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Found 12 results

  1. A long time ago, I began to think and do my personal rework of this character at the request of my friend. But now I have almost finished what I started. And I found that when reading books, she doesn’t say anything, I would like to fix this, but I don’t know what is the best way to add phrases so that it is appropriate for the lore. I would also like to hear suggestions for improvement. At the moment, I made a system for books like in forge, which allowed me to choose the scope of the spell, and improved the spells themselves by adding additional effects to them For example, I think it would be cool to add silviculture the phrase "I read this text in another book" which would refer us to the gardening book that was turned off
  2. None of this would likely happen. I bet it's too much work for stuff like this. I feel Woodie has the most potential as a playable character so I just wanted to let out my fantasies somewhere. Have you seen how much control he had in his animated short? What if eating idols just refiled the meters and you could switch between them at will, this could open some possibilities for him to make him more viable in the endgame. Woodie is not the best at anything but he could be an insane all-rounder. The big change all following will be based on would be the ability to enter any form from any form at will, wereness drain being now unaffected by your actions always draining at the same rate what could enable moose better in some fights. Imagine fighting toadstool with unspoiling hambat moose and being able to hop into beaver skin for the mushtree removal. Full moons would still force a random transformation but he would be able to leave it immediately this way woodie still would be playable in worlds where daily full moons happen and in the endgame where he's pure pain to reach champion with. Beaver A place in boss fights without buffing damage Did you know that werebeaver deals 27.2 damage but 44.2 to treeguards? How would ever get in a situation like this? Werebeaver has a 0% chance to spawn treeguard. So you must've been human and then turned into a werebeaver. Such a choice ends in you getting insane crazy fast since both treeguard and transformation drain sanity. You could've just turned into moose instead for 59.5 damage ending the fight faster what would be more sanity left. If we want beaver to be stronger than moose against treeguards then we should up its damage even further than moose's or if we don't it to shred treeguards but still want beaver to be a better choice then beaver should gain sanity for fighting them. And even better it sparks an idea of werebeaver having sanity auras having flipped effects on him, imagine taking a break from moose for time fuelweaver or deerclops got you low on sanity so you can sacrifice some damage to regain sanity or going unenlightened from chomping down phase 3 lunar champion's crystals. For this, I would suggest an 80% dmg reduction instead of 20% on beaver, still worse by a lot than moose but less risky. Goose Inspired by how woodie in the animated short used a goose after getting stomped Quick transformation switch making goose viable to use in combat. . If the player switched from human, moose, or beaver to goose then will gain iframes for the transformation animation, imagine it being some sort of short dash which would allow you to dodge difficult attacks like celestial champion's, fuelweaver's cage, or deerclops and dragonfly in case you put one hit too many before deciding to dodge. The animation would make you lose some DPS but make up for low moose speed in some scenarios, due to DPS loss it's an option but dodging normally by walking away is still the main thing. Moose More use for charge Coolness Just because such transition would look so cool: Moose transformed from running goose would be doing charging attack as it transformed for an explosive entry. Combat Charge attacking boss would stop on a hit and flinch the boss for long enough for Woodie to have a chance to avoid an incoming attack. It could be a nice way of re-engaging after dodging with goose transform or in teamplay it could interrupt a boss like a dragonfly's first attack after coming from spawning larve is pretty much unavoidable, interrupting fuelweaver from hitting your caged friend. Boss would flinch only if the charge traveled enough distance so it can't be done over and over quickly without getting a run-up also he wouldn't stop if the charge didn't travel enough distance so he can still have this as a dodge option in case of bosses with minions where he would hit the boss by chance. Why dodge with goose from moose instead of the human form which is better for combat? There needs to be something that could make some people choose moose over a human with glass cutters in boss fights without overdoing it. That's why I suggested the thing above but it wouldn't be often that useful. When solo it doesn't make the fight much easier but can benefit your allies. Moose is slower than a human with a hambat both in terms of movement (10% slower) and attack (13 and 1/3 % slower) the DPS doesn't suffer just a 13 and 1/3% decrease, quite often you will have to dodge earlier due to your 10% less movement speed