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6 hours 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.

They fixed it all in a hotfix it’s clear they were not intended to be broken op.

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So, ehm... As a first time Wurt player this week, I'm quite overwhelmed with this update. Today spawning in as (Shadow aligned) Wurt after the hot fix the following happened:

Screenshot2025-10-28at11_21_24.png.31dc8270824206baa108eaf291fa2beb.pngScreenshot2025-10-28at11_21_18.png.80dddf5913d5f218407966e0a6b9c6a2.png

What happened:
1. Merms weren't recruited because I just rejoined my ongoing 24/7 public server and a hound/buzzard attack was spawned (might have disconnected right before hound attack last night).
2. Merms got annihilated within seconds and started mutating, they don't attack buzzards after and just walk around. See video, note that this was not during the same scenario/moment as I'm describing here, I had to rollback once more and tried to record it:


3. King of Merms got attacked (and can't move away from attack because fixed point) and spawned new merms DURING death animation that all got annihilated as well during spawning.
4. I lost 100 hp during the death of the King, so I died instantly after.
5. After reviving, Mutated Merms can't be recruited as Shadow affinity Wurt anymore (see video).
 

Some related questions:
1. Are merms that spawned from a house (but aren't recruited) homeless after they mutate on death during buzzard attack? If so, how do I recruit these merms again?
2. How many buzzards should spawn for one player? I survived 302 days on this server.
3. What happens when other players are nearby during these attacks and the King dies? Will this mean (disbanded/non-recruited) Merms will start attacking other players after mutation?
4. If these changes stay, will there ever be an update that makes:
 a. followers stay when you rejoin or
 b. stay with you when you move shards (main / surface)
 c. and have a way to prevent the King from dying when I'm away... 
... so I can at least prevent this from happening? 

Edited by konijnenmoed
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The buzzards lunar fire seems to last for too long. Beyond the damage to some structures, it's just not really fun to deal with. Not even lunar varg has fire lasting this long. I really think their fire should be more like a wave, and go out in a second or so, rather than keep burning.

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Here's a couple of things I wanna mention that might not be too obvious or are simply not noticeable without looking at the code:

  • This was a pretty sizeable update even if might not seem like it (around 200 lua files received changes, like some of the last ones).
    • There was also a lot of code cleanup, not relevant to mention here but still really nice.
  • Sea Striders received optimizations similar to other Spiders in regards to their food finding logic.
  • Hounds also received a small similar optimization for their food searching logic.
  • The Watermelon Hat and the Funcaps (mushroom hats) can now be used for compost, and will also spoil into rot instead of nothing.
  • Pengull and Permafrost Pengull Rookeries now update if a majority of the Pengulls that belong to a specific one have become Permafrost ones or viceversa.
  • Mutated Bearger now has unique sounds!
  • Due to the rework that Inimical Gestalts received, defeating the Celestial Scion will now cause the same effects in the surface and the caves.
    • Doubling the chance for a normal Gestalt to spawn when evaluated.
      • Chance depends on Enlightenment, and will get doubled compared to the usual (very low is still 0% though).
      • This was already the case, I'm just clarifying.
    • Inimical Gestalt spawning is no longer dependent on the defeat condition and from a specific trigger that didn't apply to the caves. But they also now have a new spawn mechanic as mentioned in the update notes (related to wearing the upgraded Enlightened Crown still).
      • This means should now be able to spawn even in the caves if the player goes out of their way to do it.

There's probably more but this is from kinda skimming through all the file changes, I'll update this if I find more relevant stuff later.

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47 minutes ago, konijnenmoed said:

所以,嗯......作为本周第一次玩 Wurt 的玩家,我对这次更新感到不知所措。今天,在热修复后,在(阴影对齐)Wurt 中生成,发生了以下情况:

Screenshot2025-10-28at11_21_24.png.31dc8270824206baa108eaf291fa2beb.pngScreenshot2025-10-28at11_21_18.png.80dddf5913d5f218407966e0a6b9c6a2.png

发生了什么:
1.Merms 没有被招募,因为我刚刚重新加入我正在进行的 24/7 公共服务器,并且产生了猎犬/秃鹰攻击(可能在昨晚猎犬攻击之前断开连接)。
2. Merms 在几秒钟内被歼灭并开始变异,之后它们不会攻击秃鹰,只是四处走动。请参阅视频,请注意,这与我在这里描述的场景/时刻不同,我不得不再次回滚并尝试记录它:

 


3. Merms 之王受到攻击(并且由于固定点而无法摆脱攻击)并在死亡动画期间生成了新的 Merms,这些 Merms 在生成过程中也被消灭了。
4.国王去世时我损失了100血量,所以之后我当场死亡。
5. 复活后,变异的梅姆斯不能再被招募为暗影亲和力沃特(见视频)。

 

 

