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Changes

  • Rangebooster Circuit’s skill perk now boosts Bio Scanalyzer’s scanning range.
  • Zaptrocuter recipe is now unlocked directly with the skill, and no longer requires obtaining via Bio Scanalyzer.
  • Backup Chassis will now use the increased energy level from the owning WX-78.
  • Backup Chassis will no longer drop its crafting ingredients when being hammered.
  • Reduced the armor from Hardy Circuit’s skill perk.
  • Roto-Mappers can now be sent over the Abyss in the Caves.

Bug Fixes

  • Fixed a crash when Transferring Consciousness when having a Luxury tool or Umbrella equipped.
  • Fixed a crash when haunting a Backup Chassis.
  • Fixed equipped items on the Backup Chassis not dropping when being hammered.
  • Fixed a crash when deactivating a Bio Scanalyzer while it’s dropping bio data.
  • Fixed an issue where the Bio Scanalyzer can become stuck after a successful scan.
  • Fixed WX-78’s circuit bar display being reversed.
  • Fixed WX-78’s current shield not being saved when loading the game.
  • Fixed Charge action for Zaptrocuter Controller or Morning Star failing for WX-78 on clients with prediction.
  • Fixed a crash when Zaptrocuter breaks Marotter Den.
  • Fixed crashing sometimes when interrupted while trying to activate Zaptrocuter.
  • Fixed camera not focused properly after using Zaptrocuter on a Boat.
  • Fixed Catcoonalyzer skin not playing its custom sound effects.

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  • Like 33
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https://forums.kleientertainment.com/forums/topic/170254-game-update-719209/
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Not being able to move backup chassis via a hammer is gonna be annoying to anyone that didn't get the skill that lets you transfer via the map, do you think maybe you could make it so you can swap consciousness from within the same screen or at least a certain radius instead of only via touch without the skill, just to make it easier to move one to where you want it to be?

  • Like 2
  • Health 1

I'm 100% sure that the operation and existence of Roto-Mapper need to be adjusted based on my experience in beta over the past couple of days. i have also seen several thread that asking for how to operate them, obviously it is not only me who came across this issue.

 

Firstly the operation of Roto-Mapper and Transport should be changed. Currently, they use the "Menu Accept" button to finalize their destination which was barely used for now—probably the first time I've ever used it. It took me over 10 mins to figure out how to operate them at first time. Why not modify the action of confirm destination to a simple mouse-Left-Click or mouse-Right-Click?

 

Then it is not reasonable that the Roto-Mapper cannot be created when the amount of them reach the world limit of 2 for now. I believe this restriction should be changed. Players should be allowed to build a new one when there are already 2 of them in the world, and once players build a new one, the oldest one would should immediately crash to keep the limit of 2.

This is because Roto-Mappers often fly extremely far from the player’s current location, making retrieval extremely difficult—image that you use it in Day 5 but the next time to use is Day 70, what do you need to do? Players are pushed to travel across the entire world to recover their Roto-Mapper-----who are now fly to the end of the world. This is incredibly annoying.

 

Finally, the user interface of Zaptrocuter: A crosshair should be added right in the center of the aim reticle. There are players like me who have no spatial or geometric intuition—so a clear visual reference would be extremely helpful.

Edited by dish-order man
  • Like 5

Too much damage reduction will make the WX-78 OP, but too little will be weak. Maybe we can replace the damage reduction with another plan?
My suggestion is: each super circuit can increase the healing effect by 10%, and each small circuit can increase by 5%. This can increase the healing effect by up to 35%.
This may be more practical and not too strong.

  • Like 3
  • Health 1
2 hours ago, Gytre said:

Super hardy circuit now gives 5% damage reduction per circuit max 17.5% damage reduction.

ty. rip 75% nerf. it'll still make armor last a bit longer i think? people were still asking for nerfs, but that was because they still thought it was 60% due to it not being stated being nerfed to 30% in the last patch. At least in my case. it's probably fine.

Edited by Soul7k
  • Like 1
  • Developer
32 minutes ago, dish-order man said:

Firstly the operation of Roto-Mapper and Transport should be changed. Currently, they use the "Menu Accept" button to finalize their destination which was barely used for now—probably the first time I've ever used it. It took me over 10 mins to figure out how to operate them at first time. Why not modify the action of confirm destination to a simple mouse-Left-Click or mouse-Right-Click?

What platform are you on? And can you provide any additional info on what might affect controls, such as remapped controls, mods, controllers attached etc.  The action has always been mapped to left-click.  For frontend screens, left click controls are sent as menu accept, but both should work.

  • Like 7
51 minutes ago, Soul7k said:

Super hardy circuit now gives 5% damage reduction per circuit max 17.5% damage reduction.

