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Wayfarer -- New bee that produces light for extended periods of time in a small radius similar to a torch. They fly around you as you move without interfering with combat. Unkillable/cant be targeted, and only comes out if you fight. Adjustable deployment via metapis medal things.
Martyr --- New bee that rushes to the enemy with low HP. When killed, it drops 1 healing honey
that restores 3 HP for you, but 15 HP for allies when eaten.
Expansionist 2 -- enables you to further increase your larvae by another 3, but changes hp reduction of your bees by 65% instead of 50%.
Isolationist 1 -- Reduce your total larvae by 2, but increases worker bees at mother hive by 2 and has a chance for worker bees to collect 2 pollen instead of 1.
Isolationist 2 -- Reduce your total larvae to a maximum of 3, but increases worker bees and warrior bees at mother hive by 3, and worker bees have a 50% chance to collect 2 pollen with an increased travel range.
Glutton 1 -- Sanity decreases 20% faster, but decrease the number of pollen you need to eat to make 1 honey by 4.
Sloth 1 -- Speed at which you generate new larvae is decreased by 30%, but you have a 40% chance to gain 2 pollen when killing an enemy with melissa.
So you want some perks that aren't just positives, but negatives or mixed?
Add one that increases the movement speed of Worker bees, but decrease their HP by 75%. This should also increase their production of Pollen/honey?
Another is making the Warrior bees you summon have more HP, at the sacrifice of speed. Could make it difficult to pursue enemies chasing you.
One to make melissa hit harder, but less uses, or vice versa with more uses, but less damage.
New bee that can collect pollen like the worker bees, but turns them into Hive walls. You can grab them and place them down.
New bee that consumes meat in the vicinity and spitting back out a piece of meat honey that lowers sanity by 10, but recovers 15 Hunger and 20 HP. Or make it similar to the worker bee, where it goes out to convert any meat into meat honey but is noncombat.
Issue solved.
Spoke with the author of EPIC mod, they had code that overrides flowers, causing wuzzy to pick up the entire flower.
We changed your mod's load order positioning via ---
-- This lets other players know if your mod is out of date, update it to match the current version in the game
api_version = 10
priority = -6666700000
this allowed your mod to be loaded AFTER/Below EPIC.
As a result, Wuzzy may now pick flower pollen WITHOUT picking the flower as well.
Now, my other issue im confused about is whether or not your worker bees actually get pollen from the flowers (whether they have yellow icon or not) and bring it to the metapis container. Cuz it didnt seem like it, and im hoping EPIC isnt causing issues with that as well.
When I get pollen from a flower, it just picks the entire flower. I still get the pollen and whatnot, but in the same process, I'm destroying the flower, despite the yellow marker on them to show its pollenated
@Renetta yeah, I agree in just stat increases would be bad, so guess the upgraded hive with honeycombs isn't the most unique idea.
Personally as a guy on Shepard, it feels amazing. Just defeated the shadow pieces with a t3 bishop, the ancient guardian and the Nightmare Werepig. it is so fun playing him and with the ability for them to attack Shadows, super nice too. I wish you luck in thinking on the insights. Maybe to make it funny for the T1 Melissa Insight, it could scale off of Hive level like 1.1x - hive lvl 0, 1.5 - hive lvl 1, 2.0x - hive lvl 2, 2.5/3.0x - hive lvl 3, to help it scale.
Maybe a Shepard Wuzzy could have an Insight to gain more pollen than usual and collect in winter on like a 3 day cooldown? Or his worker bees are more effective and he gains more attack bees per Metapis Barracks at 2.5 per, so he is more swarmy.
Shepherd as Rabbisk mentioned, is not weak. This skill tree further emphasizes the summoner build. It needs more setup, more resources, and is more suitable for players who like using minions.
I'm not even intended to make one better than the other. But i do want to keep the 2 modes staying true to its theme.
They are just 2 different play styles, which i want to implement both in the skill tree. I want the skill tree to be able to vastly change the gameplay. Not just "increase damage" like Wolfgang.
Also, anyone else having the "Tyrant stats go back to normal upon entering caves" issue? @ ฬเɭչ when you enter the caves and open skill tree UI, do you see the Tyrant skills activated?
Man reading this out I think to myself how much I keep on just trying to take from the bee's base insight effects which are extremely awesome and well designed imo. Thinking again Renetta did a good job in designing them.
Thinking of ways other than just amping his personal damage as Tyrant is hard - for me anyway, not the most creative fellow - so Renetta's got a lot on their plate if they do intend on doing it.