landromat Posted July 28, 2025 Share Posted July 28, 2025 so what's the negative side of lunar hail now? Can't use structures? Is that charged glass and will explode if you don't mine it? Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829141 Share on other sites More sharing options...
Cruvimaster Posted July 28, 2025 Share Posted July 28, 2025 (edited) On 7/26/2025 at 12:18 AM, 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. I don't use these items because I'm reliant on returning to base to craft them in the Celestial Orb (after defeating CC). If there are prototypes, they'll definitely be on my radar. It's tiring having to carry multiple packages of Moon Glass Axe to use against Misery Toadstool. Being able to craft these items anywhere is a quality of life for me. In my opinion, it could be a blueprint given after defeating the Celestial Champion. Edited July 28, 2025 by Cruvimaster Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829147 Share on other sites More sharing options...
BB Marioni Posted July 28, 2025 Share Posted July 28, 2025 I think lunar hail should still damage players. The game's core is surviving harsh environments, not weather give free stuff. A better adjustment I think would be decreasing the durability damage of lunar hail on non- umbralla items, so there are weaker but still viable options to protect yourself against it, specially for players who have rifts on from the start. 8 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829158 Share on other sites More sharing options...
Cruvimaster Posted July 28, 2025 Share Posted July 28, 2025 24 minutes ago, BB Marioni said: I think lunar hail should still damage players. The game's core is surviving harsh environments, not weather give free stuff. A better adjustment I think would be decreasing the durability damage of lunar hail on non- umbralla items, so there are weaker but still viable options to protect yourself against it, specially for players who have rifts on from the start. The old lunar hail only serves to force me to always have to fill an inventory slot with Umbralla. Nothing more. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829161 Share on other sites More sharing options...
lowercase skye Posted July 28, 2025 Share Posted July 28, 2025 11 hours ago, landromat said: so what's the negative side of lunar hail now? Can't use structures? Is that charged glass and will explode if you don't mine it? There is currently no negative effect of lunar hail. Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829194 Share on other sites More sharing options...
landromat Posted July 29, 2025 Share Posted July 29, 2025 11 hours ago, lowercase skye said: There is currently no negative effect of lunar hail. I hope for some Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829341 Share on other sites More sharing options...
reddocc Posted July 29, 2025 Share Posted July 29, 2025 (edited) ok new amazing effect, after standing in the lunar hail for 20 seconds your character enters a lunar hail freezing state untill the lunar hail ends Edited July 29, 2025 by reddocc Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829347 Share on other sites More sharing options...
cybers2001 Posted July 29, 2025 Share Posted July 29, 2025 On 7/28/2025 at 12:14 AM, hoxi said: Acid rain will spoil items (and dried products) put on the rack in no time. Old racks are unaffected entirely. So drying racks in the cave are essentially useless, then? Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829392 Share on other sites More sharing options...
hoxi Posted July 29, 2025 Share Posted July 29, 2025 57 minutes ago, cybers2001 said: So drying racks in the cave are essentially useless, then? Not if they make it so acid rain doesn't affect things in areas with no acid rain (lunar grotto and archives). But dunno, you can use an Umbralla if you're at the point that acid rain is introduced, otherwise it's not different from the surface. Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829404 Share on other sites More sharing options...
landromat Posted July 29, 2025 Share Posted July 29, 2025 9 hours ago, reddocc said: ok new amazing effect, after standing in the lunar hail for 20 seconds your character enters a lunar hail freezing state untill the lunar hail ends that is actually cool. Rapid slowdown and complete freeze in the end must be great alternative to lunar hail threat. Also make glassed characters/creatures pickaxeable so you can free them and get some glass also i don't mind if there is a way to make creatures permanently glassed so you can use them as decoration on your base Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829405 Share on other sites More sharing options...
cybers2001 Posted July 29, 2025 Share Posted July 29, 2025 20 minutes ago, hoxi said: Not if they make it so acid rain doesn't affect things in areas with no acid rain (lunar grotto and archives). But dunno, you can use an Umbralla if you're at the point that acid rain is introduced, otherwise it's not different from the surface. Having dried meat spoil faster on the rack when it rains is also a nerf, but having the raw meat rot before even becoming jerky is a huge nerf. Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829409 Share on other sites More sharing options...
hoxi Posted July 29, 2025 Share Posted July 29, 2025 1 minute ago, cybers2001 said: Having dried meat spoil faster on the rack when it rains is also a nerf, but having the raw meat rot before even becoming jerky is a huge nerf. Which I think it's fair to have 3 slots with no changes to the craft, and be able to take things in and out at will. There are measures against rain and acid rain in the late game, and prior to it you just have to manage it a bit more. Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829410 Share on other sites More sharing options...
