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2 hours ago, Kacpert25 said:

After testing the new changes, I can confidently say that this is a great update.
Clockworks have been brilliantly updated. And adding an electric attack to the Bishop is fantastic. Finally, a more common mob that uses the electric damage mechanic.
I hope we get more mobs in the future that use this mechanic.

The changes to the Crystal-Cressed Buzzards are also quite good. I really like the fact that we have the first mob that uses slippery ground mechanic.
Although it's a sad that their flames still dealing damage fences and walls. But I won't complain about it for now until I check in practice whether it is now possible to live with them in the world.

As for the Year of the Knight, it's really good.
Finally, from the Year of the Catcoon, we got an original Lunar New Year event that doesn't copy ideas from previous events.
I like how Stage was used in this event.

I agree please

8 hours ago, Maxil20 said:

 

This sentence doesn't do it justice.

DST now has a luck mechanic, and a massive amount of things are impacted by it. For a list of some of the effects, here is a look at the code provided by a friend:

  Reveal hidden contents

AcidBatWave = CommonChanceUnluckMultAndLuckHyperbolic(5),
    AncientTreeSeedTreasure = CommonChanceLuckAdditive(0.1),
    BatGraveSpawn = CommonChanceUnluckMultAndLuckHyperbolic(3, .5),
    BirdDropItem = CommonChanceUnluckHyperbolicAndLuckAdditive(2, .25),
    BrightmareSpawn = CommonChanceUnluckMultAndLuckHyperbolic(4),
    ChessJunkSpawnClockwork = CommonChanceUnluckMultAndLuckHyperbolic(5, .5),
    ChildSpawnerOtherChild = CommonChanceUnluckMultAndLuckHyperbolic(6),
    ChildSpawnerRareChild = CommonChanceUnluckMultAndLuckHyperbolic(4),
    CriticalStrike = CommonChanceLuckAdditive(.5),
    CritterNuzzle = CommonChanceUnluckHyperbolicAndLuckMult(0.5),
    DeciduousMonsterSpawn = CommonChanceUnluckMultAndLuckHyperbolic(6),
    DecreaseSanityMonsterPopulation = CommonChanceUnluckHyperbolicAndLuckMult(-2, 1),
    DropWetTool = CommonChanceUnluckMultAndLuckHyperbolic(.5, 1),
    GrassGekkoMorph = CommonChanceUnluckMultAndLuckHyperbolic(4, .5),
    HuntAlternateBeast = CommonChanceUnluckMultAndLuckHyperbolic(3, 0.5),
    IncreaseSanityMonsterPopulation = CommonChanceUnluckMultAndLuckHyperbolic(3),
    InspectablesUpgradedBox = CommonChanceLuckAdditive(0.5),
    LeifChill = CommonChanceUnluckHyperbolicAndLuckMult(1),
    LighterIgniteOnAttack = CommonChanceUnluckMultAndLuckHyperbolic(.5),
    LootDropperChance = CommonChanceLuckHyperbolic(3, 6, 3),
    LoseFollowerOnPanic = CommonChanceUnluckMultAndLuckHyperbolic(1),
    LuckyRabbitSpawn = CommonChanceUnluckHyperbolicAndLuckAdditive(1), -- This will REALLY go high with luck, which makes sense, it's the lucky rabbit! So, special 'syngery'
    LureplantChanceSpawn = CommonChanceUnluckMultAndLuckHyperbolic(3, .5),
    MalbatrossSpawn = CommonChanceUnluckMultAndLuckHyperbolic(4, 1),
    MegaFlareEvent = CommonChanceLuckHyperbolic(1.5, 1, -2), -- This takes into account every player.
    MermTripleAttack = CommonChanceLuckAdditive(0.5),
    MessageBottleContainsNote = CommonChanceLuckAdditive(-.2),
    MonkeyFollowPlayer = CommonChanceUnluckMultAndLuckHyperbolic(2),
    ParasiteOverrideBlob = CommonChanceUnluckMultAndLuckHyperbolic(8),
    PirateRaidsSpawn = CommonChanceUnluckMultAndLuckHyperbolic(5, .5),
    PreRiftMutation = CommonChanceUnluckMultAndLuckHyperbolic(2),
    ResidueUpgradeFuel = CommonChanceLuckHyperbolic(2, 4),
    RuinsHatProc = CommonChanceLuckAdditive(.33),
    RuinsNightmare = CommonChanceUnluckMultAndLuckHyperbolic(2),
    RiftPossession = CommonChanceUnluckMultAndLuckHyperbolic(3),
    SchoolSpawn = CommonChanceLuckAdditive(0.5),
    ShadowRiftQuaker = CommonChanceUnluckMultAndLuckHyperbolic(8),
    ShadowTentacleSpawn = CommonChanceLuckAdditive(0.2),
    SharkBoiSpawn = CommonChanceUnluckMultAndLuckHyperbolic(2),
    StatueSpawnNightmare = CommonChanceUnluckMultAndLuckHyperbolic(1, 1),
    SpawnLeif = CommonChanceUnluckMultAndLuckHyperbolic(6),
    SpecialSchoolSpawn = CommonChanceUnluckMultAndLuckHyperbolic(3),
    SpiderQueenBetterSpider = CommonChanceUnluckMultAndLuckHyperbolic(3, .5),
    SpookedChance = CommonChanceUnluckHyperbolicAndLuckHyperbolic(2, -1, 0, 2),
    SquidHerdSpawn = CommonChanceUnluckMultAndLuckHyperbolic(5),
    TerrorbeakSpawn = CommonChanceUnluckMultAndLuckHyperbolic(2, .5),
    WildFireIgnition = CommonChanceLuckHyperbolicLower(2), -- Don't have unluckiness affect this, it affects other players really badly

The ways to increase/decrease luck are limited right now, but here is a chart of the current sources (note that as of the moment, the Wes luck penalty is not in the game):

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  SPOILER_GLLQlyu.png.d1b6cb45d90a76df643284c0e71798ae.png

 

Weird that drop chance of items isn't included? When I think of "luck" in DST my first thought is increases/decreasing drop chance based on your good/bad luck.

The chess changes are cool. I like that Bishop can be dodged now. This works well with mods that make enemy damage noticeable even with armor. 
The rook is also good. 
And the knight.. Slightly less range of attack?

  • Like 2
17 hours ago, JesseB_Klei said:

They are being revised.

Would there be chance to perhaps to make everything with the drinkable tag to be it's separate FOODTYPE instead of goodies like FOOD TYPE.DRINK or whatever. Not sure to what degree does wigfrid consider something a non meat dish.

On 2/13/2026 at 2:10 AM, EatenCheetos said:

Can we get this for Wurt’s mutated merms too please?

mutated merms need some adjustments, even their thorns is useless since it only activates when they arent attacking which is weird and makes it useless most of the time since they kite fast 

Question, what is the filename for this event? I'm trying to enable this one and the past Lunar New Year events in my dedicated server, but it's just not working. Either all of the Lunar New Year events are disabled or all of them are disabled except for Year Of The Clockwork Knight.

On 2/14/2026 at 6:36 PM, CJoeKer said:

We gotta remove the mechanic where you can knock others down with the horse thing. I kept getting griefed while fighting for my life and it ruined that playthrough

just ban is it hard

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