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Yeah idk what happened but right now it all seems to be fixed, which is strange. Either way, good job fixing all the bad stuff
That sounded pretty neat, so I went with the dual shotguns and my island #1 regen chest dropped a health shot.
It doesn't work. point blank hitting enemies with all fired pellets and I still only regain 3 health, so health shot does not roll per pellet....it just rolls IF a pellet hits, and then the cooldown is active and multi-pellet weapon don't have any difference in function with health shot.
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unrelated, but wild...
king skull retains its collision/hitbox when doing the death animation. This means if you're in contact with it, say, around eye socket level, the crab will get caught on the spinning king skull and be flung across the map.
EDIT: I suppose it's possible that WASN'T the spinning death animation, but that I just happened to be killing it as I was in its face while it was doing its spinning attack animation. It was still hilarious to get yeeted across the entire map though.
It still needs polishing for sure
Also, Accelerating Shot chance of dropping needs to be buffed. It's like one of the rarest things you can find if you have weapons that actually suit it like Orb Launcher/Auto Rifle/LCs/Minigun
ay, we can fly now, sick
Yeah accelerating is a bit of a niche pick but I'll buff the spawn chance a bit in a future update.
I was originally going to release the full Anvil Update today but have decided to take more time to add new content (new weapon, ability, loot, music etc.) and get the new enhancement system feeling really solid and polished since it is the main focus. I'll also be able to make a proper trailer / do a nice marketing push this way. In general I think it's best to spend the extra time to make the update really worth returning for 🦀
That said, I have some IRL commitments for the next week or so and won't be posting beta updates. It'll be a good opportunity to let the update sit for a bit and get a better perspective on where it's at. I'll still be reading the discussions and tracking feedback so feel free to keep playing or take a nice break from the game- thanks to everyone who has been playing this beta so far, it's been the best community turnout yet!
Maybe do something about Tony? He's still there....looking at us....his eyes stone cold. Maybe you could liven him up a little and make us interact with him to a certain degree, maybe even have a mini-game where you can get a random mod/perk? Just throwing around ideas
As for the feedback part, Anvil stuff is all good, no complaints there
Katana's nerf was too harsh imo. To have such a long cooldown, I personally feel like it's not even worth using it anymore over Pickaxe/Hammer/Claw. Maybe loosen the cooldown by a 0.5-1 second and do a faster animation so you could benefit from Blender (CDR) mod a bit more? It has no pushback like Claw, only doing multi-hit which also forces you to travel forward. On one hand, it's a great tool to create lots of speed that you wouldn't normally have without Ring of Gravity/Speed Demon but on the other hand, trying to maximize your arsenal's damage by spamming your melee while backing away from enemies only to have this troll katana propel you forward and making you lose the backwards momentum can really HURT you. Maybe address that issue as well. No other melee propels you forward like that, they properly work even when walking backwards
p.s. Also, I believe Fire dmg has now been buffed way too much. Just single Fire Shot makes such a huge difference on fast-firing Auto Rifle etc.
It's not like that on live patch
Also, likewise, Flamethrower that comes with Fire Shot lvl 4 right off the bat is way too overtuned with fire dmg.
p.s.2. And could you please do smth about Tasty Orange ? I mean, it just sucks, it always has. There are no changes done to it, it stays as an epic drop but it doesn't deserve its epic rank. Heck, I wouldn't be picking it if it was a blue rare drop. 1% damage increase for killed enemy? That is only useful during horde or harvest islands and the damage resets every single island when we have amazing stuff like Gemstone or even weaker Checklist is already much better than TO. Either buff it really hard or rework it so that it has some kind of permanent effects. Maybe it like Money is Power so its good after Looping when you will always have 10k on hands
p.s.3. One other thing - regarding Checklist/Tasty Orange and stuff, could you make it so that they don't spam my right side of the screen every time they increase? It makes picking TO even less incentivised than it already is, having to deal with such a distraction. Make it proc every 10-25 kills or in case of Checklist, at the end of an active Island only, like Gemstone and other things