BB Marioni Posted July 30, 2025 Share Posted July 30, 2025 On 7/28/2025 at 9:35 PM, Cruvimaster said: The old lunar hail only serves to force me to always have to fill an inventory slot with Umbralla. Nothing more. which is how a survival game works, you need to be prepared for all environmental hazards, it does not necessarily have to reward you for surviving it. The reward is being alive. Having light to survive darkness does not drop you any free items. Umbralla is a good item to have in the inventory as it protects against hail, heat, rain, and acid rain. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829585 Share on other sites More sharing options...
Cruvimaster Posted July 30, 2025 Share Posted July 30, 2025 15 minutes ago, BB Marioni said: which is how a survival game works, you need to be prepared for all environmental hazards, it does not necessarily have to reward you for surviving it. The reward is being alive. Having light to survive darkness does not drop you any free items. Umbralla is a good item to have in the inventory as it protects against hail, heat, rain, and acid rain. Diseases were also an element of survival and were removed because they became uninteresting mechanics. If the crystals hit mobs to the point of exterminating with all the players have at the base, I would consider a true survival. Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829586 Share on other sites More sharing options...
BB Marioni Posted July 31, 2025 Share Posted July 31, 2025 19 hours ago, Cruvimaster said: Diseases were also an element of survival and were removed because they became uninteresting mechanics. If the crystals hit mobs to the point of exterminating with all the players have at the base, I would consider a true survival. That's because disease lacked counterplay. Hail has counterplay. As I already suggested, a better fix would have been reducing the durability damage of hail on non-umbralla items to make them viable. So now you don't "ONLY" need umbralla to counter it if you want weaker options. also how does hail hitting mobs solve your problem, I thought you didn't want the hail because you didnt benefit from it and needed an umbralla always in your inventory? How does it killing mobs make it not require you to have an umbralla, that's just worse coz now you have dying mobs around you even if you dont want to and there is no way to stop that. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829772 Share on other sites More sharing options...
Milordo Posted July 31, 2025 Share Posted July 31, 2025 On 7/26/2025 at 2:17 PM, Maxil20 said: I think a lot of people forget just how good weapons like dark swords and hambats already are. The Dark Sword’s crafting costs practically come directly to the player. You are always going to cut down trees, and unless you are hyper managing your sanity you’re going to have various insanity moments and fight shadow creatures (much less an entire area of the game where you are forced to do that regardless…). The insanity of the dark sword is very minimal all things considered, because unless you are fighting or farming nightmare fuel most players are not going to hold it while walking around as opposed to literally Any Other Item, especially the walking cane. The cutter’s changes are great, but once you mine out the initial moon shard piles your options of renewing the glass are very limited pre rifts/moonstorms. You can either use bath bombs on the lunar island and wait for a full moon, wait for several full moons for the lunar glass piles to spawn in the caves, fish up lunar wobsters, or hunt down sunken treasures for the moon shard roll. None of these are particularly attractive for mass shard farming, especially considering that living log/nightmare fuel sources are very abundant and rarely deplete to a point this is something you have to consider. By the time you do get sources (especially the champion), lunar/shadow rifts are probably right around the corner anyway. Even considering this, the ham bat still triumphs both of them if you are planning to do an extreme amount of combat on weakish mobs. Having infinite uses matters a lot more to me than killing the mob slightly faster, and the ham bat can dish out a lot of punishment before the spoilage effect is genuinely an issue. It’s to the point I still use them post rifts to conserve several repair kits of durability to clear out an area of spiders/smash down lots of walls for builds and the like. One thing I will agree on is the prototyping/recipe tier changes. I myself don’t really like the orb changes and honestly wouldn’t mind if those got reverted. The prototyping one would be really nice, but I think it would be better to incentivize players to go out of their way to unlock the altars past the initial one on the island to unlock the ability to prototype them. I myself never like that there is practically no reason to get the extra altars except to progress the lunar questline, so having an incentive like this could be a neat one while still retaining the initial gimmick of lack of prototyping for a little while. I couldn't response fast because I was occupied these days. If, for one second, you read my comment well through, instead of jumping to conclusions, you would