and the attack speed itself which will mean you will add 1 less hit compared to woodie with hambat. So how do we both keep the feeling of massive moose weight the slowness gives him. I'm listing what matters in a fight to figure out what could he get: DPS: Attack speed and Damage per hit combined Sustain: Armor, Max health, Lifesteal, Healing Food Movement speed: Is more hits before dodging, is easier dodging Sanity: If you're being chased by nightmares too early that will drastically slow the fight. Range: And I think the range is what we need here to get moose to hambat level. How do we fix the problem of the lower amount of hits due to slower movement speed? We make him walk a shorter distance to and away from the boss thanks to more attack range. How do we fix the problem of the lower amount of DPS due to slower attack speed? We buff his damage making him hit earlier due to less distance needed to reach the target. The normal range value is 1 for example whips like Wanda's are 2. Moose is pretty big it might still look natural with 1.5 and likely it would make him land as many hits as humans without losing his heavy feeling, even better, it would only complement it further. This would need a test run and If needed range didn't make his fist visually connect it would be cool if moose was slightly visually larger to fix it, am I right, or am I right? Also reduced sanity drain in moose form while fighting bosses like wortox would be nice since combined with his transformation drain it's very brutal. Cooperation Moose being able to be ridden by another player, moose goes on all 4, both players get control over woodie(so they have to decide or can take turns at the wheel) but now thanks to the rider's navigation Woodie is no longer running in a straight line and bashing into things. This action could slow the wereness drain and slow or stop the sanity drain from being transformed. Would be cool to take your buddy somewhere with you at increased speed. Gathering Also cool idea for gathering wood after chopping. Charging Moose is nearly touching the ground with antlers. He could swoop items from the ground like bulldozers for easier pick up when they're piled up. It wouldn't be helpful in the forest but if you planted trees in a straight line it would be great. Woodie farmer Goose could make for a hoe, seen chicken looking for food in the dirt? If a single quick peck or claw scratching could till faster than hoe it would be quite something when there's no wormwood present. Beaver already can hammer giant veggies. Moose could pick up heavy objects with higher movement speed like Wolfgang, The wereness drain could be decreased for this action and a moment after. If you make more veggies than you can preserve but still want to farm it's a good idea to get giants off the field and let them stay in giant form until needed to be hammered. I haven't had a controller in my hands But I know it has a problem with how few buttons it has so maybe during transformation it could work like choosing items from inventory slots for easier alternations between two forms, for example, moose>goose the previous transformation would replace the last chosen slot. The transformation from the human form could be initially random with a combination of inputs. I have this image in front of me and I have no experience with the controller so I have no idea which would be comfortable. In case it was possible initial forms could not be random and be chosen depending on your action, standing still=moose, running=goose, hugging choppable/mineable/hammerable object=beaver. I would really love moose to carry objects and players Plz appreciate I spent like 6 hours thinking about those and correcting mistakes
  3. Merms are smarter, Merms are stronger, Merms are cheaper to hire, Merms can chop wood, Merms can mine rocks, Merms dont steal food, Merm king can give treasures and stats. What are spiders good for? Switcherdoodles are extremely expensive, for the most types of spooders. Spiders are extremely weak and fragile. Very unreliable. The only Wurt downside is a setup requirement, but its so much worth it.
  4. Since he was once the lord of shadows and the king of the constant, why not make it so that shadow creatures are neutral to him? Or maybe allow him to craft an item that could make him immune to nightmare creatures, like a bone helm? Maybe a stepstool to make him taller so the nightmares recognise him. Another idea would be that nightmares do not hurt him when he's insane, but when he has high lunacy, gestalts hurt him. Overall, I really believe he should have more power and control over nightmares and/or nightmare items, as this would fit more to his lore, not reduced to just cutting trees or mining rocks. Due to the recent changes with WX-78 being able to ignore darkness and master speed which are integral parts of the game, Maxwell should be able to bypass nightmare creatures in a similar fashion.
  5. Just as how Warly can only craft and carry his pots around, why not allow Winona to do this, as well? Maybe she could have a tool to dismantle parts of them (not into their base items, like parts such as a "handle" etc.) and then place them in has a dedicated backpack to carry them, but you can only place your structure parts in that backpack.
