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Changes

  • Lunar Hail
    • Performance improvements.
    • Debris will no longer fall from the sky.
    • Hail will build up on structures, trees, and other objects that can be mined off to collect resources.
      • Please report to the bug tracker any structure or object that gets the Clear action when it visibly does not show anything to clear off of the object.
    • A new event can occur.  What are those scuffles you hear in the sky..?
      • Audio did not make it into this build.
  • Lunar recipes
    • Glass Cutter, Moon Glass Axe, and Bath Bomb have been moved to the Celestial Orb crafting tier.
      • We’re also looking into whether it’s viable to make these recipes prototypable.
    • Brightsmithy Kit has been moved to the Celestial Altar crafting tier.
    • Reduced recipe costs for Glass Cutter and Bath Bomb.
    • Increased damage for Glass Cutter and Moon Glass Axe against weaker shadow creatures.
  • Inimical Gestalts
    • We plan to revisit their implementation more thoroughly in the future, but we’ve made some adjustments in the meantime.
    • Reduced to 850 health.
    • Spawn only for players wearing the Upgraded Enlightened Crown.
  • Drying Racks
    • They now have 3 slots that work similarly to Woby’s Rack.
    • An existing Drying Rack will load its saved item into the 2nd slot.
    • Drying Rack skins should still work.
  • Rendering optimization for Sproutrocks.

 

Bug Fixes

  • Fixed characters not using the proper examinations for a Dead Koalefant.
  • Fixed Lunar Mutations that were incorrectly dropping souls.
  • Fixed bug with sanity auras not working properly for birds that are trapped in a Bird Cage.
  • Fixed Lureplants, Eye Plants and Trapped Scrappy Werepig not properly being shocked by the T.I.N.G.L.E. Field.
  • Fixed Retinazor and Spazmatism being shockable.
  • Fixed a potential crash when an entity is removed while colliding with the T.I.N.G.L.E. Field.
  • Fixed projectile attacks causing the T.I.N.G.L.E. Node to reflect back to the attacker.
  • T.I.N.G.L.E. Nodes no longer link on Boats.
  • Updated plant-based electrocute states for Saladmanders, Lureplants, Birchnutters, and Mandrakes.
    • Saladmanders have the shorter plant electrocute, but will not burn.
  • Fixed bugs with charged Volt Goat attacks not electrocuting or chaining in some cases.
  • Electrocute effects are now synced across all parts of the Deadly Brightshade and its Tunneling Vines.
  • Fixed the Catcoon Den missing snow buildup fx.
  • Fixed Walter's Archaic skin's eyebrows for the icon.

 

Notes for modders

  • “tornado_immune” tag can be used to exclude entities from being affected by the Weather Pain’s tornado.
  • BirdSpawner:SetBirdTypesForTile(tile_id, bird_list) can be used to set the birds list for a ground tile.
  • The component lunarhailmanager has been removed from the forest world to stop debris from falling down.

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  • Like 50
  • Health 1
  • GL Happy 4
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Why the change to require the celestial altar tier for the Brightsmithy kit? I know this probably changes nothing for "normal" worlds where you access lunar rifts by progressing the Celestial Champion Questline, but obtaining the Brightsmithy kit when you start with lunar rifts on via world settings only from the lunar island feels a little bad... I liked having the option to pursue the orb or go find the island, depending on which one I felt would take more work. 

  • Like 4

Lunar Hail changes are neat, but I think the complete lack of damage from it should be reconsidered. Without the debris, this is no longer a threat in any way, purely a boon, which is a shame. It's also a pretty big blow to Above Average Trees, as their protection from the falling debris was a huge incentive to use them!

  • Like 31

Wow, I did not expect so many impactful changes to be in this hot-fix! Buffs for glass tools, extra drying rack slots, a lunar hail rework with a new event, AND nerfing the Inimical Gestalts?! In the wise words of JazzyGames: "Look at this SEXY hot-fix!."

  • Like 4

Yeah not... 100% sure I like the hail changes.

Hail has no threats whatsoever anymore, and the bird is a bit disappointing. I was expecting a new hostile threat, but the bird just spawns in to eat glass.
Doesn't work at noon/night, and flies away when approached. Kind of a bummer.

The hail buildup is way tamer than I was expecting, wasn't expecting free glass from it, I thought it was going to be more of a threat with it negatively impacting the player somehow.

  • Like 16
43 minutes ago, V2C said:

Glass Cutter, Moon Glass Axe, and Bath Bomb have been moved to the Celestial Orb crafting tier.

