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16 hours ago, jambell said:

Added "Player Acid", used by any equipment that spawns Acid

  • Deals damage from the creating player to the affected target
  • Damage bonuses, critical hit chances etc apply
  • Hit streak is developed and maintained
  • Players no longer take acid damage from allied acid pools
    • This feature may be brought back in some form to re-enable self-damage builds
    • "Standing in Acid" equipment being affected by Player Acid is still in development

 

Very interesting! My thoughts on this:

Deals damage from the creating player to the affected target - While this sounds like a basic function of the pools, does this hide anything else? Like, does the acid now scale with your weapon damage a bit, or something like that?

Damage bonuses, critical hit chances etc apply - Amazing! This is a great change for acid scalability

Hit streak is developed and maintained - Also absolutely amazing! I bet this will make all the acid-spawning gear (Wollusk armor, Gloop armor, The Stinger bow) way more popular!

Players no longer take acid damage from allied acid pools + This feature may be brought back in some form to re-enable self-damage builds + "Standing in Acid" equipment being affected by Player Acid is still in development

So, this is the part I feel warrants a more in depth discussion:

  • Generally speaking, having acid damage not hurting yourself or your allies is a great change. Yes, it does lose out on some mechanics and combos, but the fact that you can't grief other players is a change for the greater good.
  • The only way I can see player-based acid deal damage to oneself/allies again is if its ally damage was reduced to just 1 damage per tick + if it can't kill oneself/allies + if it didn't destroy ally shields. That way, you can still utilize the on-damage-taken synergies with little worry. However, it still has a very minor griefing aspect, and I think more importantly, taking damage shouldn't really be promoted as a form of main playing style, considering it rewards sloppy play (or potentially even abusing healing mechanics and whatnot). I think there are other alternatives:
    • To compensate for not having acid to help trigger on-damage-taken (abbreviated ODT from now on), the vast majority of ODT effects from armorpieces and powers could also trigger from Perfect Dodging (and Parrying, if using the Enigmox weapons). Sure, this would require some armors to maybe need a slight rebalancing (as for example the Iriss armor and Meowl armor would have the exact same effects otherwise), but I think it would be worth it, with having a healthier design overall. Because, then you have Perfect Dodging as the main rewarding mechanic, with ODT instead being more of a consolation prize if you fail the Perfect Dodge (rather than taking damage being the main action)
      • EDIT: This would also remove the need to use the The Bam Bamboozle hammer as your sole remaining ODT-triggering weapon.

Some other things I'd like to mention about player-spawned acid pools:

  • Could we maybe have some visual differentiator for player-spawned acid pools? For example, they could still remain as generally green pools, but how about adding some pink/purple energy swirls in there? That way, you would quickly know amidst the chaos which pools are safe to walk over.
  • In the Molded Grave, lots of enemies there are immune to acid. Could player-spawned acid pools at least partially pierce through enemy acid immunity?
Edited by Azamagon
23 minutes ago, Azamagon said:

Deals damage from the creating player to the affected target - While this sounds like a basic function of the pools, does this hide anything else? Like, does the acid now scale with your weapon damage a bit, or something like that?

Player-Acid will deal 50% your weapon damage.

26 minutes ago, Azamagon said:

Could we maybe have some visual differentiator for player-spawned acid pools? For example, they could still remain as generally green pools, but how about adding some pink/purple energy swirls in there? That way, you would quickly know amidst the chaos which pools are safe to walk over.

The Player-Acid pools already have visual differences from regular acid, they match the colours of the player who spawned them, and appear much more gel-like.

27 minutes ago, Azamagon said:

In the Molded Grave, lots of enemies there are immune to acid. Could player-spawned acid pools at least partially pierce through enemy acid immunity?

These new Player-Acid sources already completely pierce acid immunity on these enemies.

29 minutes ago, MrMyther said:

1) Player-Acid will deal 50% your weapon damage.

2) The Player-Acid pools already have visual differences from regular acid, they match the colours of the player who spawned them, and appear much more gel-like.

3) These new Player-Acid sources already completely pierce acid immunity on these enemies.

1) Yeesh, that is WAY higher damage per tick than I expected! Personally, what do you feel about this amount of damage per tick: Too strong, weak or even just right?

2) Nice, that's really good!

3) That is also really awesome!

