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3 hours ago, V2C said:

Friendly Terramites are no longer untargetable.  (Damage is converted to usage loss.)

The Brightshade weedwhacker dream is dead. :cry:

Also, I interpreted hound waves avoiding players in "the arena" during a boss as, hounds avoiding players fighting WARBOT in the Wagpunk Arena.

Edited by Waywarbler
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. 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?

N-no?

Vargs don't spawn in Hound waves. Varglets spawn, an entirely different weaker mob that can only summon 3 hounds.
And these can't transform into Lunar Vargs, either.

Only genuine actual Vargs you find during hunts can become Lunar Vargs.

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3 hours ago, V2C said:

Heat sources are now prioritized over temperature values, and will be targeted even when the ambient temperature is very high.

Everything’s on fire and it still prioritizes me? Either I misunderstood the patch notes or nothing actually changed.

 

20250616220051_1.jpg

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3 minutes ago, Pedrolar27 said:

Everything’s on fire and it still prioritizes me? Either I misunderstood the patch notes or nothing actually changed.

 

20250616220051_1.jpg

The update has been rolled back for now due to some crashes. I will update you guys when the update is redeployed 

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59 minutes ago, Well-met said:

I assume chilled amulet is still above that new threshold? sad

It can if world temperature is low enough.

But ideally they could buff it from -20 heat to -60 to be able to put players below 0 even at the highest possible world temperature in summer. Of course that'd be a double-edged sword as you can now freeze even in summer with it.

This technically could be an improvement because players would know when to remove it during summer due to well, getting too cold, as otherwise you can't really tell if your temperature is stabilized and won't continue going down (unless you use mods to display it, which doesn't count). Only actual downside is that it'll be more unwieldy to use it along with head armor to freeze things that hit you.

Also for reference, a Mooncaller polar light emits -100 heat, but that has falloff of course. The option to turn it into a portable polar light is also there.

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3 hours ago, Captain_Rage said:

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!

I believe that Warbot works like this with regards to the missile attacks: at about 1/3rd through the fight, it starts shooting missiles for the first time. It won't do anything besides shooting missiles until it has lost something in the ballpark of 2000 health. So you have to keep hitting it or it'll do missiles forever. At about 2/3rds of the way through the fight, it'll do it again but now the there's the threat of the drones being active to worry about. After dealing another amount of damage similar to the first time, it's in the last stretch of the fight where it'll just use a single volley of three missiles every so often, basically adding the missiles into its rotation of other moves for the rest of the fight.

All these numbers are guesstimated so don't rely on them too hard, but I hope they're close enough to give a general idea.

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1 hour ago, Semind said:

I believe that Warbot works like this with regards to the missile attacks: at about 1/3rd through the fight, it starts shooting missiles for the first time. It won't do anything besides shooting missiles until it has lost something in the ballpark of 2000 health. So you have to keep hitting it or it'll do missiles forever. At about 2/3rds of the way through the fight, it'll do it again but now the there's the threat of the drones being active to worry about. After dealing another amount of damage similar to the first time, it's in the last stretch of the fight where it'll just use a single volley of three missiles every so often, basically adding the missiles into its rotation of other moves for the rest of the fight.

All these numbers are guesstimated so don't rely on them too hard, but I hope they're close enough to give a general idea.

Big thanks! I will take that into consideration next attempt, haha.

5 hours 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. 

Maybe AFW fight should allow for depths worm wave too. 

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 Placing a chair at the edge of the boss arena lets you escape by sitting on it.

Summon the boss, drop a Houndius Shootius right on its spawn point, then run away to lose aggro. The boss gets stuck and won't reset, so your Houndius just keeps firing at it forever!

Issue: Ranged attacks can connect with the boss from locations outside the intended combat arena boundaries. This allows players using ranged characters or builds to engage and defeat the boss while remaining completely safe from its mechanics, trivializing the encounter.

Edited by tanshenggang
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3 hours ago, Waywarbler said:

The Brightshade weedwhacker dream is dead. :cry:

Also, I interpreted hound waves avoiding players in "the arena" during a boss as, hounds avoiding players fighting WARBOT in the Wagpunk Arena.

And the dream of defeating Misery Toadstool. I wanted to try to use them in an attempt to finally defeat Misery Toadstool but still haven't managed to defeat the Celestial Scion and now it seems like that dreams has been shattered. xd That boss is a slugfest when playing solo. The Terramites could have helped chop those pesky mushrooms.

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39 minutes ago, tanshenggang said:

 Placing a chair at the edge of the boss arena lets you escape by sitting on it.

Summon the boss, drop a Houndius Shootius right on its spawn point, then run away to lose aggro. The boss gets stuck and won't reset, so your Houndius just keeps firing at it forever!

Issue: Ranged attacks can connect with the boss from locations outside the intended combat arena boundaries. This allows players using ranged characters or builds to engage and defeat the boss while remaining completely safe from its mechanics, trivializing the encounter.

