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  2. They are quite powerful fighters in right hands, but they are not as encouraging to build unless destroying their houses first to move them elsewhere. It's a time consuming and costly endeavor, only way best to do is with green amulets. They do great DPS and has health regen, but often can be easily killed if they come back with not enough health to last. For boss fighting would need a good chunk of them for killing bee queen without needing armor for them, it's clunky to have that many of them cause of housing space they require, their loyalty is as short as their attention span. I used to love them for DPS until reworks came in and now they're kinda less appealing? It could be just me though, since I had them always in my mind to get soon if I want to kill anything now it's last thing I care about. What about any of you? You think they're still good for what they are? Or could maybe cut off a puff or carrot cost just a tad bit to feel more appealing to use them more often anywhere?
  3. All bugs are non-consensual because DST is a coop game. In a public server i cant control if you will cheese a boss or not. So instead of recruiting me to help you, you could just go off solo and use the lureplant exploit boss to kill AFW without needing as much prep or skill. Removing these bugs will indirectly encourage increased coop play throughout all public servers. I never called people stupid for using bugs. I use dfly wall cheese all the time. But its up to klei to address why im using the wall cheese (pathfinding exploit) instead of fighting dfly legit. Which for me is dealing with larve is straight up not fun atm. I would rather dragonfly had a wider range of attacks or the larve behaved differently. Because from klei's point of view why did they even have spawning larve as a mechanic? Its so easily overcome by a very easy/resource efficient to perform bug. They might as well remove larve spawning all together. No one on the forums is cheering for bug removal out of spite. We want bug removal because klei are leaving them in as "temporary fixes" for outdated boss designs or missing QoL features. So if klei removes the bug they will also rework the issue or boss in the case of AFW.
  4. How much would a pillar stomping be? Does it count as a wall or it'll hold any boss in place if they're thick enough?
  5. Hamster wheel with priority 1. Will attract dupes only when they have nothing to do. Dont work with technicians though...
  6. Today
  7. @Yuuko You did convince me the other day that the Lureplant was more akin to a Cheese rather than an Exploit because of the way the Lureplant is coded being a mob. While I think it should have been fixed and am glad it is, I do think the way they went about it is a little lackluster. Simply trampling over it doesn't reflect that the Lureplant is a mob and not a structure. As such allowing creatures, or certain creatures, to attack and deal damage to Lureplants would go quite a long ways in making it seem like a fair way to change it. If you had enough Lureplants, you could potentially wall it off for a very long time but it would eventually punch through. I would also like to see this change with Lavae personally. Why they can't attack stone walls is so weird to me. They can hit players just fine with their leap headbutt thing. Just my personal opinion that I feel would both fix some cheese strategies while simultaneously not just deleting a previous strategy completely. A lot, yes, but not fully.
  8. I agree with this. I know the Lureplant/Spider Den stomping is somewhat controversial but if the enemies manually attacked the Lureplants and Spider Dens (Like how Deerclops attacks Spider Dens) it would have been almost a non-issue with the change. I'd like to believe at least.
  9. Already got there, apparently. Although targeting in general on controller is inferior, so I wouldn't be surprised if lunar flames are still more popular in those scenarios.
  10. I personally don't mind them reworking the fight, but even then I wouldn't want them to remove an existing trick to exploit it unless it was non-consensual and affected players not wanting to utilize it. All this talk about how broken it is, how stupid it looks, how stupid players are for using it, etc is meaningless. Removing an option is removing an option; this particular exploit is so outlandishly impossible to accidentally stumble upon and harmless that the fervor people invoke for its removal can only make one assume pure, mindless malice on the part of the people cheering for its removal.
  11. It's cute, but Wurt *is* a kingless Merm Guard when she first starts off in the world. Wurt is a Merm Guard, ergo what she looks like looks like a Merm Guard. (I know you meant a "traditional" Merm Guard, but I felt the clarification was kinda needed. Just like Wilba doesn't look like other Hamlet pigs, Wurt doesn't necessarily look like other merms.)
  12. If anything the petal effects could change to match, during combat and/or the screen effect when she upgrades. It'd be a lot of work to do it for every skin, but just imagine the Verdant flower making ghostly butterflies swarm around debuffed enemies
  13. I had this problem, also. I disabled my mods one-by-one and found the one which was triggering the problem for me: Increased Stack Size by ChaosMind42. I don't know if this is the only mod which causes it, or if this is even your problem, but if you do have this one, disable it and try to launch your world. (I hope this can be fixed, because I'm dying like mad without it.)
