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1 minute ago, Ruperstiltskin said:

In theory but i only could get like 2 extra hits even in big groups with 2 circuits that made 15 dmg so barely worth mentioning
 

 

I know! I play them a lot but i still feel they got the short end with the skill tree even after all. I still like to play em from time to time as they are a perfect balance of good and hard, just wished some stuff were better, cause all the plant craft i end up not touching ever, and the summons each have their own problems, not to mention their skill tree feel kinda bloated for barely any benefits but the obvious like bramble husk upgrade, moon shrooms and maybe even the regen aside affinities.

nah I don't touch the plant craft stuff, has hardly any impact on the way I play unfortunately, it competing with the mushroom perks gives it no chance for me. 

Always seemed like a portal swap, late game, make the base look pretty series of skills.

  • Like 1
48 minutes ago, Terra_cat said:

teleports are something that characters with them in their kits tend to have almost no cost for, wdym? Wortox's only requires souls which are easy to get and now thanks to soul jars easy to stockpile. Wanda's requires you to just get a walrus tusk and then it's a permanent daily tp to one place that can easily have its location changed with clockmaker's tools (and its not even through insight). Winona's only requires charge and 2 insight points and can also have its locations changed with the portability perk. WX's i think has the highest cost, being a 5-insight sink and not transferring any items or circuits (meaning you need to spend another insight point or 2 just for item transferal, if you didn't care for using the portable storage for other things), though it can also be moved by just relocating while in the body.

Wortox (Souls - Yes easy but still a cost)
Winona (Nitre, Nightmare Fuel, Gems at least until you kill celestial campion)
Wanda (True, no real cost but has a long cooldown and can't use the ability until the start of winter)

Not transferring any items or circuits isn't a cost it's a feature of the method that has it's own advantages and disadvantages.

Wasn't counting the perk investment as a cost just what is required to continue to use the ability. 

  • Like 1

If you compare skilltrees from other characters, Wortox for example, with a skilltree focused on evil alignment and a panflute, he basically has non-perishable food every day without worrying about anything. He doesn’t need to eat anything besides souls, and getting souls is extremely easy, he has insane mobility, nearly free teleports, easy healing, high base stats, AoE damage, he’s almost immortal with how strong he is, and that’s not even counting alignments.

Of course, WX-78 doesn’t need to be that overpowered or an easy character. I liked the changes overall, and regardless of how “nerfed” he gets, I’ll still play w him. I don’t think the nerf to the Illuminator Circuit was necessary.

Regarding the health circuits, I think the Hardy Circuit could stay at 50 HP, and the Super-Hardy Circuit could be 150 for the first one and 100 for the subsequent ones. That would make it better to run just one while allowing more variety in circuit builds.

As for the gamma circuits, the block could have a much shorter cooldown, and maybe a damage cap on how much it can absorb to make combat gameplay more interesting.

Overall, what I liked the most in this skilltree is the backup chassis system. It’s really interesting for separating builds and organizing things. Considering the skilltree point cost, being limited to a maximum of 3 feels too restrictive, it would be nice to have at least 4–5.

  • Like 1
  • Sanity 3
3 hours ago, HowlVoid said:

Aoe which is generally great for...? Spiders. Not to mention the damage ramps up to 90 when the target is wet. Generally speaking there are better options for aoe, other mobs do the job better for auto farms. 

Matter against Beequeen and Fweaver
Monkeys
Hounds
Spiders
the third hit spike thing raises the dps to 7 per hit it changes a hambat to be close to a dark sword and yellow hambat to green hambat [which can matter on ruins]

 

But I do agree that Brumble husk could use a buff even more in the skill tree with the planar shenanigans, the brighthshade guys hit like a truck

 

2 hours ago, Dodoarian1 said:

I don’t think the nerf to the Illuminator Circuit was necessary.

I have to agree, it was quite hectic even before

  • Like 1
7 minutes ago, Mr Giggio said:

Matter against Beequeen and Fweaver
Monkeys
Hounds
Spiders
the third hit spike thing raises the dps to 7 per hit it changes a hambat to be close to a dark sword and yellow hambat to green hambat [which can matter on ruins]

Again, there are better option when it comes to crowd control. Brightshade staff for fw, pan flute for b queen, the monkeys will deal you massive damage not sure how that is even an option outside of an emergency.

