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  2. Yeah, I've just been hoping they'd improve on old boss fights like Fuelweaver & the shadow pieces (and maybe the entirety of the caves if we're lucky) when they begin fleshing out the shadow rift stuff and what not.
  3. Title says it all. I tried out all the spawning events I could find; the ms_"newspawn" events and related. Unfortuantly all of those events return the world prefab and not the player's character prefab. Alternatively, knowing how to change the spawnpoint of a specfic character would also work, I technically don't need it for what I'm working on but damn would it cut down on the spaghetti I have right now. Thanks in advanced!
  4. I really like this idea, that's a very elegant solution
  5. Sailing itself really doesn't need the rework to be honest. I know a lot of people want them to be like Shipwrecked boats. But those people are wrong and their opinions should be disregarded. Really the only change I'd make is tweaking the leak mechanic so that they can only happen if your ship is below X% HP. Maybe it would make it a bit to easy to avoid leaks outright. But if you try to brute force your way through a patch of sea stacks you're getting smashed anyways if you don't have any bumpers.
  6. Today
  7. Since the upcoming update mentioned in their "halfway" lore teaser mentioned "ocean QOL", and I know we all love a bit of speculation. what are some things you would like to see for the ocean? personally, I would like to see an easier way to deal with sea stacks, it gets a little annoying having to be hyper-vigilant on the off chance that my boat speeds into a sea stack because I happened to be cooking on my boat. The bumpers are nice, but they don't help with my first voyage, and they really cut into my surface area. but I welcome any tips and tricks for this. I would additionally like to see a cheap way to temporarily plug a hole without actually fixing the boat. maybe I could just jam some kelp in the hole and slow the damage down by 90%, failing to bring enough patches can be really frustrating, so it'd be nice if we had an easily accessed alternative. I would also like to say, while the boats are fast, having to circle the entire mainland is a bit frustrating, while it's been mentioned many times, i would like to mention it again in the hopes of it being noticed: Perhaps the mainland could be to one side or a corner of the map, so that the ocean is a bit more open. I feel like with this change you could more easily sail from destination to destination, while not worrying so much about "what side" of the mainland that a particular island is. It may not be feasible though, it depends on map generation and how the ocean is coded of course.
  8. I mean, the bullet hell idea is what we both meant, so yeah I agree there. And honestly? Rockjaws are actually really close to being a good creature to fight. They just need to have a longer and more telegraphed stun state after biting so you know to go in and give it hell.
  9. Do you know that he can get buffs along with interesting and cohesive nerfs?? The character is a design mess
  10. Thanks, but for some reason that hasn't worked. ice_den.lua
  11. So I'm still working on that Pizza Tower mod that will add Wurt (and hopefully later more) and I am now at a state where I've finished Wurts part for the intro, have a look if you'd like:
  12. Yesterday
  13. 3 posts have been given warnings or suspensions in this thread. Have fun! Be respectful. Don’t be a jerk. Stay on topic. The guidelines are here if you require further clarification. https://forums.kleientertainment.com/guidelines/
  14. The discussion about difficulty and its scaling is not what I was talking about mike. I am not going to discuss it here, because it will not be a pleasant discussion. not to mention that your suggestion isn't a "scaling" question, it's a difficulty setting, but that's not my point. my point mike is that you completely ignore other peoples point of view and just assume you are correct, as a result you consistently get into arguments, and can get quite rude with it too. I do not personally have a problem with that, I believe being rude is fine so long as you are not actively hostile, but do not act like you are some saint who only argues because everyone else has a problem. You have a problem too.
  15. Hey everybody! Before we get to our first proper content update we have two more important "Launch Feedback" updates planned. We have one update coming next week and another will follow shortly behind that. The first update addresses two things we want to improve: We want to reward player creativity, but currently that creativity is restricted by your equipment's Attack and Defense values. Early game gear becomes obsolete too quickly, and players cannot take their favourite equipment along with them. Previous changes to make upgrading simpler removed some of the aspirational loot collecting that many players enjoy. Coming Next Week To help address these, we will be adding the ability to upgrade equipment even further than their natural levels, by collecting Ingots. Through these Ingots, you will be able to upgrade the stats of your equipment so you can continue using your Yammo's Noggin-Padder well into the higher Frenzies of The Molded Grave for those heavily boosted Focus damage Cannon blasts. This new upgrade system will apply to all equipment going forward. This will naturally include a few balance changes to account for the fact that all equipment will be viable at end-game, with a focus on maintaining fun and variety. We know that Ingots will not yet fully satisfy the loot-chasing desires of our players (or ourselves!) so know that we continue to think deeply about the different roles that different types of loot will play in Rotwood as we progress through Early Access. Lastly, we will also be including a few Quality of Life upgrades: for example, the ability to check the status of your Masteries during a run. Thank you for playing, and thank you for your feedback!
