Jump to content

[Game Update] - 567776


Recommended Posts

46 minutes ago, cybers2001 said:

Here's a thought, how about you not jump straight to the hot take every single patch? You're creating nothing-burgers and it's pretty toxic. Like, you honestly think you'd ever enter a public server and find some guy farming hundreds of dreadstone to grief players with insanity aura zones? Yeah, let me just kill nightmarepig about 40 times real quick.

I just picture a person joining a pub server and going down into the caves, only to tremble at the slight inconvenience a dozen dreadstone pillars would bring them.

we're pretty much convinced that this user always does that for bait and attention. They're really getting good at it too no matter how ridiculous their take is

Edited by mykenception
  • Like 7
  • Haha 2
  • Sanity 1
  • Spool 1
  • Sad Dupe 1
Link to comment
Share on other sites

8 hours ago, V2C said:

Skill selections will be reset the first time you load or join any existing world as Wormwood after this update, and you can respend all your Insight immediately.

Hello, I am not sure if this feature is working as intended. Right now, joining worlds where you have already selected the (new) skills, hopping between caves and the overworld, rolling back, all reset the skilltree. It seems like a chore to go through the entire selection process every time the world is loaded, specially for the latter two cases, but I don't know if the intent was for wormwood to 'adapt'.

That said, just wanted to add that this is a massive upgrade from the first iteration, so thank you guys so much for retaining the character identity while still buffing some of their shortcomings.

Edited by Survivor1019
clarity
Link to comment
Share on other sites

14 hours ago, V2C said:

Support Pillars

  • Added Dreadstone Pillar recipe, obtainable under certain conditions from the Nightmare Werepig.
  • Slightly reduced physics radius of Support Pillars so Players can fit between them.
  • Support Pillars placed next to each other (or other walls) no longer leave gaps in pathfinding.  (i.e. they now register 4x4 pathfinding cells instead of 2x2).
  • Walls can no longer be placed overlapping Support Pillars, as this would cause conflicts with the pathfinding registration.

 

Bit sad to see us not being able to place the walls as near to the pillars before, it did for some really awesome pillar re-designs, but i understand the motive.
Big thanks once again for the dreadstone pillars, they look amazing also.
 

14 hours ago, V2C said:

The layout of Wormwood’s skill tree has changed.

  • Skill selections will be reset the first time you load or join any existing world as Wormwood after this update, and you can respend all your Insight immediately.

 

By far the best part, i dont think on itself Salamanders or even the Tentacles are good on their won, but maybe having both will hopefully make a really good difference :)

 

14 hours ago, V2C said:

Moon Shroom Clouds spawned by Wormwood no longer affect himself in PvP servers.

Can we please have some tweaks being made for PvE as-well? Currently the Spore, even being a great idea it still pretty much useless in the circustances where it would shine. It as a longer stunlock than the panflute, less range , makes wormwood groggy, all of wich are okay, but then lets make it better where it should.
The spore stays for a while in the ground, but only affects mobs once, if they wake up and the cloud is still up they dont go to sleep again, this currently makes it pointless for hounds(as an example), since hitting one activates the heard mentallity (which is weird since we are FORCING THEM TO SLEEP, creatures don't magically wake up if they are PUT to sleep, only if they are sleeping by natural sources), this heard mentallity makes it so the hounds can wake up fast (specially if another one outside of the cloud is fighting something else), resulting the cloud to be useless in a situation where it should shine.
I dont think it would be too much, for a character specific perk, who has to invest 5 points to get this skill, to actually have an alternative to the panflute, that has 3 downsides, to actually be different but still a good option for wormwood.
TLDR: Make monsters(non bosses) who are inside the cloud stay continously fall asleep for the duration of the cloud formation (The ones getting hit can obviously wake up). Also maybe make them wake up groggy as-well instead of going full speed?

All in all the rest of the wormwood re-design looks amazing. Thank you very much for the hard and FAST work on it. Super excited


EDIT: After testing, wormwood minions also get affected by this spore.

Edited by GLERMZ
  • Like 8
  • Health 1
  • Big Ups 1
Link to comment
Share on other sites

Oh damn.
I am not a Wormwood player, I played it for real for the first time today.

I didn't expect to have so much fun, not gonna lie.

I really like the familiars dropping back their resource at 100% freshness when they die, so you can re-summon them back.
Especially the Bulbous Lightbugs, I found them surprisingly useful, it feels like playing WX-78 with an illumination circuit, except you have to pay 20 health every 3 days, which is not a lot.

