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feeding them gears like your feeding a pigman meat feels weird and inconsistent with the lore - before this change, only way to befriend them was by making them yourself as they are loyal to their creator. The ancients were the creators, and Maxwell (Charlie in dst)?

Should make it make more sense. Like you tame them after breaking them down and rebuilding them.

Maybe zapping them with electricity gives you a chance to tame them while they are stunned

  • Like 20

Absolutely agree. It's super odd.

I get the underground ones, that's cool, but the fully functional ones being tamed feels really off.
I like the idea of stunning and reprogramming them, maybe something like Winona's little minigame, or simply damaging them and repairing them a bit.

  • Like 20
38 minutes ago, -Variant said:

Absolutely agree. It's super odd.

I get the underground ones, that's cool, but the fully functional ones being tamed feels really off.
I like the idea of stunning and reprogramming them, maybe something like Winona's little minigame, or simply damaging them and repairing them a bit.

Yea it’s what I was thinking.

 

Damage them, hover over them with a gear, it shows a “hack” action or something, then a minigame pops up.

  • Like 3

YES!!!! Exactly!! And it's far worse than weird. 

I've made another post to spread the importance of the problem.

It's a pity because otherwise the patch is stupenda!!!! (wonderful). Tons of love for the total bishop rework in all its sides (balance, pattern, type of attack, calling of the attack, ecc..). Tons of respect for the total rook rework, where its finally douable and fun. And tons of approve for the nice update on horses (even if they still need something. I talked it in the post).  

I hope Klei run immediately these weeks into fixing it. 

I never never, nevverrrrr would have imagined a total, final, deserved, revamp on clockworks. They're my literal favourite enemies and characters in all the franchise!!!!!

robots_1.JPG.8525a3ccc4b4ade5c5c808bada524bf8.JPG

❤️❤️❤️ 

4 hours ago, -Variant said:

Absolutely agree. It's super odd.

I get the underground ones, that's cool, but the fully functional ones being tamed feels really off.
I like the idea of stunning and reprogramming them, maybe something like Winona's little minigame, or simply damaging them and repairing them a bit.

Noooooooo! The underground ones no too!!! Especially the underground ones!!! For game design and gameplay principles, you should not eliminate completely with ease the primary enemy of the most important level of the game! You literally just tap one click on them, even through an attack, and you block/cancel all clockworks. Just pointing it out. 

Not to mention either the absurdity of the army you exit wih it. 

1 hour ago, -Nick- said:

Honestly I would prefer clockworks not be tamable.. or at least tamable using Wagstaff's stuff. Maybe could be junkyard related.

5 minutes ago, Juanasdf said:

Agreed, as it stands now, this is a feature I would have expected out of a WX skill tree. I like the idea of zapping them before recruiting them, but they would still be a bit too strong IMO

Yes! Agreed! Say it! 

If the Wagstaff's stuff is grindy or costly it could works... but again

Chessjunk1.webp.22799424b8fc7e0b2ede55503a36acc0.webp

Why. Why even having it if we already have laid out for eons the broken clockworks!!!! It's non-sense. 

Just remove this new mechanic done out of random.  

 

 

P.s me and @-Variant are eating goooodd. She with her buzzards, me with my clockworks bois ❤️❤️ 

Edited by Milordo
  • Like 2

If it does get reverted (personally wouldn't mind either way) could we have a way to turn the damaged ones from the piles into the "normal" ones? I personally really like the repaired aesthetics a lot more and the fact they get health Regen is a nice bonus.

  • Like 2
12 minutes ago, Maxil20 said:

If it does get reverted (personally wouldn't mind either way) could we have a way to turn the damaged ones from the piles into the "normal" ones? I personally really like the repaired aesthetics a lot more and the fact they get health Regen is a nice bonus.

Sure! 

I'm on the same idea since...well... 2014 lol. I love them both, so I would love the idea to choose between the two aesthetics! 

WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT, health Regen????? Uh???? I missed it! How it works? All clockworks have it? Or you mean only the befriend ones?

 

(Oh wow, it is you Maxil. I didn't recognize you. Cool new profile pic!) 

9 minutes ago, Milordo said:

How it works? All clockworks have it? Or you mean only the befriend ones?

