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The rework for Woodie is coming, and it should be really simple.

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This is open to debate, better discuss this now rather than do it while the DEVs already post an announcement about him, it would be more productive, since Woodie is definitely on the rework list right after Willow, perhaps he will come after Warly is officially in game, so the time is now. Let's just take the constructive way and actually say what specificaly we want and pinpoint specifically what we don't want or disagree, and have a discussion about it, while keeping things as solid as possible, down to specifics. I think the best start is to present a base, so people can take that idea and begin this exchange of opinions. I’m just going to divide the general position i've observed the community in general present through many discussions in the past, mixed with mine, in very clear points:

1. We don’t want something new.

Nobody is interested in something new for Woodie, unless It’s werebeaver swimming, boomerang lucy or 200 hp Woodie like in forge, then we simply do not want something new. We just want DS Woodie into DST as much as possible, without second life of course, a large part of the community already loves Woodie for what he is in DS and they, myself included, just think he needs tweaks and some buffs to something he already has for him to be perfect and fun.

Klei is completely free to surprise us, but I REALLY don’t think the community really asks that.

2. We just want Woodie being a Fighter as much as a Resource Gatherer.

Woodie is supposed to be a Fighter and a Resource gatherer, and currently he’s not the best at neither of them, at both DS and DST. Yet on DS he’s really fun still, because his fighter side remains.

Werebeaver primary assets to regain, should be armor at the top of his priorities, he needs armor to farm poison birchnuts and keep being the best living log farmer, only topped by the WormTox(ic) combo. Next he regains his DS damage, so he can one shot birchnutters and be actually more helpful than a guy with a spear. Also he needs to heal with logs, cheaper doesn't necessarily mean broken in this case, log healing isn't really that broken when you can't use your inventory nor modify your attack damage on top of the time it is wasted eating logs, while your sanity decreases. When you get into mid-game Werebeaver loses a lot of his warrior side to a simple Wilson with armor and a dark sword, that's why i also want some improvement on Woodie himself.

As for the insanity drain, if the tree sanity stays, then it could stay but maybe debuff it a little bit, it is a healthy and fun downside that makes you WANT to replant trees, it’s the only good thing DST Woodie has shown, everybody goes to caves with their cooked green/blue mushrooms, meanwhile you just bring a cheap stack of tree seeds from your farmings, it’s great.

3. Werebeaver needs to swim

Woodie SUCKS in SW in both theory and practice due to the lack of ground involvement playstyle, plus the irrelevance of trees in SW. Woodie’s fun playstyle came from being able to explore the world, smashing and munching everything and feel unrestricted, but suddenly he can’t swim? Even though beavers are good swimmers? Nonsense. I know there’s terrible downsides in DS, but a downside that is literal death if? It’s just terrible.

But if Werebeaver swims, what’s the use of boats? Well, we can mess with his swimming speed; he doesn’t have to be fast nor he needs to compete or qualify as a boat on the first place. He should be able to kill in water with the same resistance and everything, in SW there’s different types of boat attachments, even though people just end up using 2, the inventory one and the fast one, at the end of the day, those are the relevant ones. Werebeaver lacks inventory and his speed could be adjusted, so using a boat as Woodie would still have benefits over swimming with Werebeaver asumming DST is going to provide us with similar mechanics in SW.

4. If we could buff Woodie to 200hp, it would be pretty neat.

This isn’t that mandatory at all like the above, but hear me out, Wolfgang is super sturdy, full of energy when hunger is at max, so high HP makes sense, Wigfrid is not a sturdy woman but rather an experienced fighter, whether it’s acting or not, so I’m guessing she has higher HP because she dodges most of the time due to again, her experience, WX-78 is a robot who upgrades himself, Webber is slightly more resistant for being a monster, but he’s still a child so the Max HP is more minor, but if we keep looking at the rest of the characters, who’s next? Woodie, he should be next in line for a max HP buff, why not? He’s a strong lumberjack who chops trees in like, what? 5, 6 Swings? Not to mention Woodie already had 200hp in the forge, making him a tank on top of a runner and Wigfrid had 150hp. So this doesn’t come out of nowhere.

