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Changes

  • Irreplaceable items will no longer go into a Backup Chassis and will fall out when WX-78 Transfers Consciousness.
  • Electrification Circuit direct damage reduction has been reverted.
  • Gastrogain circuits hunger drain changed so the base rate is the same before the skill tree perks.
  • Blocking Circuit
    • Reduced cooldown from 120 seconds to 60 seconds.
    • Increased the damage it can take from 75 to 100.
    • We are considering adding a taunt effect later.
  • Slightly increased Sonic-Invoker Circuit’s panic time.
  • Spin-Cycle circuit
    • The spinning action is now an AOE effect.
    • Added controlled movement while spinning.  Movement speed is affected by speed boosts.
    • Spinning for too long will result in a brief dizzy state.

 

Bug Fixes

  • Fixed Backup Chassis created from Inhabited Machines II having a fully charged energy meter.
  • Fixed W.O.B.O.T. picking up just one item at a time and returning to store it.
  • Fixed Electrification Circuit’s skill perk not taking into account electric damage multipliers and wetness.
  • Fixed Electrification Circuit’s skill perk interrupting WX-78’s block state.
  • Fixed Spoiled foods (e.g. Spoiled Meatballs) not giving any stats to a WX-78 with Redigestion Circuit and its skill perk.
  • Fixed WX-78 with Gamma Circuits being unable to dismount from their mount.

 

Modding Notes

  • Added support for more fields in WX-78 module definitions.
    • overridebank, overridebuild, overrideminiuibuild, overrideuibuild

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  • Like 39
  • Health 1
  • Big Ups 3
  • Potato Cup 1
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https://forums.kleientertainment.com/forums/topic/170560-game-update-721079/
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These changes are looking pretty good. For the spin circuit in particular, I really hope we can see the list of tools/weapons  expand just a little more for it, I really like how it’s turning out but the axes you can use with it are quite limiting (definitely not just because I’m a maul hater) both for gathering resources and for fighting.

Thank you for listening to our feedback!

  • Like 2

Great update, just bring up a notch in the bean booster healing and it will be perfect, like being at least more than base regen from no skill beam booster, just so we can use this aspect over only using the "sanity and shield aspect"

Edited by edulopes
  • Like 4
15 minutes ago, Evelo said:

Did the Spin-Cycle in the last patch also cut down twigs and grass and I just never noticed till now? Cause that seems pretty powerful, not that it needs to be nerfed just a powerful little quirk.

Just noticed that now as well while testing it.

Additionally, once you start spinning, you can't be interrupted by attacks!

  • Like 4
  • Big Ups 1
8 minutes ago, -Nick- said:

I do hope it gets toned down just a tiny bit. The nerf was too much but the prior state was also a bit too good.

Super Gastrogain gives 30% less hunger drain with both skills, so it wasn't entirely reverted

Edited by probably quinn
  • Like 7
4 minutes ago, probably quinn said:

Super Gastrogain gives 30% less hunger drain with both skills, so it wasn't entirely reverted

Oh okay! That sounds good in my book! 😁

1 hour ago, Evelo said:

How does a robot become dizzy anyway?

Their inner gyroscope started to malfunction lol

Edited by -Nick-
  • Like 7

hey @V2C an idea, would be possible to make an multiplier of beam booster shield that ended in 250 health with one  health circuit?
so the in the end the health from hardy circuit wasnt "nerfed" it would still give "150" health

"gave 50 health not 40" with a hard circuit

 

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