seanmj Posted October 27, 2025 Share Posted October 27, 2025 Ever since the ancient echos update and the new Fumarola biome was added when they added Geothermite i have not seen a single one spawn at all rifts are open , also the giant pet Mega Blightis destroyed also every Fumarole in the biom except one, cant update nots in game cause haven't seen the mite mob, and cant get Wx new circuit without scanning one can't scan any.If none have ever spawned in the world, even with the rifts open. Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1840978 Share on other sites More sharing options...
Mike23Ua Posted October 27, 2025 Share Posted October 27, 2025 8 minutes ago, seanmj said: Ever since the ancient echos update and the new Fumarola biome was added when they added Geothermite i have not seen a single one spawn at all rifts are open , also the giant pet Mega Blightis destroyed also every Fumarole in the biom except one, cant update nots in game cause haven't seen the mite mob, and cant get Wx new circuit without scanning one can't scan any.If none have ever spawned in the world, even with the rifts open. Just wanted to correct something here: it’s NOT a New WX circuit, it’s actually an OLD WX circuit that they merely added the geothermite as an EXTRA optional way of scanning to obtain it. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1840982 Share on other sites More sharing options...
Kacpert25 Posted October 27, 2025 Share Posted October 27, 2025 15 minutes ago, seanmj said: Ever since the ancient echos update and the new Fumarola biome was added when they added Geothermite i have not seen a single one spawn at all They don't spawn because this biome is broken on old worlds and doesn't have half of its content XD. 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1840985 Share on other sites More sharing options...
konijnenmoed Posted October 27, 2025 Share Posted October 27, 2025 lol Don't Starve Together - 2025-10-27 23-08-35.mp4 6 2 1 7 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1840988 Share on other sites More sharing options...
konijnenmoed Posted October 27, 2025 Share Posted October 27, 2025 3 hours ago, lowercase skye said: This feels like jumping the gun. They look insane in this video, but it's a video with: - No hound defense. - No plan on display past just tanking. - No character perks being taken advantage of. - A server of... I counted 7 players? 7 players' worth of hounds. Also it's cold fire so they don't seem to be burning anything, meaning a megabasing experience shouldn't be much different than a normal one, unless they target animals once every player is dead I guess. I could totally believe they're hard to deal with in this state, but I think it's silly to immediately conclude they need to be turned off in world settings before even experiencing them yourself, based on one video of a worst case scenario. Just a quick note, this was with around 10 to 12 players at that moment. Most of the time my server has around 12 to 16 players. To clarify, because I do think it's needed: this was recorded right after a rollback with even more deaths and longer duration of lunar fires. I asked people to act/react the same way as before rollback to show what happened, because it caught most of us by surprise – not knowing about the new buzzard mechanic. I still think it does need a bit of tuning, because especially the stunlocking was not something to deal with even if we did prepare in time. 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1840998 Share on other sites More sharing options...
Mike23Ua Posted October 27, 2025 Share Posted October 27, 2025 1 hour ago, konijnenmoed said: lol Don't Starve Together - 2025-10-27 23-08-35.mp4 Okay this wins the creepiest thing ever added to DST reward. 😂 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841002 Share on other sites More sharing options...
Lovens Posted October 28, 2025 Share Posted October 28, 2025 4 hours ago, Maxil20 said: Wake up DST megabasers, new Double Click the Left Arrow on an option in the world settings screen before you continue your world just dropped! Jesus F. Christ, I didn't think Klei would hit a new low after all they've done to my once favorite game but they somehow managed it. Not even a beta this time, straight up pushed this mess to prod. I wonder if they just sit and brainstorm on different ways of how to ruin people's enjoyment in this game. "Hey, they like to base in Oasis Desert, let's screw up everyone who happened to have a base on top of unremovable buzzard spawners they can't do anything about!". Or "Hey, players like to make automated Spider farms - let's screw them as well by making Spider Queens turn into Shattered spider nests!" I can't express how heavily I dislike the new update and all these new annoying additions, instead of enjoying the game I will need to sit and find ways to deal with this new bs (or go to the settings and disable parts of the game I didn't mind having enabled until now, like buzzards or shattered spiders). At this point I would prefer Klei to not touch the game at all, it just gets worse and worse. When you think rifts couldn't get even more annoying, they somehow still manage to make it even worse and less enjoyable. 1 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841010 Share on other sites More sharing options...
