Misuto

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Everything posted by Misuto

  1. Pick/axe is coded as 1.33 efficiency instead of 4/3 (or even just 1.34 if you prefer decimals like a monster). As a result, When Wolfgang uses it he actually gets fewer uses out of it than other survivors as it ends up in a lot of awkward breakpoints thus wasting more durability. Example: standard survivor can swing pick/axe 267 times and breaks a thul statue in 7 hits. Thus breaking 38.2 thul statues. Wolfgang can swing pick/axe 178 times and breaks a thul statue in 6 hits. Thus breaking 29.7 thul statues. Result: Other survivors are nearly 30% more efficient at using the pick/axe when compared to Wolfgang. If pick/axe were changed to 4/3 other survivors would be entirely unaffected, but Wolfgang's math would change to as follows: 178 swings and breaking a statue in 5 hits. Thus allowing him to 35 statues with 3 swings or 13.5 durability left over. A mere 6% more than a standard survivor and thus much closer in line than a 30% nerf. Another example: On standard boulders Wolfgang currently needs 4 swings with a pick/axe and... 4 hits with a standard pickaxe. So no upgrade at all with a ruins tier item. Standard survivors get 1 swing off boulders with pick/axe going to 5 from 6 with a normal tool. Again, changing to 4/3s would fix this and "buff" Wolfgang to 3 hit boulders thus saving an equivalent 1 swing. Math to show his inefficiency again: Standard survivor can break 53.4 boulders with a pick/axe. Wolfgang currently can only break 35.6. Thus representing an unintentional and frankly astounding 50% nerf to Wolfgang with a ruins tier item. By changing to 4/3, the math changes to Wolf breaking 59.3 boulders, a mere 10% buff and again, much more in line with what other survivors are getting. --- Basically, Wolfgang is wasting more ruins loot by using it far less efficiently than other teammates because a number is roughly 0.01 lower than it should be. If the intention as stated on his rework is that he uses tools faster but gets the same efficiency out of them as other survivors (so Woodie and Max are still better) then pick/axe misses that brief entirely. Please fix. Thanks in advance, Misuto EDIT: Messed up the math I did at midnight, it's even worse than previously states as standard survivors break ancient statues in 7 swings not 8. This means Wolf is 30% weaker on those and 50% weaker on boulders. Massive nerfs for anything you'd mine with pick/axe.
  2. After the hallowed nights event began, previously full freshness pumpkins that were bundle wrapped were now set to 50% freshness. Likely has something to do with how hallowed nights effects the max freshness of pumpkins or something. After testing, this only seems to affect pumpkins bundled before hallowed nights started. I can't reproduce the bug by creating a world with events disabled and then enabling hallowed nights later so it may be some other change from this update affecting it?
  3. Chili flakes no longer buff a beefalos attack (as they previously did). This is unlikely an intentional change as volt goat jelly works exactly as it did before.
  4. I wanted to try showcasing the CC fight in a new way that I hope makes it more fun to watch. Maybe this can be used to help inspire your friends to join you in the grind to even get to this fight (with pearl'd crab king being a particular obstacle to a lot of people). It's under 3 minutes and I tried to make it as fun and action packed as I could. Hope you enjoy! Oh, if you're interested in the unedited version that's posted up there too. Some people might like watching full unedited perfect fights too I suppose?
  5. Adding on to this, having the exact same issue with ghosts spawning from graves on the surface. Very likely these are both related.
  6. Nightmarebeaks and crawling nightmares are not properly despawning when the cycle ends. It doesn't seem to be effecting all of them, possibly only the ones unloaded while the cycle is active?
  7. I killed the new boss on 4117. That seems to have forced the world into a new moon state. 10 days later I had the full moon on 4127. This just seems to be my new moon cycle now.
  8. Summer ended but the oasis remained filled and can be fished from. I killed the new boss on day 4117 and began fishing on 4118 It's now 4133 (autumn began on 4131) and the oasis is still filled and fishable.
  9. Beefalo bonded with a bell will run away at max speed from their owner when you dismount or get bucked off. This AI bug is so bad that many players are no longer using the bell as intended (to form a better and long lasting connection with a beefalo, a bond some may even call it). Instead, players are just using a bell on a beefalo before changing servers and as soon as they load in they break the bond. This also makes naming your beefalo pointless as they don't retain their name when the bond is broken (which is 99% of the time you use a beefalo with the current AI bug). If this is intended (that a bonded beefalo is virtually unusable and that we are supposed to break the bond before using it and simply use the bell to change servers), then please let us know!