have noticed the "I get it they suffered some little balancing issue, because compared to dark swords, dark swords tend to be used more for reasons I'm not going to list here" . In good faith, maybe you wanted to say it in general, and not directly to me. All those shards sources pre-rift you have listed, tend to give you more shards that you could ever need. Have you ever tried them? I did, especially the Grotto. Mass farming in the grotto is attractive with how easy and abusable it is. If I combine all those sources, I have more than 2 stacks of glass in only one go. Just one go. You have so much glass that you don't know what to do it after. You're making it out to be as if shards pre-rift is difficult to farm, like grinding for thulecites or mandrakes, when it's not. It's not braindead, but it's not hard either. This change could hurt glass economy even more, since glass cutters now requires only three of them, unless Klei is preparing for next patches to introduce more items made by moon shards. It's also funny that you're describing all of this, while you wrote this --> On 7/26/2025 at 2:17 PM, Maxil20 said: The Dark Sword’s crafting costs practically come directly to the player. You are always going to cut down trees... When the main resource of living logs, aka treeguards, is the most rng thing that I ever experienced in the game. You can have them 7 in under a day or 0 in under 20 days. And in all of this, we're only discussing about its cost and farming. Not the rest of its design (damage, mechanics, progression, niche it's occupying, ecc...) and new changes where yes, it can be dangerous, if not treat it properly, since you can bring them everywhere and spam more now. The cutter’s changes are not great, but not bad either. It just needs to be done with more care and attention, that's all I'm advocating. ( @Chewabacca covered me on this before, thanks, @Wumpair made a cool point also about the living logs uses versus moon glass uses, which is also very important for the balance discussion of these weapons, when obviously glass stockpile very fast for its very very few usage in the game and cool to know @grem6 ! ) Exactly, the ham bat will still be the most broken weapon (unfortunately), but dark swords are in second place thanks to their damage, because sometimes we want to kill things a little faster. Kiling things faster has its bonus. Since glass cutters occupies the same niche of dark swords and thulecite clubs, they should be made as a viable balanced alternative, not as a replacement. For the prototyping thing, I have nothing to add. People already are giving cool ideas and feedback, from what I'm reading about it. On 7/26/2025 at 3:00 PM, Curly Bill said: I really want the cutters to be an weapon option, because right now the time to get cutters is a hassle, especially for when it's just half the usage of a dark sword. It's not half. It's 25% less, specifically 75 uses versus 100 uses AND it last longer and now kills faster against shadows. 75 uses for 68 damage and more is not something THAT useless. On 7/26/2025 at 3:00 PM, Curly Bill said: It would be cool to have like a Lunar equivalent to the Shadow Manipulator. I like the Celestial Altar being a neat equivalent to Ancient PseudoScience Station. Maybe they can make a new crafting station that can prototype the Glass items rather than it being the celestial orb. On 7/26/2025 at 3:01 PM, Kacpert25 said: Lunar Manipulator On 7/26/2025 at 4:27 PM, ansuman said: I think something of middle ground can be like woodies plank recipe where the orb as crafting station has the older material cost. And the altar let's us craft with the discounted rate of 3 or 4 moon glass but this I like it a lot. You have my support on this. On 7/26/2025 at 5:50 PM, Feything said: Is it for moonglass renewability on the mainland where I once again get to sit down and not ever have incentive to explore again? Couldn't this just be on the lunar island as a separate weather event? YES YES YES YES YES 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829831 Share on other sites More sharing options...
Maxil20 Posted July 31, 2025 Share Posted July 31, 2025 (edited) 1 hour ago, Milordo said: I couldn't response fast because I was occupied these days. You don’t gotta tell me, I run a 7-3 job and I can understand how things get busy : P 1 hour ago, Milordo said: In good faith, maybe you wanted to say it in general, and not directly to me. I did say “I think a lot of people forget”, since it’s the forums and I feel a lot of people kinda jump to conclusions about new content (speaking from experience at least, I’ve seen this pattern repeat quite a few times). My intention wasn’t to like, single you out, since you made a general statement a good bit of people share and I wanted to write from my perspective. I apologize if that bothered you since it’s not my intention. 