Spiders is the main one, which characters like winona, Wortox, Abigail, Wurt, etc do much better at anihilating, this niche has long been one of the weakest. 

Getting "close" to darksword damage when a single reflective hit to a wet target does 90 is funny to bring up.

16 hours ago, Master_NiX said:

Is is just me or Gamma Circuit Tinkering 1 actually feels like a downgrade for WX?
Because you lose ability to eat spoiled food and just loose food in the process. Imo it should be both eating and processing at the same time.
also I find it funny that WX still can't process the eternal fruit cake :wilson_ecstatic:

i mean, they could but it would take an eternity to do so

Redigestion circuit makes you produce Nutribrick item after consuming 5 Rots and it has couple uses

  • counts as 1 unit of inedible in crockpot (just like Twigs, Nightmare Fuel, Bone Shards, Volt Goat Horn)
  • counts as crop fertilizer with the exact same power as Compost
  • it can only be consumed by player only if it's wet to give 1 Health and 18.75 Hunger

Each next redigestion circuit reduces Rots needed by 1

  • Thanks 1
3 hours ago, HowlVoid said:

Getting "close" to darksword damage when a single reflective hit to a wet target does 90 is funny to bring up

the other points are fair enough to not be arguable, but this one
Early game is when we have the most struggle with and brumble husk can be done day 1, anything that helps to push the game does matter but Im not going to insist much on it, if you dont care  its fine for me

  • Like 1

 Please fix the Marmalade Circuit on the WX-78! Firstly, it now restores too little HP over a very long period of time. 5 HP every 35 seconds is too little to be profitable or effective. Secondly, after leveling up two skills in the alpha tree, the Marmalade Circuit's shield began to build up unreasonably slowly. It took 2.5 in-game days (20 minutes!) to build up a measly 60 HP (while, for example, Wurt could simply jump into the water from a raft twice for the same effect). I'd also like to add that the new shield refill animation is either broken or looks absolutely terrible compared to what it was before the current update. 

  • Like 3
  • Health 1
9 hours ago, Eden_come_back1 said:

 

 Эта проблема возникла после последнего обновления. Я могу потерять свой мир, созданный за 143 дня... У кого-нибудь ещё есть такая проблема?

This is most likely due to a conflict with the mod for stacking items in 60-piece stacks. 

On 4/3/2026 at 4:42 AM, V2C said:

Changes

  • Added 4 Gamma Circuits: Redigestion, Sonic-Invoker, Spin-Cycle, Blocking.
    • Spin-Cycle requires having an Axe equipped to Chop or Attack.  Strings will be updated later to make that more apparent.
    • Cooldown indicators for Sonic-Invoker and Blocking Circuits are shown on the expanded Circuit bars.  These will be made easier to see later without needing to open the bar.
  • Revised Circuit Tinkering Skill descriptions.
  • All water projectiles (Waterballoons, Ink, Water globs) will now add moisture to items.
  • Circuit tuning:
    • Hardy circuits provide less health overall.
    • Hunger drain benefits with Gastrogain circuits are reduced.
    • The dapper clothing sanity gains from Processing circuits with Alpha Circuit Tinkering II has been reduced.
    • Beanbooster circuit no longer increases the passive health regeneration with Alpha Circuits Tinkering I.
    • Illumination circuits cone light has been adjusted to be smaller overall from Beta Circuit Tinkering II.
    • Electrification Circuit direct damage has been reduced, and the explosion damage from Beta Circuits Tinkering II has been reduced.

 

Bug Fixes

  • Fixed a crash when a Marotter steals an item.
  • Fixed a crash when feeding a Pig Man.
  • Fixed a desync between server and client player movement speed with Vigor Mortis buff and Acceleration Circuits skill perk.
  • Fixed Expansive Storage Unit not functioning properly when transferred into a Backup Chassis.
  • Fixed cases where you could still Move/Drop the Expansive Storage Unit using a controller.
  • Fixed Bright-Beaked Birds still spawning when they’re disabled in world settings.
  • Fixed an issue where corpses could persist, even when there’s no Crystal-Crested Buzzards nearby.

 

View full update

 

skilltree ?

 

nerftree 🌱🌱

  • Like 2
4 hours ago, Inki sans said:

This is most likely due to a conflict with the mod for stacking items in 60-piece stacks.

After turning off and on all mods, error remained (even in other worlds), and the only thing that helped was reinstalling the game. world was saved.

