Jump to content

Recommended Posts

2 hours ago, V2C said:

We are considering adding a taunt effect later.

If you're planning to add a new practical taunt ability, please don’t forget to also update the only existing character taunt in the game — Wigfrid’s Rude Interlude. It’s a battle song with an extremely long wind‑up, a small range, fairly strict usage conditions, and unreliable aggro; once another player hits the targeted enemy, the taunt instantly drops off. It’s widely regarded as the most niche and least useful ability in her entire skill set.

  • Like 6
2 minutes ago, NotGabriel said:

For those who can play, how voluntary is the movement of spin cycle? Can you use it stationary for combat? Does dizziness become too annoying to deal with for fighting or chopping? I’d love to see more clips here!

If you hold f you get to the closer enemy thats agressive, if you instead hold space or f and use the moving keys you can move freely with kinda a tiny lag input like when on ice, its very nice since you get speed reduction that you can counter with the speed circuits!

  • Like 3
1 hour ago, LordeMao said:

I knew this was going to happen eventually, but he's a robot, what's the point? 

For the same reason the robot secretary boss in Lego Batman 2 DC Super Heroes gets dizzy after spinning around for a bit leaving it vulnerable to be attacked.

  • Like 1
There’s a new discover with Inhabited Machines II.
 
If I activate it directly and then transfer to another backup, that backup got full charge.
 
But if I first respawn on another backup, then transfer into Inhabited Machines II, both bodies end up with zero charge, resulting in double charge loss.
 
Isn’t this a mistake?
3 hours ago, Cassielu said:

5s → 8s

As a comparison, Maxwell have 12s, Abigail is 7s, Wigfrid is 6s

That is realy slightly indeed.😂

It went from the shortest to second longest! 60% longer! Every game studio always means by an enormous amount when they say slightly. 

4 hours ago, V2C said:

We are considering adding a taunt effect later

The taunt should be sticky so other people don't just instantly steal aggro on the first attack. 

I still wish that using beta circuits on a backup chassis would do more, circuits like speed,night vision and electric dont do nothing right? Also I would love that having an upgraded Refrigerant circuit would make a backup chassis a better fridge with way more space that you can add the Expansive Storage for even more space, the upgraded version of the Thermal circuit could also cook stacks of food that you add to the chassis inventory. Electric circuit could just turn the chassis into a stationary turret that shots bishops electric bolts at nearby enemies, speed circuits could just give all survivors in the area a speed boost, night vision recharging moggles or just giving night vision to nearby players  and range booster just adding more range to all circuits.

  • Health 1

Since we're buffing Gamma circuits, please fix Redigestion Circuit when it's affected by skill tree. Right now it kills WX's feature to eat spoiled food without repercussions.
Being able to recycle and eat spoiled item at the same time, would be better, right now I'd rather take redigestion out to eat spoiled items, and put it back to recycle rot.

28 minutes ago, Master_NiX said:

Since we're buffing Gamma circuits, please fix Redigestion Circuit when it's affected by skill tree. Right now it kills WX's feature to eat spoiled food without repercussions.
Being able to recycle and eat spoiled item at the same time, would be better, right now I'd rather take redigestion out to eat spoiled items, and put it back to recycle rot.

it's already fixed

  • Like 2
  • Thanks 1
5 hours ago, V2C said:

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

 

View full update

 

Nice changes I like these

2 hours ago, Ruperstiltskin said:

If you hold f you get to the closer enemy thats agressive, if you instead hold space or f and use the moving keys you can move freely with kinda a tiny lag input like when on ice, its very nice since you get speed reduction that you can counter with the speed circuits!

Thats a neat synergy

2 hours ago, LordeMao said:

I knew this was going to happen eventually, but he's a robot, what's the point? 

It’s probably to compensate because the movement and aoe looks extremely good

  • Like 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...