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"Teletransport Station now costs energy when receiving teleports."

I was enjoying these stations but the cost is so high I can't see myself picking this skill over getting free revives at my choice of nightlight and unlimited wormhole teleports. Having to pay 1 nightmare fuel per 2 teleports(with all three battery perks) doesn't make this viable for me early game in the same way being able to select what ever wormhole I'd like to travel to. I believed these skills to be balanced before having the station cost battery due to the amount of time and resources it takes to get the station and tele umbrella vs how easy it is to get the rose goggles and how strong it is to tele any where you've discovered via wormholes/dying with a rose. 

If the concern is that the station is stronger than the rose glasses maybe a cooldown can be applied instead of requiring battery from the station? 

  • Like 1

woah, on my end, 2 teleports with a full generator with no nightmare fuel in it, drained it fully. 

can't say im too broken up by it, since using a tool like teleportation is meant to have a cost, 2 nightmare fuel seems to equate to 4 teleports before needing to refuel. I shudder to think what that's like with out the fuel efficiency lol, but I take the full 100% perk anyway and regularly acquire fuel. Its an adjustment but not a terrible one, seems within reason for the cost of infinite range teleportation. 

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Farmmerms are so cool, no more spending 3 mins tilling the soil!
I hope there's more that can be done with doohickeys in the future. Winbots are cool, but I already have 4 and still so many doohickeys.
(also still praying for the morning star generator recharge)

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25 minutes ago, Jason said:

We had an idea, but when it was implemented, we didn't like it. This will come when we have the idea we like. 

This reminds me, a long while before the Lunar Dust was mentioned, around when Lunar Hail was first added, it damaged mobs. This was removed and said would be returned alongside new mob 'sheltering behavior'. Is this still being worked on/considered at all? 

Having more in-world mob reactions to the change in environment would be awesome.

  • Like 11
  • Thanks 1
5 minutes ago, Cruvimaster said:

When klei fixes that bug I also hope they make it so that the ice platfrom doesnt produce ice floats because it clogges up the area with random garbage. 

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I am very pleased with the patch, and i'm excited to see if they push out some fixes to the crab king fight. I really really don't want it to be a Hold F fight where you can just ignore every mechanic, I hope they have some solutions in the works.

29 minutes ago, SilverSpoon said:

I think it's okay to just destroy the obstacles mercilessly when creating an ice arena.

I feel as though he also needs to destroy obstacles at the start of the fight, when he destroys all those sea stacks. 

I just really dislike this cheese. I can at least respect the people that came up with it cause its thinking outside the box, but i just really dont like how hard it turns off the entire fight. 

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  • Big Ups 1
3 hours 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,

 

This might just make me a Wurt main. Like no joke. I play on controller and have no luxury of neat placement mods so this alone is swaying me to make Wurt my main, I waste SO much time trying to make the tidiest farms

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5 minutes ago, Valase said:

Do you guys think that Winona will start to use more walls or she will stick to statues in her farms?

Mix of both, honestly. There’s still a good chunk of mobs that will just attack walls, and sculptures/walls effectively were used in tandum to direct the mobs to a chamber to kill (with a noticable sculpture outcrop to prevent damage to the walls). This helps streamline the latter and not too much changes for the former.

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4 hours ago, V2C said:

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.

These changes are truly wonderful. Thank you very much!

  • Like 2
  • Wavey 1

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