even that slow.

Lazy forager is pretty good as is now that it can be refuelled and the shadow reaper already picks things on mass.

Winonas generators being refueled by everyone is good. Characters should have abilities that can cross over if you switch to a different character. (You can also use wurts merms and use merm king by bundling clever disguises, merms are quite OP like winonas catapults if you have enough of them and craftsmerm houses are cheap to mass produce!)

Werepig and lureplant Qol is good tho.

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15 minutes ago, EatenCheetos said:

* Body clothing gives inventory slots

* Sleeping works faster and removes health penalty

* Piggyback slows down depending on amount of items inside of it

* Lazy forager has better range, efficiency, and can pick resources for you

* Pengulls attack mobs that enter their nesting area

* Pigs get aggressive when hammering their houses

*  Items like end tables and Lureplants don’t have collision

* Clockworks are immune to fire

* Werepigs prioritize walls and attacking over eating

 

Honestly I loved all these when I played the mod and really wished they were official mechanics especially the sleep reworking they did I know most people here haven't played the mod but man would they love the sleeping change.

 

18 minutes ago, EatenCheetos said:

* Winona’s generators cannot be refueled by anybody except her

This here and the Walter change are the only things I disliked about the mod.

18 minutes ago, EatenCheetos said:

* Night terrors! (Taken from one of my favorite games, Darkwood, and turns the night from boring to terrifying)

* The game adds unique challenges after the first year to keep the game from getting easy

These wouldn't go over well. 

1 minute ago, Gashzer said:

The piggyback is great as is. Characters like wolfgang, Walter, wormwood and wx all have some sort of way to counteract the 10% speed penality. Its nice to have some items be better used by some characters over others.

I don't know the scaling because I didn't use the piggyback in the mod but I imagine webber players would appreciate it if it's not too extreme.

 

3 minutes ago, Gashzer said:

Body clothing have backpack slots is a big no no. You ever tried using body slot clothing? Alot of it is ridiculous good like the hiberation vest, rain coat is good if there isnt enough eyebrellas to go around or if you want to use head armour instead, floral vest etc. I can never go back to useless thermal stones after stacking headslot and bodyslot tier 3 insulation gear. People need to stop being hoarders (or pick walter :wilsoalmostangelic:)

Honestly I usually just ignore their existence I mainly use mags or armors in that slot after I drop the backpack.

 

5 minutes ago, Gashzer said:

Sleeping has got buffed recently with tents and siestas getting more uses. Its not even that slow.

Still doesn't compare to how useful sleeping is in uncompromising and it's not without cost as it drains your hunger very fast giving even more value to Walter's sleeping perk.

 

6 minutes ago, Gashzer said:

Winonas generators being refueled by everyone is good. Characters should have abilities that can cross over if you switch to a different character. (You can also use wurts merms and use merm king by bundling clever disguises, merms are quite OP like winonas catapults if you have enough of them and craftsmerm houses are cheap to mass produce!)

This I agree with wasn't a fan of the character balance changes.

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20 minutes ago, Mysterious box said:

I don't know the scaling because I didn't use the piggyback in the mod but I imagine webber players would appreciate it if it's not too extreme..

Haha i also use piggyback to help transport spiders between shards as webber. The 10% penality is kinda worth it for him.

20 minutes ago, Mysterious box said:

Honestly I usually just ignore their existence I mainly use mags or armors in that slot after I drop the backpack.

Body clothing works well with riding beefalos or woby were armour/mag isnt useful. Plus mag/armour/clothing all swaps out nicely when a backpack isnt involved.

20 minutes ago, Mysterious box said:

Still doesn't compare to how useful sleeping is in uncompromising and it's not without cost as it drains your hunger very fast giving even more value to Walter's sleeping perk.

Kinda hope Walter gets a unique skill to upgrade his portable camper tent with faster stat regen but its tied to the portable tent itself so that anyone who uses it gets the boost. That way Walter has a more powerful craft to give to the team. 