1 hour ago, Milordo said: All those shards sources pre-rift you have listed, tend to give you more shards that you could ever need. Have you ever tried them? I did, especially the Grotto. Mass farming in the grotto is attractive with how easy and abusable it is. If I combine all those sources, I have more than 2 stacks of glass in only one go. Just one go. You have so much glass that you don't know what to do it after. You're making it out to be as if shards pre-rift is difficult to farm, like grinding for thulecites or mandrakes, when it's not. It's not braindead, but it's not hard either. I’ve mentioned it before, but the big thing about the lunar and grotto is both are big temporary boosts of shards. They are good in the early game, but sustaining them requires planning/going out of the way to keep up your stocks of them (I mostly speak as like, someone who did this to sustain glass sculptures when I was decorating with those). Compare this to nightmare fuel/living logs, which are pretty reliable to get at like any stage apart from the very early game, and I never really think about specifically farming said resources as part of my gameplay loop since they kinda inevitably occur (but get be chosen to go for if you want to get better rates, particularly with nightmare fuel). 1 hour ago, Milordo said: When the main resource of living logs, aka treeguards, is the most rng thing that I ever experienced in the game. You can have them 7 in under a day or 0 in under 20 days. And in all of this, we're only discussing about its cost and farming. Not the rest of its design (damage, mechanics, progression, niche it's occupying, ecc...) and new changes where yes, it can be dangerous, if not treat it properly, since you can bring them everywhere and spam more now. The thing is once you get and kill your first treeguard, you can pretty comfortably sustain them if you are playing at a casual/non rushing pace. 6 living logs is a lot of sustain for a majority of players, and past day 50 that only becomes more practical to upkeep. I guess it varies from experience, but from my runs I’ve never really had issues sustaining the living logs (fuel is the harder concern for me honestly, though at least that is a lot more “consistent” to get, so it evens out) 1 hour ago, Milordo said: Kiling things faster has its bonus. Since glass cutters occupies the same niche of dark swords and thulecite clubs, they should be made as a viable balanced alternative, not as a replacement. Glass cutters, to me, fufill the niche of being an item you can quickly stock up when rushing in solo games but will struggle to upkeep past the early game/in multiplayer servers. It’s a bit of an inverse to the dark sword, where those are a bit harder to fufill early on, but midgame and onwards are pretty reasonably upkept, especially once you hit the ruins and can farm nightmares from the lights/get 2-3 treeguards at once. Unlike cutters, they scale pretty well with multiple players, since each one can get their own nightmares and more trees cut gets you more living logs! (As a quick note since I don’t know if you read the recent update, but cutters now take 5 shards and are prototypeable at the altar, along with the moon shard axe [while being removed from the orb]. I do feel this was more favorable to a lot of people and the latter keeps them in a pretty good spot for me) Edited July 31, 2025 by Maxil20 Embedded the recent update! 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829842 Share on other sites More sharing options...
Uedo Posted July 31, 2025 Share Posted July 31, 2025 (edited) On 7/26/2025 at 11:02 PM, Waywarbler said: Alter forbid they try to make a fairly overlooked weapon relevant in more areas than just two boss fights (Although I do think they've overcorrected a little). The lunar hail changes are nice too although I don't agree with it becoming completely harmless. Sorry I didn't see this. I wasn't referencing a weapon, but thanks for giving some type of input, probs best to discuss weapons with someone else though - I don't care about the glass cutter stuff in the slightest, i'm still taking hambat Edit: Just to be clear cause I didn't really explain my point. My frustration is this new trend within the beta cycles, i'm really bored of Klei implementing things that arn't supposed to be the spotlight or main focus, becoming something that gets removed, edited, added back etc for the full duration of the beta. We've had several in a row where the entire beta has basically been reverting and tweaking introduced or edited elements of the game when Klei have consistently shown they're struggling to get things finished and polished before being pushed to live. I want them to finish their beta aims during the beta without having to go over a few tiny details that, for some reason, people write monologues about. I wouldn't care if Klei introduced a single item for an entire beta, but at this point constantly trying to tinker with such inconsequential features is a waste of time and resources. inb4 'That's the point of beta'. I'll concede to that, this is defo a case of my expectations maybe not lining up with theirs, but I can promise you pushing to live without polish is 90% of the reason we have endless hotfixes post-patch. It's why we have to revisit things CONSTANTLY, if Klei finished their content before pushing it out it WILL reduce the amount of work overall and prevents a lot of instances of having to revisit content in the future.... BE-CAUSE. IT. WILL. BE. FINISHED. Edited July 31, 2025 by Uedo Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829878 Share on other sites More sharing options...