5. Now, if we could make him the best lumberjack …

Many people believe Woodie deserves to be the best wood collector (I personally don’t really mind if he is though), some even suggesting nerfing Maxwell just for Woodie to be the best, which is a no no for me. I hate the idea of debuffing ANY DS character in general. However, Maxwell could get reworked so he has better assets or more specific focuses, sacrificing some of his wood collection speed in the process, I don’t want him to just lose some attributes to make someone else better, while he gains nothing.

So, for this point, the community either wants the DEVs buffing Woodie’s wood collection speed, or reworking/debuffing Maxwell so he loses wood collection speed so Woodie can come up on top.

6. (MANDATORY) Planks need to give 30 ~ 40 log meter.

Period. Also if you could buff Woodie’s Axe, Lucy, to do AT LEAST flint axe damage, it would be great.

7. (SUPER MANDATORY) Needs an actual good hairstyle on the rework skin.

So! That’s all. I just want Woodie to be fun again, I care more about fun than “balance”, so if he comes up as OP then good because, in all my experience in this game, apparently being OP and useful, even on a single aspect, makes me have fun, and like always, let’s keep this discussion civil and as constructive as possible. I apologize if there's spelling mistakes, as english isn't my primary language.


Item That Allows Switching Skins for Existing Items

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With the large amount of skins that are existing and are being brought into the game, it can be annoying when you want to customize a pre-existing item but cannot make a new one at the moment, like a walking cane in Summer. If there were some sort of item or structure that would allow you to change the skins of already made and/or placed objects, I feel like that would be a massive QOL change to the way skins work. In addition, it would open the possibility of having skins for items that are uncraftable, like the Tam O' Shanter. 

This doesn't have to be a high priority since y'all are making so much cool content (which we all love), but whenever you have the chance, the community would love to have this. Thanks!

 

What's wrong with Woodie?

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As some of you know, I have a forum semi-series of threads called "Why [character] sucks and how to fix them", and most of them spark controversy more often than not, so I want to make sure I nail it on the head this time.

I am going to make one about Woodie very very soon, so I want to hear what everyone thinks Woodie's problems are.

There are a plethora of proposed changes to Woodie, and I don't want that. Hell, Im making another just to add to the pile, I want to hear what you think is wrong with the character. (Edit: I mean gameplay-wise, shut up dave)

Dst PS4 lunar islands

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Yo, so I recently got dst for my PS4. I have been playing for awhile on PC. I wanted to go to the lunar islands but realized it seems the update hasn't happened. I just have the old wavy water and nothing under the science machine. Is that just my game or is it not available on console yet? Plz help 

Upcoming Content Beta and Roadmap Update

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Hey folks!

With the Willow refresh newly launched, it’s time for the next phase: new game content! I’d like to update you all on our current plan. 

Return of Them
Over the next several months, we’ll be releasing a series of game updates available to all players, under the single thematic focus entitled “Return of Them”.

Charlie’s machinations have come to a head as she turns her attention towards the skies - and the mysterious entity that awaits there. Our Survivors will be forced to contend with terrifying monstrosities beyond their comprehension, and yet, there may be a silver lining: their minds and horizons will be expanded under the sublime light of an ancient moon.

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Here is an overview of what is available in our first update, Turn of Tides:

  • Added a new multiplayer-centric boat mechanic, where players can build and deck out a boat for multiple survivors to travel together on
  • Added a new Seafaring crafting menu
  • Added the Lunar Island
  • Added Enlightenment
  • Added 3 new Lunar Island biomes, along with new creatures, objects, and craftables

For this first update, we’ve focused primarily on building the fundamental tech and infrastructure for Return of Them. Please know that we expect this update to be a bit content light, and over the following months we will be adding more content to both the islands and the sea.

Turn of Tides is available to play in a beta branch today, and will officially launch on June 20th. Head here for more info. 

To access the beta see the instructions here. 