Normal clockworks (from surface setpieces and/or the ones we can spawn from crafted sculptures and natural repaired statues during full moons) will regenerate health slowly while out of combat.

Broken (nightmare) clockworks (from the ruins and atrium) will not regenerate hp.

Edited by Juanasdf
  • Like 3
31 minutes ago, Milordo said:

Noooooooo! The underground ones no too!!! Especially the underground ones!!!

To clarify, I meant that repairing the broken piles was fine. The ones that've been in the game for centuries.

I don't advocate for being able to slap any ol' clockwork with a gear.

  • Like 4
11 minutes ago, Milordo said:

WAIT WAIT WAIT WAIT WAIT WAIT WAIT WAIT, health Regen????? Uh???? I missed it! How it works? All clockworks have it? Or you mean only the befriend ones?

Only the undamaged ones naturally have health regen. This info was from the "view full update section" (which, given it's easy to miss, is understandable why you didn't know!). I'll get the full notes for clockworks specifically to clarify:
 

Spoiler

Clockworks

  • Adjusted hitbox for Knight’s and Rook’s attacks, and updated Bishop’s projectile to be a ground targeted AoE electric attack.
  • Clockworks are now stunned for an extended duration when electrocuted.
  • You can now befriend Clockworks using Gears, and they can resume following even when you return from logging out or return from a different shard.
  • Regular Clockworks’ health will now regenerate slowly outside of combat. (Damaged Clockworks will not.)
  • Regular Clockworks can now spawn from sculpted Figures during a full moon.

Personally I really like the concept of wild undamaged ones healing (gives them distinction from the damaged ones, which I do like!) but I do feel broken ones you make followers should get some sort of regen effect to make them identical follower mobs. Given that they already are aside from this, it would feel very silly : P

 

15 minutes ago, Milordo said:

(Oh wow, it is you Maxil. I didn't recognize you. Cool new profile pic!) 


Oh, thank you!! I'm terminally into the Deltarune Aesthetic and I needed to get something with my sona based on it. I am Extremely happy with how the finished result (given that, well, most other places I'm on currently use this icon...)

  • Like 1
21 minutes ago, Juanasdf said:

Normal clockworks (from surface setpieces and/or the ones we can spawn from crafted sculptures and natural repaired statues during full moons) will regenerate health slowly while out of combat.

Broken (nightmare) clockworks (from the ruins and atrium) will not regenerate hp.

OOoohhh cool!

16 minutes ago, -Variant said:

To clarify, I meant that repairing the broken piles was fine. The ones that've been in the game for centuries.

I don't advocate for being able to slap any ol' clockwork with a gear.

Aaaaaa, sorry my bad. We're saying the same thing, lol.

14 minutes ago, Maxil20 said:

This info was from the "view full update section" (which, given it's easy to miss, is understandable why you didn't know!). 

Yes, it's very easy to miss. Everytime. I don't know why.

15 minutes ago, Maxil20 said:

Personally I really like the concept of wild undamaged ones healing (gives them distinction from the damaged ones, which I do like!) but I do feel broken ones you make followers should get some sort of regen effect to make them identical follower mobs. Given that they already are aside from this, it would feel very silly : P

Oh, thank you!! I'm terminally into the Deltarune Aesthetic and I needed to get something with my sona based on it. I am Extremely happy with how the finished result (given that, well, most other places I'm on currently use this icon...)

WOW. Wild. Even the difference between them when repaired or broken. Unbelievable. Top tier update hands down. 

 

Oh and yeah. Deltarune rules. My [[ TOP #1 SALEMAN SINCE 1988 ]] beloved ❤️ 

19 minutes ago, Popian said:

I think it would be fair to make an item that costs 2 Gears that you get from the shrine.

Even this is a possible fix because at that point you're doing a mix between removing it and locking it.

Making it event dependet would be totally fine.

9 hours ago, -Nick- said:

Honestly I would prefer clockworks not be tamable.. or at least tamable using Wagstaff's stuff. Maybe could be junkyard related.

Great idea.

It should be an item you make with scrap and gears to tame them.

Make this your own thread so it gets attention.