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3 minutes ago, Gashzer said:

Body clothing works well with riding beefalos or woby were armour/mag isnt useful. Plus mag/armour/clothing all swaps out nicely when a backpack isnt involved

When it comes to Walter I like to use body armor just to be safe when I'm using a beef or Woby. In other scenarios I just don't use a beefalo long term. I just never find that clothing is worth it despite being useful. I mainly use body armors as Walter because I like using his hat due to the looks honestly.

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In my opinion things should remain as they are, I'm not here to say that these changes could or couldn't make the game different, maybe easier or maybe harder. The fact is that changes like those, took from a mod whose objective is to deeply change the game would look different and maybe wrong in a game where the mechanics were not made for this type of balance. Tbh some of these changes are quite interesting even for me, but I think that Don't Starve should remain Don't Starve and the Uncompromising Mode should remain the Uncompromising Mode.

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Very quickly hoping on while the thread's new to state a few things.

Firstly, I hope people don't knock the suggestions in of themselves and take them in a vacuum since I know for a fact the mod isn't for everyone.
Secondly, Klei has, actually, maybe not intentionally, but it's happened enough times we on the team considered making a sub-section on our wiki dedicated to changes we made that were later implemented into vanilla ahah-

And thirdly, thank you! I appreciate the kind words vastly. The lot of us do.

There are many things in the mod I'd love to see in the base game myself, personally, and and some I'd rather not.
The mod isn't for everyone for a few reasons, notably it not being their desired take on the game, and the sheer amount of content in it.
I do not think that the game would benefit entirely if it picked up all of the mod's cues, though.

I do want to go over the list you had picked out real quick, though.

Spoiler
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* Body clothing gives inventory slots

Not certain I'd want this in vanilla. I'm 50/50. This was done in an attempt to see if people would start using seasonal clothing more often if it had coverall benefit. I never see people dropping their bags long term!

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* Sleeping works faster and removes health penalty

This was my favorite. Klei changed healing with sleeping not too long ago so sadly it's not as impactful. Though it recovering max health is fun.

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* Piggyback slows down depending on amount of items inside of it

Another really fun one. I just like the Wheeler treatment. :}

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* Lazy forager has better range, efficiency, and can pick resources for you

Again, before Klei buffed them. I'd still love this in vanilla. Not as useful with the Shadow Scythe, though.

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* Pengulls attack mobs that enter their nesting area

I'm not actually sure why this is still around, this is one of the first changes ever. It makes sense but I don't know if it's impactful.

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* Pigs get aggressive when hammering their houses

This just makes sense.

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* Winona’s generators cannot be refueled by anybody except her 

Some love it. Some hate it. I'd favor her getting something to her name in vanilla first before blocking off her stuff from other characters.

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* Clockworks are immune to fire

Do note, stuff that dies to fire in UM drops burning loot instead of ashes! You can save these if you're Willow or have quick reflexes. My favorite fire change ever.
Stops gears and non-burnables from burning...

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* Werepigs prioritize walls and attacking over eating

I just want smarter A.I in general. I've always disliked how game-y a lot of it has become. Blurgh.

And it wasn't mentioned, but I want the LGA changes.
Namely reviving while wearing it and the buffed healing it currently has. It's my favorite.
It always felt icky needing to wait until you fully died, turned into a ghost, and then haunted the amulet to revive. I wish it were a smooth transition if manually worn.
(And worked in Wilderness worlds!)

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39 minutes ago, Gashzer said:

Body clothing have backpack slots is a big no no. You ever tried using body slot clothing? Alot of it is ridiculous good like the hiberation vest, rain coat is good if there isnt enough eyebrellas to go around or if you want to use head armour instead, floral vest etc. I can never go back to useless thermal stones after stacking headslot and bodyslot tier 3 insulation gear. People need to stop being hoarders (or pick walter :wilsoalmostangelic:)

Real quick, I'd like to clarify how the system works. Non-backpack items don't simply have inventory slots. Instead they have "pockets", which work like a backpack's inventory. However, the items inside them will slip out if the clothing is unequipped. Combine this with the fact that higher tier insulation = fewer inventory slots (IE Breezy Vest has 6 inventory slots, while the Puffy Vest has 4), means that it is much more nuanced and balanced than the atrocity that is extra equip slots. 