Wormwood

In addition to new content, we are preparing for the arrival of the next new character. We’re happy to announce that Wormwood will soon enter the fray, fresh from his adventures in Don't Starve: Hamlet!

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Wormwood is coming to Don’t Starve Together on June 6th, and will be priced similarly to Wortox. In addition, anyone who owns Don’t Starve: Hamlet will have access to Wormwood for free.

Warly 
For the next character refresh, Warly will be sailing into the Constant from Shipwrecked on July 18th, and will be free to all players of Don’t Starve Together.

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As with all character updates, Warly will be getting a design refresh and come with new abilities specific to Don’t Starve Together.

And that’s it! Onward and seaward!

F.A.Q.

What about console?
Since console does not have beta branch functionality, consoles will be getting Turn of Tides at the official launch in June.

When is my favorite character getting a refresh?
We will announce more characters refreshes as we get to them. If you have suggestions and feedback make sure to post them. We are watching and we do use that information to help us decide what we want to do next. 

Will my existing worlds be affected if I switch to the beta branch?
No. Save data for the beta branch is kept separate from the live branch at: \\Documents\Klei\DoNotStarveTogetherReturnOfThemBeta

Will my existing worlds work in the beta branch if I copy them over?
Not at this time. For future updates, we will look into the possibility of retrofitting the new content into existing DST worlds, as we did for the A New Reign updates.
 

'On Bunnymen' A poll on the public opinion of our bunny (friends?)

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This is just a fun poll just to get an idea of what the forums thinks about bunnymen and bunnyfarms especially.

Farming with Bird Cages in DS/T

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With the Warly update out for everyone, me and some friends decided to start a new world and play together. A few of them picked Warly, and I picked Wormwood (I always do, I love the guy). and decided to farm 4 of the new crops...

For anyone unaware of how bird cages work with farm crops, here's a brief explanation: When you feed a bird a crop, it drops one seed of that crop with a 50% chance of dropping a second seed for it. There's also a chance to drop regular (random) seeds, but those aren't really useful for farming specific crops.
With this system, you would get about 50% more crops than you fed the bird if the 50% chance happened exactly 50% of the time. But it doesn't, so there's a bit of variance in how much you actually get.

To farm specific crops, I usually set aside a specific amount of that crop to feed the bird and the rest gets used up as food. Said amount is 30. By always feeding the bird exactly 30 crops every harvest, I get a relatively consistent amount of seeds, usually around 42-48. And since 30 of those will go back to the bird, I'm left with 12-18 crops as profit.

I personally find it kind of ridiculous that in order to keep farming a certain crop, I have to sacrifice TWO THIRDS of every harvest. Planting 45 seeds takes a long time and it isn't exactly very engaging when all you're doing is right clicking the ground in various spots. And I do this 4 times for 4 different crops (onions, garlic, potatoes and pepper) so the total amount of seeds I get is well above 160. Getting so little (15 of each crop) from farming so much is what I feel is the main problem with farming.

And all of this is only possible for me because I'm playing Wormwood. Other characters would have to build a farm for each and every single seed they want to plant. I don't think I'd get involved in farming at all if I had to build 45 farms to get a decent amount of crops as profit.

I think a nice solution would be to make birds always drop 2 seeds for the specific crop you want, so that the profit from farming is consistently higher (you'd always profit half of what you farmed, which sounds pretty good to me) and to leave the random seeds drop as the only random chance item involved.

If you've tried out farming with bird cages yourself, please let me know what you think of it in the replies!

The forgotten perk of wormwood

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One of the perks of worwood is that hostile plants are neutral towards  him, and i think most of the new players don't know this positive trait.

this perk is really usefull in hamlet because of the plenty of hostile plants towards non-wormwood characters, however the only hostile plant in don't starve together are the eyeplants.

because of this think that wormwood should have a lureplant as starting item so that new players can discover what has to do that plant with wormwood


July 25th new Twitch Drops! (The Crystaline Icebox)

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Hey Everybody. 