The shroom cloud is REALLY strong, it allows so much possibilities, especially on bosses. Wormwood became a sleep machine.

The Brumble armor 3rd hit spikes is a nice DPS addition too, I liked that a lot!

  • GL Happy 2
Link to comment
Share on other sites

9 hours ago, -Variant said:

image.png.35cdb1a3db0bd2b90956590261f76c3f.pngimage.png.e37da0c22639ffe3caaaff513bf40a5e.png

Wait wormwoods saladmanders can get ripe 

3 minutes ago, Habakkuk said:

It could be higher if wornwood is wet.

That’s a great idea  but at the very least they should bring the bone wet version from a 1 to a 5 

Link to comment
Share on other sites

9 hours ago, -Variant said:

-They cannot be removed without a Brightshade Smasher or Brightshade bombs.

Wait a minute, that means that if I have rifts disabled I can make the dreadstone pillars but no dismantle them? Or the special condition is having rifts enabled to make Werepig drop the blueprint?

Link to comment
Share on other sites

2 minutes ago, Memetan said:

Wait a minute, that means that if I have rifts disabled I can make the dreadstone pillars but no dismantle them? Or the special condition is having rifts enabled to make Werepig drop the blueprint?

I think the condition is making the werepig smash the pillars

Link to comment
Share on other sites

3 minutes ago, Memetan said:

Wait a minute, that means that if I have rifts disabled I can make the dreadstone pillars but no dismantle them? Or the special condition is having rifts enabled to make Werepig drop the blueprint?

I have heard that an upgraded Werebeaver can Gnaw them.
Otherwise, aside from Daywalker himself, I think those two are the only way to remove them.

Link to comment
Share on other sites

9 hours ago, HowlVoid said:

I think the balance as it is right now is very nice. I feel rewarded for learning wormwood with all his quirks. 

It's better if things are weaker when you should be weak and helpfull when facing actual problem. 

I'm sure i'd beat deerclops with spear without need for saladmanders but against FW and CC I could really enjoy some help from them. 

Saying that's balanced is like saying darksword should be available on weaker bosses only but for FW and CC you have to take spear.  

Link to comment
Share on other sites

1 minute ago, Captain_Rage said:

Any minion will succumb fast to the Ancient Fuelweaver, except for Treeguards which are huge creatures. Why do you want tiny Saladmanders to be an exception? Didn't Wormwood players get everything they wanted and more?

No. Wormwood needs more dps than weremoose, stronger minions than Wurt, and more versatility than WX.

  • Like 1
  • Haha 2
  • Wavey 2
  • GL Happy 1
Link to comment
Share on other sites

42 minutes ago, Captain_Rage said:

Any minion will succumb fast to the Ancient Fuelweaver, except for Treeguards which are huge creatures. Why do you want tiny Saladmanders to be an exception? Didn't Wormwood players get everything they wanted and more?

This skill tree is very dividing players.

Some want to farm

Some want him have his unique edge in combat that doesn't require him to get hit to trigger and thank klei for listening and adding the husk specialist.

Some want to craft bushes and then swap back to wanda/wolf/max.

If you'd like to know how i feel about this. then
image.thumb.png.eb366133b3ce835f40251782bb8c0a80.png
 

Red are ones i couldn't care less about
Yellow i have mixed feeling about them being even worth using.
Green make my inner farmer a bit happier.
Blue really happy about

The blooming perks don't feel much more helpfull once you learn growth formula exists and how easy it is to make.
Insulation doesn't affect thermal stone which i prefer
Photoshynthesis is so insignificant it would hurt to spend points on, won't even mention it messing with his only downside side it's that insignificant.
I'd rather just shovel sapplings, bushes etc, that's much faster + i get to eat the food and still 0 HP lost and it will net me sanity gain after.  
Bee kind is preventing such minor inconvenience that it also would hurt to spend points on. 

I know some players might like left and right branch because those from left need swap character that will make plants for their megabase and those from right have no idea how those perks amount to nothing if you know formula exists and that bulbs can be made into rot and poop.  

Except bugfixes I believe tree won't change now, especially that players are divided on what should be in it, klei put already tons of effort into it, might be not worth touching anymore

Saladmanders

Though I wanted to share how I dislike stuff that is less effective the further you are in game.
Such spear always consistently deals 34 damage. That's consistent, very fine.
But such saladmander will die faster thus dealing less damage the crazier boss it, making easy bosses easier and not helping almost at all against where it matters aka stronger enemies. That's why I don't care much about this perk. I don't need help with easy stuff, only saving for them are bosses that don't use AOE attacks like dragonfly and maybe against crab king. To be honest their high health cost only prevents you from using them against real threat. They're just not worth it and it hurts because they could be cool helpers. Probably not worth dealing with unless it's easy to make them take damage only if they were attack's main target and ignoring aoe otherwise.