AliceShiki Posted October 28, 2025 Share Posted October 28, 2025 10 minutes ago, Lovens said: Jesus F. Christ, I didn't think Klei would hit a new low after all they've done to my once favorite game but they somehow managed it. Not even a beta this time, straight up pushed this mess to prod. I wonder if they just sit and brainstorm on different ways of how to ruin people's enjoyment in this game. "Hey, they like to base in Oasis Desert, let's screw up everyone who happened to have a base on top of unremovable buzzard spawners they can't do anything about!". Or "Hey, players like to make automated Spider farms - let's screw them as well by making Spider Queens turn into Shattered spider nests!" I can't express how heavily I dislike the new update and all these new annoying additions, instead of enjoying the game I will need to sit and find ways to deal with this new bs (or go to the settings and disable parts of the game I didn't mind having enabled until now, like buzzards or shattered spiders). At this point I would prefer Klei to not touch the game at all, it just gets worse and worse. When you think rifts couldn't get even more annoying, they somehow still manage to make it even worse and less enjoyable. Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841011 Share on other sites More sharing options...
Pe Dabliu Posted October 28, 2025 Share Posted October 28, 2025 (edited) So, with the other mutations being added now, I'm still confused about some: are light bulbs, carrots and dragon fruits going to mutate into their animal forms if left on the ground during a full moon too? Edited October 28, 2025 by Pe Dabliu 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841019 Share on other sites More sharing options...
Annwvyn Posted October 28, 2025 Share Posted October 28, 2025 Bright-Eyed frogs appear to be missing from the Lunar Mutations settings . 2 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841020 Share on other sites More sharing options...
KvltBear Posted October 28, 2025 Share Posted October 28, 2025 Because the buzzards don't interact with frogs. I would prefer that change and we get mutated frogs. I hardly ever get to see them. Devs if you're reading please reconsider. 8 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841022 Share on other sites More sharing options...
Phoenix_Cobra Posted October 28, 2025 Share Posted October 28, 2025 Klei glasses: https://accounts.klei.com/link/HallowedNights2025 3 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841023 Share on other sites More sharing options...
NDaang Posted October 28, 2025 Share Posted October 28, 2025 How about Wurt getting Carving Tools? Do I have to keep digging graves for them? Or can I get them from the Merm King instead? Hehe 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841027 Share on other sites More sharing options...
Waywarbler Posted October 28, 2025 Share Posted October 28, 2025 I really do love this update. I wasn't expecting the lunar buzzards to have such a major effect on the world, so it's nice to see the lunar rifts are starting to catch up with the shadow rifts in that regard. Though, I almost feel like inimical gestalts got shoved off into a corner. If they only spawn from glass while wearing the upgraded crown, then when will you ever see them? If you keep mining charged glass and don't bother cleaning it up? If you defeat CC while wearing the upgraded crown? I don't fully understand their spawn conditions so I could be wrong. 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841033 Share on other sites More sharing options...
Thieverpedia Posted October 28, 2025 Share Posted October 28, 2025 Please please PLEASE put a damn cooldown on the lunar buzzard fire tick damage! One legitimately stunlocked me AND my beefalo with ZERO chance to move, no matter how much I spammed my movement keys. It's a good thing I had my gloom bell, or I'd be pretty pissed off. 1 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841038 Share on other sites More sharing options...
JasperLucas_ Posted October 28, 2025 Share Posted October 28, 2025 Ayyy~ 666 hrs of play time, just in time for hallowed nights to drop today. Happy Halloween~ 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841052 Share on other sites More sharing options...