With the introduction of Warly to Don't Starve Together on July 25th, we are also adding to the "The Crystaline Collection" with the Crystaline Icebox. 

The Crystaline Icebox Icon (30 Minutes)

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The Crystaline Icebox Portrait (2 Hours)

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The Crystaline Icebox (6 Hours)

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If you haven't set up your account for twitch drops yet, check out the spoiler below:

Spoiler

 

Simply head on over to https://accounts.klei.com

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After that just watch a streamer who has also linked their account and get those drops!

In this campaign we are offering 3 items. You can only receive one of each and once you have them all, you cannot get more until the next round of items. 

alien signs XD

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did the oasis always looked like this at night or are this new alien signs from the luna? this isnt beta branch.

When Morning Stars Are Outclassed By a Spear :'(

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When you eat a Volt Goat Jelly, existing Electrical Weaponry do not gain any additional damage bonuses (damage bonus for being an electrical weapon + the electrical damage boost when stuff is wet). This behavior is intentional, as per Vito in my bug report here. What that also means is that the Morning Star is outclassed by the common Spear :'(

Spears do 85 damage with the Jelly, while Morning Stars only do 72.25. That just ain't right.

Here is a demonstration of the damage outputs between the two weaponry with just a Volt Goat Jelly (no additional modifiers).

Spear Damage:

Spoiler

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Morning Star Damage:

Spoiler

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I like the Jelly and what it does, just not the fact that it makes Morning Stars and Electric Darts worthless now. 

The Jelly lasts for 8 minutes while Morning Stars only have a durability of 6 minutes, with both costing a single Goat Horn. The biggest hindrance to Darts were always Reeds. The choice between choosing to farm Electric Darts versus Normal Darts is a very clear one now: regular Darts are just superior.

On behalf of all electrical weaponry enthusiasts, can something be done to deal with this damage disparity that the previously existing Electrical weapons now face due to the Jelly? 

Twitch drop trouble

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My twitch drops, for this specific drop, has not been working, all my accounts steam, twitch and klei accounts are all properly linked. Every twitch drop has worked for me up until this point, i probably have over 2 hours on twitch and have not received anything. I tried switching from the beta to the base game but nothing is working.

Why Woodie Sucks, and how to Fix him

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So, Woodie. The character on everybody's minds. The arguably most interesting concept for a character. I myself am a Woodie main solely because of the Werebeaver mechanic. However, there are two types of Woodie mains in this world: Woodie Mains that will tell you that Woodie is bad, and liars.

Here are Woodie's faults that needs tweaking, in my eyes:

  • He is overshadowed by Maxwell (albeit remedied by Warly in the most recent update)
  • Werebeaver form has too many downsides and risks to warrant intended use.
  • Werebeaver form can't do what it's sole purpose is to do (chop trees) without risking turning back into Woodie.
  • Woodie isn't the best wood-collector in the game, when he very well should be; It's his namesake, after all.

Here are some of the community's ideas on what's wrong with Woodie:

  • Werebeaver isn't that fun, and has no "oomph" to it. (credit: @YouKnowWho)
  • The concept of a cursed being conflicts with his upside of wood-gatherer. (credit: @Brago-sama)
  • The Werebeaver's sanity drain is way too much. (credit: @trinket_4)
  • He can't swim (credit: @Warbucks)
  • Lucy's dialogue is bland. (credit: Several people.)
  • Has to waste time digging up stumps compared to Maxwell. (credit: @WoodieMain45684 (name checks out))


So, gathering from all of these ideas, we can pinpoint Woodie's main, over-arking problem:
The Werebeaver is not fun and is counter-intuitive.


I have some ideas for how to fix them, but first, I have to bring up a few points.
Let's look at Woodie's curse like it's Lycanthropy, aka the Werewolf curse.

What are the common traits that Werewolves are mostly portrayed with?

  • The werewolf form is generally uncontrollable, ie mostly acting based on animal instincts.
  • Lycanthropes are left weakened, debilitated, and dazed after their transformation ends, along with experiencing amnesia.
  • The werewolf form is generally highly resistant to injury. They are weak to silver, but this can be dismissed in Woodie's case.