Link to comment
Share on other sites

57 minutes ago, Wonz said:

Though I wanted to share how I dislike stuff that is less effective the further you are in game.
Such spear always consistently deals 34 damage. That's consistent, very fine.
But such saladmander will die faster thus dealing less damage the crazier boss it, making easy bosses easier and not helping almost at all against where it matters aka stronger enemies. That's why I don't care much about this perk. I don't need help with easy stuff, only saving for them are bosses that don't use AOE attacks like dragonfly and maybe against crab king. To be honest their high health cost only prevents you from using them against real threat. They're just not worth it and it hurts because they could be cool helpers. Probably not worth dealing with unless it's easy to make them take damage only if they were attack's main target and ignoring aoe otherwise.

Thats a very fair point, but i would like to highlight that its very useful for moderate threats aswell, while a heal cost is fairly annoying, the two saladmanders could help out a lot when dealing with day to day threats that you wouldn’t necessarily want to pull a darksword out for like a single clockwork knight you missed, or clearing a tier 3 den, a distraction against hounds/depths worms, or killing a tentacle or lord of the fruitflies or a tallbird

 
i mean they dont have crazy health, but 400 is not a small amount, and you can resummon immediately for just health and the dragonfruit they drop (do they still do that?), which isnt terrible at all. I wouldnt call them the most helpful, but they can handle  most things that you might fight spontaneously. 

  • Like 1
Link to comment
Share on other sites

7 minutes ago, Copyafriend said:

Thats a very fair point, but i would like to highlight that its very useful for moderate threats aswell, while a heal cost is fairly annoying, the two saladmanders could help out a lot when dealing with day to day threats that you wouldn’t necessarily want to pull a darksword out for like a single clockwork knight you missed, or clearing a tier 3 den, a distraction against hounds/depths worms, or killing a tentacle or lord of the fruitflies or a tallbird

 
i mean they dont have crazy health, but 400 is not a small amount, and you can resummon immediately for just health and the dragonfruit they drop (do they still do that?), which isnt terrible at all. I wouldnt call them the most helpful, but they can handle  most things that you might fight spontaneously. 

Half of the time the salamanders are stuck somehwere else. The other half they are still running, very slowly, like slower then a grandma, to actually try to do a bit of damage, before they eventually die. Also in the case that they have been up for 3 days already, they will also die in the middle of whatever the hell they are doing.
TLDR, salamanders are still extremly bad even considering stats, but atleast now you can have them with the tentacles which makes it less painfull. So when they actually decide to do something, its nice. And i really don't even know where Klei would start to make them worth it on their own.

Regards,

Glermz

  • Like 7
  • Big Ups 1
  • Sad Dupe 1
Link to comment
Share on other sites

20 minutes ago, GLERMZ said:

And i really don't even know where Klei would start to make them worth it on their own.

Going back to max 3 saladmanders and reverting the HP and Movement speed nerfs would be a nice change i think. 

They were much worse then than they are now but still got huge nerfs when pretty much everyone agreed they should be buffed. :cry:

  • Big Ups 1
Link to comment
Share on other sites

4 hours ago, Wonz said:

It's better if things are weaker when you should be weak and helpfull when facing actual problem. 

I'm sure i'd beat deerclops with spear without need for saladmanders but against FW and CC I could really enjoy some help from them. 

Saying that's balanced is like saying darksword should be available on weaker bosses only but for FW and CC you have to take spear.  

Idk maybe it's just me but I think the bramble husk makes up for the bad saladmanders. 

I can't write all my strats here cause idk what's intended and what isn't but it seems to have a lot of utility (versatile but not op).

As for the saladmanders, they are ok at dealing a bit of dmg to certain bosses if you plan ahead and most noticeably on the ones you can retrains their movements. Not great but I'm not looking at them for extra damage anymore. To me saladmanders are more of a utility.

In an ideal world you could bloom saladmanders with compost wrap or something to increase their speed/Regen but I am happy with this version of wormwood. 

The husk really pulls ahead.

(In before wormwood and woodie get absolutely surpassed by everyone else's skill trees :lol:)

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...