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Changes

  • It’s no longer possible to deconstruct a Beefalo Gloom Bell that is on cooldown.
  • Made Lurking Nightmare’s counter attack slightly easier to dodge.
  • Hovering over an Icker Preserver will now display the stored item name and stack size.
  • Holding the Force Stack key now lets you take a single item from the Icker Preserver.
  • Lunar hail no longer stops rain when it starts. It now replaces it temporarily.

Bug Fixes

  • Fixed Mutated Merm and Mutated Merm Guard losing max health when getting empowered by the King of the Merms.
  • Fixed Shadow Merm and Shadow Merm Guard spawning when the Merm or Loyal Merm Guard aren’t followers anymore.
  • Fixed Wurt’s King of the Merms quest buffs being lost at death.
  • Fixed Baby Beefalo not growing properly offscreen.
  • Fixed a bug when jumping time in the cave.
  • Fixed Possessed Shadow Atrium turning into Rot after some time in a Trap.
  • Fixed Nightmare Saddle absorbing more damage than it should against shadow aligned attacks.
  • Fixed Whirly Fan's benefits sometimes being active even when standing still.
  • Fixed ambient light changing rapidly when lunar hail starts or stops during rain.
  • Fixed Rabbit King getting mad at the summoner of it instead of the specific player holding Meat.
  • Fixed Rabbit King sitting still while other things were attacking it.

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  • Like 37
  • Thanks 2
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https://forums.kleientertainment.com/forums/topic/160145-game-update-634023/
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12 minutes ago, DiogoW said:

Lunar hail no longer stops rain when it starts. It now replaces it temporarily.

This is a very nice change! I always found it a bit odd in spring in particular that lunar hail could just Entirely cut off the rainstorm.

  • Like 3
19 minutes ago, DiogoW said:

Changes

  • It’s no longer possible to deconstruct a Beefalo Gloom Bell that is on cooldown.
  • Made Lurking Nightmare’s counter attack slightly easier to dodge.
  • Hovering over an Icker Preserver will now display the stored item name and stack size.
  • Holding the Force Stack key now lets you take a single item from the Icker Preserver

 

Sounds like they want to do everything but implement the one thing people want 

  • Big Ups 1
26 minutes ago, DiogoW said:

Fixed Shadow Merm and Shadow Merm Guard spawning when the Merm or Loyal Merm Guard aren’t followers anymore.

Does this mean what I think it means?
Shadow merms no longer despawn out of random when traveling in caves/logging out of the server??
Could this be a chance for merm followers finally being able to go across caves and to the surface?

5 hours ago, ForbiddenHat said:

Does this mean what I think it means?
Shadow merms no longer despawn out of random when traveling in caves/logging out of the server??
Could this be a chance for merm followers finally being able to go across caves and to the surface?

Not sure how you could interpret it that way. Sounds like just no shadow merms from merms that aren't yours anymore. "Spawning" not "despawning".

Edited by Bumber64
1 hour ago, Bumber64 said:

Not sure how you could interpret it that way. Sounds like just no shadow merms from merms that aren't yours anymore. "Spawning" not "despawning".

Crap.
I thought this meant this since Shadow merms always despawns every time Wurt enters and out of the cave. I'm not sure if this was a glitch or something meant to be implemented, but it creates too much of a hassle to get them back.

 :(

Hmm curious, I thought the weeks of patch fixes were over. Klei, it is still possible to implement the last suggestions, namely: 

Great Depth Worm  1) the warning of his wave being longer than 30 seconds, like deerclops and bearger, and a different warning sound that sets apart from the regular depth worms waves, like deerclops and bearger.  2) fixing in some way the potential destruction he has when eating items and deleting them, too much punishing. It has been suggested in many forms how to fix this, such as, him deleting only food items but all the other types of items stay in his "inventory" until the player kills it, like splumonkeys.   3) the duration of the eating animation depends on the quantity and quality of what it eats ( example 20 carrots = 7 seconds, 3 meatballs = 10 seconds, 40 lightbulbs = 4 seconds, so on.....)

Rabbit King  1) revisiting his spawning mechanic and rewards. Explanation ---> 

Lucky Rabbit  1) be its own thing, instead of being another way of summoning rabbit king (since it's even useless engaging with him when the other options are far more worth it) and give the player a different reward when catching him. 

Mimics  1) I know no one talked about them, for how insignificant they are, but that's the point. Please reconsider moving it to another point in the game other than the Rifts. Its challenge and difficulty do not reflect the game's progression location.

Edited by Milordo
  • Like 2
  • Health 1

Nice changes. The Icker Preserve one will surely make it more comfy to use, but in the opinion of many many people on this forum, this item needs changes...

 

Bundling Wrap can be acquired without rifts, can hold 4 times as many items and is PORTABLE.

Icker Preserve Kit can be acquired only after killing AFW, can hold only 1 stack, and is NOT portable.

 

This structure shouldn't be weaker than Bundling Wrap.

  • Like 8
10 hours ago, Milordo said:

3) the duration of the eating animation depends on the quantity and quality of what it eats ( example 20 carrots = 7 seconds, 3 meatballs = 10 seconds, 40 lightbulbs = 4 seconds, so on.....)

I think it does account for the total hunger value of all the items it eats, according to the code. I'm not sure how meaningful the amount is, given it's being divided by a significant number (I'd need to double check what that value is).

You could try a bunch of meaty stew or steamed twigs and time it.

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