39 minutes ago, Gashzer said:

Winonas generators being refueled by everyone is good. Characters should have abilities that can cross over if you switch to a different character. (You can also use wurts merms and use merm king by bundling clever disguises, merms are quite OP like winonas catapults if you have enough of them and craftsmerm houses are cheap to mass produce!)

Winona's generators being fuelable by everyone is the entire reason she's been considered a swap character for the last 4 years. 

38 minutes ago, Mysterious box said:

I don't know the scaling because I didn't use the piggyback in the mod but I imagine webber players would appreciate it if it's not too extreme.

It's 1% slowdown per filled inventory slot. So the max slowdown is actually higher at 12%, but it's still overall a buff unless you've got the inventory management skills of a goldfish. 

 

 

Anywhos. As a certified Uncompromising Mode simp(tm), there definitely are a good few changes in the mod that I think would benefit the game. But overall it's probably better that they stay seperate, unless Klei added an "expert mode" of their own. 

 

Main thing from the mod I'd want to see are all the ocean changes. Because by God are they life changing.

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42 minutes ago, EatenCheetos said:

* Body clothing gives inventory slots

 

I find this very non uncompromising. I'll have to actually play the mod when I get a proper grasp on the all bosses before autumn 2

43 minutes ago, EatenCheetos said:

* Sleeping works faster and removes health penalty

 

Wow

43 minutes ago, EatenCheetos said:

* Lazy forager has better range, efficiency, and can pick resources for you

 

Forager is already a great item with the rechargeability patch

 

1 hour ago, EatenCheetos said:

* Pengulls attack mobs that enter their nesting area

 

Settle down, ****.

1 hour ago, EatenCheetos said:

* Pigs get aggressive when hammering their houses

 

It's weird that they don't get angry right now. They can't be that stupid that they can't blame anyone for their homelessness even if they're clearly the perp.
But at the same time, I wish that homeless pigs also became feral and independently build rudimentary dens and became hairier 

1 hour ago, EatenCheetos said:

* Winona’s generators cannot be refueled by anybody except her 

 

It's harsh, but I would be on board to accepting it if they released a nice skin for the houndius shootius. 

1 hour ago, EatenCheetos said:

*  Items like end tables and Lureplants don’t have collision

 

That change can stay in ungimpromising mode. I use it to vet players to figure out if I deem them safe to go into my world. They're typically expensive or troublesome crafts to place.
I would even elect to raise the price of them before I would take out the collision boxes. 

1 hour ago, EatenCheetos said:

* Clockworks are immune to fire

 

That would almost be a qol buff. 

1 hour ago, EatenCheetos said:

* Werepigs prioritize walls and attacking over eating

 

Rip my builds. I make villages with gated house that are really hard to build. I would say no. 

1 hour ago, EatenCheetos said:

And now, some of my favorite new additions:

* Night terrors! (Taken from one of my favorite games, Darkwood, and turns the night from boring to terrifying)

* The game adds unique challenges after the first year to keep the game from getting easy

* Craftable lantern oil

If it doesn't destroy builds, I'd say ok. I'd rather have a mob that ate food from my iceboxes or perhaps add pogs that rummage through chests for food.
But build griefing irks me. 

38 minutes ago, _H_ said:

In my opinion things should remain as they are, I'm not here to say that these changes could or couldn't make the game different, maybe easier or maybe harder. The fact is that changes like those, took from a mod whose objective is to deeply change the game would look different and maybe wrong in a game where the mechanics were not made for this type of balance. Tbh some of these changes are quite interesting even for me, but I think that Don't Starve should remain Don't Starve and the Uncompromising Mode should remain the Uncompromising Mode.

I want to have an island that rewards/punishes you for staying long term on it.
I would adore a hamlet style island that had a real economy and perhaps had a harbor where it was only possible to enter from there as the edges are too treacherous and have an immigration officer confiscate all your gear and then you would need to integrate into the system there in order to work your way off it. 

It's my dream. Just like it was Naruto's dream to be hokage, I want hamlet/hamlet lite in dst before my time is up. 

 

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2 minutes ago, chirsg said:

I find this very non uncompromising.

That would almost be a qol buff.

