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Changes

  • Friendly Terramites no longer destroy Scared Stiff plants or hammerable structures.
  • Friendly Terramites are no longer untargetable.  (Damage is converted to usage loss.)
  • Hound waves will try to avoid players in the arena when there is an active boss.
  • Celestial Scion now has a smaller aggro radius to re-engage it after a wipe.
  • Updated Thermalock Missile targeting:
    • Heat sources are now prioritized over temperature values, and will be targeted even when the ambient temperature is very high.
    • Dropping below freezing temperature will mask your heat signature completely.
    • More dynamic search area when retargeting.  This means that if a heat source was out of range initially, you might still be able to run over to it and have the missile retarget it now.
  • Thermal Stone and Thermbell will now update their heat state visually when moving in or out of an Ice Crystaleyezer zone.
  • Drowning in shallow water will now just pick the closest shore without randomization.
  • Updated strings and audio.

 

Bug Fixes

  • Fixed bug where Judge’s Booth could end up in an unbreakable state.
  • Fixed bug with Inimical Gestalts not despawning.
  • Fixed bug with Inimical Gestalts hurting other Gestalts with their AOE attacks.
  • Fixed reversed logic when Grainy Transmission asks for a different type of captured Gestalt.
  • Fixed bug where Celestial Scion’s moveset did not reset when its health resets.
  • Fixed bug where Thermalock Missiles were unable to target WX-78 even without Refrigerant Circuit.
  • Fixed bug where Thermbells were never damaged when hit by Thermalock Missiles.
  • Fixed bug with Warblers flying out of bounds and falling in water.
  • Fixed bug with friendly Terramites continuing to target other Terramites that have already been picked up.
  • Fixed bug where Merms did not stop moving when players were trying to heal them.

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  • Like 40
  • Big Ups 2
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https://forums.kleientertainment.com/forums/topic/166512-game-update-675312/
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The heat-seeking missiles were maddening, especially when the boss decided to keep sending up to eight volleys in a row. Does it have a HP threshold while shooting missiles before it calms down or does it keep shooting while the player keeps a distance? The old fight was really bonkers.  Hopefully the Celestial Scion makes for a fun challenge now!

  • Like 3
  • Big Ups 1
24 minutes ago, V2C said:

Thermal Stone and Thermbell will now update their heat state visually when moving in or out of an Ice Crystaleyezer zone.

Good to see that Crystaleyezer is becoming more and more viable option for summer now.

Edited by HeatAndRun
  • Like 9
  • GL Happy 1

Thanks for the update! 

However, I'd still appreciate if a way to transfer stuff out of the arena was added since you can still lose important stuff (the eyebone and other one-of-a-kind items come to mind)

The lazy forager can work, but when I used it it couldn't transfer most of my items out without me accidentally stepping back into the arena

Edited by BeargerIsCute
lazy forager part was missing
  • Like 2

Very good changes and fixes, awesome!

34 minutes ago, V2C said:

Updated Thermalock Missile targeting:

  • Heat sources are now prioritized over temperature values, and will be targeted even when the ambient temperature is very high.
  • Dropping below freezing temperature will mask your heat signature completely.
  • More dynamic search area when retargeting.  This means that if a heat source was out of range initially, you might still be able to run over to it and have the missile retarget it now.

 

I read this and looked at the code and I gotta say these changes are great, the heat seeking missiles should work way more intuitively now, thank you so much!

  • Like 6

It is hoped that the upgraded Enlightened Crown will not directly imitate the energy body above Celestial Scion's head.:)

On the one hand, it is necessary to be able to see that it is indeed the upgraded Enlightened Crown. Therefore, the appearance of Enlightened Shards should be retained. On the other hand, the full white and transparent energy of the moon is prone to invisibility on some light-colored ground.

I think on the basis of the original Enlightened Crown, For every Celestial Jewel inserted, an Enlightened Shard is charged (the center of the Enlightened Shard glowed and its surface was wrapped with a white moon flame similar to that when Celestial Scion used supernova skills). Meanwhile, there is a condensed moon energy in the five Enlightened Shards rotation centers, and the energy gradually increases as Celestial Jewel increases, eventually becoming as powerful as the core of Celestial Scion.

10 minutes ago, aoka404 said:

It is hoped that the upgraded Enlightened Crown will not directly imitate the energy body above Celestial Scion's head.:)

On the one hand, it is necessary to be able to see that it is indeed the upgraded Enlightened Crown. Therefore, the appearance of Enlightened Shards should be retained. On the other hand, the full white and transparent energy of the moon is prone to invisibility on some light-colored ground.

I think on the basis of the original Enlightened Crown, For every Celestial Jewel inserted, an Enlightened Shard is charged (the center of the Enlightened Shard glowed and its surface was wrapped with a white moon flame similar to that when Celestial Scion used supernova skills). Meanwhile, there is a condensed moon energy in the five Enlightened Shards rotation centers, and the energy gradually increases as Celestial Jewel increases, eventually becoming as powerful as the core of Celestial Scion.

@V2C;)P

8 minutes ago, Giga Chet said:

 

Yeah, Tranoze is right. No one asked for this. Hounds attacking players is between just bad luck and how the game goes. It's been that way since 2013. I'm not sure why you've all decided this was unacceptable 12 years after the fact.

Changing this, having someone in this thread complain that the new change crashes the game
See:

All the while, not fixing the scared stiff berry bush bug that affected players who paid real money to klei. I just don't get it.

 

By the way, The music for the new boss fight is very good. Kudos to the composers of that one. In the midst of all these questionable at best decisions, there is a diamond in the rough. 

Well to answer your question in a sensible manner, we use to only have easy to beat simple hound waves, now they can include Vargs, but as of Lunar Rift Stuff, Hound Waves can become mutated Hound Waves with a Mini-Flame throwing undead Boss involved. I think that in that regard… it’s logical why they would want to lower hound wave chances if your already in a boss fight?

2 hours ago, V2C said:

 

 

Bug Fixes

  • Fixed bug where Judge’s Booth could end up in an unbreakable state.

 

image.png.d1fb96ae03e20a4d5e9d2f84d1f1cbad.pngimage.png.76c8794e22808d40bf0688b7913dd963.png

 

Is there any chance to put horns on him in the Judge’s Booth? And I think they forgot to remove the sprite with the "#" in the trade-in

Edited by Fliphe
  • Like 6
1 hour ago, Mike23Ua said:

Well to answer your question in a sensible manner, we use to only have easy to beat simple hound waves, now they can include Vargs, but as of Lunar Rift Stuff, Hound Waves can become mutated Hound Waves with a Mini-Flame throwing undead Boss involved. 

That a feature, if you use hound wave as advantage point and let them target boss. as boss get harder, hound wave also get harder, and when both of them come to kill each other, the conflict become bigger. 

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