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1 minute ago, Wormboi said:

I thought people use void walking to get to the aitrum faster

This is admittedly the most popular use, but I do see it for a lot of bridges around the caves, especially since the stringy-generation of the caves often has small-medium gaps you can't normally pass. Only real alternative is to use the lazy explorer, and even it can't cover some of the gaps you want to cross.

I made a table of CK gems and marked the number of each gems required for  "significant upgrade" in CK's power:

I haven't figured out exactly how the Orange Gem's works, but it certainly doesn't increase the number of attacks required like the old CK did

(assumption purple and yellow gems bugs are fixed)

111.png.13cfbd9680b89e5aa7595381d7ee5f34.png

10 hours ago, Jason said:

Their health is based on 5 now but I forgot the sleep resistance. I'll fix it.

I noticed the first significant upgrade to Cannon Tower Health is still based on 4 instead of 5, which maybe another oversight?

Also I think their second significant upgrade need gets unified between 8 and 9, right now they're a bit messy.

Edited by Cassielu
  • Like 3
1 hour ago, Cassielu said:

I made a table of CK gems and marked the number of each gems required for  "significant upgrade" in CK's power:

(assumption purple and yellow gems bugs are fixed)

111.png.13cfbd9680b89e5aa7595381d7ee5f34.png

I noticed the first significant upgrade to Cannon Tower Health is still based on 4 instead of 5, which maybe another oversight?

Also I think their second significant upgrade need gets unified between 8 and 9, right now they're a bit messy.

How does boat collision with tower work? confused of boat speed and the damage received

10 hours ago, Jason said:

Fixed the whip wakeup as well.

how about the gunpower, i means that's the issue of explosive component. It's a early post to show that but the gunpower part seems not be noticed. 

CrabKing can take damage even in inactivated

34 minutes ago, Wikte said:

How does boat collision with tower work? confused of boat speed and the damage received

When the cannon tower is hit by a boat, it takes damage equivalent to 300 times the speed of the boat.

In this update, they've added a multiplier that makes this number smaller as more yellow gems are added, making you need faster speed to deal the same damage. But it's not being called correctly, and a fix is needed to make it work.

On 7/6/2024 at 2:04 AM, V2C said:

We're working on tentacle wormholes now.  I have no definite answer on Vine Bridges yet, since we would have to deal with void walking in the caves.

Really like to hear that you are looking to things like this.  Over here are many directions how it may be solved here is some ideas:

* like we sink because of docks is destroyed, Charlie with her fragile-rose-resurection animation may rescue us from vine bridge

* reset time (to something like 4 seconds) of vine bridge while anyone is on it (mb caves only) (mb players only)

* add water to caves (maybe not whole map just like 3 tiles from normal tiles. and not around all caves but only in ok-parts of it)

* let voidwalkers sink like in water on surface since waterwalkers can still walk. (waterwalking dish or ancient tree when (: ? )

Edited by Kondr_
  • Like 1
58 minutes ago, Cassielu said:

When the cannon tower is hit by a boat, it takes damage equivalent to 300 times the speed of the boat.

In this update, they've added a multiplier that makes this number smaller as more yellow gems are added, making you need faster speed to deal the same damage. But it's not being called correctly, and a fix is needed to make it work.

Thanks

11 hours ago, V2C said:

We're working on tentacle wormholes now.  I have no definite answer on Vine Bridges yet, since we would have to deal with void walking in the caves.

I think the void in caves is something that at some point it has to change, not because void walking is good or bad, I even suggested void walking with weregoose, but other reasons. First, being a ghost in caves is painful since you can't "fly" thought the void like you do in the sea, so you can't go in a straight direction where you need to go. Second, abilities about going through lands doesn't work in the void like right now Winona vines or maybe even Woodie weregoose. Third, we already have 4 character that can teleport themselves in caves and maybe even more will come with similar new abilities. And last, a lot of people want changes to caves, some suggested water in caves too, others lava, I suggest ink, but the point is that it has to change at some point.

  • Like 1
  • Big Ups 3

Nice CK changes but is there any plan of making the claw's phase less bland? Is weird to see CK still watching us deal with the claws (or rowing to ignore them...) or hitting him while he is simply there chilling without fighting back

Also is weird to see how CK summons the claws few time after we trigger the fight and the claws despawn before they reach us because the 2nd phase starts

Idk, it doesnt look like a good design

Edit. Also i find weird thar, even if the fight feels more fun, klei didnt took the feedback about the old fight. A lot of people hated the old fight because the claws grabbing the boat prevented to experience the fun part which was rowing to kite the geysers while hitting CK. 

