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My Wurt Skilltree Changes


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Amphibian

Merged the two sainity skills as they are weak, and the branch is rather costly. 

 

Mosquito

  • The healer item is now a ranged throwable dart thing that can bounce to two additional merms.
  • Mosquito fertaliser has the added effect of adding moisture to the farm plot.

 

King Hunger Skills

Remove all and replace all of them with something cool because a change i will make to the kelp feeders will make these skills even more useless. 

 

Shoddy Toolhut

No longer has teirs of huts, as it was sorta useless. Big changes have been made to this:

  • Teir 1 unlocks the "slightly less shoddy" toolhut instead. It has been renamed to "toolhut".
  • You may right click on the toolhut to activate "Work hours". All craftsmerms in radius with a tool will automatically do any workactions within the radius of the toolhut.
  • Merms can now also harvest things like grass, saplings, ect using their axes that work as scyths. Merms in Work hours will collect items from the floor and deposit them in chests around the toolshed.
  • Merms will take very large breaks every so often. You can drastically reduce this break by making a kelp feeder. They will hang around and eat from it during break time.
  • You can feed merms yourself to speed up breaktimes. 

Teir 2: Unlocks pond fishing rod tools, and garden hoe tools. For Wurts with the skill, these tools have different slots in the toolshed that you can fill so merms can get these tools. Merms fish slower than players, and are clumsy so can fail every so often. The garden hows have them till a nearby plot in a 3×3 formation. I wont go much more into this to save space and time, so you can unterpret it.

 

Kelp Feeder

There was also some changes mentioned in the shoddy tool hut part, but i have another. The king will now eat out the nearby kelp feeders next to him when he is hungry.

 

Armery

Removed teiring system just like the tool hut (the old helmets will appear still as cosmetic variations). Teir 1 has the 40% damage reduction helmet. (It has been nerfed to a lower reduction to compensate for a buff, so its a rework)

Teir 1: You can now also right click an Armery to turn on "territorial mode". All guard merms in range of the Armery will be aggressive to all creatures inside of the Armery range. Good for farms or hound defense.

Teir 2: Wurts with this skill can add mosquito sacks and silk into the structure in addition to the old materials to make an upgraded helmet. The helmet will heal the merm a fixed instant amount once the helmet is broken. The helmet will automatically break itself when the merm reaches 0 health.

This will make it more interesting.

 

Swamp Pathfinder

  • Now increases Wurt's speed on marsh turf even further. 
  • Other nearby survivors now can see tentacles.
  • Allows Wurt and nearby players to harvest spiky bushes without taking damage.

 

Those are my changes.

 

 

 

 

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