Jump to content

Recommended Posts

  • Developer

Changes

  • Shadow Merms and Shadow Merm Guards now ignore spider webs and don’t trigger them.
  • Merm with Shoddy Tools or Slightly Less Shoddy Tools will help clear Garden Detritus and dig Farm Soil.
  • Explored Wormholes will show brighter on the minimap while wearing the Rose-Colored Glasses and having the Shadow Seeker II skill.
  • Winona may dismiss Dark Vestiges by closely examining them again.
  • Inspectacles will keep their Cache Boxes to whichever world they belong to and will no longer spawn new ones in the caves.
    • Players testing in beta may need to teleport to a cache location if it is too far out of bounds once, to fix their current save state.
  • Inspectacles Cache Boxes will try to avoid intersecting with other solid objects.
  • Winona’s machines will now automatically sync with her skill tree levels.  (Existing machines may need to be redeployed once for this to start taking effect.)
  • Enlightened Strike will now dig up tree stumps instead of deleting them.
  • Shadow Strike now costs less energy and does a small amount of planar damage at the point of impact before spawning a patch of vines.  (The impact point does not scale with Explosive Volley skills, but the vine patch does.)
  • Increased the damage and duration of vines, and they no longer transfer aggro back to the catapult.
  • Catapults (and vines) no longer damage friendly followers.
  • All Catapult attacks no longer damage walls.
  • Redeploying a Catapult will fully restore its health.
  • Teletransport Station now costs energy when receiving teleports.
  • Portasol can now be used while mounted.
  • Winona will regain a minimum amount of sanity and/or hunger when rescued by Charlie, if her sanity and/or hunger are too low.
  • Crab King tweaks
    • Will taunt before healing
    • Will now re-ice after taking a threshold of damage or killing all the arms.
    • Claw AI improved.
       

Bug Fixes

  • Fixed crash when the pirate monkey's boat gets a leak.
  • Fixed issues with saving/loading plugged boat leaks.
  • Fixed Knobbly Trees failing to grow to Above-Average Tree Trunks when saved offscreen.
  • Fixed issue with overlapping Above-Average Tree Trunk’s canopy shadows.
  • Fixed some scared stiff dug plants using an incorrect animation.
  • Fixed Malbatross destroying boat bumpers.
  • Fixed Skeeter Bomb’s impact damage missing from the Scrapbook.
  • Fixed Communal Kelp Dishes only working once per house.
  • Fixed King of the Merms and Merms not accepting Kelp Patch.
  • Wurt's Mudslingers now respect the anti-terraforming area around the Ancient Gateway in the Atrium.
  • Fixed the player using the Bug Net animation when grabbing mosquitos with a hand slot item equipped.
  • Fixed Lil' Itchy never perishing completely.
  • Fixed an issue with items sometimes being invisible when teleporting using the Portasol.
  • Fixed bug where Enlightened Strike was damaging walls.
  • Fixed bug with W.I.N.bot sometimes drifting when picked up and then dropped on the ground.

View full update

  • Like 50
  • Thanks 3
  • Health 2
Link to comment
https://forums.kleientertainment.com/forums/topic/157295-game-update-615138/
Share on other sites

5 minutes ago, Wonz said:

What do you mean by digging soil? If they will be tilling in 3x3 it would be a shame because best setups use hexagon shape tills and 3x3 ones can be used even if farm is tilled with hexagon style.

This way you fit 10 mounds on one tile instead of 9.

Example

image.png.b4ea71c5f64a222cf55286e07004fa6c.png

even if they tile 3x3 rather then hexagon, its still a cheaper alternative (at least in terms of time saving and resource allocation), playing as wurt I am happy enough with the changes... (still want swimmin' real bad)

Whoo boy, them Winona changes though! I can use catapults for the moonstone event now with out spending a laborious amount of time making statues, signs or meticulously planting trees in odd spots. NO WALL DAMAGE BABY! 

Edited by ZeRoboButler
  • Like 2
  • Wavey 1
4 hours ago, Wonz said:

What do you mean by digging soil? If they will be tilling in 3x3 it would be a shame because best setups use hexagon shape tills and 3x3 ones can be used even if farm is tilled with hexagon style.

This way you fit 10 mounds on one tile instead of 9.