Maxil20 Posted October 28, 2025 Share Posted October 28, 2025 7 hours ago, lowercase skye said: I could totally believe they're hard to deal with in this state, but I think it's silly to immediately conclude they need to be turned off in world settings before even experiencing them yourself, based on one video of a worst case scenario. I decided to test them a bit, and I think I ended up liking them even less... Disclosure on my testing procedures: Spoiler Made a new world, put rifts on "always", and frequency on "tons" (mostly to speed up the formation of the rift). -I timeskipped to the first lunar hail, and properly went for it to pass and got The Buzzard Shadow tm. I specifically wanted to do this to avoid issues with console spawned buzzards vs. naturally spawned buzzards -When getting to the non-buzzard mob tests, I did console spawn the mobs for the test. I kept them pretty reasonable (EX: 5 hounds) and tried to avoid intentionally trying to force any unnecessary damage to try to simulate an actual use case. -I did play post patch, after they fixed the troubles of buzzards duping on load among not having a set follower cap. Unfortunately, my results ended up swaying me further on the side of not wanting to keep them enabled: -The fire sweep attack is devastating. While a player can move out of the way, stationary things like walls, fences (this includes tingle nodes), Winona's catapults, and Houndius cannot do that. One sweep attack will always end up destroying these structures regardless of how well the fire is on them, and there is almost nothing you can do to stop it. This is especially problematic for the houndius, because it's easy to run into a situation of Buzzard aggros on you -> The houndius notices and tries to hit the Buzzard -> The Buzzard flame trails directly to the houndius. Your only options at this point for the latter in particular is to use a deconstruction staff (which might allow you to save one if you realize in time...?) or Sit there knowing you Literally can't do anything else as it dies. If you are Winona, It's extremely difficult to deconstruct the catapults as you'll likely be in the fire and take rapid damage ticks, provided the catapult doesn't break first (though those are at least easier to rebuild). -You get a lot, and I mean a lot of buzzards from even a few mob kills. I got ~7-8 buzzards from five hounds, which I still consider to be a pretty realistic scenario I experience. Given that one is enough to put a serious dent into decor, 7 at once is almost guaranteed to cause something unfavorable. Given that a player is going to be attacked by hounds for the entire game and a buzzard accident is almost all but guaranteed to happen, this alone would be enough of a dealbreaker for me to turn them off. -There seems to be very little incentive to try to farming them. Guaranteed mutations is a very cool concept, but I can't think of a practical case where the farm itself isn't obliterated in the process. It's not like the buzzards themselves are worthwhile to kill (they drop moon shards and rot). You're pretty much actively encouraged to do everything in your power to avoid them dropping down whenever possible or be at risk of causing considerable chaos. -A big part of my playstyle revolves around farming mass amount of weak mobs to farm an obscene amount of drops for future projects/use. I have both a 20X+ varg and 20X spider I like using very frequently. Trying to use these farms with the buzzards around would be so astronomically punishing that I can't imagine any part of the farm surviving whatsoever (especially since the catapult AoE would only cause them to directly target them... My only solution is to then do these events when the rift isn't open, which just runs into the problem of "I now am forced to wait X amount of days so I can use my farms properly again!" It's not like there are many good solutions to this. Bringing stuff to the caves gets tiring after awhile, and is outright impossible with things like the varg farm. The only real "good" method is to wait for the rift to close and then do all your killing before the lunar rift is open and the hail starts again. This, quite frankly, sucks! It's not what I think is enjoyable to deal with a new threat on a long term world!! And, like, I don't think my opinion on stuff like this is that unpopular. It kinda stinks when something throws a wrench onto farms that worked just fine prior. It especially feels bad when I now feel like I can't use the houndius I have been grinding actual thousands of hours for to use on hounds, when that in of itself might just result in them getting one shot by a stray buzzard flame. I do feel bad I am being a bit pessimistic, so I'll try to wrap on a good note: as unhappy as I am with this mob, I also can't be too frustrated, either; It has a world option, and you just need to click the left arrow once (it turns out the chance just goes from "default" to "none") to Not deal with it. And, like, that's all I need to be satisfied with. I get at it's core it's a survival game, and some survival related aspects are just not for me. I greatly appreciate that there are ways to remove aspects I do not find Fun to go back to having Fun faster, while people that do have fun with aspects like these are pretty much unchanged by my choice to not have them. I feel like it's a win for both parties. I admit that I could have been better in trying to not sound as Not So Happy in my initial post. My first impressions of the mob were really poor (I was watching Jazzy's stream and he had a Not-So-Good experience himself with the buzzards). I ended up reaching the same conclusion anyways, but I felt like I could have done a little better. 3 hours ago, Lovens said: I can't express how heavily I dislike the new update and all these new annoying additions, instead of enjoying the game I will need to sit and find ways to deal with this new bs (or go to the settings and disable parts of the game I didn't mind having enabled until now, like buzzards or shattered spiders). I would personally just bite the bullet do the latter. I myself am pretty neutral/positive to the other mutation chances. I don't think any of them are nearly as detrimental as the buzzard (heck, ones like the spider queen mutating into a shattered spider den has some pretty interesting build potential, as it's now legitimately possible to create the dens anywhere on the surface map). I'm pretty confident they still follow the horror hound mutation rules, just with a few new catches (in addition to the lunar island/moonstorms they can now mutate during the post rift full moons and standing on rift tiles, both of which I don't think are circumstances that are gonna cause nearly as much trouble). 2 2 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841055 Share on other sites More sharing options...