Cool, but for Klei to truly ever fix boss fights they need to make their “arenas” unable for the player to place down structures, this strips away A LOT of player freedom & creativity, but it also limits the amount of bugs like your wacky “sit in chair to escape” 

The less time they spend fixing every exploit people can possibly conceive: the more time they have to develop cool updates :) 

Edited by Mike23Ua
38 minutes ago, _zwb said:

she's... so... hot...

Have you seen the scarecrow in a tuxedo? 

36 minutes ago, Mike23Ua said:

Cool, but for Klei to truly ever fix boss fights they need to make their “arenas” unable for the player to place down structures, this strips away A LOT of player freedom & creativity, but it also limits the amount of bugs like your wacky “sit in chair to escape” 

The less time they spend fixing every exploit people can possibly conceive: the more time they have to develop cool updates :) 

an easy fix for the arena problem is make is so the fights like fuelweaver and warbot, projectiles cant go through the arena or just let them despawn the moment you leave the arena instead of them walking to the middle first.

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8 hours ago, V2C said:

Friendly Terramites no longer destroy Scared Stiff plants or hammerable structures.

and they knock stuff out of my chests 

can they not targeting gem tree and night berry tree?
or this also included in this update ?

btw both of this already happened to me :disturbed:

 

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7 hours ago, V2C said:

Changes

  • Drowning in shallow water will now just pick the closest shore without randomization.

 

 

Hey V2C, as I told you I would wait patiently and give you feedback on this. I know you already responded on how this will change but I still don't understand what has changed in particular with this? Because the teleport aspect of drowning already tried to teleport you to the nearest land? I guess it was random and yeah it seemed that way when playing? 

From what I tested:

Spoiler

From Crab King, it decides to teleport me to the first level

image.jpeg.c270be56ac068231da4fee15050cf7ea.jpegimage.jpeg.be8fe93c104e99842dcf932b07c0068d.jpeg

From the waterlogged forest to the desert, of which I departed from

image.jpeg.5f2cddd25f1b415766585cd0255a5dcb.jpegimage.jpeg.1d3801fdc2b6782f1e25550f831c2aaa.jpeg

And, starting, from Lunar Island teleportes me again to the Lunar Island

image.jpeg.175ec9e8c563d9e0a7289745ec1f7c87.jpegimage.jpeg.7b2e54023048f553ba456a2bbcfd46c2.jpeg

 

I guess all of this are considered shallow waters? So it works, I guess? But again, it worked this way even before. So I don't get specifically what has changed that you were going to look.

 

I must pressure

"I think for now we will take a look at moving you to the nearest land if you are in shallow water."

I hope this is a temporary change with "I think for now.." because, as of now, it literally doesn't change anything. You still have your boat broken (first heavy punishment), you still get damaged (second punishment), you still loose items (third almost heavy punishment) and most of all you still get teleported far away from where you drowned (fourth heavy punishment). You said in live that you revisited drowning to allievate the ""early-game"" with the ocean, but you or the team addressed just the artificial aspect, that frankly nobody had a problem with it. It's the mechanic itself, the design and tecnical aspects are the problem. You can try it yourself. Playing the ocean, even with all good intentions, is a torture. You can't play it as a level of the game, I suppose, you and your team wanted (survive, gathering resources, exploring, trying to discover new things...) because at the slightly error you do, with even natural dangers such as wavey jones, sea stacks, pirate monkeys, ecc...., your boat breakes, and you drown. You can't play it and enjoy it seriously in groups, with a large ship, where you can drown at random moving from boat to boat, and you need to retrieve your random drowned friends at random places. You can't fight seriously the new (questionable) crab king, because you can drown randomly and get teleported far away. It's a disaster.

 

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4 hours ago, Mounir said:

Maybe AFW fight should allow for depths worm wave too. 

I've heard you can get hit with multiple monkey pirate raids during CK. Can the WARBOT arena also be close enough to get pirates?

Edited by Bumber64
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14 hours 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.

 

Now we are talking.This is so good. Thank goodness for Charlie.

7 hours ago, Mike23Ua said:

Cool, but for Klei to truly ever fix boss fights they need to make their “arenas” unable for the player to place down structures, this strips away A LOT of player freedom & creativity, but it also limits the amount of bugs like your wacky “sit in chair to escape” 

 

No, this would invalid the entire reason Klei changed the ice crystaleyezer and ambient temperature. You wouldn't be able to put down a Campfire Mike, think for a minute.

If you're quoting someone, use quotation marks. However, I feel you're doing air quotes via text to convey that the word arena is an alias or placeholder for what it's actually called. It's literally just an arena, it's a noun, you don't need to quote it.

Edited by Uedo
1 hour ago, Cruvimaster said:

@V2CVery nice changes!!!

I just wish I could change the Scared Stiff plants skins.

 

 

They're yet to fix the beefalo skins not properly applying to the beefs faces, it makes me sacred that this will also that the back seat of priorities, even though we paid for the skins

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