It's pretty funny. If I were to comb through the files and list every change to vanilla items, I could say with confidence most are absurd buffs and QOL features.
A good portion of the mod is adding new threats and changing up/buffing existing stuff to compete or play with said new content.
I may actually do that eventually. I think it'd be nice to share those changes with people.

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* Winona’s generators cannot be refueled by anybody except her 

That change has been off-by-default for a while now. 

Quote

Secondly, Klei has, actually, maybe not intentionally, but it's happened enough times we on the team considered making a sub-section on our wiki dedicated to changes we made that were later implemented into vanilla ahah-

Cough cough Wormwood's new trap especialist skill cough

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I've been asked to clarify what those "life changing ocean changes" are, and sense it fits with the thread, I figured I'd just make a new comment dedicated to them. 

 

Ocean Fish now drop an amount of meat based on both size and species. So a Black Catfish or Dandy Lionfish will give way, way more meat compared to a deep sea bass. Thus making it more rewarding to go for bigger fish. 

 

New fishing net, which can be used to grab items off the surface of the water. But also; well; catch fish. This uses more durability and sets the fish's weight to it's minimum, but in exchange for not having to deal with the reeling minigame. 

 

Sunken chests are more common, and give way, way better loot. You know, the kind of loot you'd expect to find in long-lost pirate booty. 

 

Several buffs for ocean-based dishes. Seafood gumbo gives 100 hunger and doesn't need an eel, Frog newtons give 33 sanity and take a sweetener (Which the sweetish fish drop), and Barnacle Nigiri no longer needs an egg. Also Surf and Turn now requires ocean fish meat to cook, which is a nerf but like- come on. Have you seen the stats on that thing? I'm surprised Klei hasn't made this change themselves. 

 

The Waterfowl functions as a portable tin fish bin; able to store and restore upto 4 fish so long as it has water. This is particularly useful with Scorching Sunfish and Ice Bream, as it can let you completely ignore those season's temperature changes. 

 

Sea Sludge; a new resource with a variety of uses. Chiefly among them is the ability to fuel both lanterns and fire pits with extreme efficiency. So no more hunting down Skittersquids or Crustashines to fuel your lanterns on a caveless server. But it can also be used to patch boat leaks (because somehow Klei still hasn't added a way to do that without going back to the mainland), craft a new body armor that comes with 80% wetness resistance, a piggyback alternative that trades the speed penelty for always being wet, and new boat bumpers and cannon balls. 

 

Rockjaws now have an actual drop, which is used to craft the aforementioned armor and backpack.

 

Pearl's bottle exchange has been massively expanded. It now includes just about every deployable boat item such as masts, anchors, boats, rudders, ect. And also Sea Weed starters, random blueprints, and pumpkin cookies. 

 

Crab King rework. He no longer puts leaks in your boat or freezelocks you. smashing the imposing claws deals damage to CK. You can deal a ton of damage by ramming your boat into him. Cannons deal extra damage to both him and his claws. The claws will damage any bumpers you have before the boat. And CK now has a variety of new items he can drop based on what color gems you use (Still a WIP, most of these don't have sprites yet). 

Also, putting this separately, you don't need to use Pearl's Pearl to get the Celestial Tribute anymore. This will always drop the first time you beat CK, and the pearl will instead make him drop way more loot at once. 

 

Cookie Cutter Cap now deals recoil damage when the wearer is hit. 

 

Glass Cutters get a damage boost against shadows (this was added before brightshade gear btw)

 

There might still be more stuff that I'm forgetting. But needless to say after all that, Uncompromising Mode is a godsend for ocean content. And there's still more on the way, though I don't know what I'm allowed to say in regards to that. 

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2 hours ago, EatenCheetos said:

This mod is so well done with the balance changes, down to even the most minute details.