Wormboi Posted October 28, 2025 Share Posted October 28, 2025 Feel like its a bit lame that only solution to moon vultures is to turn them off. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841057 Share on other sites More sharing options...
lowercase skye Posted October 28, 2025 Share Posted October 28, 2025 4 hours ago, Lovens said: I wonder if they just sit and brainstorm on different ways of how to ruin people's enjoyment in this game. "Hey, they like to base in Oasis Desert, let's screw up everyone who happened to have a base on top of unremovable buzzard spawners they can't do anything about!". Or "Hey, players like to make automated Spider farms - let's screw them as well by making Spider Queens turn into Shattered spider nests!" You can just say that you don't like things and think they aren't very well thought out additions. There is pretty much no reason at all to make increasingly detailed stories about the Klei devs as a set of cartoon villains who want to bring pain and suffering onto their playerbase. No developer operates like this. 12 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841062 Share on other sites More sharing options...
Cassielu Posted October 28, 2025 Share Posted October 28, 2025 (edited) 20 minutes ago, lowercase skye said: You can just say that you don't like things and think they aren't very well thought out additions. There is pretty much no reason at all to make increasingly detailed stories about the Klei devs as a set of cartoon villains who want to bring pain and suffering onto their playerbase. No developer operates like this. You mean developers is so stupid that make exactly the same mistakes in every update over the past three years? Fair enough, I take that. Edited October 28, 2025 by Cassielu 1 1 2 1 1 2 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841064 Share on other sites More sharing options...
Lovens Posted October 28, 2025 Share Posted October 28, 2025 1 minute ago, lowercase skye said: You can just say that you don't like things and think they aren't very well thought out additions. There is pretty much no reason at all to make increasingly detailed stories about the Klei devs as a set of cartoon villains who want to bring pain and suffering onto their playerbase. No developer operates like this. My disappointment with their changes keeps building up with every new change they've been adding since Hostile Takeover and this is just how it feels for me so I share my opinion on it. Some of the things they implemented (or tried to implement) during the past two years are clearly targeted against megabasing and base building playstyle in general. First rifts spawning uncontrollably and destroying bases and builds, then endless brightshades invading decorative plants (wax spray didn't exist for a while), rift earthquakes destroying underground bases, glass hail killing innocent mobs, masqued creatures attacking underground creature pens, giant depth worm absolutely demolishing bases, Pearl's island ruined and turned into a boss arena, moonglrams killing geckos/lureplants and setting bases on fire, removal of 3d building mechanic, and now lunar buzzards spawning everywhere and destroying walls, catapults and houndiuses. I'm starting to see a trend here and I heavily dislike how almost every one of these additions is more threat to the base and not to the player. I could tolerate things that would challenge my survival but I don't understand why Klei seems to lean so heavily into designing mobs and events that destroy structures and innocent mobs. Also yes I overreacted a bit in my first post since I haven't tried the update myself yet and had no chance to do it yet. As with other annoying things they added recently I assumed it can't be turned off in the settings and already was upset thinking I will have to stop playing the game because of this update. At least @Maxil20's post calmed me down a bit in this sense, I will disable buzzards and mutated spider nests for good and will forget it like a bad nightmare. Least I want is even more unfair uncontrollable base destruction. Also I really dislike how the lunar hail was changed. I would rather have the old version that damaged the players than all these annoying new mutations/additions like the hail buildup on things that I couldn't care less about and that impact the screenshots of the builds I'm trying to take. 4 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841065 Share on other sites More sharing options...