  14. How many more times will it get buffed before anyone actually chooses it over lunar lmao
  15. As they said from the beginning of this arch they are finally taking time to focus on late game content for those of us that have been with this game for awhile and are looking for more of a challenge/hard mode (it's what ppl have been asking for for awhile, I don't know what else to call it). They spent years focusing on making the game more sandbox/newer player friendly and I don't believe they are going to stop with this in the future. They are just taking time for something else for awhile. This game has always had things that needed to be accomplished in a linear fashion to progress in the game, I just see this as an extension of that. The skill tree's are available without interacting with the late game and can add a lot to the early game depending on how you decide to interact with it so I think they are doing a good job trying to incorporate changes to both stages of the game. But I do realize it's not what your used to, before now it was all early game.
  16. Inspired by Niko's dst mod with the same name (steam workshop link), I used roughly the same method to achieve the bouncy camera effect in Rotwood, where it follows your head instead of the whole character. I really like the results, especially when the camera moves up a bit when you do a cannon shockwave or use the spear skill to jump high up. The script is still not fully tested against bugs yet but I did make it adapt with npc convos and changing focus mode when adding/removing other players, if anyone wants the script to mess with just tell me. Here is a video showcasing it: https://play.fastmotion.io/5cc37af2-4e53-44d3-b2ab-bc0a766b710a (reminder that some may find this effect nauseating or uncomfortable)
  17. Hello, First of all, the game is currently completely playable with a controller. But there is enough annoyance that prevent me to invest more time playing with it. I'll summarized the issues I noted. Some of them can be listed in this Steam workshop mod (and some of them could be fixed with it, but some remains): https://steamcommunity.com/sharedfiles/filedetails/?id=1706782853 Here the full list, and I'll add some: - You can only attack mobs you're facing - You can only do actions on the nearest entity (meaning you need to move to every single sapling to harvest a farm of them) - You can only telepoof / soul hop a set distance away from where you're standing - There is no way to zoom in / out - There is no way to walk with the map open - Iceboxes and Crockpots can't both be accessed at the same time - Structures and deployable items can only be placed in front of where you're facing Also, the character control with left stick isn't really analogous. It is difficult to place structures in a precise way. The deadzone should be configurable somehow to give more control to the player. Additionally to this, I noted that on the Steam Deck, we can't create a mashup of the controls, using some keybinds as controller ones, and some as mouse/keyboard. The player have to choose either a controller or mouse/kb control, with a config select box. I would love for this config menu entry to disappear, and for the game to support both at the same time.
  18. Hello, The issues can be summarized by this title. On the Steam Deck, which have a 1280*800 resolution, we have borders at top and bottom. The screen is already small, could you fix this problems so that we use it completely? Sorry if duplicate, can't find any related issue. Thanks!
  19. Exactly. Unfortunately I wasn't able to find the post, since it was most likely said in some forumite's thread instead of the update release one, but the devs definitelly said that there was a reason why Willow and Wigfrid update that dropped in late December had an October-themed cinematic with completely unrelated characters And they said that the skins and explanation would be provided. So, back in January, one could read that as "Oh, there were some problems at the end of the year and they had to delay/switch things around" but now, 3 months later and after a proper update release, this feels more like the devs have only started working on the skins/cinematic after the community backlash. Hence why I said that this is getting embarrassing
  20. It’s first winter since update and the snow shows in the ground for like 10 seconds then disappears to come back again i changed into the ware-beaver form and I couldn’t do anything besides attack wouldn’t let me chop trees rocks etc so I killed spiders anyways just throwing this out there love the new update :)
  21. Dear all, I am frustrated that my duplicants are constantly idling in areas where I do not want them to idle. There is entire map but they decided to idle: - inside rocket supplied with oxygen via evaporating oxylite (once I saw 8 out of 12 duplicants idling there), - in hot areas of oil biome (one or two duplicants are attracted to oil biome and they are going there to idle and taking damage from heat), - In rooms with duplicant detector alternating my power settings in the rest of the base (again there were several duplicants idling in a small room with Metal Refinery). I wonder if there is any mod that would allow for designating areas where idling is not allowed? Thank You, Sheaker
  22. Difference being kiting wasn't patched out and klei intend us to dodge attacks like that. Lureplant blocking was a bug and patched out. If kiting was, for arguements sake, patched out for a button press dodge mechanic like wheeler then i would agree with you You know what? A dodge mechanic does sound better than kiting tbh maybe klei should rework the old school bare bones "kiting" that dst combat relys on! Good job Guille for highlighting this
  23. like idk ashley is such an amazing skin so it makes me sad that the resident summoner's skins aren't really that cool idk im not saying all of them need to be really detailed but i do wish like the triumphant and the moonbound one had like some more going on like even just a slight recolor or a more unique glow or particle effect would be nice we'll probably see that with wendy's skill tree tho maybe her alignment skills will have the same effects as the bernie alignment skills
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