Here is a non-extensive list of my favorite balance changes & quality-of-life changes:

* Body clothing gives inventory slots

* Sleeping works faster and removes health penalty

* Piggyback slows down depending on amount of items inside of it

* Lazy forager has better range, efficiency, and can pick resources for you

* Pengulls attack mobs that enter their nesting area

* Pigs get aggressive when hammering their houses

* Winona’s generators cannot be refueled by anybody except her 

*  Items like end tables and Lureplants don’t have collision

* Clockworks are immune to fire

* Werepigs prioritize walls and attacking over eating


And now, some of my favorite new additions:

* Night terrors! (Taken from one of my favorite games, Darkwood, and turns the night from boring to terrifying)

* The game adds unique challenges after the first year to keep the game from getting easy

* Craftable lantern oil

 

There is some here i like. Aggresive pig when hammering house, lure plants ect not having collision, pengull change though this just turns them to moon rock ones, the piggy back change assuming that the penalty is not a full nerf, though the rest can be left.

28 minutes ago, Theukon-dos said:

I've been asked to clarify what those "life changing ocean changes" are, and sense it fits with the thread, I figured I'd just make a new comment dedicated to them. 

 

Ocean Fish now drop an amount of meat based on both size and species. So a Black Catfish or Dandy Lionfish will give way, way more meat compared to a deep sea bass. Thus making it more rewarding to go for bigger fish. 

 

New fishing net, which can be used to grab items off the surface of the water. But also; well; catch fish. This uses more durability and sets the fish's weight to it's minimum, but in exchange for not having to deal with the reeling minigame. 

 

Sunken chests are more common, and give way, way better loot. You know, the kind of loot you'd expect to find in long-lost pirate booty. 

 

Several buffs for ocean-based dishes. Seafood gumbo gives 100 hunger and doesn't need an eel, Frog newtons give 33 sanity and take a sweetener (Which the sweetish fish drop), and Barnacle Nigiri no longer needs an egg. Also Surf and Turn now requires ocean fish meat to cook, which is a nerf but like- come on. Have you seen the stats on that thing? I'm surprised Klei hasn't made this change themselves. 

 

The Waterfowl functions as a portable tin fish bin; able to store and restore upto 4 fish so long as it has water. This is particularly useful with Scorching Sunfish and Ice Bream, as it can let you completely ignore those season's temperature changes. 

 

Sea Sludge; a new resource with a variety of uses. Chiefly among them is the ability to fuel both lanterns and fire pits with extreme efficiency. So no more hunting down Skittersquids or Crustashines to fuel your lanterns on a caveless server. But it can also be used to patch boat leaks (because somehow Klei still hasn't added a way to do that without going back to the mainland), craft a new body armor that comes with 80% wetness resistance, a piggyback alternative that trades the speed penelty for always being wet, and new boat bumpers and cannon balls. 

 

Rockjaws now have an actual drop, which is used to craft the aforementioned armor and backpack.

 

Pearl's bottle exchange has been massively expanded. It now includes just about every deployable boat item such as masts, anchors, boats, rudders, ect. And also Sea Weed starters, random blueprints, and pumpkin cookies. 

 

Crab King rework. He no longer puts leaks in your boat or freezelocks you. smashing the imposing claws deals damage to CK. You can deal a ton of damage by ramming your boat into him. Cannons deal extra damage to both him and his claws. The claws will damage any bumpers you have before the boat. And CK now has a variety of new items he can drop based on what color gems you use (Still a WIP, most of these don't have sprites yet). 

Also, putting this separately, you don't need to use Pearl's Pearl to get the Celestial Tribute anymore. This will always drop the first time you beat CK, and the pearl will instead make him drop way more loot at once. 

 

Cookie Cutter Cap now deals recoil damage when the wearer is hit. 

 

Glass Cutters get a damage boost against shadows (this was added before brightshade gear btw)

 

There might still be more stuff that I'm forgetting. But needless to say after all that, Uncompromising Mode is a godsend for ocean content. And there's still more on the way, though I don't know what I'm allowed to say in regards to that. 

Alot of these changes are cool like sea sludge and better rewards for hard fish, however the waterflow portable fish box thing is busted because of the sun fish and ice bream.

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14 minutes ago, Well-met said:

mobs already get mad when you destroy their house. Its been in vanilla for a couple years

It's definitely not. Or the UM team would have removed that from the mod's feature list when it happened. 

 

Unrelated fun fact: Uncompromising Mode recently buffed Bunnymen drops. Because when Klei nerfed their drops with RWYS, that was somehow magnitudes worse than the nerf UM had for them before hand. And I just think that's really funny. 