HeatAndRun Posted October 28, 2025 Share Posted October 28, 2025 Buzzards' lunar flame should extinguish faster and should not damage structures like walls. Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841069 Share on other sites More sharing options...
lowercase skye Posted October 28, 2025 Share Posted October 28, 2025 2 minutes ago, Lovens said: Some of the things they implemented (or tried to implement) during the past two years are clearly targeted against megabasing and base building playstyle in general. First rifts spawning uncontrollably and destroying bases and builds, A clear oversight at the start of a beta. It would be disingenuous to act as if Klei was actually adding a feature with an RNG chance to destroy an entire screen of a base for no reason with 0 way to prevent it. 3 minutes ago, Lovens said: then endless brightshades invading decorative plants (wax spray didn't exist for a while) Brightshades invading your food and resource farms is a survival threat, not something to evily target megabasers. If your berry bushes and grass and twig farms are infested by a hostile mob, it becomes harder to get those resources which you need to survive, and requires a combat scenario to fix. 4 minutes ago, Lovens said: rift earthquakes destroying underground bases Cave-in boulders are a survival threat, not something to evily target megabasers. They destroy structures you may need for survival and clog up the tight walkways, making navigating and surviving in the caves more difficult, and requiring a resource expenditure to clear out. 7 minutes ago, Lovens said: glass hail killing innocent mobs Lunar hail was unfinished for years. The original plan was for there to be more ways to provide shelter from mobs than above average trees, but this plan changed over time. This was not something to evily target megabasers and force us to stop megabasing by... killing our koalefants and no-eyed deer I guess? It was just a half-finished feature. 9 minutes ago, Lovens said: masqued creatures attacking underground creature pens This was not something to evily target megabasers, this was a problem that emerged from simple mechanics. Was beefalo heat actually secretly added to try to stop megabasing from existing back in 2013, because beefalo aggroing onto mobs outside of a pen will cause them to break down the walls to go kill it? 10 minutes ago, Lovens said: giant depth worm absolutely demolishing bases This is a survival threat, not something to evily target megabasers. Just like deerclops wasn't added to secretly try to stop megabasing from ever being invented in 2013, a mob that simply destroys structures is not targeted specifically at megabasing. 14 minutes ago, Lovens said: Pearl's island ruined and turned into a boss arena I don't have anything unique to say about this at this point. I am truly truly sorry that you lost a chunk of the map you used to build on, but I can promise you that Klei wasn't trying to target you and make you suffer for the sin of megabasing whenever they decided (almost certainly years in advance) to add new content to an existing area instead of putting it on a new unrelated island. 16 minutes ago, Lovens said: moonglrams killing geckos/lureplants and setting bases on fire This sucks but clearly is not intentional. I am the biggest hater of this mechanic but it clearly was not made to burn down entire bases intentionally to stop people from megabasing because the Klei devs hate megabases. It was for consistency of electricity mechanics. 16 minutes ago, Lovens said: removal of 3d building mechanic They had never heard of it, it was causing intrusive bugs that multiple people were running into unintentionally, and they added it back into the game via a console command once there was backlash. If any of those events read as malice I do not know what to tell you. 17 minutes ago, Lovens said: and now lunar buzzards spawning everywhere and destroying walls, catapults and houndiuses Catapults and houndiuses are tools for killing mobs, not functionless megabase decorations. Is it really so surprising that a new threat encountered at the latest possible point in the entire game would be skilled at taking them out? 19 minutes ago, Lovens said: like the hail buildup on things that I couldn't care less about and that impact the screenshots of the builds I'm trying to take. come on All of what you're describing are threats to players' survival, not an intentional targeting of megabasers. It's just that megabasing, intuitively, requires a base, and a base is what you need for survival, so threats to a base will be felt more harshly the larger your base is. I can assure you that none of them came from the Klei devs getting together in a brainstorming room and throwing ideas back and forth as to how to psychologically torment megabasers. 7 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841070 Share on other sites More sharing options...