Example

image.png.b4ea71c5f64a222cf55286e07004fa6c.png

FarmMerm.gif.205b97e8a612f6864c06aa8ee094b7da.gif

For Wurts this is huge, unless you're playing with friends, as Wurt you don't really need veggie variety from crops only Dragon Fruit/Potato/Tomato Etc. nothing too crazy to farm,

Most of the times you've other sources of food aka kelp, bananas, berries so this is in my opinion just for farming healing food.

For Wormwoods this mean nothing (Nothing you can already do), but for other characters are really gonna enjoy to have... i mean don't have to waste time preparing the soil. so big Qol in general.

Edited by Brotid01
  • Like 27
  • GL Happy 1

Well crap I'm a farmer Wurt now...

wwgpt.jpg.90790afa755492d2d20bb79ae1fe85f7.jpg

6 minutes ago, Brotid01 said:

FarmMerm.gif.205b97e8a612f6864c06aa8ee094b7da.gif

For Wurts this is huge, unless you're playing with friends as Wurt you don't really need veggie variety from crops only Dragon Fruit/Potato/Tomato Etc. nothing too crazy to farm,

 

Most of the times you've other sources of food aka kelp, bananas, berries so this is in my opinion just for farming healing food.

 

For Wormwoods this mean nothing (Nothing you can already do), but for other characters are really gonna enjoy to have... i mean don't have to waste time preparing the soil. so big Qol in general.

 

I feel like you might be underestimating how massive a deal this is tilling is one of the biggest barriers of entry to people farming it might not seem like it but I could 100% see people legitimately using the clever disguises for just this feature alone even more so considering not everyone has access to the tilling mod. 

  • Like 12
5 minutes ago, Mysterious box said:

Well crap I'm a farmer Wurt now...

wwgpt.jpg.90790afa755492d2d20bb79ae1fe85f7.jpg

I feel like you might be underestimating how massive a deal this is tilling is one of the biggest barriers of entry to people farming it might not seem like it but I could 100% see people legitimately using the clever disguises for just this feature alone even more so considering not everyone has access to the tilling mod. 

you sir have made an excellent point, I had not even considered that! 

  • Like 2
  • Wavey 1
On 6/6/2024 at 10:22 PM, Instant-Noodles said:

 

Shadow Merm / Shadow Merm Guard

Spoiler

thumbnail?id=1y77m0nYDIKQ0iHKc6RFn1oOzLZ thumbnail?id=1KWg8LxrlQaDhkhLM-S5191Pjla

 

It's not in the patch notes, but Shadow Merms & Shadow Merm Guards got unique art now; they no longer re-use the base Merm & Merm Guard models...

Shadow Merm / Shadow Merm Guard

Spoiler

thumbnail?id=12RMKsIpSLKh0TrCeSCnoUeLfL-iAlfdD&sz=w1000 thumbnail?id=1xPcolUnqx8Ccy80dirBq_SRFgKue2YCJ&sz=w1000

 

  • Like 33
  • Thanks 1
  • Health 1
54 minutes ago, V2C said:

Merm with Shoddy Tools or Slightly Less Shoddy Tools will help clear Garden Detritus and dig Farm Soil.

Can we get something like this for the WIN-Bots aswell?

I would personally love to see them collect Grass, Twigs, Berries etc.

at the very least I would like to see them automatically activate themselves when detecting Items that they can sort.

  • Like 1
  • Wavey 1
14 minutes ago, ZeRoboButler said:

uh... out of curiosity, how bad is it at the moment?

With maximum efficiency perks, it consumes 1/6 of a Nitre generator per teleport. That's 3 teleports for every Nitre or Nightmare Fuel.

Edited by Electroely
  • Wavey 1
  • Sad Dupe 1

who boy, guess im gonna carry some nightmare fuel more often, I mostly grabbed that perk so I had to worry less about power, combine that with the efficiency perks and its a done deal for power issues. although... I suppose it could be worse... Im gonna play around with it to see how it feels. (for the sake of better input)

  • Wavey 1
27 minutes ago, Electroely said:

I hope this can be toned down. The cost feels excessive at the moment, even with maxed out efficient generators.

This power cost is actually a buff for the enlightening generator in the long run game, as it causes the generator with one enlightening shard to immediately overload and disable telipad. So you can easily transport to the other telipad.

Edited by Cassielu
  • Like 5
  • Wavey 1

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
×
  • Create New...