1 hour ago, Naifxoxo said:

skilltree ?

 

nerftree 🌱🌱

Low cortisol tree on start beta

 

High cortisol tree on last beta

  • Like 3

A block that requires you to stand still, a horn that only works for multiplater or during the lunar event, and a food block that needs watering… a spinning attack that only works with an axe(?)… I get the feeling you’re running out of ideas for chips and abilities, and I would say more — I’m worried about the upcoming skill trees :("

2 minutes ago, Duds_gd said:

A block that requires you to stand still, a horn that only works for multiplater or during the lunar event, and a food block that needs watering… a spinning attack that only works with an axe(?)… I get the feeling you’re running out of ideas for chips and abilities, and I would say more — I’m worried about the upcoming skill trees :("

They are gonna be tweaked and more are gonna come out.
and they are not a part of the skill tree, but a basekit.

1 minute ago, Duds_gd said:

You have to spend skill points to access those abilities/chips, right? 

no, all the circuits you can get from the start, you can only upgrade them with skills
(maybe except affinity ones that might be added)

Edited by Kvetevk
20 hours ago, gaymime said:

Because you lose ability to eat spoiled food and just loose food in the process. Imo it should be both eating and processing at the same time.

I reported it as a bug and klei commented "fixed" not "closed" (fixed usually means it's really a bug, closed usually means it's working properly) so I think they will change it in next hotfix.

On 4/4/2026 at 2:50 AM, ZeRoboButler said:

now the damage supposably does aoe but only when chaining between enemies

It doesn't klei said it's a wrong annotation and actually not take effect in game

1 hour ago, hhhhddh said:

I reported it as a bug and klei commented "fixed" not "closed" (fixed usually means it's really a bug, closed usually means it's working properly) so I think they will change it in next hotfix.

It doesn't klei said it's a wrong annotation and actually not take effect in game

oops, something went buggy! i didnt say that x''D

I played and tested it, and honestly, in my opinion these new circuits are completely unnecessary and don’t make sense.

The food circuit is overly complicated, and in the time it takes to make food using it, you could prepare better and faster food in a normal way.

The spinning-with-an-axe circuit honestly looks like an April Fools’ joke, especially since it has no splash damage and only attacks a single target. Crafting a sword and using it is both easier and more effective.

The mob-scaring circuit could be somewhat useful in certain situations, maybe in some team-based scenarios, but overall its usefulness is very limited because it’s extremely situational. Personally, I wouldn’t spend time trying to obtain it.

Blocking is the only decent circuit out of these four, but even it has very narrow applications. In the late game it also loses value, since you’ll already be wearing armor — so why would you need to partially block attacks?

I’ve been waiting a long time for a WX rework, and I don’t know how important my opinion is, but I’m disappointed with these circuits. I hope they get replaced with something actually useful, because all the existing circuits are useful — and compared to them, these four feel completely unnecessary.

  • Like 3
4 hours ago, vl2dhs said:

I played and tested it, and honestly, in my opinion these new circuits are completely unnecessary and don’t make sense.

The food circuit is overly complicated, and in the time it takes to make food using it, you could prepare better and faster food in a normal way.

The spinning-with-an-axe circuit honestly looks like an April Fools’ joke, especially since it has no splash damage and only attacks a single target. Crafting a sword and using it is both easier and more effective.

The mob-scaring circuit could be somewhat useful in certain situations, maybe in some team-based scenarios, but overall its usefulness is very limited because it’s extremely situational. Personally, I wouldn’t spend time trying to obtain it.

Blocking is the only decent circuit out of these four, but even it has very narrow applications. In the late game it also loses value, since you’ll already be wearing armor — so why would you need to partially block attacks?

I’ve been waiting a long time for a WX rework, and I don’t know how important my opinion is, but I’m disappointed with these circuits. I hope they get replaced with something actually useful, because all the existing circuits are useful — and compared to them, these four feel completely unnecessary.

Hi, team dst team has another post outside of this beta update mentioning that these circuits are still receiving updates. Particularly the spin circuit. It will be made AOE.

On 4/3/2026 at 10:10 PM, Parusoid said:

counts as crop fertilizer with the exact same power as Compost

Question for this, 1 compost is equivalent of like 3 rot right? So isn't this just a downgrade in terms of nutrients if it costs 4-5 rot, and then just wasting time if it costs 3 with full brick circuits?

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