  6. I have two ideas to make him a little better because of the last changes: - 100 of every stat - each teir 1 stat mod gives 60/70 of that stat ( to make more reason to use them instead of just speed - and 7 slots instead of 6 it would be a bit nicer, so people could take up 1 or 2 slots to balance their stats and still have some room to mess around. Or Start with 100 of each stat, and only 4 circuit slots But you would be able to create expantion packs with gears Up to 10! And each upgrade Will cost more and more gears being the first like 4 gears the Next one 7 and add 2 more cost for each Next one. And make the first speed upgrade cost 5 instead of 6. Another option is just make him be able to upgrade with gears to 8 slots and start with 6 already. Now a good portion of the people is saying the same, put a mecanic in that you can take one slot more of your maximum, but you Will take DOUBLE the damage
  7. So far, I'm liking the WX refresh, and of course, there are many that are conflicted with it, especially when it comes to the circuits. But I'm not worried about them right now, there's no need to add to that fire, in my opinion. SO, I want to focus on a few Items separate from the circuits that I feel would add to the refresh well (on paper). And, I even did some (very mediocre) sample art for one of the ideas! Item 1: Circuit Board When you get board of holding your circuits. This item acts almost like a chest, but it is portable. It cannot be put inside a backpack or chest itself, but it can be put down, interacted with, and picked back up, just like Warly's Portable Crock Pot. The Circuit Board has four storage slots, and (obviously) can only contain circuits. The item would cost 1 Board and 4 Gold to craft. WX-78 would have this crafting recipe available immediately. Item 2: External Charge Unit If you're running on reserves. This item (which I'll call the ECU for short from now on) can store two electrical charges that can be collected from lightning, lightning rods, etc. while being held in hand. The charges can be consumed one at a time via left click, and consuming a charge will not only cut the sanity debuff of gaining a charge externally in half, but it will also use up 1/6th of the ECU's durability. Also, the stored charges degrade over time, with each one taking about a day and a half to fully dissipate. This item would cost 2 Salt, 2 Gold, and 1 Board to craft. WX-78 can unlock this crafting recipe by scanning Chester or Hutch. Item 3: Junction Box Batteries included! This item is supposed to be either the coup de grace or dark horse of these ideas, I don't know if I really "balanced" this item correctly, but I tried my best here. But anyway, the Junction Box would be a backpack exclusive to WX that would only be able to hold 5 OR 6 (leaning towards 6, since it's a nice even number) items. BUT, equipping it would add 1 OR 2 charge modules to WX's charge meter. These extra charge modules would charge slightly slower than WX's default modules over time, and having the Junction Box equipped would also raise WX's hunger drain; more input slots means more energy consumed! And maybe it would slow you down a bit, but thats to be decided. This item, would cost 2 Gears, 2 Electrical Doodads, and 2 Silk. WX-78 can unlock this crafting recipe via scanning Krampus Side note, I think that having more circuits plugged in should make WX hungrier, the same motif as "more input slots means more energy consumed!" By the way, I want to make it clear that I don't think that these items are NEEDED to make the rework better, and that they are definitely not perfect, some aspects of these items (especially the crafting recipes or stat numbers) might be OP or lackluster, but that's based on you. At the end of the day, I'm not a game designer, so I don't see this stuff through the same lens as one, so this can either be a well designed idea, or not. Thank you for reading, and have a nice [INSERT RELATIVE TIME OF DAY HERE]!