  10. Credit where credit is due: Klei had a fantastic 2020. DST improved as a game massively with a great year of patches and listening to feedback from a passionate fan base. But ending a big once a year event like this, randomly, on a Wednesday night (or Thursday morning depending where you live) with no forewarning is indefensibly bad. I don't anticipate Klei can or will do anything about this issue this time around, but I sincerely hope they get enough constructive feedback about this that going forward they give us more solid dates for when an update is ending. Heck, I even feel a bit cheated by the sudden ending if I'm completely honest. You went so far as to create a rewards link with the address "wintersfeast2020" which is set to expire on January 17th, and that was solidly announced ahead of time (in the original post announcing the start of winter's feast), but given the links name, it felt like that would also be when winter's feast 2020 would end. The quick rug pull feels bad. I understand that Klei does not like giving hard dates for when things will start, as delays can happen, but an end date and time is something that is fully under your control, it shouldn't be a surprise. Please reconsider the policy that lead to this sudden event ending going forward.
  11. With Walter coming soon and him having a shadow tentacle based range weapon, I figured now would be the time to repost this bug that didn't get noticed last year. In both single player and DST, Thulecite clubs will create a shadow tentacle which will only attack once and then idles for 8 seconds. Given how their file has an attack period coded in (same as tentacles), the fact that they only attack once in 9 seconds seems like a bug and essentially makes thulecite clubs unusable.
  12. Vortex cloak is refueled by 5% for a single nightmarefuel, this represents 22.5 health of armor. Because of how armor works, no matter how much damage a player would take in a single hit, so long as armor has more than 0 health, it will block as if it had enough hp, so for vortex cloak, even with 22.5 hp it will block infinite damage once before going to 0%. However, if refueled by an odd number of nightmare fuel (leaving it with a decimal number) it will actually block 2 attacks regardless of how much damage the player receives, the first attack bringing it down to 1% (which is actually 0.5 hp) and the second clearing the decimal to actually 0 but will show -0%. This most likely has to do with a previously "fixed" bug where the vortex cloak would permanently get stuck at 1% (which was also it getting stuck at .5 hp in reality) but would never break as it didn't clear the decimal and thus was an infinite health armor vs most enemies. As it is currently programmed, if the player refuels with 2 nightmare fuel (45 hp) of fuel (or any even number of fuel), then 1 large attack will properly take the cloak from 10% to 0%. This makes the item un-intuitive and punishes players for playing safe just because they don't know the bug that makes vortex cloak actually good. Having reported this bug though, I genuinely feel that this makes the item actually worthwhile to use where as the intended behavior of the armor makes it under-preform compared to nearly any comparable chest slot item (while the stagger immunity is cute, it's strictly better to carry night armor inside a krampus sack or piggyback and for stagger immunity use thulucite crown's bubble which is more than enough for any situation). Leaving your armor at 5% to maximize the blocks per nightmare fuel is a high risk high reward strategy; can you afford to refuel your cloak in the middle of frantic combat and run around with only 2 attacks worth of block after which you'll be completely vulnerable? 1 attack worth of block for the 1 fuel high risk strategy (if the item functioned as intended) just doesn't have enough reward for the risk. So this bug unintentionally makes the vortex cloak a fun, powerful, yet risky item to use that rewards the player for playing well. I hope that you consider programming in an intentional 1% "safety net" for the vortex cloak as part of the solution. Such that, regardless of damage received, so long as the cloak has more than 1% of durability when attacked, it will then be reduced to 1%, if the cloak has 1% then it will block and be set to 0%. Or if you prefer (since %s are what's just shown to the player)... if (attackDamageRecieved > cloakHp && cloakHp >0 && cloakHp !=1) then cloakHp = 1 elseif (cloakHp ==1) then cloakHp = 0 else (normal armor stuff)
  13. A super easy-to-do and fast item duplication bug exists now. It most likely has to do with the way followers are moved between shards. I posit that when the player is traveling from one shard to another with a follower, the code is creating a temporary variable to remember what the follower has, then deletes that follower in the first shard, then creates a copy of that follower in the second shard. This temporary variable is never cleared, so when the player travels from one world to another (i.e. SW to RoG) the code still sees that temporary variable and then creates a new copy of that follower, but when traveling between worlds it does not delete the previous follower therefore allowing for item duplication. After creating this temporary variable (with one trip to the caves or volcano) this will happen every single time you change worlds, you do not need to repeat the enter different shard step to repeatedly multiple items. Therefore, with just two loading screens you can double or triple (with chester) your items over and over again. I am fairly certain this is a temporary variable not being cleared problem because you can stop the duplication by save/exit/load and it will cease to duplicate. Here is a video of the bug being discovered by accident, afterwards we went on to figure out why and how to make it more efficient (with chester) https://www.twitch.tv/videos/443526397
  14. In both single player and DST, Thulecite clubs will create a shadow tentacle which will only attack once and then idles for 8 seconds. Given how their file has an attack period coded in (same as tentacles), the fact that they only attack once in 9 seconds seems like a bug and essentially makes thulecite clubs unusable.