Now lets take these ideas, and take away the inherently wolf-like abilities, and swap them with beaver-like abilities.

  • Beavers don't really need to attack things, so they aren't built for aggression. The teeth would still be dangerous because they're large and sharp.
  • Beaver tails are large and broad, and make a distinct noise when slapping something (ie water). This is used as a distress signal in nature.

Now, let's take these ideas and run with them. Using the points above, here are some ideas that I have compiled that should also solve many of the Werebeaver's inherent problems.

Spoiler

 

UPSIDES:

  • The Werebeaver now has a very large damage resistance. (I'd say 90%.)
  • Melee attacks (gnawing) now does spear damage (34) to enemies. (easily outclassed late-game, keep in mind.)
  • For treeguards, the Werebeaver gains a 2x DMG modifier, raising it's melee damage to 68, very slightly higher than a Dark Sword.
  • The Werebeaver now has a right-click ability. When used, the Werebeaver raises it's tail, and then slams it down causing a shockwave, uprooting all nearby tree trunks. The wind-up time would be similar to Wagstaff's thumper invention thingy. It also does damage to anything extremely close to the Werebeaver. (34 damage?) Trees that are still standing are unaffected.
  • The sanity meter is outright disabled during the Werebeaver transformation (As Instincts are taking over, and Woodie's conciousness is put into the back seat.)

DOWNSIDES:

  • Woodie is slowed down for 10 seconds after transforming back into a human.
  • Sanity AND hunger is immediately set to 35 after a transformation ends. (5 points above the insanity threshold.) Health is not affected.
  • The map is no longer updated in Werebeaver form.

Misc.:

  • The Transforming animation takes longer, and is more "dramatic", similar to the Werepig animation, or maybe even the merm transformation animation from the Gorge. You can be attacked during this animation.
  • The Reverting animation is also longer and more dramatic; the Werebeaver falls over, and reverts into an unconcious Woodie, who wakes up and sluggishly picks himself off of the ground. Mobs could de-aggro when this animation starts, to avoid a cheap death, and to imply that the Werebeaver "died", similar to Singleplayer.

 

These changes would change the Werebeaver to be suited as a massive tank, with greater proficency in wood-collecting. However, the drawback to this would be that it's combat capabilities are still somewhat lacking, and it now has penalties when transforming back into a human, giving a nod to it's singleplayer mechanics while still being somewhat unique.

Now, we have a solid base for the new Werebeaver. However, some things are still missing, and we haven't even touched Woodie's human form, or Lucy. Lets add some more ideas to make this a complete rework. (ha see what I did there?)

Woodie's other issue besides from the Werebeaver being flat-out bad is that it's counter-intuitive; The Werebeaver can't gnaw trees for a decent amount of time without the risk of transforming into a Weakened Woodie. In addition, Woodie himself can only chop around 4 big trees before he's at risk of becoming a Beaver. 4 trees. To boost this amount he has to eat logs, the very thing he's trying to mass-collect. So, lets bring in some ideas that get rid of these issues.

Spoiler
  • When the Werebeaver transformation starts, the Log meter drains at a rate of 40/minute (from 1.875/minute). Log Meter still rises by gnawing trees and objects.
  • For every minute that Woodie is in Werebeaver form, the Log meter drains at an extra 5/minute. This caps at 80/minute, which is accumilated after a full day.
  • When the Log meter is at 0, the Werebeaver transforms into Woodie, along with applying the new penalties.
  • In Human form, the Log meter behaves like it does in Singleplayer; it starts at 0, and slowly goes back down at a rate of 10/minute. The transformation occurs when the Log meter is full.
  • Woodie can no longer eat logs in human form. (It's funny, but doesn't really have a place for these suggested mechanics.)

With these changes to the Log meter, Woodie would be able to chop trees as both forms without worrying about accidentally transforming. The Werebeaver's Log meter would stay up for the most part as it's chopping down trees, and Woodie has Lucy warning him about reaching the Beaver threshold.