一些相关问题:
1.从房子里生成的(但没有被招募)的鲈鱼在秃鹰袭击中死亡时发生变异后,它们会无家可归吗?如果是这样,我该如何再次招募这些鲈鱼?
2. 一名玩家应该生成多少只秃鹰?我在这个服务器上活了 302 天。
3. 当其他玩家在这些攻击期间在附近并且国王死亡时会发生什么?这是否意味着(解散/未招募)Merms 将在突变后开始攻击其他玩家?
4. 如果这些更改保留下来,是否会有更新:
a. 当你重新加入时追随者留下来,或者
b. 当你移动碎片(主/地表)时留在你身边
c. 并有办法防止国王在我离开时死亡......
...所以我至少可以防止这种情况发生?

these buzzards can peel the scales off dragonfly with their fire easily, i don't think Klei play their own game anymore

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1 hour ago, Pe Dabliu said:

The buzzards lunar fire seems to last for too long. Beyond the damage to some structures, it's just not really fun to deal with. Not even lunar varg has fire lasting this long. I really think their fire should be more like a wave, and go out in a second or so, rather than keep burning.

it lasts for 20 ish seconds, and the damage can knock out a dfly thats how insane it is

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19 hours ago, V2C said:
  • Crystal-Crested Buzzards that roam the world after Lunar Hail
  • Multiple sources of lunacy will increase mutation chances for applicable creatures. 

Since the issue that Moongleam has taken away the freedom to build bases at everywhere except the Oasis Desert and Moon Island, the developers’ solution might be to take away the freedom to build bases at the Oasis Desert and Moon Island as well. This is the creepiest Halloween trick in history of world.

Edited by SilverSpoon
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Yeah, uh...so if the buzzards are staying in game, either cap their spawn rate to like... 2 birds maximum, or nerf the damage of their flames, because ain't nobody surviving that. These birds are ABSURDLY overtuned. The first four times I attemped a wave I got instantly obliteraterated without even understanding what just happened. I was even wearing the Void set, so technically, I should've been protected from planar damage, but I was still cooked before I could even attempt to get out of the fire.

I was Wendy this time and Abigail basically instamelted to a bird dive-bomb. 

This is, uh...this is not fun. Not at all. I don't often post on this forum, but I came here just to see if my game was bugged or something but no, this apparently seems intentional. Holy crap, can we get someone to look at this again, please? This is absolutely absurd.

This is post-patch, btw. I know there's been a patch inbetween, but they are still completely overcooked. You are absolutely forced out of your base for waves now. Red hounds can be dealt with via flingos, water ballons, Willow or feather, Deerclops can generally be led away from the base or just allowed to spawn outside.

But the buzzards are just circling there, waiting for something to die and god curse you if you accidentally aggro them (which is apparently inevitable if you're fighting a hound wave as Wendy, because Aby will definitely hit them by accident). And the aforementioned "Your houndiuses are now SOL no matter what" problem is not a fun game mechanic. 

There's a reason stuff like disease was removed from the game. It wasn't fun and brought nothing to the table. This still has potential as a late-game threat, but now they're less of a threat and more of a "enjoy grinding Ancient Fuelweaver another 20 times because your houndiuses are dead" if you're a combat-focused character and "Enjoy dying to every buzzard wave" if you're not. 

I did eventually beat mine, solely by constantly running away and stretching the trail of corpses down, allowing me to fight one on one with the buzzards. Aby still died, because those flames are bonkers. 

But the first few times obliterated everything in my base. Pigs? Dead. Shadow Chester? Dead. (Cool, now my items are inaccessible for another 21 days). Glommer? Dead. Aby? Dead. Me? Dead. Houndiuses? Rubble. Walls? Gone. 

Edited by The Toblin
Forgot to mention something
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5 hours ago, Jakepeng99 said:

They fixed it all in a hotfix it’s clear they were not intended to be broken op.

By the responses in this thread it seems that the nerf wasn't enough. They only did what, lower their health by 100 and limited how much can spawn per player? Clearly that wasn't the main issue if the fire from even one bird stun locks and lasts long enough to obliterate everything. I don't think giving this mob a boss tier attack was justified at all, it's way overturned. 

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15 minutes ago, Lovens said:

I don't think giving this mob a boss tier attack was justified at all, it's way overturned. 

You could say that. Out of the mutated bosses, the Possessed Varg is the only one I really fear, because that frost-breath is "one-shot territory" if you're unlucky. The other bosses are tricky, don't get me wrong, but the Varg is always a bit of a gamble.

Well, now enjoy 8 vargs dropping on your ass if you accidentally sneeze in the wrong direction. I...I legitimately don't know what Klei was thinking here. Usually, I'm on board with their changes and honestly, most of the salty complaining in this thread is lost on me because it sounds like nonsense. 

These buzzards though? Nah, thanks. They're getting instantly disabled.

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7 hours ago, lowercase skye said:

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?

