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Changes

  • Added new art for Vine Bridges.
  • Slightly increased the duration of Vine Bridges.
  • Energy cost for Teletransport Station now scales based on distance teleported.
  • All-Weather Scales now also fairly reduces wetness loss due to heat sources.
  • Having Slippery Hide II or Hydrous Healing II now also makes you slowly get wet as you step through the corrupted or mutated marsh turfs.
     

Bug Fixes

  • Mosquitoes from Mosquito bombs won’t hurt allies when they die now.
  • Merm won’t be blocked from gardening by collapsed farm soil now.
  • Fixed bug with Spider Den webbing appearing over the ocean when placed on boats or when docks are broken..
  • Fixed crash when using Planar Strike on a catapult that is powered by both Pure Horror and Pure Brilliance.
  • Fixed crash sometimes when remote arming Catapults.
  • Fixed bug where remote arming Catapults did not sync them back to Winona’s skill levels.

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https://forums.kleientertainment.com/forums/topic/157360-game-update-615739/
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47 minutes ago, V2C said:

Mosquitoes from Mosquito bombs won’t hurt allies when they die now.

I believe that mosquitoes also have/had a tendency to attack your own merms, was that fixed in an earlier patch or will they stop attacking allies entirely?

Or is the mosquito friendly fire sort of a balancing thing?

  • Wavey 1
47 minutes ago, V2C said:

Energy cost for Teletransport Station now scales based on distance teleported.

 

48 minutes ago, V2C said:

Having Slippery Hide II or Hydrous Healing II now also makes you slowly get wet as you step through the corrupted or mutated marsh turfs

both great changes, the second one could be super helpful mid fight with slippery hide as a pseudo health regen and is finally a way to passively gain wetness. i havent seen how expensive doing those marsh turfs are though

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22 minutes ago, Copyafriend said:

 

both great changes, the second one could be super helpful mid fight with slippery hide as a pseudo health regen and is finally a way to passively gain wetness. i havent seen how expensive doing those marsh turfs are though

The turfs are the ones summoned from the mudslingers.

Cost 1 pure horror or pure brilliance, 1 driftwood, and 1 swamp turf.

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2 minutes ago, gamehun20 said:

Any plans to add more stuff to wagstaff side of the tree? More so to the t2 perk? Extra tools or maybe a few more things to make with the parts?

With the update just announced to be dropping next week, I'm guessing not.

  • Wavey 2
1 hour ago, V2C said:

Changes

  • Added new art for Vine Bridges.
  • Slightly increased the duration of Vine Bridges.
  • Energy cost for Teletransport Station now scales based on distance teleported.
  • All-Weather Scales now also fairly reduces wetness loss due to heat sources.
  • Having Slippery Hide II or Hydrous Healing II now also makes you slowly get wet as you step through the corrupted or mutated marsh turfs.
     

Bug Fixes

  • Mosquitoes from Mosquito bombs won’t hurt allies when they die now.
  • Merm won’t be blocked from gardening by collapsed farm soil now.
  • Fixed bug with Spider Den webbing appearing over the ocean when placed on boats or when docks are broken..
  • Fixed crash when using Planar Strike on a catapult that is powered by both Pure Horror and Pure Brilliance.
  • Fixed crash sometimes when remote arming Catapults.
  • Fixed bug where remote arming Catapults did not sync them back to Winona’s skill levels.

 

View full update

 

I'm really happy with these changes but is it possible we could get the merm fleeing a.i. removed or tweaked this is a desperately needed change.

To be more clear I mean how merms run away from Wurt when she approaches them it really causes a ton of problems when managing them.

Edited by Mysterious box
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24 minutes ago, Mysterious box said:

To be more clear I mean how merms run away from Wurt when she approaches them it really causes a ton of problems when managing them.

It's really inconvenient when they're starving, it's literally impossible to feed them because they're running

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Just now, Creatorofswamps said:

It's really inconvenient when they're starving, it's literally impossible to feed them because they're running

Worse yet if they lose their loyalty during that running animation they'll run home at that speed ensuring you'll never be able to catch them unless they get stuck.

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9 minutes ago, GreenBowers said:

1 week left until the official launch. Does that mean we probably shouldnt expect any further changes?

It means you shouldn't expect any huge changes, e.g. the "let Wurt swim" topics can (but probably won't) be dropped.

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2 hours ago, V2C said:

Energy cost for Teletransport Station now scales based on distance teleported.

Haven't tested it but this seems pretty nice, thanks for the hard work!! And sorry but I have to ask a second time  - Can you guys please consider making WINbot recharge when he's deployed next to a generator? I know it might be unfair to wobot but I dream to just leave my items on the ground and not constantly worry about their batteries :wilson_flower: All good if that's too much to ask tho, Winona is already in a good place as she is. 

  • Like 1

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