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  • Developer

Just to answer a few questions:

New features related to Lunar Hail will come in a future update, NOT part of this update (Scrappy Scavengers) beta or live release.

Upgrading Scaled Chests are still coming to this update.

We'll make crafting work with ingredients in containers opened from your inventory.

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

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5 minutes ago, V2C said:

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

Heh , perfectly balanced. peace is back for casual players 

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5 minutes ago, V2C said:

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

I believe it is the most important message for the community and ends any discussion about the use of exploids in the game.

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7 minutes ago, V2C said:

Just to answer a few questions:

Heya, question!

Is there any chance we'll be able to go a bit more indepth with item washing away before this beta wraps up at all? Something akin to this post?

And on the other hand, are there any plans to add any sort of visual cues to the Acid infused mobs? Only bats currently have any visual tell so far, it's a bit hard to see what is and isn't being changed by acid currently.
https://forums.kleientertainment.com/forums/topic/154702-acid-infused-mobs-need-more-visual-cues/

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11 minutes ago, V2C said:

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

Weak tbh

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50 minutes ago, V2C said:

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

Unfortunate to read this. But I guess this indeed is meant to be an "intended" solution for defeating some bosses. Such a shame.

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59 minutes ago, Cruvimaster said:

I believe it is the most important message for the community and ends any discussion about the use of exploids in the game.

I mean to be fair, lureplant is teeny tiny little plant, FeulWeaver is large Goliath scary monster- Even Wolfgang brain fart on this one.

Anything labeled as “Giant” should probably be able to crush it.

Which reminds me… Why can you lure Armored Bearger into a Brightshade plant and then kill him by throwing a boomerang at the plant so it AoE’s? Isnt Armored Bearger and the Brightshades on the same “Team?”

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43 minutes ago, V2C said:

We are likely going to change the Lureplant fix to only affect the newer content.  We decided to fix this now because of how it affected the Scrappy Werepig before he could even reach the Junk Pile to pick up his first weapon.

That is a weird favor given the circumstances for FW are dangerously close if not for the distance required to pull it off but the fraught is the same.

I'm not making the decision neither for the considerable playerbase that might have been relying on it or your general idea of how the game should/can be played at Klei, but I'm not really buying on deliberately keeping exploits such as this. I'm sure something else can be done.

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Enlightened crown fix is very much appreciated. The lureplant fix surprised me, I was actually thinking of the moonrock farming exploit before I remembered Fuelweaver. I don’t use them too much but it’s nice to hear that it will be reverted so that players can still use them if they want. I’m sure we’ll find plenty of new ways to cheese Scrapiggus, don’t worry.

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7 minutes ago, Mike23Ua said:

Which reminds me… Why can you lure Armored Bearger into a Brightshade plant and then kill him by throwing a boomerang at the plant so it AoE’s? Isnt Armored Bearger and the Brightshades on the same “Team?”

same as befriending spiders and get them to fight each other, and other followers

and how accidentally hitting a follower means hostility to the mob

No one appreciates friendly fire, not even the plants and undead

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23 minutes ago, Mike23Ua said:

Which reminds me… Why can you lure Armored Bearger into a Brightshade plant and then kill him by throwing a boomerang at the plant so it AoE’s? Isnt Armored Bearger and the Brightshades on the same “Team?”

Because it's a tall task to make all mob interactions past and present consider every other mob's behavior past and present, and stuff is bound to slip through the cracks. If/when this tactic was brought to their attention, they probably laughed and went, "hah, that's pretty clever!" because it is pretty clever and doesn't actually hurt anybody.

  • Developer

Hey guys, seems to be some confusion, but to clarify, we do intend to fix these bugs and exploits eventually.  For the older bosses, they were not a focus of this update.  When we have time, we want to address some of the issues with the old fights such as Fuelweaver before we unexpectedly remove some players' means of progressing past them.

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8 minutes ago, V2C said:

When we have time, we want to address some of the issues with the old fights such as Fuelweaver before we unexpectedly remove some players' means of progressing past them.

Probably won't be popular with everybody, but as someone whose reason to usually (but not always) cheese Fuelweaver is that fighting him alone on a controller is a particularly unpleasant task, thank you.

Edited by Faintly Macabre
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