Destroying Catapults and Houndiuses which are used for defense is fair, but I'm not a fan of that just once fire will destroy them completely and massively walls and fences which are also used for decoration.

Tbh We could just deal with the Crystal-Crested Buzzards that come around every 10 days, but if they could just make they ignore walls and fences like Deadly Brightshade does, it would be 99% less of a pain in the ass, so I beg them to do that.

7 hours ago, lowercase skye said:

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 mostly agree that the developers don’t hate megabasers and aren’t actively harassing them, but I’ve been frustrated by not enough of consideration and caring, not just toward megabasers, but toward the game overall.

I take issue with recently the decline in update quality, driven by the lack of a proper beta and refine period, the ultimate of this is "Surprise Main-branch Update" like this one. The Void Masque, added in last year’s Hallowed Nights Surprise Main-branch Update, likewise caused major problems like Rock Lobsters breeding all over the caves and Naughtiness (including Rabbit Naughtiness) increasing even when the mobs were already dead.

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Now I remembered what I was trying to reference. The buzzards fire breath should work like the laser deerclops attack - just a wave of damage that doesn't stay burning forever. As some other people said, it makes no sense for a "wave mob" to have a boss level attack.

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13 hours 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.

Almost no developer operates like this.

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9 hours ago, konijnenmoed said:

Are merms that spawned from a house (but aren't recruited) homeless after they mutate on death during buzzard attack? If so, how do I recruit these merms again?

so that sounds like a bad game design, is the whole perk to mutate merms yourself into shadow or moon not like...supposed to be a special perk? if merms can just mutate on there own and then cant even be used by not moon alligned wurt players, then that is an oversigth, and i realy think merms sould not be able to transform into either side without feeding them the special item

So far it seems like it's too difficult to get them to land. Even pigs don't draw them down. It's just hounds and spiders and I guess merms? Pengulls are only in winter. There needs to be other ways. I just used hound mound hounds to draw them down and the flames ended up destroying the mounds so...that won't be a repeatable method. I think we just need more mutations.

Honestly really like the change and making the lunar rifts not feel completely inconsequential for the surface. Like it just felt so boring having nothing but brightshades and harmless hail. The flames do seem a little powerful but I do like the chaos. I don't want them to be completely harmless but maybe the flames should not destroy absolutely everything, like the hound mounds.

The fire being able to easily destroy Houndius Shootius, an absurdly expensive tool that exists solely to protect your base... Doesn't sound ideal.

I agree with the people saying that the birdies might be needing some tuning. It's not the end of the world that they can destroy structures IMO, but it certainly shouldn't be something that they can do trivially, otherwise it kinda ruins the point of stuff like the Houndius Shootius.

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6 minutes ago, Echsrick said:

so that sounds like a bad game design, is the whole perk to mutate merms yourself into shadow or moon not like...supposed to be a special perk? if merms can just mutate on there own and then cant even be used by not moon alligned wurt players, then that is an oversigth, and i realy think merms sould not be able to transform into either side without feeding them the special item

Alternatively… Maybe Wurt shouldn’t be able to tame every type of Merm in the game and perhaps they can explain away their hostileness towards her as them being possessed by an entity that wants to end her existence? 

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Ah, so the buzzards did not go away after my little hound mound skirmish. They just immediately returned. A different experience to when I spawned them in the oasis by killing actual buzzards. That time when I killed them they were gone for good. I don't know if I want to be looking at crystal buzzard shadows for the vast majority of my time on the surface. Give me more ways to bait them down and clear them out until the next lunar hail.

Edited by KvltBear
7 hours ago, Lovens said:

By the responses in this thread it seems that the nerf wasn't enough. They only did what, lower their health by 100 and limited how much can spawn per player? Clearly that wasn't the main issue if the fire from even one bird stun locks and lasts long enough to obliterate everything. I don't think giving this mob a boss tier attack was justified at all, it's way overturned. 

new boss cheesing strat: catch a spider, place it next to boss, play the flute for extra security and run away, the spider attacks the boss, dies and attracts lunar buzzard, boss attacks buzzard and get this 20 sec nonstop lunar flame

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50 minutes ago, Mike23Ua said:

Alternatively… Maybe Wurt shouldn’t be able to tame every type of Merm in the game and perhaps they can explain away their hostileness towards her as them being possessed by an entity that wants to end her existence? 

exchept...those merms are not hostile to wurt, in fact there kinda the same moon mutated merms you can create yourself

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2 hours ago, Mike23Ua said:

Alternatively… Maybe Wurt shouldn’t be able to tame every type of Merm in the game and perhaps they can explain away their hostileness towards her as them being possessed by an entity that wants to end her existence? 

That'd be even worse. You spend resources to build a merm house to recruit followers, then suddenly they turn hostile and attack you because you dared to play as Wurt.

Meanwhile, any Webber gets access to more shattered spiders for free.

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