Man, they have really been cooking with this update. Pun VERY intended, hehe.

1 hour ago, Azamagon said:

Yeesh, that is WAY higher damage per tick than I expected! Personally, what do you feel about this amount of damage per tick: Too strong, weak or even just right?

Personally I find it to be in a weird spot, due to how weapon damage functions.

 

The Spear has the lowest weapon damage of all the classes, and therefore has less acid damage.

While the Bow and Strikers have the highest weapon damage, which makes them deal more acid damage.

Typically this would be fine, but it does drag these gears down alot for spear specifically, since it doesn’t benefit much from either its hit-streak maintenance or additional damage.

 

But with the new boss skills, melee options are significantly less effective due to both their lower damage and their short range.

It causes the Bow to be an obvious choice for these new weapons, with the highest base damage, its range AND piercing focus hits - it’s probably a bit too amazing - and it really drags all these other Swarm weapons down.

Edited by MrMyther
  • Big Ups 1
  • Developer

Patch #7: 660374

Changes:

  • Sound: Iteration on Player Acid

Fixes:

  • Fixed crash using Snortoise Armour on training dummies
  • Fixed character customization screen taking too long to load
  • Fixed geysers in background of The Molded Grave not animating properly online

View full update

  • Like 4

Dear Klei. I saw that you added support for simple translations, please add the ability to upload your own font. In my translation, several letters are not displayed and I created my own font, but I can't add it without modifying the files. And because of this, the multiplayer stops working. I will be very grateful for this

  • Like 1

Maybe we can add some extra effects on the monster when players attack poisoned enemies, just like the recently released Frozen Power. Not limited to obtaining additional effects when players stand in poison. If done this way, the Poison Bow can also perform well on other maps.

  • Developer

Patch #8: 660828

Additions:

  • Added Corrosive Gem, which enables taking damage from Player Acid

Changes:

  • Anomalies:
    • Fixed non-roomlock spawned monsters not dying when the boss dies in the boss room
    • Antleer Stampede stops spawning additional waves after the room is cleared
  • Cooking:
    • If you eat food that gives a power you already have, upgrade the power instead.
  • Equipment:
    • Added gem slots to Swarm weapons
    • Fix Voice of the Myriad not applying to training dummies
    • Iteration on Voice of the Myriad presentation
    • Iteration on Player Acid presentation
    • Voice of the Myriad now supports enchanted heavy attacks
    • Voice of the Myriad now properly refreshes stacks if attacking a target already affected
    • Powers and equipment that mention "standing in Acid" are now active while standing in any player-created Acid, even if not taking damage from them.
  • Farming:
    • Finished up various food, seed and crop art
    • Added rubble to farm area before farming is unlocked
  • Super Frenzy:
    • Adjust health of Super Frenzy bosses closer to what they were before beta, but slightly less.
    • Reduced damage dealt by traps in Super Frenzy 2
    • Slightly reduced health scaling in Super Frenzies 2 to 5 for a smoother curve
    • Fix "No Freebies" not applying on Super Frenzy 5
  • Swarm:
    • Iteration on boss fight music, sound effects
    • Fixed Imbued Swarm guitar solo not respecting Music volume slider

Fixes:

  • Fixed newly-added rewards for Exploration rewards not being given if the player had completed the Exploration before the reward was added in development
  • Fixed issue where Shield could be broken by Acid even with 100% acid resistance

View full update

  • Like 7
52 minutes ago, Kacpert25 said:

Новый драгоценный камень:

Zrzutekranu2025-03-19135002.png.f8bb5d2bbe4d089eb580cf8acec49844.png

Интересно, что вместе с ним был добавлен второй драгоценный камень.

Zrzutekranu2025-03-19135019.png.4218cf45eccab11ade22a7fc6a1df94b.png

The second one has been in the game for a long time

  • Like 1
On 2/27/2025 at 10:08 AM, jambell said:

Today we are opening up the Delicious Beta!

We've also done a bit of rebalancing to Super Frenzies to allow more types of players to have success in them, particularly in the earlier levels of Super Frenzy. Notably, the "No Freebies" modifier has been moved to a later Super Frenzy, Frenzied Boss damage output and health has been reduced, and to help you get there in the first place, Imbued enemies can now be interrupted by Heavy Attacks just like any other Rot.