5% is nice little bonus. what about planar protection.

or flat protection up to 5 after armor reductions which means you do not lose health from weak hits with strong enough armor. (mb so you do not lose health from wet until charge down)

3 hours ago, Gytre said:

Super hardy circuit now gives 5% damage reduction per circuit max 17.5% damage reduction.

Suprised was nerfed rhat much tbf but the health does scale with the reduction a lot. It’s probably a good idea

 

Maybe the other alpha circuits need nerfed to compensate

17 minutes ago, Kondr_ said:

5% is nice little bonus. what about planar protection.

or flat protection up to 5 after armor reductions which means you do not lose health from weak hits with strong enough armor. (mb so you do not lose health from wet until charge down)

Maybe like 1-2 per circuit.

However this probably isn’t nessisary.

 

Damage reduction rhat works like Wigfrid’s already reduces planar damage

4 hours ago, JesseB_Klei said:

Rangebooster Circuit’s skill perk now boosts Bio Scanalyzer’s scanning range.

Very cool I remember briefly mentioning this.

1 hour ago, Mr_tree said:

Too much damage reduction will make the WX-78 OP, but too little will be weak. Maybe we can replace the damage reduction with another plan?
My suggestion is: each super circuit can increase the healing effect by 10%, and each small circuit can increase by 5%. This can increase the healing effect by up to 35%.
This may be more practical and not too strong.

It was like that last patch maybe they test and it’s still too strong.

TBF the new alpha circuit slot makes this justified since you are not using it over speed and stuff. Just maybe the other alpha circuits could be toned down a little.

I'm not sure where to put this but i was thinking could we get a skill in the skill tree that allows circuits to be powered even if only one of the pins gets power or like half of them rounded up it might be strong but if some skills end up being compressed it could be a newt replacement 

6 hours ago, JesseB_Klei said:

Changes

  • Reduced the armor from Hardy Circuit’s skill perk.

But it already got reduced to 10% last patch and 10% was perfect, 5% is too low 😢
When I'm playing I like going for builds, 10% felt strong enough that I could consider stacking more than one HP circuit to go for a gimmicky tanky build but not too strong that it would outshine other alpha circuits and builds coming from mixing them. Was something specific tested that showed that it was still too strong?

  • Like 7
5 hours ago, V2C said:

What platform are you on? And can you provide any additional info on what might affect controls, such as remapped controls, mods, controllers attached etc.  The action has always been mapped to left-click.  For frontend screens, left click controls are sent as menu accept, but both should work.

sorry i have tested and found out it is the mod Global Positions that cause the left click been occupied or  Priority of whom been overridden or something like that(who knows? i dont check its code). strangely i have checked the situation of Walter and found wobby goes well with his transport perk when Global Positions working.

and please please please carefully consider the other two suggestions:razz:  thank you!

3 hours ago, Picklesaurus said:

But it already got reduced to 10% last patch and 10% was perfect, 5% is too low 😢
When I'm playing I like going for builds, 10% felt strong enough that I could consider stacking more than one HP circuit to go for a gimmicky tanky build but not too strong that it would outshine other alpha circuits and builds coming from mixing them. Was something specific tested that showed that it was still too strong?

it wasn't mentioned in the last patch notes. there were a few threads asking for nerfs all weekend under the assumption it was still 20% per. some of which thinking that 30% with 3 would have been more or less fine which it was at at the time.

Edited by Soul7k
  • Like 2
  • Big Ups 1
10 hours ago, JesseB_Klei said:

Zaptrocuter recipe is now unlocked directly with the skill, and no longer requires obtaining via Bio Scanalyzer.

Sorry to ask trivia but I can't check right now - What is the current craft? Because if still requires scraps it not only doesn't defeat the porpouse to have to find junk yard anyway but also makes us not getting extra data from that place aye

Edited by Mr Giggio
10 hours ago, JesseB_Klei said:

Rangebooster Circuit’s skill perk now boosts Bio Scanalyzer’s scanning range.

Wow, now this is amazing. I'm considering using this early on now.

7 hours ago, dish-order man said:

Finally, the user interface of Zaptrocuter: A crosshair should be added right in the center of the aim reticle. There are players like me who have no spatial or geometric intuition—so a clear visual reference would be extremely helpful.

This is the next thing to add for sure. It is MUCH needed.

6 minutes ago, Mr Giggio said:

Sorry to ask trivia but I can't check right now - What is the current craft? Because if still requires scraps it not only doesn't defeat the porpouse to have to find junk yard anyway but also makes us not getting extra data from that place aye

10 bio 1 doodad 8 scrap

  • Big Ups 1

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