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New update is very buggy and unwieldy on Wurt.


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I know some of these probably should have been put on the bug tracker, but for what it's worth I did put one of these on there and it didn't get fixed anyway so uh idk lol
 

  • First up, Lunar merms (and im assuming shadow merms as well) go :crushed: when you kill a fish, but then just keep following you anyway? I don't know if it's a bug, but can we please not turn Wurt into bootleg Webber where you can't dimiss your own minions and just have to keep them around forever? Feels kinda bad.
  • Second up - the hiring function of the kelp dish persists nonstop, even if all the merms you have nearby are hired. When you dismiss them near the kelp dish, they all immediately re-hire themselves. Pretty silly.
  • Third of all - Non-wurt survivors can still hire merm guards when wearing the disguise because the AOE hiring function doesn't do the proper checks that the initial hiring function does. (Fixed)

I'm also not sure if this is a bug, but the duration of the new wand is pretty ridiculously short - I mean 2 minutes on an 8 minute cooldown isn't really great if this is meant to be some sort of arena. At that point just remove the whole marsh turf thing entirely and just make it focus on the transformation aspect.

Edit: found another one!!! :crushed:
Woke merms (and im assuming shadow merms too) will "eat up" the AOE hiring effect instead of having it prioritise unhired merms (not specifically the kelp one just the one where you feed them) when you try to hire normal merms, making the AOE hire function basically not work outright.

2 minutes ago, _zwb said:

I thought the update is supposed more polished with the longer development time :/

I mean if we're being fair the update introduced far more complex mechanics than the previous refreshes and skill trees so the longer dev time probably did pay off and was probably why they did Wurt's now rather than when people started getting tired of waiting since hers was probably always going to need a lot of time to cook.

They probably had to spend far more time making sure everything worked as well as adding new suggestions rather than polishing some aspects. Though I do hope they can at some point but aside from the night berries I can wait.

2 hours ago, Mysterious box said:

I mean if we're being fair the update introduced far more complex mechanics than the previous refreshes and skill trees so the longer dev time probably did pay off and was probably why they did Wurt's now rather than when people started getting tired of waiting since hers was probably always going to need a lot of time to cook.

They probably had to spend far more time making sure everything worked as well as adding new suggestions rather than polishing some aspects. Though I do hope they can at some point but aside from the night berries I can wait.

I can appreciate the higher complexity but if it comes at a cost of stability I cannot help but wonder how long it'll be before anything is even up to scratch. Will we have to wait until the next update to fix the previous update but also the one before that as well as several things from return of them? It feels like a bit of a one step forward two steps back situation. I really feel like I shouldnt be able to incurr three different bugs within the first twenty minutes of play.

3 minutes ago, _zwb said:

I don't think this update introduced any. Even if it did I would prefer a well polished simple mechanic than a complex mess of mechanics.

I'm no expert so maybe I'm wrong but having followers use crafting stations and resources to craft their own gear with their own individual durabilities that the game needs to keep track of seems pretty complex. Then you have the feeder that manipulates respawn timers and makes mobs interact with it themselves to become your followers. Then the king's blessings were probably also a pain.

They could have just made static stat boosts but that would have been far less interesting in my opinion at least.

9 hours ago, Masked Koopa said:

Third of all - Non-wurt survivors can still hire merm guards when wearing the disguise because the AOE hiring function doesn't do the proper checks that the initial hiring function does

why do you want them to patch fun that much

  • Developer
8 hours ago, Masked Koopa said:
  • First up, Lunar merms (and im assuming shadow merms as well) go :crushed: when you kill a fish, but then just keep following you anyway? I don't know if it's a bug, but can we please not turn Wurt into bootleg Webber where you can't dimiss your own minions and just have to keep them around forever? Feels kinda bad.
  • Second up - the hiring function of the kelp dish persists nonstop, even if all the merms you have nearby are hired. When you dismiss them near the kelp dish, they all immediately re-hire themselves. Pretty silly.

These two are working as intended, but I can see why they don't work how you want.
Lunar and Shadow merm become 100% loyal. So they cannot be dropped and The kelp dish stays active until you leave the area or until it is empty.

5 hours ago, Masked Koopa said:

I can appreciate the higher complexity but if it comes at a cost of stability I cannot help but wonder how long it'll be before anything is even up to scratch. Will we have to wait until the next update to fix the previous update but also the one before that as well as several things from return of them? It feels like a bit of a one step forward two steps back situation. I really feel like I shouldnt be able to incurr three different bugs within the first twenty minutes of play.

I think that’s looking too much into things. It’s more likely Klei just needed to have the update out for the Steam Summer Sale.

1 hour ago, Jason said:

These two are working as intended, but I can see why they don't work how you want.
Lunar and Shadow merm become 100% loyal. So they cannot be dropped and The kelp dish stays active until you leave the area or until it is empty.

This is intense levels of negative QOL as it introduces an issue that Webber has already (minions always following him around), but removes the possibility of the Shoo Box, AND being able to pick up spiders. It's incredibly annoying for my friends and for basebuilding if I have a swarm of Merms following me around. I find it unreasonable that I would have to die or make the merms die in order for this to not happen - and this isn't helped by the fact that Guards already have ridiculous survivability with the update - shadow dodge chance, damage resist, +40 max HP, retreating when on low HP, helmets.

This is in dire need of a solution even if it is not a bug. And honestly I think Wurt is probably overdue a way to dismiss Merms that doesn't involve murdering a fish over and over again.

I suspect the goal behind this implementation was to avoid having Lunar/Shadow Merms running around the overworld without being loyal to a specific entity, but in the case of Lunar Merms I think it is probably fine since them eating still makes logical sense, and Shadow merms could probably just poof into pure horror/nm fuel like maxwell's shadow puppets.

11 hours ago, _zwb said:

It's quite buggy for Winona as well. The vine bridge still uses ice breaking fx, the telebrella still has 90% rain protection, in DS it's only 30%, it also has summer protection for some reason

Yeah, its an umbrella.

9 hours ago, Jason said:

These two are working as intended, but I can see why they don't work how you want.
Lunar and Shadow merm become 100% loyal. So they cannot be dropped and The kelp dish stays active until you leave the area or until it is empty.

I like it it allows me to have permanent merms while allowing more merms for when I want to kill non planar boss and then easily dismissing only the merms I no longer need

22 hours ago, _zwb said:

I thought the update is supposed more polished with the longer development time :/

The Eye Bone and Chester got deleted from my 3300 day world in a pirate raid after this update was released. Grand stuff.

1 hour ago, Captain_Rage said:

The Eye Bone and Chester got deleted from my 3300 day world in a pirate raid after this update was released. Grand stuff.

Damn that really sucks.

So even with console commands you can't find them? RIP Chester, forever best bro.

3 hours ago, Captain_Rage said:

The Eye Bone and Chester got deleted from my 3300 day world in a pirate raid after this update was released. Grand stuff.

I know that the pirate raids have a bad history of deleting items well before this beta (this happened to quite a few of my friends with their boats despawning with a bunch of items and the like when encountering the raids) but I didn’t think it would nuke irreplacables. Thats quite bad.

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