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13 hours ago, lunararoma said:

Could you please raise the temperature from 1 degree to 4 degrees for Ice crystaleyezer? -10 degrees is too low for practical use. Instead, could you make a temperature that's freezing like an "WX-78's ice circuit" but doesn't affect health? I'm a Mega Base user, and I'm tired of managing ice flingomatics or living in caves or the Oasis Desert in the Summer for Wildfires. I'd like to use this as an alternative for wildfires. Furthermore, in the Summer, "thermal stones" do not heat up (I think it's a known bug or something), so utility of the Ice crystaleyezers is very limited.

And when there are many structures like Ocuvigil that brighten the field of vision, it causes lag on the server, so we can't build too many like Ice Crystaleyezers on the server. Therefore, the field of vision function of the Ice Crystaleyezers doesn't seem suitable.

I don't expect something like an Above-Average Tree Trunk for ground, please just adjust the Ice Crystaleyezers.

It's functions largely rely on setting local temp to -10 ℃. If this would be changed, features like -25% rotting speed and completely cease moisture vaporizing in the farms will disappear.

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Hey guys, just a quick update, since not a lot of the rebalancing work made it into Friday's hotfix may have left you wondering.  The boss fights, W.A.R.B.I.S. gear, and Lunar Hail are all being worked on.  We do want to keep the damage from Lunar Hail, and are trying out adding new sheltering behavior for creatures.  Also, if there are things that aren't currently working with the existing shelters like the canopies, please let us know in the bug tracker.

Our team's schedule has been pretty wonky these weeks, and believe it or not, we're on another long weekend! Happy Thanksgiving XD

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13 minutes ago, V2C said:

Hey guys, just a quick update, since not a lot of the rebalancing work made it into Friday's hotfix may have left you wondering.  The boss fights, W.A.R.B.I.S. gear, and Lunar Hail are all being worked on.  We do want to keep the damage from Lunar Hail, and are trying out adding new sheltering behavior for creatures.  Also, if there are things that aren't currently working with the existing shelters like the canopies, please let us know in the bug tracker.

I wanna give a quick comment to say that I genuinely appreciate that the team is properly addressing the concerns people have with the update and letting people know ahead of time that you are aware of said concerns and are working on them. It does mean a lot to me (and I imagine many others) that our concerns of the new content are being heard and are actively trying to be worked on to the best of your ability. It is very reassuring!

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1 hour ago, V2C said:

Hey guys, just a quick update, since not a lot of the rebalancing work made it into Friday's hotfix may have left you wondering.  The boss fights, W.A.R.B.I.S. gear, and Lunar Hail are all being worked on.  We do want to keep the damage from Lunar Hail, and are trying out adding new sheltering behavior for creatures.  Also, if there are things that aren't currently working with the existing shelters like the canopies, please let us know in the bug tracker.

Our team's schedule has been pretty wonky these weeks, and believe it or not, we're on another long weekend! Happy Thanksgiving XD

appreciate this post talking about the progression of future updates

is really worth it programming an entire new behaviour on every mob instead of treating hail like acid rain? because i dont really get why acid rain doesnt damage mobs but hail does, damaging mobs would be more useful in caves since there are ruins and high hp bosses...

 

happy Thanksgiving for the team :)

 

edit. forgot to add that the idea is really nice and would give immersion. Is just that idk how difficult and trusty would be to be worth taking in count the ammount of stuff that still WIP

Edited by arubaro
  • Like 2
1 hour ago, arubaro said:

appreciate this post talking about the progression of future updates

is really worth it programming an entire new behaviour on every mob instead of treating hail like acid rain? because i dont really get why acid rain doesnt damage mobs but hail does, damaging mobs would be more useful in caves since there are ruins and high hp bosses...

 

happy Thanksgiving for the team :)

 

edit. forgot to add that the idea is really nice and would give immersion. Is just that idk how difficult and trusty would be to be worth taking in count the ammount of stuff that still WIP

I'm guessing it's to force mobs to their lunar states when they die to hail at least that's my guess so far we just don't have their lunar forms yet.

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30 minutes ago, Mysterious box said:

I'm guessing it's to force mobs to their lunar states when they die to hail at least that's my guess so far we just don't have their lunar forms yet.

If that's the case, they should can the hail till they introduce more lunar variants for creatures.  

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9 hours ago, gamehun20 said:

Does she? didn't they say on stream that it doesn't count

The quest counts, but it's not supposed to be hard locked/required to get her Pearl.