 

Now, with both of these set of changes combined, we have a really good log-collecting machine that can take a good amount of hits, but cant quite dish out the same punishment. Along with the proposed mechanic of slapping it's tail against the ground to cause a trunk-uprooting shockwave, this would put Woodie, as a log-collector, far above Maxwell in terms of practical use. However, there are still a decent amount of changes that can be made, especially towards Lucy, along with QoL and very small changes.

Spoiler
  • Woodie now has 175 max HP. (To compliment him being a gruff woodsman, and to go hand-in-hand with the Werebeaver being built like a concrete wall.)
  • Woodie's skins should have corresponding Werebeaver variations. (Most people view them as bad, so hopefully this can justify some of them.)
  • Lucy should have much more dialogue lines. She could possibly have dynamic lines that trigger during certain events, such as Woodie being low on a certain stat, low on all stats, or is near a certain location.
  • Woodie can throw Lucy like he did in the Forge. However, Lucy does not automatically return to his hand, and instead stays on the ground. (This can open up options such as hunting rabbits and birds, the latter of which Woodie is notorious for hating.)
  • Lucy now does the same damage as an axe. (27.2)
  • The Werebeaver can swim. Klei, come on.


Now, here we have a full character rework. I truthfully believe this would put Woodie in a similar spot power-wise to the other new/reworked characters.

To recap, here is a list of ALL of the proposed changes in one place.

These should fix every single one of Woodie's problems, and put him at a tier where he is a respectable and valuable part of a team composition.

 

The Log Meter's functionality has been changed, and is now more similar to how it works in singleplayer.

  • In human form, the Log Meter starts at 0 and slowly goes back down at a rate of 10/minute. Woodie transforms into the Werebeaver when the meter is full.
  • In the Werebeaver form, the Log meter initially drains at a rate of 40/minute, and gains an extra 5/minute for every minute that Woodie is in Werebeaver form. This effect caps at 80/minute, which is achieved after one day.
  • When the Log meter is fully empty, the Werebeaver reverts into a weakened Woodie.
  •  Woodie can no longer eat logs and other wood-like objects in human form.
  •  In addition, the Sanity Meter is disabled during the Werebeaver transformation.

The Werebeaver (and to an extent, Woodie himself) is now built to take a lot of punishment, but can't exactly give out as much. In addition, it has new tools to help with log-collecting.

  • The Werebeaver has an innate damage resistance of 90%.
  • The Werebeaver's gnaw does 34 damage, similar to a spear. When attacking treeguards, this damage is multiplied by two, raising it to 68, similar to a Dark Sword.
  • The Werebeaver now has a right-click ability. When used, the Werebeaver raises it's tail, and then slams it down causing a shockwave, uprooting all nearby tree trunks. Standing trees and other objects are unaffected.
  • Woodie now has 175 max HP.
  • The animations that Woodie does when transforming to and reverting from a Werebeaver are changed to be longer and more dramatic, to give more "oomph."

Woodie is left weakened after transforming back into human form.

  • His Hunger and Sanity is set to 35. Health is unaffected.
  • Woodie is slowed down for 10 seconds, similar to the effect of being targeted by a gestalt.
  • In addition, Woodie's map will not be updated in Werebeaver form.

Lucy has been given changes to make her more useful.

  • Lucy now does the same damage as an axe.
  • Lucy can now be thrown, similar to the Forge. She doesn't automatically return to Woodie's hand, however.
  • Lucy now has more dialogue in general.

The Werebeaver has been given a few QoL changes.

  • Woodie's skins now have corresponding Werebeaver versions.
  • Woodie can now use more emotes when in Werebeaver form.

The Werebeaver can now swim in the Turn of Tides beta.

  •  If the Werebeaver reverts back into Woodie while in water, Woodie will drown.

 


So, here it is. Of course, I don't expect Klei to follow this to a T, but these new mechanics have been designed to iron out every single one of Woodie's problems, while also making him fun and practical to play. So now, I ask you:

Thoughts?