  16. For people who missed the stream- further armor and weapon upgrades are coming next week. You will be able to upgrade starter stuff to be on par with later-game equipment with new special resource
  17. I also think the body slot should be split in a backpack slot and a clothing/armor slot. I see how this was a good idea for balance back in the days of Don't Starve, where there weren't that much items. But in DST it leads to not using body clothings ever, as no one want to wander around without a backpack. And I don't see any challenge in dropping the backpack for armor, as fights are always very local. I really don't know, why some people would like to keep this. I think DST could take a different direction here and there than the original game. Btw: I've never used this mod, as I don't like mods which change something in the game (gameplay wise). But I would love to have a solution for this in the game (also for Geometric Placement and a temperature display in the hud, as this would also be important for console players).
  18. People want the hamlet and shipwrecked worlds in base DST. The problem is more than 2 shards is alot more taxing on servers So what if we could replace the ROG surface/caves with SW/Hamlet. Along with that turn the single player boats into RoT boats. Yes theres a few issues that would appear, namely with: the bosses from the unpicked shards, integration of the shadow and lunar end end-games, and SW's volcano. As for the resources form the unpicked that could easily be done by making special crafting station what would alot the transmutation of one shards resources into a different shards resources. These could be in place of the seaworthy/skyworthy for instance. Then again I don't know what's possible, which only klei really has an idea of.
  19. I think rather than a 20% spawn chance for tentacles it can be a guaranteed tentacle every five hits, and its durability could be increased just to 300.
  20. I like the new equipment that you have come up with for the most part, but the way it is procured is not my favorite. I'm also not sure if it is thematically appropriate. Wortox isn't exactly depicted as an artificer. I haven't put a lot of thought into individual traits for Wortox, but something that might work for his skill tree is to have a branch that benefits his consumption and exploitation of souls and another branch that benefits the releasing of souls and have the two trees mutually exclusive. The idea being you would need to pick between being Wortox trying to maintain his kind nature or his further corruption. The kind nature branch could give bonuses to the number of souls Wortox can hold, introduce secondary buffs to releasing them, or reduce (not eliminate) his regular food penalties. The corruption skill tree could give bonuses to the hunger gained by eating souls, reducing or eliminating the sanity penalty for eating souls, augmenting his soul hop ability, or giving him additional ways to utilize souls.
  21. I would just like to suggest a thermal stone twitch drop skin. As we have a lot of skins related to Charlie's roses, I believe that a thermal rose stone would be really cool, especially as it would change the color of the rose with different temperatures.
  22. Who is this "WX87"? I'm only familiar with the survivor designated as "WX-78". Jokes aside, I like your creativity with these ideas. My favorite suggestion of yours would be the loose wires trait. I don't see the need for the damage to scale with multiple circuits used though. I think it should just match the existing elictric multiplier in the game. If there were a benefit of stacking circuits, it could be every 3rd attack/2nd attack/every attack gets the electric modification provided the damage taken threshold is met. I'm not sure how necessary the robot army tree is since any character can already repair broken clockworks in the ruins to get mech chess piece followers. Overall, I think you have some good ideas.
  23. This is the exact thing I’m talking about though.. you only see things one way. But now, let me flip the script- Why does it matter to or concern you AT ALL who chooses to play their game with 40% reduced damage toggled on or 40% more damage toggled on? It doesn’t concern you and it never has… the only time it WOULD concern you is if your in the hosts world playing under their settings (or join the Klei server playing by those rules idk how that stuff works.) Why would you care who picks Wolfgang to instantly cut a bosses health points down to half or who picks Wes to drag the fight out for even longer? Why Would you care at all who chooses to to enable RoG content or play worlds with it disabled? you don’t, you won’t.. and it doesn’t concern you. But by not having options for it DOES concern me or the people I’m trying to play with.
  24. I think upping the thulecite club durability to 400 with no other changes is fine. I think, with the recommended change, the niche it would fill would still be very narrow with all of the other weapon options out there. The ruins crafting requirement is a major downside for the tclub, since weapons are usually the thing you use durability on the fastest. Extra durability would help alleviate but not solve that problem. For me, a change like this would not alter the way I play (very rarely use tclubs), maybe for others it would have a bigger impact and incentivise their use more. Personally, I mostly use clubs as a budget prewinter cane if I get one from AG loot.
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