Getting chairs isn't going to impede Rift progression, basically. 

4 hours ago, V2C said:

Hey guys, just a quick update, since not a lot of the rebalancing work made it into Friday's hotfix may have left you wondering.  The boss fights, W.A.R.B.I.S. gear, and Lunar Hail are all being worked on.  We do want to keep the damage from Lunar Hail, and are trying out adding new sheltering behavior for creatures.  Also, if there are things that aren't currently working with the existing shelters like the canopies, please let us know in the bug tracker.

Our team's schedule has been pretty wonky these weeks, and believe it or not, we're on another long weekend! Happy Thanksgiving XD

Okay, also, I just needed to say I'm absolutely in love with the fact that you're giving feedback after these hotfixes. Keeping up with the community and sharing your thoughts is the best, it quenches a LOT of questions floating around! I sort of hope this can be a continuous fixture going forward, aha

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4 hours ago, V2C said:

We do want to keep the damage from Lunar Hail, and are trying out adding new sheltering behavior for creatures.  Also, if there are things that aren't currently working with the existing shelters like the canopies, please let us know in the bug tracker.

Please, please add a world setting allowing us to choose to turn hail off completely in this case then. 

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24 minutes ago, lunararoma said:

Adding a new canopy structure is really cool. Even if the crafting is challenging, I hope this structure can become a Above-average tree trunk for ground. It would be great if it could control not only lunarhail but also wildfires.

I wouldn't want this. Above average trees are an incredibly unique and in-depth mechanic that I love a lot, and I'd be very sad if this thing that pushes you towards them resulted in instead simply another cave-pillar styled structure that you place everywhere.

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12 hours ago, V2C said:

The boss fights, W.A.R.B.I.S. gear, and Lunar Hail are all being worked on.

I don't see many people say this but I'd love if Crystal Deerclops had at least one more attack, it feels like it needs just a bit more variety

On 10/7/2023 at 4:53 AM, july401 said:

Is that means the first year 1 Spark Ark. After that, the second year you could get at most 3+1 Arks? 

in theory you can knock out quite a large number in 1 winter, all you need is to find a few Vargs and create enemy missiles to summon a Deerclops

Regarding the hail, I saw that there is a problem, the solution is quite simple, just add a wooden craft that can be made at the new decoration station, since it is made of wood, it can catch fire, plus it can protect not only from hail, but also from rain or at least slow it down a little, the design is to make something that looks like a carnival tree that will protect in a radius of 1 cell around.

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On 10/7/2023 at 9:20 PM, Fufuji said:

It's functions largely rely on setting local temp to -10 ℃. If this would be changed, features like -25% rotting speed and completely cease moisture vaporizing in the farms will disappear.

wait, so plots near that thing stay full watered as long as it works?

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1 hour ago, Master_NiX said:

wait, so plots near that thing stay full watered as long as it works?

If the temperature of the world is below 0 degrees the farm plot stops losing water to natural evaporation. If above 0 degrees farm plots loses water to evaporation, increasing in speed up to 24 units (roughly 1 use of a watering can) of water per day at 70 degrees.

The Crystaleyezer mimics a -10 degree environment, so farm plots within that radius do not lose any water to evaporation, just like in Winter.

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1 hour ago, ButterStuffed said:

If the temperature of the world is below 0 degrees the farm plot stops losing water to natural evaporation. If above 0 degrees farm plots loses water to evaporation, increasing in speed up to 24 units (roughly 1 use of a watering can) of water per day at 70 degrees.

The Crystaleyezer mimics a -10 degree environment, so farm plots within that radius do not lose any water to evaporation, just like in Winter.

What about plant withering?

3 hours ago, filipahped said:

Since Lunar Hail is supposed to not damage Lunar Aligned creatures, wouldn't it make sense to give the same immunity to Lunar Aligned players? As in, players that spec into the Lunar Alignment branch on their skill trees, I mean.

I mean, lunar aligned mobs are mutated from the moon, all the current lunar Alignments (Except Wormwood's) are from helping Wagstaff(kinda the biggest threat to the moon).

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8 minutes ago, Valase said:

I mean, lunar aligned mobs are mutated from the moon, all the current lunar Alignments (Except Wormwood's) are from helping Wagstaff(kinda the biggest threat to the moon).

I don’t know if wagstaff is the biggest threat but he certainly isn’t a pawn of the moon (at least not right now) but if he can give you some of the secretary’s of the moon then it would make sense if he can give you hail immunity.

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