Milordo Posted July 31, 2025 Share Posted July 31, 2025 5 hours ago, Maxil20 said: ---snip-- Yeah, work and family stuff non-stop, since the exact time you quoted me almost last weekend. Just saying, I only now know about the update being released and all, and I need to inform better what the hell happened. Sad I couldn't partecipate to the end. Thanks for the link, I appreciate. So now it costs 5 shards and it's prototypeable at the altar? So now the altar is a "lunar manipulator" + ancient pseudostation in terms of design? I'm fine if Klei wants to go this weird direction with the altar and appreciate the progress being well preserved but now it means lunar cutter occupies dark sword territory 100%, compared to the thulecite club, and I don't know. Something it irkes me. Doesn't me...lunar cutter is better always? Why should I use a dark sword now? It still now does 85 damage against all non-boss shadows right? Hmnnnn..... I think this is one of those times in videogames that I learned, only practise will be the judge of this. I need to do a run to understand better objectively if we reached a perfect balanced state for glass cutter or it inadvertently now un-balanced to the other side. We'll see. Yes a lot of people, in general in videogames, tend to jump to conclusions. No don't worry, I apologize too. I may have been on the defense there for being paranoid and negative, due to usual internet interactions. I don't know about your point of shards, you may be right because it's not something I have meddle so much in the game. I have experience on it, but not that much on trying to mass farm it on a mega base run. I only remember precisely, crafting a lot of glass cutters and axe was easy, fast and I use them only on particulary occasions with fun. On the other way I'm 100% confident to be right there, I kid you not, 20+ days to summon a treeguard, more than one occasion on multiple runs. Especially on a run with 5 friends, we thought something was bugged with a new patch, and we had Woodie and Maxwell!!! Sometimes Treeguards tend to be extremely RNG, so yes it varies from experience, if we add how much usage living log has + if you're solo or max 6 in a world. 1 Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829948 Share on other sites More sharing options...
Maxil20 Posted July 31, 2025 Share Posted July 31, 2025 19 minutes ago, Milordo said: So now it costs 5 shards and it's prototypeable at the altar? So now the altar is a "lunar manipulator" + ancient pseudostation in terms of design? Pretty much! Only the cutter/axe can be prototyped at the station, the rest are still locked to the altar specifically. I think if it had the old cost I could see it being a bit more of a ruffle, but I think it being mostly reverted to 5 shards keeps it more in line. Kinda curious to see how it pans out in a server with some people using glass cutters and others using dark swords, and how the weapons are stocked in the long run. 20 minutes ago, Milordo said: It still now does 85 damage against all non-boss shadows right? It only deals bonus damage on the crawling horror (along with the ruins variant), the terrorbeak (also with the ruins variant), and the lurking nightmare. Of these, the lurker is the most noteworthy as you save 3 extra swings compared to the terrorbeak/horror (which save 1). Any other shadow based mob still gets the double durability bonus, but not the extra damage. TBH the only Wacky one is the lurking nightmare (especially because the patch mentioned it does bonus damage to "weaker" shadow mobs and the lurking one is not one at all???), and I would be pretty okay if they ever removed it from the pool of mobs that get the amp damage effect. 27 minutes ago, Milordo said: Yes a lot of people, in general in videogames, tend to jump to conclusions. No don't worry, I apologize too. I may have been on the defense there for being paranoid and negative, due to usual internet interactions. I don't blame you on that, these forums tend to Really be Not Very Ideal for this scenario in particular for how hyper focused they are on the game (which, admittedly, it's a forum dedicated to it, so...). I try to not let forum experiences weigh on me too much for that reason. I would much rather use other sites if I want a more casual conversation with discussions involved. 33 minutes ago, Milordo said: I have experience on it, but not that much on trying to mass farm it on a mega base run. I only remember precisely, crafting a lot of glass cutters and axe was easy, fast and I use them only on particulary occasions with fun. Before Eye of the Storm came out and my decor gave me so many shards it is now Actually Impossible for me to run out, I know I very sparingly used the tools since I valued the decor more than the items for myself. My exceptions were toadstool where the glass axe unironically makes the fight 10 times better, and the cutters for Weaver since they are Made for that type of thing. Forgotten Knowledge made it a lot more lenient, admittedly, though I was still pretty cautious since it was still a relatively new update and only getting 10% of glass piles respawned during a full moon made me very cautious to use up the supplies. 23 minutes ago, Milordo said: On the other way I'm 100% confident to be right there, I kid you not, 20+ days to summon a treeguard, more than one occasion on multiple runs. Especially on a run with 5 friends, we thought something was bugged with a new patch, and we had Woodie and Maxwell!!! Sometimes Treeguards tend to be extremely RNG, so yes it varies from experience, if we add how much usage living log has + if you're solo or max 6 in a world. Dang, those are not Ideal Odds. I myself haven't really had a serious streak of bad luck other than a particular experience where I remember running around in a forest for ~2 days chopping aged trees to get one treeguard summon for a star caller staff. It's the duality of luck, I suppose! Link to comment https://forums.kleientertainment.com/forums/topic/167211-game-update-680664/page/5/#findComment-1829957 Share on other sites More sharing options...
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