Announcement Quotes for Warly's effects?

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I haven't seen anyone post every characters' quotes for when they're being buffed up by Warly's foods/spices. Does anyone have that lying around?

Wendy/Abigail rework

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So what do you think Wendy's rework's going to be? Will Klei remove her damage penalty and make Abigail weaker? Or add something completely different and make her a more decent character to play as.

Please share your thoughts.


Warly is Now Available in DST!

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A ship has dashed upon the shores of the island and our survivors have recovered a new member to add to their team; Warly! Armed with a variety of rare ingredients and fancy cookware, Warly can't wait to spice up the lives of his newfound taste testers... er, friends, with a full-course dinner of brand new meals and invigorating spices.

Here are his details:

  • Warly can craft a Chef Pouch, which is a small backpack that also helps to preserve food items a little bit longer.
  • Warly can craft a Portable Crock Pot, Portable Grinding Mill, and Portable Seasoning Station, usable only by him.
  • The Portable Crock Pot cooks 25% faster and includes new exclusive dishes with unique bonuses and effects.
  • The Portable Grinding Mill can be used to craft a variety of seasoning powders.
  • The Portable Seasoning Station combines a prepared dish with seasoning powder to add bonus effects to the food.
  • Warly has an increased max hunger of 250, but it decreases 20% faster than other characters.
  • Warly can only eat prepared dishes from a Crock Pot.
  • Warly remembers the dishes he ate for up to two days and will enjoy them less every time they are repeated.
  • Added new vegetables, available to all characters: Toma Root, Potato, Asparagus, Pepper, Onion, and Garlic.
  • Added several new Crock Pot recipes, available to all characters.

Warly is available for free for all DST players.
The Warly Deluxe Wardrobe is $7.99 and includes Warly's Roseate, Victorian and Trawler skin sets.

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What's next?

Next on the list of Character Refreshes is somebody we think many of you are going to be excited about. We are having a bunch of fun with this one and we hope you enjoy Woodie when his refresh comes to DST early September. 

NOTE: The update is currently live on PS4, but slightly delayed by Microsoft due to an issue on their end that they are working on. It shouldn't take too long to resolve. 

UPDATE: Xbox has the update now!

Few words about Maxwell's rework

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Maxwell is a good character and balanced.

But I don't like the mechanics of his shadow clones. I thought a lot about how you can change them, but never came up. I hope Klei make them cooler:wilson_sneaky:mlD41-4U5Kw.jpg.1cabc7c0ade96874511107788469401a.jpg

Changing world settings after generation

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Is it possible to edit the game files to change the settings of a world after its already been launched? Obviously not things like world size, but I was hoping to turn off wildfires / disease and maybe eventually hounds when they become too much of a nuisance.

Thanks in advance

What do we want from a Maxwell rework?

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I think @inferjus4 said it best:
image.thumb.png.a76c23004928a5838b169afeeb3ae979.png

Maxwell is a very interesting concept, yet isn't utilized to his highest potential. 

And so, I spent a couple of hours thinking and reading through different ideas people have had; and here is what I, and others in the community, have come up with.

I apologise if this is a headache to read, I've tried to format it in the most pleasant way possible but apologies if it still sucks.

Shadow Duelists

Spoiler

I think most people can agree, the Shadow Duelists aren't exactly the most useful. Aside from an exploit you could do, there wasn't much point to ever use them. Fortunately, a bunch of people have thought about this problem and here are some of the best solutions I found:

(Credit to @ShadowDuelist ironic)

- Shadow Duelist
    - Cost increased to 3 fuel
    - 40% basic damage resistance against non-player enemies
- Shadow Boomeranger
    - Slow attack rate
    - Stands still when throwing a boomerang and waiting to return

This is a fairly simple yet elegant solution. It makes the original shadow duelist a bit beefier which helps as well as introducing another versatile troop which could be used. Imo, 40% may be too low, but that may just be because I can be biased towards making Maxwell OP, so this could be a balanced solution to the problem while making Maxwell more fun to play.

