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1 hour ago, Valase said:

I remember 5 ancient trees/seeds being mentioned in the dev stream, are they all still in this beta schedule or did the rest get chopped for a future beta?

We mention “more varieties”, never a specific number.

In that sense, if we have time, we would like to do at least one more. This is a desire, not a promise.

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5 minutes ago, DiogoW said:

We mention “more varieties”, never a specific number.

In that sense, if we have time, we would like to do at least one more. This is a desire, not a promise.

"Klei promised we'd get another ancient tree variety" -someone on the forums in a week or so probably

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9 minutes ago, DiogoW said:

We mention “more varieties”, never a specific number.

In that sense, if we have time, we would like to do at least one more. This is a desire, not a promise.

In this case.. something labeled as “Surprising Seed” should probably be able to actually well you know, Surprise the player? Much like opening a bunch of random tumbleweeds, Rummaging the Scrapyard piles or busting open vases in single player don’t starve Hamlet. ;) 

Also I’d LOVE to Know if this Ocean content beta will improve the Deck Illuminator and allow for boats to drift underneath dock bridges. Thnx <3

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2 hours ago, V2C said:

Changes

  • Adjusted Exotic Trees growth time. It’ll now grow from sapling to tree in less than a season - in regular season lengths.
  • Exotic Trees now drop a Surprising Seed with the same type and quality of the tree.
  • Night Lights will no longer be observed while on boats.
  • Merm King will no longer be an active target to attack when the Merm King has no summoned guards.
  • “Increased” Surprising Seed’s drop chance from Sunken Chests. It now starts at 10% at day one and slowly increases up to 60% at day 150 (previously 200).
  • Marotter Den Boats can now travel safely in the Waterlogged Biome.
  • Winona’s Hotlight skill will now heat more.
  • Added a maximum queue size for the remote control catapult commands so that they are more responsive to your most recent commands when spamming.
  • G.E.M.erators powered by Enlightened Shard will now automatically regenerate, but will become overloaded if drained too quickly.  (Regeneration speed is affected by Greater Generator skills.)
  • Added range checks for Worm Hole map actions to filter out invalid spots.
     

Bug Fixes

  • Fixed Tail o' Three Cats affecting creatures in containers.
  • Fixed Marotter Den platform radius not being accurate to the art.
  • Fixed Crab King spawning more Sea Stacks than was intended.
  • Fixed obtaining Fragile Roses for players without the ability to use them.
  • Fixed Worm Hole map actions not functioning.
  • Fixed Vine Bridges from creating on the same shore line for one tile.
  • Fixed Wurt being able to dodge attacks, feature only intended for Merm Guards.
  • Fixed Applied Silviculture book not making Surprising Seeds and Exotic Saplings grow.
  • Fixed Applied Silviculture book making Exotic Trees grow fruits.
  • Fixed temperature not decreasing faster when near chilling sources while wet.
  • Fixed Powder Monkeys shooting themselves in the face too much.
  • Fixed Merms going after the furthest Tool Shed or Armermry.
  • Fixed Bootlegs pulling up the map when doing other actions than trying to toss it.
  • Fixed a crash related to Night Lights respawning.
  • Fixed Grass Gators diving and seeking out deeper water instead of more shallow.
  • Fixed Living Logs not screaming when being eaten without being stacked.
  • Fixed Frostjaw giving more than one Frostjaw Figure Sketch.
  • Fixed Wurt losing sanity and health when eating Kelp Patches.
  • Fixed Crab King creating the ice arena when its spell casting is interrupted.
  • Fixed Wurt’s “The King's Pauldron Quest” skill not working as expected.
  • Fixed some hats not getting the shadow filter when equipped by Shadow Merms.
  • Wurt's Mudslingers no longer transform the void or other temporary tiles, like vine bridges.
  • Fixed bug where other characters can still activate Winona’s Catapults via spacebar.
  • Fixed bug where gems socketed in G.E.M.erator may be lost when reloading a save file.
  • Fixed bug where Nightmare and Pure Horror fuel levels were not saved when adding fuel to a dismantled Generator.

 

View full update

 

Is there any chance of skeeter bombs getting their cost lowered? Also is it intentional for Wurt to be able to overheat when fully wet with all weather scales in summer?

Edited by Mysterious box
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While the spawning chances for malbatross are improved , its still  weird being a totally rng based boss , is there away way we could come around of getting a guaranteed spawning after a certain amount of fishings? (like done with frostjaw)

 

 

and in ocean matters

 

can pearl sell the sawhorse blueprint (maybe after you finish her quest ) ??? locking it up to just 1 per world is counterproductive.

