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About KCDA

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Don't Starve
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Don't Starve Together
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Oxygen Not Included
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  1. [Game Update] - 377062

    It's actually only +50 for Sanity and Hunger. It's +100 for Health. 150 -> 250. Merms in general. It's less about their stats, and more about how they fight. They kite way too far and for too long (for most fights).
  2. [Game Update] - 377062

    Yes, now Wurt's stats are automatically lowered (nearly halved) when Wurt goes somewhere without a King/when the King dies. Feeding the King to keep it alive is painful enough as it is, and as it current is, gives no actual benefit to Wurt. Her max health increases? That means nothing when you consider the fact Wurt has to heal up to that new max HP to actually utilize it, and that buff is gone in 4 days unless you babysit the King. If I want full HP when the King exists, I have to heal myself an extra 100 HP, and it's instantly taken from me the moment the King dies or I go between the Caves/Surface... Hard work squandered. Oh but the King buffs Merms/Merm Guards? They aren't very good at combat to begin with... Idea time: If you ask me, it should act like Wolfgang's mighty form (considering it actually has a Hunger-Stun type animation, just don't use any of the model scaling shenanigans). If the king exists: Play the animation, add 100 to MAX Health, and add 100 to CURRENT Health. King no longer exists? Remove the 100 HP, but make it impossible for Wurt to die from the transition. If you wanted to be extra fancy about it, make a new variable to handle this buff, consider it a second health bar, one that takes damage BEFORE Wurt's actual HP. Wurt has 100 brand new temporary health? Once that ticks down to 0 HP, swap it out for her actual HP before the animation. Wurt goes to a shard without a king? Disable the variable for temporary health. King exists in this shard? Set the variable back to 100, and enable it again. Conclusion: Let's be honest, there is no perfect solution for this issue without scrapping/entirely reworking Wurt's concept, but at least with my idea the system isn't perfect, but it would actually be beneficial to players.
  3. I might.... I think it looks pretty sweet. To be fair, Goldfish + Wolfgang's Swimwear skin. It's still super jarring with the rest of the series' artstyle, but what can ya do.
  4. OH GOD THE SQUAT Also 10/10 voice. (There is no voice for this character currently.) On the bright side, I found a use for the new Merm structures... You can clip with them.
  5. Have to admit, I forgot for a while that Wheeler even had an HP buff. She originally had 100, so it's a nice return to form.
  6. Much much better, but I still think having a speed boost at all is too much. Extra movement speed is the most broken thing in the series, and projectiles are the second most broken. Wheeler still has both, but thankfully to a lesser extent. Let's hope the new Pew-Matic Horn is just about on par with Boomerangs now!
  7. Why???? Having a smaller inventory was such a good perk! It was super fun to play with as a challenge character. It was a fair penalty for having a (practically free) infinite projectile... Now, she not only has the normal inventory size, but she's been buffed to move faster with empty slots? A double buff? The first buff wasn't even wanted... TLDR: The Old Wheeler (despite the bugs) was perfect to begin with...
  8. Looks like someone on the dev team has a potty mouth. I was considering just PM-ing it, but I decided to print("****") it, and take the warning point if need be. (The censored word is 4 letters, and starts with an F.)
  9. Normally I'd call that a big buff, but now that means other entities like Hounds can come back onto the land, when they spawn on the water (during and after SW development.) I have noticed that while the old methods thankfully do work, but have more trial and error needed to work. I couldn't even reliably clip with c_speed(25), and c_speed(30) was only semi-consistent. I think it's a good alternative to /rescue in DST, but it is a little silly being able to see the classic Moleworms and Pigmen (spawned through 0,0,0 or world generation) to just walk/dig back to land. The actual teleport is surprisingly fluid, and is only noticeable if you move slowly, and are specifically looking for it. It doesn't even remove godmode status from you, which surprised me. Really solid work! Only thing I'm a little disappointed in is not being able to drown myself this way. Wes cant drown.mp4
  10. I thought Wormwood was going to be buffed, not nerfed? Healing from Ash was nice, even if the amount healed was too low to be worthwhile. At least let him heal from Rot. Taking 40 Rot into the Ruins is still silly, but at least it'd make the character somewhat more redeeming. He could (technically) Light Bulb chug like the rest of the cast then.
  11. It'd be nice to have a toggle for it at least. Like Wigfrid's Umlauts. I like it currently, but I could see myself getting easily annoyed by it.
  12. Sudura may be banned, but apparently his influence still reaches here...
  13. Me reading about Wormwood. Everything causes sanity loss. "Well that's not too bad." EVERYTHING CAUSES SANITY LOSS. "Oh... A Rook ran into a Tree and chopped it? Rip my sanity." Foods can't heal him. "Wait that's like 80% of healing options... And like 110% of the good healing options." Poop can now restore HP. "Oh that's neat." HEALS 2 HP... "Klei please... Can Rot at least heal him? No? Thanks..." Compost Wrap, is a new healing item that can heal Wormwood. "Oh nice, well it's expensive, how much HP does it give?" HEALS 20 HP... "Wait 20? The 5 Poop itself is 10 HP... Oh it also has a long animation? Thanks Klei... Another Bucket-o-Poop type item, where its never worth crafting." Notices the Bucket Of Poop can be healed with, for a max of... 2 HP? "Wait... You can't even use a Bucket-o-Poop multiple times to heal..." Seeds can be planted into crops. "Nice, +10 Sanity." CAN RIP LIVING LOGS OFF SELF TO CREATE DARK SWORDS. "Really nice actually, gonna look forward to that in the Ruins." Recommended changes: 1. Introduce +50% modifier for all healing items, making them more efficient. Spider Glands go from 8 HP, to 12 HP. Healing Salves from 20 HP to 30 HP. Honey Poultice goes from 30 to 45 HP. Any character cut off from healing foods is already a pain in the rear to heal, so since it's his ONLY method of healing, a buff would be nice. 2. Wormwood can heal with Rot. It's a fertilizer too, at least give him 1 HP per, so he can chug a stack of Lightbulbs for 40 HP like the rest of us. (Preferably 2 HP) 3. Buff Poop to 4 HP. The current 2 HP is such a small number, that it's just silly. It's a hard sell to go off the beat and path to grab 2 HP heals (from Beefalo and the like.) Going slightly off the beat and path to slap a Butterfly for 8 HP? Now that made sense. Buffing Poop to 4 HP (or more) COULD make it a Butterfly replacement in the minds of most players. At most, I'd put it at 5 HP. 4. Splumonkey/Prime Ape, poop tosses actually heal Wormwood. Let's not have a repeat of Wilbur people, Prime Apes are nice, but Splumonkies exist! Perks that work on Prime Apes should work on Splumonkies as well. (Tbh this point is less serious, I mostly want a Wilbur patch for friendly/helpful Splumonkies.) At very least, lets get rid of the Sanity drain on this attack, since Wormwood actually enjoys the stuff. Great physical design and personality, adorable. Easily a new favorite character Klei, good job. 6.5/10