  8. The WX-78 rework so far has been possibly one of the best character reworks Klei has released. The new circuit system of being able to make different combinations of perks for WX is really cool. Almost everyone agreed on that WX should somehow have a customizable upgrade system of sorts, the way that Klei did it was quite creative and original. As much as I want to praise this rework even more, there are some well known issues. Issues like some circuits being underwhelming or way too good, slow recharge, lack of incentive to change circuits often, low number of combinations, etc. One complaint that isn't brought up enough is how WX has no real downside to go along with the many upsides. You may say "Oh WX does have a downside, it's water!", but that "downside" doesn't effect WX in any way at all, unless you are getting wet on purpose. The way water works on WX now is that there is a threshold on how wet you can be. This threshold is at 20 wetness, this means that you need to be over 20 wetness for water to start effecting WX negatively. This negative effect on WX only drains the the charge meter of 1 charge every 10 seconds. WX doesn't take damage untill they have ran out of charges, which makes them take 17 damage every 10 seconds. It takes a full minute for water to start damaging WX, this doesn't include the time wetness reaches the threshold and the various sources to slow/completely stop wetness gain. WX can have infinite nightvision/light, infinite 25%, 40%, and 50% speed, and 2 whole seasons countered with just one circuit change (not to mention that ruins rushing is a cakewalk now). All of this with Wilson level stats to boot. This is simply ridiculous for a character to have. No one should be able to simply shutdown an entire part of the game with easily inserting a circuit and walking away. The problem here is that charge is infinite as long as you keep circuits socketed in. You only lose charge when you remove them or somehow get wet enough and have charge drain that way (or starve, but even that's much harder). I'm not saying every character needs a downside, but in the case of WX, they definitely do. Downsides counteract the upsides of a character. It's called a balance. Even though DST may be a PvE game, balance is still important. It helps with keeping the player engaged into the world and helps decide thier choices and interactions within the game. Without balance, the game can become boring, or outright frustrating for the player. How can we fix this problem? We can suggest possible downsides/tweaks to the character that can flow and interact with the upsides. Many of you have suggested many changes and downsides that could help with this problem/many others. Some are quite simple, while others are more complex. Some suggestions include: -Lowering all base stats. -Overload mechanic with circuits. -Nerfing/buffing some circuits. -Taking damage along with losing a charge to water. Double damage when out of charges. -A don't get hit mechanic. -New fuel gauge that slowy goes down, you begin to lose charge with lower the fuel you have. -A new rusting mechanic on the charge bar, it effects charges and circuits the worse it gets. (My personal favorite, and totally not biased because it's my idea) Many more downsides can possibly be thought of. The ones I listed here are the ones ive seen pop up the most. This post may not be well written, but I do help it communicates the important message im trying to send. English writing isnt my strong suit. I may have some info wrong, feel free to correct me.
  9. While I’m not able to play in the Beta for WX78’s rework I do have a basic understanding of how it’s new circuits work, and there’s one in particular to me that stands out: The Health Regeneration one. Currently people say it sucks, because in order to get it you need Royal Jelly Beans and by that point you could’ve just munched the Jelly Beans themselves & the healing is supposedly too low. However.. what if we instead just made WX78 have health Regeneration built in as a unique passive ability?, making its gameplay unique & unlike any other (closest you’d get is maybe Wigfrids Vampirism) If health passively regenerated we could then be able to just get rid of the circuits that boost its health to higher numbers, (I could live off just 50hp if it passively regenerated.. but a more reasonable value would be 100-150) getting rid of the Health increasing circuit allows lead way for a new more interesting perk, randomly spit balling ideas here: but what about a Power Zapper circuit? An AoE Emp like pulse that steals power from nearby Electronical items and Rejuvenates WX78 power? (examples would be lightning rods, Winona structures, Electric Eels from cave ponds, and Clockwork enemies) This would in turn open WX78 up to being able to have a battery that allows socketed circuit abilities to perform better or worse based on how much charge the battery has, for example when fully juiced up WX’s Moggles circuit works flawlessly, but when it dips down to 40% power or lower it flickers in and out (same way Wendy can stand in complete Darkness and will hear Charlie’s warning sounds but Abigail will fly back to Wendy’s side to restore light right before the attack) and at 0% Battery it obviously stops working until charged up again. When I read reviews & feedback on the current beta: Most people seem to feel the rework doesn’t offer much of anything new for WX’s playstyle (aside from the whole bio data scanning thing) Passive Health Regeneration could also mean being able to take the risk of healing using food and healing items removed from them as a character (increase the passive regeneration speed and you won’t even care about or notice this) This is very similar to Wanda’s rollback clocks.. except this would be passively part of who they are as a character. Maybe Food can be combined with another robot ingredient (like gears, frazzled wires or Oil) To create Bio-Fuel (which speeds up the Passive Health Regeneration) WX78 being a non-humanoid robot survivor opens up huge doorways to take them in a bold new direction, no one wants WX to still do mostly the same stuff it’s always done- we want a new and completely unique experience, While I can’t play Beta.. still most the feedback seems to imply it’s still just not unique enough- and I feel like the above suggestions would certainly go a good way to help in making the robot character even further unique in having its own playstyle. Would people be willing to play a WX that plays like this, Yes or No? If not can you please explain why not.. I think this would be fun, and further separate them from feeling like a human type character.