yyyyyyyyyyyyyyy Posted October 28, 2025 Share Posted October 28, 2025 53 minutes ago, lowercase skye said: A clear oversight at the start of a beta. It would be disingenuous to act as if Klei was actually adding a feature with an RNG chance to destroy an entire screen of a base for no reason with 0 way to prevent it. Brightshades invading your food and resource farms is a survival threat, not something to evily target megabasers. If your berry bushes and grass and twig farms are infested by a hostile mob, it becomes harder to get those resources which you need to survive, and requires a combat scenario to fix. Cave-in boulders are a survival threat, not something to evily target megabasers. They destroy structures you may need for survival and clog up the tight walkways, making navigating and surviving in the caves more difficult, and requiring a resource expenditure to clear out. Lunar hail was unfinished for years. The original plan was for there to be more ways to provide shelter from mobs than above average trees, but this plan changed over time. This was not something to evily target megabasers and force us to stop megabasing by... killing our koalefants and no-eyed deer I guess? It was just a half-finished feature. This was not something to evily target megabasers, this was a problem that emerged from simple mechanics. Was beefalo heat actually secretly added to try to stop megabasing from existing back in 2013, because beefalo aggroing onto mobs outside of a pen will cause them to break down the walls to go kill it? This is a survival threat, not something to evily target megabasers. Just like deerclops wasn't added to secretly try to stop megabasing from ever being invented in 2013, a mob that simply destroys structures is not targeted specifically at megabasing. I don't have anything unique to say about this at this point. I am truly truly sorry that you lost a chunk of the map you used to build on, but I can promise you that Klei wasn't trying to target you and make you suffer for the sin of megabasing whenever they decided (almost certainly years in advance) to add new content to an existing area instead of putting it on a new unrelated island. This sucks but clearly is not intentional. I am the biggest hater of this mechanic but it clearly was not made to burn down entire bases intentionally to stop people from megabasing because the Klei devs hate megabases. It was for consistency of electricity mechanics. They had never heard of it, it was causing intrusive bugs that multiple people were running into unintentionally, and they added it back into the game via a console command once there was backlash. If any of those events read as malice I do not know what to tell you. Catapults and houndiuses are tools for killing mobs, not functionless megabase decorations. Is it really so surprising that a new threat encountered at the latest possible point in the entire game would be skilled at taking them out? come on All of what you're describing are threats to players' survival, not an intentional targeting of megabasers. It's just that megabasing, intuitively, requires a base, and a base is what you need for survival, so threats to a base will be felt more harshly the larger your base is. I can assure you that none of them came from the Klei devs getting together in a brainstorming room and throwing ideas back and forth as to how to psychologically torment megabasers. I'm afraid you are just emphasizing developers are so stupid that make exactly the same mistakes in every update over the past three years and they do not want to change these mistakes. That is apparently not true. Just check the Inimical Gestalts, they want to make the game better. You are right about two things, Klei devs are not hostile and their updates are not working as intended! I find it is harmless to tell devs what needs to improve or change. Instead of deceiving them and ourselves that defects can be tolerated. Don't you find your words that you hate moongleams burning bases but it is for the consistency of electric mechanic too pathetic? They don't have to light up the plant mobs at all! Or they can use the controlled flames they used in Willow's skilltrees! What's done is not done! Empathizing Klei is not hostile is right, but not enough. It won't make DST better. I'd rather seeing devs receive more responds and suggestions. 2 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841075 Share on other sites More sharing options...
lowercase skye Posted October 28, 2025 Share Posted October 28, 2025 4 minutes ago, yyyyyyyyyyyyyyy said: I'm afraid you are just emphasizing developers are so stupid come on 3 Link to comment https://forums.kleientertainment.com/forums/topic/168517-intermission-hallowed-nights-2025/page/4/#findComment-1841076 Share on other sites More sharing options...
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