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I wouldn’t mind a new game mode- we have Relaxed, Endless, Survival, Wilderness & Lights Out there’s room for a New Game + Mode.

In ADDITION: any features that are added as part of this NG+ Mode will be toggleable on/off, more/less.

So if for example NG+ Mode made Spring Frog Rain Poison Dart Frogs, if the player feels this is “too punishing” they can disable or lessen it while keeping the features they DO like & want to be challenged by active.

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16 hours ago, EatenCheetos said:

* Winona’s generators cannot be refueled by anybody except her 

The Winona change, while it makes sense, is not the way to make people play Winona. The light machine is so useless that she'd basically only have the catapults, meaning all this would really do is make the game more tedious for players (such as myself) who rely on catapults for making obnoxious raid bosses (bee queen, fuelweaver) significantly easier and more enjoyable.

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18 hours ago, Gashzer said:

Haha i also use piggyback to help transport spiders between shards as webber. The 10% penality is kinda worth it for him.

Body clothing works well with riding beefalos or woby were armour/mag isnt useful. Plus mag/armour/clothing all swaps out nicely when a backpack isnt involved.

Kinda hope Walter gets a unique skill to upgrade his portable camper tent with faster stat regen but its tied to the portable tent itself so that anyone who uses it gets the boost. That way Walter has a more powerful craft to give to the team. 

Maybe let everyone sleep in the same tent?

15 hours ago, extremyt said:

If there's one thing I'd gladly take from UM is the reworked boss fights:

 

 

(Hopefully in 10 years we'll get a Crab king, Toadstool and Bee Queen rework, just like Ancient Guardian)

Wow i remember i was talking about a bee queen rework, and it turned out uncomp mod did what i was trying to say.

This version though really lacks minions, and she somtimee sits around and does nothing though which i dont like much.

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7 hours ago, Jakepeng99 said:

This version though really lacks minions, and she somtimee sits around and does nothing though which i dont like much.

Yeah, I agree. I think the concept behind the reworked fight is phenomenal and the exact way to go about a fight with a literal queen. However, the execution just feels a bit off. The minions don’t seem impactful, the variety could be better, and she has a decent bit of downtime. But that is sort of the point, that there are things that can be gleaned from community member’s designs and achievements and kind of work from there.

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23 hours ago, Baark0 said:

The Winona change, while it makes sense, is not the way to make people play Winona. The light machine is so useless that she'd basically only have the catapults, meaning all this would really do is make the game more tedious for players (such as myself) who rely on catapults for making obnoxious raid bosses (bee queen, fuelweaver) significantly easier and more enjoyable.

I'd also note that @O_Atoba_Azul has been doing God's work and giving Winona another refresh. I forget the exact changes, so hopefully they'll fill in the gaps, but:

>Winona uses more hunger to work faster in all regards. Pickables are picked faster, Trees and Rocks are chopped and smashed faster respectively, and everything uses less durability when she's full. 

>Winona can craft an "electrical conversion kit", which makes lanterns and miner hats rechargable rather than refuelable, along with doubling their durability. 

>Winona can recharge electrical items with her generators and power cells. This includes lanterns and miner hats effected by the above item, morning stars, and UM's  bug zapper. Generators are more effective, but power cells are portable and function like light bulbs for electric items. 

I think she has a couple other changes. But those might still be in testing? Or the wiki's just outdated. 

21 hours ago, Jakepeng99 said:

Wow i remember i was talking about a bee queen rework, and it turned out uncomp mod did what i was trying to say.

This version though really lacks minions, and she somtimee sits around and does nothing though which i dont like much.

I can see that critique. But at the same time, that's kind of the point. Kill the minions, and you get some time to wail on the queen herself. Unlike the vanilla fight, which is just a non-stop flow of beeeeeeeeees. 

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Some of the specific examples here are pretty solid like pigs attacking when you destroy houses, and the sleeping change, but I think Uncompromising Mode is held to a standard that it definitely does not meet when it comes to balance. Don't Starve is an uncompromising survival game, but Don't Starve Together isn't, it's a sandbox, and isn't meant to be super hard.

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