  10. As somebody who really enjoys playing Winona, I see a lot of people throw out suggestions for how to improve the character which I just don't agree with, so I wanna address some of the problems I have with the design of the cbaracter as well as talk about my own suggrstions and how it would help build aspects of the character that I really enjoy. People bring up that Winona is a swap character a lot, and it feels like a lot more recently, and their solution is to make Winona catapults only usable for her which, while on the surface may seem fine but in practice I think this suggestion would be bad. Catapults are pretty costly, and in a team setting it becomes really hard to justify the cost of using up all those rocks, rocks which are often used in a lot of other projects/items by other people. If your teammates don't see a return on investment like; being able to solo bee queen, having a working hound trap, or even just automating things like pigs, then they definitely won't be as supportive towards the rock investment, and it would just make the catapults worse for it. To me the appeal to catapult setups is to make whatever threat you're facing less of an event that you have to prepare for, and more of something that anybody is able to get up and do without asking for help. and making Winona's catapults only usable by her would butcher that aspect of her. That being said, it is still an issue that people go on to put her structures down, then never play the character afterwards, which people attribute to the portal and say that there should be something to decentivize you from swapping off of her which is fine. The best way to get people to keep using the character in my opinion is to give winona a buff to the structures whenever she is near them ie: catapults shoot faster, they could deal more damage. Spotlights can debuff shadow creatures when someone whose insane is in their light, maybe make them attack slower so that players can get an extra hit in, make their (shadow creatures) attacks deal less damage, or just lower their defense. People tend to overlook winona's spotlights, but you have to consider it if you're gonna talk about reworking the character I also think if Winona was able to repair equipment other than just clothing items it should also be something exclusive to her seeing as how she's an engineer who loves taking things apart to see how they work, it would make sense that she could put them back together maybe limiting its repair capabilities to one time per item would be a good balance change to this hypothetical buff, since repairing equipment would be extremely good. on top of all of these, I think Winona just needs more structures, and unique interactions with her structures. The two biggest suggestions that I see lots of people agree with me on are that Winona should be able to craft an irrigation system to keep plants watered and prevent smoldering which would help farming oriented characters without making their perks irrelevant. as somebody who bases with Wormwood players pretty often, I think having a system in place for Winona to support them by being able to make it easier for them to water things would be really nice to have. A possible unique character interaction between Winona and Wormwood could be added where only Wormwood and Winona are able to mix in different types of fertilizer into the water system, and water/fertilize them at the same time. My next suggestion is meant to make Winona a bit better at boating by adding a rudder with the idea being that, any character can use the rudder once its attatched to a boat, but Winona just has more control over it since she's the one that built it, so it'd make sense for her to be able to use it better than most Overall; Winona just needs more things that are unique to her. A character thats built around their structures would need to have a reason to continue playing them once their structures are put down. Adding character specific interactions with them and making even more structures to have unique interactions with would help decentivize her just being seen as a "swap character" and seen more as a support character that helps others through her structures.