  15. Less than 3 hours. It was just an art world with a lot of console commands. Especially since toxic jungle turf can't be moved in the current state of the game. Literally the only way to get a nice red color turf for the minimap is to spawn that in via the console. Most of the time was spent learning how to work with the new black turf. See, what made the old untextured snakeskin turf so amazing was that it was the lowest priority turf in the game, so it made for super delicate and perfect outlines. The new beard rug is the exact opposite, the highest priority turf in the game. So I had to do my art backwards because honestly the black is too thick to work with as is. Here is a picture with the untextured snake skin turf. It's half the size of the new one: The letters in my name are the exact same pixel font I used for the thanks Jason message. But you can see how even barren turf has a higher priority over untextured snakeskin back in the day. It's going to take a lot of adjusting to adapt to the insanely high priority of the new turf. ...Unless Jason wants to change that.
  16. I don't think words alone can express my gratitude in you guys actually implementing this after all this time. It's a bit rough as it's past midnight where I am, but we made this for you on stream. Again, thanks to Jason (and any shadow coders) who helped make this black turf not just a distant memory from the times of untextured snakeskin rugs.
  17. My wife and I are also having this same problem. A crash where the game fully closes about once or twice a match and each match has it close at different times in the match.
  18. Just out of curiosity, how did you go about fixing the durability crash with guards? Do they no longer use durability on their weapons?
  19. Mechanics function differently and do not use durability on their hammers so they don't cause this crash. However, mechanics in long games begin to drop hammers when they are spawned out of their home. My stream and I theorize that this has something to do with an inventory overflow issue. Basically, some event is causing them to create a new hammer when they leave their house, and in a long enough game this fills their inventory, so the new hammer is immediately dropped when they spawn. Further more, in games that go long, if you kill a mechanic who has survived since the beginning they will drop 14 or so hammers (I haven't seen more dropped yet, but that was only around day 50 that they begin to drop 14).
  20. If a guard lives long enough to attack 101 times it crashes the game. This presumably works with builders with how their hammers work. Will test that next. Clip included of the crash in action https://clips.twitch.tv/InexpensiveDoubtfulDaikonCurseLit
  21. It's pretty much a dead game for speed running. Seems like just one guy cares about it and I only submitted (twice) cause my viewers asked. Given how the run is entirely luck + a little world gen knowledge, unless the categories are changed I don't really see it picking up in popularity. My favorite suggestion to make it a bit more skill based was to make the category "world hop 3 times in a row on one save". Though likely not enough to save it by this point.
  22. Recently on stream, I destroyed the current world record for Best Ending Vanilla. We collected all 4 things and escaped in under 10 minutes. This run is mostly a dead run as there are only two runners (including myself) who sometimes check back in on this category. 9:42.56 World Record Run In light of this run, I feel like we need some rule changes. Presently, only Wilson runs can be submitted. However, in this run we never craft, we never eat, we never go insane, and we get hit once for trivial damage. Basically, character choice (in vanilla) does not matter. I feel like if it were opened up to any character more people would try. Also, given the insane luck needed for this, I really feel like some kind of multiple no reset run category should be the main run for DS. Rather than resetting and hoping for a god tier lucky world, it'd require consistently playing well and mitigate some of the luck. So something like 3 or more world hops in a single save file.That would also make splits more useful, a split for each full world hop rather than each thing. What, if any, rule changes or category additions would make this a more popular speedrun game for you to watch or run?
  23. Jason, Please do not "fix" snakeskin rugs. In this thread: You notice how the texture for rugs were not added. This has been a beloved feature for a year now. Please do not change it. Sincerely, the guy who made these with turf in game and snakeskin rugs were the MVP that inspired these projects and further turf art research (Full links: https://imgur.com/a/gAyUP , https://imgur.com/a/mpkZd ) (If you have to fix it can we make some other turf a clean black color on the mini map? I have an entire list of turf colors on the minimap and many of them don't look anything like they do in game and not great or usable in art. I'm totally willing to share notes and discuss this further.)
  24. http://imgur.com/a/mpkZd I've been working on some in-game art projects using turf. I was encouraged to share this here after a particularly long project (the third one in the link above.) Let me know what you think! Also Klei, please... Make red fungus turf a better red... D: (Also if anyone who has such a power to officially change that actually reads this and considers it, I would not mind consulting on better turf colors for the mini map display.) We have so many browns and greens, there's no need to make red fungus a dingy brown-red!