  • We’re also looking into whether it’s viable to make these recipes prototypable

 

this would really add to the options we get for convenient high damage weapon while not completely blowing dswords out the water (tho it would kinda with how convenient and low cost it is)

32 minutes ago, V2C said:

Glass Cutter, Moon Glass Axe, and Bath Bomb have been moved to the Celestial Orb crafting tier.

Extremely conflicted feelings over this. On the one hand, half of me is jumping up and down with joy. On the other hand, there goes my non-quest reasons to put together the altar. Plus I did like the feel of luxury of telelocating over to the lunar island to crank out axes and cutters later on, once I had enough purple gems to fund all that. Maybe consider letting the cutter be celestial orb tier, but moving the axe and the bath bomb back over to the altar (axe because of how much better than any other axe--Lucy included--it is once you find the grotto and get a steady stream of moonglass, bath bomb because it seems weird for an item which is made with ingredients from the Lunar Island and which is only usable on Lunar Island to not be made there). That way both stations have decent unlocks. Thank you so much for this update!

  • Like 3
  • Thanks 1
15 minutes ago, Chewabacca said:

Extremely conflicted feelings over this. On the one hand, half of me is jumping up and down with joy. On the other hand, there goes my non-quest reasons to put together the altar. Plus I did like the feel of luxury of telelocating over to the lunar island to crank out axes and cutters later on, once I had enough purple gems to fund all that. Maybe consider letting the cutter be celestial orb tier, but moving the axe and the bath bomb back over to the altar (axe because of how much better than any other axe--Lucy included--it is once you find the grotto and get a steady stream of moonglass, bath bomb because it seems weird for an item which is made with ingredients from the Lunar Island and which is only usable on Lunar Island to not be made there). That way both stations have decent unlocks. Thank you so much for this update!

they should not make them prototypable in this case, or else darksword will be forgotten

  • Like 2
4 minutes ago, Edible Coal said:

they should not make them prototypable in this case, or else darksword will be forgotten

I'm not sure about that. They kinda lose relevance once rift gear appears. I think the issue comes with how planar damage is applied than the weapons themselves.

If they reduce the cost of them it's great, but they kinda don't need reduction since those resources are pretty easy to obtain, so if reduced and is prototypeable it's probably gonna be okay alternative to a darksword because of durability alone.

So in the end, does it matter cost and prototyping wise? I don't think so. I think as content comes later on there should be more balance changes to make these things still relevant.

  • Like 1
Just now, Frosty_Mentos said:

I'm not sure about that. They kinda lose relevance once rift gear appears. I think the issue comes with how planar damage is applied than the weapons themselves.

If they reduce the cost of them it's great, but they kinda don't need reduction since those resources are pretty easy to obtain, so if reduced and is prototypeable it's probably gonna be okay alternative to a darksword because of durability alone.

So in the end, does it matter cost and prototyping wise? I don't think so. I think as content comes later on there should be more balance changes to make these things still relevant.

 

1 hour ago, V2C said:

Lunar recipes

  • Glass Cutter, Moon Glass Axe, and Bath Bomb have been moved to the Celestial Orb crafting tier.
    • We’re also looking into whether it’s viable to make these recipes prototypable.
  •  

 

im talking about dar sword vs gla sword

  • Like 1
1 hour ago, cybers2001 said:

For those who tried the beta, what does this mean for infused moon shards? Can we no longer use hail to get those?

I tried just now - we can use a pickaxe on things that the hail accumulated on to get both normal and infused moon shards! 

Also, the bright beaked bird apparently sometimes gives pure brilliance when it's fed infused shards! Feeding normal shards doesn't seem to do anything besides keeping it alive, as far as I can tell after feeding one several dozen. And it won't eat meat or vegetables. I'm undecided if all this feels fairly balanced or not. Might be nice if there was a slightly higher chance for pure brilliance from feeding infused shards, maybe. Either way, I do find the birds pretty cool looking!

And I agree that it would be nice if lunar hail still hurt the player, in some way. Especially since it's apparently enough to kill multiple airborne birds. Maybe now the hail could do continual damage to players exposed to it? That could be a good balance of risk and reward, especially if the hail buildup still disappears as fast as it currently does

Edited by Pigeon Gryphon
  • Like 11

okay Klei, 4 different buffs to one item, really?
Glass cutter is now super cheap.
can be accessed even easier than before.
does bonus damage to (lesser) shadows.
acquisition of moon glass is even easier with the buff to the bath bomb. This ones an indirect buff, I do think the bath bomb being buffed is fine. But all of this seems excessive? The recipe for the glass cutter is way too cheap now.

  • Like 6
  • Wavey 2

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