  11. You know what? It's definitely best to think about something some time after you have a good idea, because over time you may see imperfections in the idea. More than a month ago I posted a post describing my view of the WX78 rework, but I made a huge mistake there - I ALMOST NOT TALKED ABOUT THE REWORK OF WX78 !!! That's why I'm here again to fix my mistake and this time to actually tell you about the WX78 rework. Once again i want to apologise for bad english before I start. Oh, yes! I also wanted you to respect my opinion, and i will respect yours... So... Let's go! 1) Rework of rework of the WX78 upgrade system In the previous post (if you are curious, you can check it out: https://forums.kleientertainment.com/forums/topic/136752-my-view-and-expectations-on-wx-78-rework/) only in the first point I talked about changes to our favorite robot. I will briefly summarize what was in the previous post: The WX78 would have the ability to create upgrades with parts obtained from Clockwork Pieces, with each upgrade dedicated to each Clockwork would give the WX78 a different ability assigned to that Clockwork: Clockwork Knight - attack speed, but not movement Clockwork Bishop - a ranged AoE attack with a long cooldown Clockwork Rook - a ground strike that would stun enemies for a short time and deal a small amount of damage After producing an upgrade, it could be further developed up to level 5, using gears, parts with appropriate mechanical and electric additions. Upgrades, on the other hand, could be placed by WX in 1 of the 2 slots available for upgrades Everything is more or less explained in the post's predecessor (link above) After some time I noticed that it is very imprecise in relation to what WX is able to do at the moment - improving its statistics. With upgrades, the WX78 can become (literally) a Terminator. His stats from average can become the highest in the game, so this is my way of solving the problem: Instead of 2 upgrade slots, WX now has 4 upgrade slots! Why 4? I will explain it more in a moment. Now a bit about its improvements. Each upgrade has 5 tiers, each of course consuming more resources and will require more and more fun things to be found in order to fully develop the WX78. His New Upgrade List now includes: - Reinforced Shell - adds WX78 50 HP with each level (max. 400) - Enlarged Chemical Engine - with each level increases the maximum hunger level by 10 points (max. 200) - extended CPU - with each level increases the sanity level by 30 points (max. 300) - Ecological combustion - with each upgrade reduces WX78 hunger decrease by 4% (max. 20%) - World Domination module - with each improvement, it increases the passive regeneration of sanita by 5 points per minute (max. 25 points per minute) - Marble growth - with each level reduces the damage taken by WX78 by 3% (max. 15%) - knights speed - obtainable after defeating the Clockwork Knight, gives WX78 the ability to dodge, with each upgrade the cooldown rate increases. - bishops eyesight - obtainable after defeating Clockwork Bishop, gives WX78 the ability to perform a ranged attack, increases the DMG of the attack with each upgrade, and makes it a short-radius objection attack. - Rooks strength - obtainable after defeating the Clockwork Rook, gives WX78 the ability to perform a ground slam that stuns enemies for a short time and deals low damage, each upgrade increases the stun range and attack DMG As you can see this list has gotten a bit longer, isn't it? And now it is necessary to explain why WX would have 4 slots for upgrades. Well, the first 6 improvements would be "common", that is, they could be made anytime, anywhere. Thanks to this amount, the player could choose what kind of WX78s build he would like to play. If a player has a problem with eating, he installs improvements responsible for hunger, and if he has a very aggressive gameplay, it will increase HP. These first 6 upgrades could be assembled into 3 by 4 WX slots. Slot 4 would ONLY be dedicated to upgrades crafted with Clockwork Pieces, as they would give the WX78 some special ability to be activated by the Right Mouse Button. 2) Storm and WX78 Now that the tweaks are over there are a few things about the wetting and overlaod of the WX78. Also, getting wet would mean the WX78 would take more unblockable damage with armor. Susceptibility to damage would depend on the degree of wetting (15% -40% - 10% damage susceptibility, 40% -70% - 20% damage susceptibility, 70% -100% - 30% damage susceptibility). As for overload - being overload, the WX78 would now have the cooldown of Clockwork Pieces reduced by 50%, but the balance is the most important, so the overload duration could be reduced by 66% (1/3 of a day) and the movement speed when overloading it is reduced by 33% (instead of 50% bonus speed - 33.5% bonus speed). We also know that in the rain the WX78 takes damage and sparkles, of course I leave it with the downside of taking damage in the rain, but since you can see the WX sparkle in rain, in my opinion it is a good idea to make every attack of the WX78 in the rain have 66% to deal electrical damage 3) Create gears Probably not only I was faced with the dilemma of whether to build a refrigerator or improve the WX78 further, so it's time to solve this dilemma! It would be interesting if the WX78, Winona and Wanda had the ability to dismantle some of the items dug from the graves for gears, making the choice between upgrading your character or building other things for which gears are needed easier. 4) Ending Well ... And I'm afraid that unfortunately that's all I wanted to improve looking at my previous post. I hope the corrections I made to the previous concept. All the time, however, I encourage you to read my previous post, if you want to read a little about the concept of adding the rest of the chess pieces to DST. (I repeat the link from that post: https://forums.kleientertainment.com/forums/topic/136752-my-view-and-expectations-on-wx-78-rework/)