Idk why they took this direction when clearly the problem was the supremacy of boring strats like using bees or spamming ice staffs because the fun methods, like doing an authentic sea fight rowing or sailing to evade atacks, were hardly punished. They removed the fun parts to add new ones that, imo, dont achieve such levels of enjoyment 

Edited by arubaro
17 minutes ago, Memetan said:

I think the void in caves is something that at some point it has to change, not because void walking is good or bad, I even suggested void walking with weregoose, but other reasons. First, being a ghost in caves is painful since you can't "fly" thought the void like you do in the sea, so you can't go in a straight direction where you need to go. Second, abilities about going through lands doesn't work in the void like right now Winona vines or maybe even Woodie weregoose. Third, we already have 4 character that can teleport themselves in caves and maybe even more will come with similar new abilities. And last, a lot of people want changes to caves, some suggested water in caves too, others lava, I suggest ink, but the point is that it has to change at some point.

I suggested lava because of all the additional gameplay elements that could bring, such as the lava holes providing areas of light and heat to the player (like standing near Firefly’s magma ponds) Functionality wise it would work identical to the surfaces ocean if a character happens to fall into it they’ll “sink” splashes of lava (or recolored water in this case) pop up, Charlie’s Shadow hands reach in and fling you back out onto nearby land or whatever (similar to drowning on a boat that just sunk)

I might be biased because I'm always more comfortable with what I already know, but the new Crab King fight was a hell for me. Not like I enjoyed it before, but at least I was familiar with it and sometimes even did it "the normal way" instead of just using Bee Mines, which I consider "The Way" for old Crab King.

I've just tried the new one and I've done about 7 rollbacks (I did Pearl with 1 of each and 3 Blue, so maybe just unlucky combination because of Purple Gems trolling me with those sleep resistance).

My thoughts are:

  • fine that he has lower health, may be balanced for a generic Wilson with a Hambat (I was playing Wortox myself solo), but I think it's really low for such a boss fight for a group, maybe make his health grow with orange gems (or red if you lower tower damage as well), I think giving him health with red gems before rework was a fun mechanic and it would slightly prolong a Pearled fight, which should feel grander.
  • sleep resistance kicked me in the stomach, he was healing a lot, as I struggled to deal with guards I wonder if those tresholds for sleep resistance should work like that? I think it would be more healthy to always make the guards sleep with one use of a sleep item and knight have some resistance, but as you add purple gems they just wake up much quicker, so you'd end up using the item twice this way! But you know, it's better to have to sleep again than do it twice in a row while they smack you and interrupt.
  • the ice floor breaks super quickly. I'd say maybe make him go into defense stance, covered in ice or rocks, so you know you've done with smacking and he's about to break the ice. I've drown a couple of times because he makes it so quickly that I didn't notice, I'd probably drown more if I didn't have a soul hop at hand because...
  • YOU CANNOT PLACE A BOAT KIT ON THE ICE AND ICE IS EVERYWHERE AND IT BLOCKS EVERYTHING, I'd say either make it block less space, or let me throw the Boat Kit in the area and make it expand (as it does anyway) and push things aside (this also applies to those freaking birds that land exactly in the spot you have your boat hovered on and the leave a seed there, like why can't I place a Boat on a seed or a piece of Ice, I beg you, why is that a thing?
  • slipping on ice drives me mad, it's fun when you just walk over a frozen pond and slip on the go, this makes me shake my head and smile, but during the fight it's so annoying and I start to love it :D (good thing you don't slide into water and drown as well, right?)
  • Crab Knight Guards had 80 hp for some reason (that made the fight easier, but I guess it's a bug?)
  • Ice Wall must be broken twice (?) Like you cannot break one piece and attack Crab King, but you break two pieces (and a third breaks as well I think) idk why is that... Is there so tight space I cannot attack breaking only one ice berg?
  • the phase with Imposing Claws is pretty bland and illogical, because you can just circle them and smack the Crab King down. My suggestion is to either make Crab King go into defense stance taking less damage before all claws are killed, or make him speed the claws up towards the player hitting him, so you can hit him only a couple of times, before they come back to you and you have to circle them again (as tower crabs shoot at you and your boat). He could also turn his face where all claws are and take less damage when hit from the back :)
  • Overall the fight is pretty hard to figure out (with a Pearl that is, so maybe normal Crab King is fine, but his drop is pretty bad so I never fight him without Pearl tbh) and it's also really fast paced (which might be a good thing). The real problem is that drowning is usually the end of the fight, I once came back on the Crab King ice floor just to drown again, but maybe you could reapear on a boat nearby, so maybe you can continue the fight?
3 hours ago, Cruvimaster said:

On the Wiki there is an error regarding the pearl, as it only counted as 3 in the old Crab King. And in orange gems there needs to be a new column, as healing cancellation has been modified in this update.

Captura de tela 2024-07-06 061109.png

It still counts as 3

  • Like 2
1 minute ago, JazzyGames said:

What did you test? Far as I can tell it still counts as 3.

200 health instead of 400.

According to the table it should count as 5 green gems.

Now the test with 4 green + pearl = 400 life.

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