5 hours ago, reddocc said:

I have a better idea that is evil, make it 50% chance to tame clockworks with a gear (you lose the gear if it fails) and guaranteed for wx or players wearing full warbis armor set.

Nah.

The developers wanted to make the ruins simpler, but they're already simple... Any crook can enter them... Clean up everything and walk away with a huge ton of resources...

And all this in the first autumn...

Really, you just take a bunch of healing food in endless quantities. Armor and stupidly tank the ruins... And if you can dodge just a little...
the game indulges too much in the wet desires of boss rushers and mega basers... Ruins and caves should always be a dangerous and demanding place.

Break them down, have their bodies laying. Once repaired, can tame them. Alternatively, hammer the body for the loot.

Also, I don't like the idea of 'full moon' creating clockworks that aren't the natural statues. I think we should be able to get some sort of way of obtaining 'schematics' to which if carried would act as a recipe unlock in magic or battle tab to create clockworks via wires, gears and maybe even purple gems.

I have waited for clockworks to be more useful for many years and I love that they became now more relevant! But there are ways to make this more immersive and interesting and I'd love to be a clockwork tinkerer by building my army from bottom up. Kinda like how bunnymen are but this is a more battle oriented unit and I love that.

Additionally, we need some sort of 'sleep mode' for clockworks to be able to store them somewhere. I wouldn't want them destroying structures or creatures in my base as well as adding some level of control over not to be hugged and swarmed by them.

  • Like 2
22 minutes ago, Frosty_Mentos said:

Break them down, have their bodies laying. Once repaired, can tame them. Alternatively, hammer the body for the loot.

Disagree because again, what's the point of broken clockworks. We're just repeating the same mechanic at that point. 

22 minutes ago, Frosty_Mentos said:

Break them down, have their bodies laying. Once repaired, can tame them. Alternatively, hammer the body for the loot.

Also, I don't like the idea of 'full moon' creating clockworks that aren't the natural statues. I think we should be able to get some sort of way of obtaining 'schematics' to which if carried would act as a recipe unlock in magic or battle tab to create clockworks via wires, gears and maybe even purple gems.

YESSSSS!! AGRREEDD! And love it! 

The 'schematics' could be unlocked through the Ruins, in the Ancient pseudo-station or by (and now I'm just dreaming :wilson_resigned:....) a new biome or an existing one (like military) that is the factory of clockworks when Ancients were alive, and you can found it there, inside a ton of rubbish, schematics to produce clockworks.

55 minutes ago, Milordo said:

Disagree because again, what's the point of broken clockworks. We're just repeating the same mechanic at that point. 

Cause that would apply only for surface clockworks, those you BUILD rather than broken ones. Basically if you still got gears you can still repair them, for a cost. Broken ones would be not repairable but quicker way to get an army going.

  • Thanks 1
11 minutes ago, Frosty_Mentos said:

Cause that would apply only for surface clockworks, those you BUILD rather than broken ones. Basically if you still got gears you can still repair them, for a cost. Broken ones would be not repairable but quicker way to get an army going.

Aaaaaaa. Okay okay. I understand now. Well, I agree then.

15 hours ago, -Nick- said:

Honestly I would prefer clockworks not be tamable.. or at least tamable using Wagstaff's stuff. Maybe could be junkyard related.

I feel like at minimum, the interaction to recruit them should require the clockwork to currently be stunned by electricity, and only then you can use the gears (or more than just gears, or a new item as you suggested, from Wagstaff or his junkyard), while they're unable to fight back (change prompt from "Give" to something more fitting).

The fact they have logic to stand and look at a player trying to give them gears, if not already in combat, is definitely a bit too weird.

  • Like 2
5 hours ago, hoxi said:

I feel like at minimum, the interaction to recruit them should require the clockwork to currently be stunned by electricity, and only then you can use the gears (or more than just gears, or a new item as you suggested, from Wagstaff or his junkyard), while they're unable to fight back (change prompt from "Give" to something more fitting).

The fact they have logic to stand and look at a player trying to give them gears, if not already in combat, is definitely a bit too weird.

For the item it could be linked to the junkyard.

 

tbh the junkyard needs a mini rework. Having it being just one big pile with a 2 minute cool-down is weird.

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