(Credit to @StarvedKasad and @Diaboliko)

- Shadow Duelist
    - Copies users movement and attacks, literally a shadow
    - Reduced Damage
    - Costs a percentage of maximum health (30%?) instead of sanity to make

While more difficult to implement, this seems like a more fun and potentially more strategic approach to the Duelist. Having almost like another player attacking with you in unison at the cost of maximum health would benefit the more experienced players and add another layer of depth to combat. Knowing that an AoE attack could wipe out all your duelists (and potentially you) would make battles more interesting. 

Any other good ideas posted under this thread I shall add here as an edit:

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Other Shadow Workers

Spoiler

I think we can agree, Maxwell shouldn't be better at collecting Wood than Woodie, however resource gathering is a key feature of Maxwell so if the rework of Woodie re-establishes him as the prime wood collector, there needs to be something for Maxwell to fall back on.

(Credit to @S19TealPenguin)

S19 suggested that Maxwell be more a stay-at-home resource collector while Woodie be more of an adventurer resource collector.

- Efficiency of Workers increases in the presence of magic
    - +10% Chopping/Mining Speed during Night
    - +25% Speed during Full Moon 
    - +15% for every level of nearby Night Light (Very good idea)
    - +75% in Ruins 

His idea also extended the boost to Shadow Duelists, with the percentage being applied as additional damage. Which could also be a good idea. This would give Woodie a stronger early game, while benefitting Maxwell more late game.

Something I noticed when playing as Maxwell:

- Shadow Diggers often target the same tree stump when clearing out a large
deforested area, have them always target different ones to increase efficiency.

(Credit to @Frashaw27)

- When wearing a Nightmare Amulet/Bone Helm, increase the efficiency of the workers by 25%

- Also suggested this to go up to 50% when wearing both. (Potentially overpowered in combination with S19's suggestion)

- A way to control how they act. When you summon a puppet, there will be a new command center of 3 buttons that are near the equipment slots. 

     - "Free", the way they behave currently, doing whatever they please as long as they are near Maxwell,

     - "Close", Puppets follow you more closely and only perform their action when you perform it yourself

     - "Codex", Puppets will perform their actions within 3 tiles of a Codex Umbra that is laying on the ground

step.gif.6776fadd8720137ee2b4e8e74a87eb8

Codex Umbra

Spoiler

Maxwell's exclusive item, the device trapped him in the Constant to begin with, could be improved upon and be made more interesting.

(Inspiration from @Canis)

- When performing a task (e.g. Chopping down a tree, Mining a rock, killing a mob or digging up a stump/grave),
have small chance (1% - 5%) to learn a random magic recipe (like a blueprint) that will be available from the 
Codex. I think a lot of people want to see something more creative done with the Codex Umbra, and this could be
an interesting idea.

(Credit to @ALotOfPeople)
Give Maxwell all the Tier 1 Magic recipes similar to how Wickerbottom has all the Tier 1 Science recipes.

This is an interesting idea, but could be a bit overpowered considering it would enable him to many strong items such as the life giving amulet, meat effigy etc... 

(Credit to @Frashaw27)

Have Maxwell be more adept at using Magic Items. 
For staves, armor, and weapons, using them for 1/2 the durability and only uses 1/2 of the sanity loss (exception is Dark Sword and Night Armor). For amulets and wearables, all of them will lose durability at 1/2 of the rate of other character (life giving amulet will still break upon using a revive). Finally, if you refuel a item with Nightmare fuel, it will be refueled with 2x efficiency.

 

As for skins, I think a lot of us want too Maxwell with that coat from Adventure Mode mostly.

Image result for maxwell adventure mode

Talk about dapper!

--------------------------------------------------------------

Anyways, Image result for thats all folks

Thanks for reading through some of these ideas, if you have any other good ideas, comment them here and I will add them to the thread.

Hope your day goes (Max)well. (I'm not sorry)

A hint of new character?

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image.png.1a0260e0eddfcdafbd8d9009c642d90b.png
well i notice this in steam workshop
you might think it's wendy, but no

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