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8 minutes ago, Pep61 said:

While the spawning chances for malbatross are improved , its still  weird being a totally rng based boss , is there away way we could come around of getting a guaranteed spawning after a certain amount of fishings? (like done with frostjaw)

Ive been hoping for like, either make hostile flares used in a shoal spawn malbatross, or create a little island setpiece for a malbatross nest using something similar to the BFB nest in Hamlet that gurantees its spawn if you mess with it. I don't really want them to continue to bump up the rng, I just want a guranteed way to do it if I want to do it, and keep the rng as a fun alternative.

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2 hours ago, V2C said:
  • Fixed bug where other characters can still activate Winona’s Catapults via spacebar.

Really disappointed with the direction of taking away existing features from other characters rather than increasing incentive to play that character through other means. Winona got plenty of other kit in this skill tree to make her interesting without taking away the catapults. Hope this isn't the start of a trend. Retroactively removing functionality from long term worlds feels bad. Hopefully this decision is reverted.

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1 hour ago, Mike23Ua said:

In this case.. something labeled as “Surprising Seed” should probably be able to actually well you know, Surprise the player? Much like opening a bunch of random tumbleweeds, Rummaging the Scrapyard piles or busting open vases in single player don’t starve Hamlet. ;) 

Also I’d LOVE to Know if this Ocean content beta will improve the Deck Illuminator and allow for boats to drift underneath dock bridges. Thnx <3

And completely wipe all the structures off the boat in the process? lmao

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1 hour ago, DiogoW said:

We mention “more varieties”, never a specific number.

In that sense, if we have time, we would like to do at least one more. This is a desire, not a promise.

Oh, they got axed, and I got shoveled.

Jokes aside, I understand, Thank you nevertheless!

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6 hours ago, V2C said:

Night Lights will no longer be observed while on boats.

 

What's this about night lights? Will there be any changes to that structure perhaps? it always kinda looked cool but never fit in to be used anywhere. It doesn't heat or cool, takes away sanity, can be snatched by shadow hands and only use for it that it just lasts a little longer than campfire. Maybe it could keep your temperature at an equallibrium of temperatures where it's not too hot or cold, and give off a lot more light?

It's not very fuel efficient and the only best options are still star and moon caller staffs still. The structure could have it's own rework someday really.

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Opinion: Would like to not remove character iteractions like Wendies sisturn. Be able to wield  Wigfid's shields by any character while still not able to attack(or use 100% block)  even it is almost useless just makes sense and nice "active" armor alternative (you have to swap weapon and shield). You already can farm resources for telebrelas only as Winnona so you have to play it for some time to build teleways. please do not block ability to use them as any character. In addition i think if every character has usefull things (like maxwell's boxes) so you have to swap all characters to build everything is nice idea so even while you are alone right now you see other character's presence (like Wendies little ghosts)

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Charies Path Feedback: I feel like i realy do not like cooldowns on her glasses.(just do not like it right now. later text is my thoughts how it can be changed)

Why winona should stop from seeking for her? Better sense (and cost) for me if this actives just cost sanity. you look closely to shadows, seek for shadow queen. And go insane if you go too fast and too greedy. (cooldowns may be but on places not on glasses. or cooldown per different active)

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Suggestion: add something like cooldown (5 seconds may be) for used telepads, so we can travel across map like subway. (it may be lowing prioritise cool down or per character)(or may be prioritise direction by right clicking ground instead of inventory slot)

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Suggestion: Let Winnona permanently rebound wormholes (or for some time at least)

Suggestion: Let Calibrated Perciver draw recipes on layed papirus nearby. (like we draw on minisigns) i would like to share with my teammates!

Bug: Right now i cannot scan purple gem for recipe

Suggestion: Let vine bridge do not disapear for a bit longer or maybe under Winnonas feet. when i carry heavy things cannot get to other side

I still hope for indicators for structures that are "upgraded with talents", since currently they are affected by the last person to place a structure, which may bring a bit of confusion when two Winonas are at the same server.

 

EDIT: also if anybody was curious about shards and gemerators, here's clip (Greater Generator III was used):

x3 pure brilliane - finite energy, 3% per empowered shot, otherwise 8 hours of energy or so.
One Shard + x 2Pure brilliance - Infinite engergy, but catapult will overload the gemerator in 6 shots
Two Shards
+ Pure brilliance - Infinite energy, Two catapults can barely overload the gemerator, 1 sec pause can stop it from overloading.
Three Shards - cant use empowered shots.

https://imgur.com/a/D3IGzwS

 

EDIT 2: After further testing, Shard output seems to be the same even without talents. Tested it multiple times, seems like Greater Generator I, II and III dont affect G.E.M.erator that has Shard in it.

 

Edited by Master_NiX
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10 hours ago, DiogoW said:

We mention “more varieties”, never a specific number.

In that sense, if we have time, we would like to do at least one more. This is a desire, not a promise.

Even you add one more, please do not forget them in later ocean updates, there are never enough tree variety! And also if we have more tree variety 60% is too low if we want a lot of every kind to make new biomes with them. Make it 100% after 1000 days so long term megabasers could enjoy :)

Edited by Topazaz
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