  12. This post is incredibly late, oops. Massive Forged Forge Update It’s finally here, after several months of ups, downs, and hardwork, we finally finished the massive rework. There’s quite a bit to cover and while I want to talk about the content right now, there is something that current users of Forged Forge (FF) will need to know: Re-uploading the mod Unfortunately to some, this update will be hosted on a re-uploaded version of Forged Forge (rebranded to Reforged). While this will be annoying to some, including those who run dedicated servers, hear me out. Mods uploaded to the workshop for some reason do not allow contributors to edit/update the mod. This can lead to potential issues later down the road. So to prevent these issues and give more freedom to other people working on the mod, we have set up a group account which we will upload this rework on. From this point onward, only the new uploaded mod will receive updates, the old FF mod will be up for a few months (to allow users to be notified and move over to the new mod) and will be deleted or hidden afterwards. With that out of the way, we can now talk about the content in this rework: Loads of Bug Fixes/Accuracy improvements It’s not a secret that our current state of FF is not very accurate and tends to be very exploitable. We took it upon ourselves to research as much as we could of Forge and prove all behaviors with evidence, and what we found was surprising. As a result, everything has changed in various ways. We will share our findings in a later post that will show proof supporting these changes. While most of these changes won’t be noticeable to the average player, it’s important to us that the mod achieves its goal of recreating the Forge event. New Features! It’d be pretty lame if the only thing we did was fix bugs. So we added many new things, the most important of which is the new Game Settings Panel. Here you can change the game settings on the fly, no longer will you need to restart or manually edit your mod config files to play a different waveset. You’ll notice in this pic below that there’s also quite a few new options on customizing your forge experience. Mutators Mutators are options that you can apply to your new run of forge. While a few of these options seem familiar, we added some new ones as well. Think you can beat the forge without your HUD? Can you beat it with PvP enabled? Or maybe you think you can beat it without being able to sleep mobs? OR maybe you’ll try out endless mode, where the waves reset when beaten with it getting progressively difficult each time. You can do all these options and even have more than one enabled at a time. GameTypes Gametypes are a more indepth modification of the forge game itself, changing how it works. Red Light/Green Light from Forged Forge has been converted into a gametype and we added a new RL/GL version introducing some new lights as well. I don’t want to spoil on what these lights do, but it’s definitely harder than the old RL/GL. Difficulties A brand new feature is the addition of a difficulty setting. Currently, we only have one new difficulty: Hard Mode. This makes changes to the mobs and some other mechanics to make things… well, hard. I don’t want to spoil all of the new stuff there that comes with hard mode so I recommend checking it out for yourself. Difficulty settings can be run on any waveset and gametype as well. New Lobby Features We added some fun stuff in the lobby: Interactable characters, dynamic shifting of portraits, and most importantly *the ability to vote kick*. Yes, finally you have the option to vote kick that one Wilson who never readies up. You can also vote to change game settings, force start, and cancel force start. Admins have the power to avoid voting if they choose to. There are also some new chat features which include removing the auto scroll to the bottom if a new message has been posted, notifying you of a new message in chat if not scrolled down all the way, and increasing the chat limit. You probably also noticed… Exp System You can now earn exp and level up like in the original Forge. However, it’s slightly different. There is now a rank system. When you level up to certain milestones you will notice that your avatar’s banner will change as you level up. You might also notice that the level displayed on your character is different when switching between characters and that it differs from your level on the player list. This is because now each individual character (including modded) now has their own individual level as well. Players can now use this level system to know how much experience a player has playing Forge and how much experience they have on a specific character. This is purely cosmetic and you will NOT unlock forge chests. New Characters’ Perks and Optional Balance changes Of course we didn’t forget about the new characters. Wortox, Warly, Wormwood, and Wurt are finally now complete with their own new unique perks and custom weapons. Modes There are currently three modes available: Forge S01, Forge S02, and ReForged. Now you can choose which year of Forge you want to play. Currently this just changes mob behaviours and does not affect item drops. ReForged is our own version of the Forge where we attempt to balance the Forge based on community feedback (like making Abigail useful). Currently it doesn’t change much, but we will continue to add to it as we gather ideas for it. Modding Improvements We rewrote most of the code and now things are a lot more organized/optimized and it is now a lot easier to make mods with ReForged. The depth of these changes will be in the guides we are making. With all the new additions above, you can also mod in your own additions to these! We got plans for Reforged later down the line to help keep things interesting, including Hallowed Forge in halloween of 2020! New mod is here: https://steamcommunity.com/sharedfiles/filedetails/?id=1938752683