 

20 hours ago, jambell said:

Patch #8: 660828

  • Super Frenzy:
    • Adjust health of Super Frenzy bosses closer to what they were before beta, but slightly less.
    • Reduced damage dealt by traps in Super Frenzy 2
    • Slightly reduced health scaling in Super Frenzies 2 to 5 for a smoother curve
    • Fix "No Freebies" not applying on Super Frenzy 5

For anyone curious, this is how much health and damage (percentage-wise) the Imbued Boss Rots lost in Delicious Beta Launch / Patch #0 (657187) and Delicious Beta Patch #8 (660828) when compared to Before Beta (Ruined Capital Update):

--------------------------------------------------------------------------------------------------------------------------------------------
| Imbued Boss Rot Stat Nerfs |   Super Frenzy 1    |   Super Frenzy 2    |   Super Frenzy 3    |   Super Frenzy 4    |   Super Frenzy 5    |
| (Compared to Before Beta)  | Patch #0 | Patch #8 | Patch #0 | Patch #8 | Patch #0 | Patch #8 | Patch #0 | Patch #8 | Patch #0 | Patch #8 |
--------------------------------------------------------------------------------------------------------------------------------------------
| Imbued Mother Treek Health | -37.19%  | -15.00%  | -34.75%  | -20.10%  | -33.86%  | -21.95%  | -33.48%  | -22.76%  | -33.12%  | -23.50%  |
| Imbued Mother Treek Damage | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  | -22.86%  |
--------------------------------------------------------------------------------------------------------------------------------------------
|   Imbued Owlitzer Health   | -16.25%  |  -6.25%  | -13.00%  | -11.88%  | -11.82%  | -13.92%  | -11.30%  | -14.81%  | -10.83%  | -15.62%  |
|   Imbued Owlitzer Damage   | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  | -28.00%  |
--------------------------------------------------------------------------------------------------------------------------------------------
|   Imbued Enigmox Health    | -28.81%  | -15.00%  | -26.05%  | -20.10%  | -25.05%  | -21.95%  | -24.61%  | -22.76%  | -24.21%  | -23.50%  |
|   Imbued Enigmox Damage    | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  |
--------------------------------------------------------------------------------------------------------------------------------------------
|    Imbued Swarm Health     | -28.21%  | -14.29%  | -25.43%  | -19.43%  | -24.42%  | -21.30%  | -23.98%  | -22.11%  | -23.57%  | -22.86%  |
|    Imbued Swarm Damage     | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  | -28.57%  |
--------------------------------------------------------------------------------------------------------------------------------------------

Of note, contrary to what's stated in the patch notes, Imbued Owlitzer now has even less health after Patch #8 (compared to Patch #0) at Super Frenzies 3 through 5. 

As for scaling, here is a comparison of how much more health and damage (percentage-wise) Imbued Boss Rots gains per new Super Frenzy level compared to the previous Super Frenzy level (for each patch):

-----------------------------------------------------------------------------------------------------------------------
|    Super Frenzy Stat Scaling    |   Super Frenzy 2   |   Super Frenzy 3   |   Super Frenzy 4   |   Super Frenzy 5   |
| (% Gain from Previous SF Level) | (from SF1 to SF2)  | (From SF2 to SF3)  | (from SF3 to SF4)  | (from SF4 to SF5)  |
-----------------------------------------------------------------------------------------------------------------------
| Before Beta Imbued Boss Health  |      +25.00%       |      +10.00%       |       +4.55%       |       +4.35%       |
|   Patch #0 Imbued Boss Health   |      +29.85%       |      +11.49%       |       +5.15%       |       +4.90%       |
|   Patch #8 Imbued Boss Health   |      +17.50%       |       +7.45%       |       +3.47%       |       +3.35%       |
-----------------------------------------------------------------------------------------------------------------------
| Before Beta Imbued Boss Damage  |      +45.00%       |      +17.24%       |      +14.71%       |      +12.82%       |
|   Patch #0 Imbued Boss Damage   |      +45.00%       |      +17.24%       |      +14.71%       |      +12.82%       |
|   Patch #8 Imbued Boss Damage   |      +45.00%       |      +17.24%       |      +14.71%       |      +12.82%       |
-----------------------------------------------------------------------------------------------------------------------

 

Edited by Instant-Noodles
  • Thanks 2

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