#RebalancedMoons + Atlas
1 messages · Page 9 of 1
I see, noted
How to reproduce it? Go to Retinue and then it happens immediately when you depart?
Yeah, it should show up after getting snowfall
This explains why I kept lagging earlier but didn't know why tbh
Cus the terrain stayed
Actually I think I got it
@half lion is this outer terrain put in the root of the scene?
Opening unity to see
I guess .parent is null in this case and my code will not move it to the correct scene
yeee
ok, I will fix it from my side, but probably only on the weekend
if you are faster than that you can just parent it to anything and it will also fix it
Gotcha, I can probably just push a rly quick patch now since i'm free
was the interior fog decreased on embrion?
yes
awww
sowwy
it looked weird to me
i kinda just wanted it to look like it had different lighting
damn
maybe it'll look better on factory, its just that on mineshaft you can barely notice the difference
oh i didnt rlly see how it looked on mineshaft tbh
might need to adjust it a bit again if thats the case
i think this is why
i shipped something wrong
so thats why it looked different for me but not for you
lol
uhh
one moment
okay apolocheese false alarm
i was actually testing on the incorrect embrion because you can route to either versions with imperium lol
it is working fine
That is PRETTY cool, I remember dopa posting that lighting too
Is it a config option, moon-specific or yet to be released?
its a config option and its specific to titan
Gotchu
I have titan set to be the mines most of the time, I wonder how it looks there
i love it when moons add their own effects to interiors
lmao
so does this mod
it works there too
its very creepy imo
Heck yeah
I think the mineshaft is my favorite because the rest are all very distinctly different but then the mineshaft is just normal lighting, no yellowish lights its just normal
Why does dopa get pinged as care? Am I schizo?
@sinful jungle
i have a nickname on this server
no ping back 
Oh, it doesn't show for me lol
.
For the longest time I thought they were two diff people
how did you do the special effects inside on titan?
I’m guessing it’s changing the colour of interior fog?
iterated through powered lights and changed temperature
I was playing on March and noticed the interior is foggier than on experimentation. Is there a way to fix this?
I know you fixed issues related to fog to some extent, but I feel that the issue is still present
I will say the poltergeist issue seems to be (somewhat) fixed
It seems to correlate in some way to the amount of fog in interiors
I lowkey thought u were tripping but nah
it was slightly different
good eye
march is on the left
I fixed it tho
ill push this rq
is that a vanilla bug?
nope
i see
march does have some problems in vanilla so i wouldn't have been surprised
so
you recognize this volume profile right
its the default one
used in most moons
yes
turns out, ticking on the "fog" component (its normally unticked) causes it to be slightly thicker like that??
i literally just turned it off and it fixed it
changed zero values
so yeah that's pretty odd huh
i mean
i feel like that makes sense
turning on fog that isn't normally turned on makes it more foggy
right? or did i misread
i figured it gets normally turned on in game
kinda like how the triggers mesh renderers get turned off
ah
i suppose not
i think the only HDRP stuff that gets adjusted with code is the volume blending for TZP/fear
ye
and foggy's density
anyways this is a good point for me to ask
i suppose
did you fix march's ship nav stuff
?
the ship doors are broken in vanilla march
what
closing the doors doesn't actually prevent anything from entering the ship
i haven't looked into exactly why yet but if you're replacing the scene, might be a good candidate for you to sneak a fix in
i could take a look and see what the diff is
with other moons
i admittedly have zero idea how the ship works
so i wouldnt know where on the object to look
all i know is like
its a separate scene that is always loaded
(?)
i am decently familiar with the navmesh system and i have some idea of what is going on
the ship's navmesh is defined on the moon's scene
it is true that the ship is always loaded, but it has no navmesh attached (at least im like 99% sure)
zeekerss just placed a whitebox version of the ship on the moon's scene and generated navmesh with it
my guess is he forgot to modify one of the surfaces
or maybe it's in a slightly different position on march which prevents the doors from carving it
something like that
it looks like the position is identical
idk what you mean by modify one of the surfaces
i could try like
i'll take a look at the navmesh visualizer in imperium next
could you test with this maybe
just curious
test with rebal?
yaya
just spawn a dog or smth and try to get it to come in
weeird
?
it is true that it doesn't get carved on march
but it doesn't get carved on artifice either and i know the doors block enemies there
so something else must be happening
yup, works fine on artifice
let me double check march and then i will do rebal
wow this is so ugly
what did you do why is it infested
was testing yesfox changes on this save yesterday
wow, it's like
weird and inconsistent
i've been able to get the dog to clip through it but it's only happened at a specific angle it seems
it like, goes through an offmesh link in/out this corner of the ship
or something
how do you visualize those like that
it looks like march has additional offmeshlinks that the other planets don't have (although even the other planets aren't consistent; experimentation has offmesh links whereas titan does not)
my guess is that one in the corner i just pointed out is acting up
i just added boxcolliders to them
so i could select all and they would draw
o duh
march has two extra links in the front (presumably because it's on a tall hill)
as long as enemies aren't prevented from pathing up to the ship via the other links, i'd say those should probably just be removed
im gonna check the other moons in the editor quick and then i will also try rebal
even artifice doesnt have offmesh links there
although i think march is pretty much alone in being as elevated off the terrain as it is
artifice is just "the next closest thing"
offense is also pretty high up, has no extra mesh links
i think i can toggle those off in-game and check in realtime
but id just bet it's these
ShipLadder (1) and ShipLadder (2)
ok well im either wrong about them being the cause or im wrong about them being toggleable in realtime
because a dog just clipped through the doors with them disabled
anyways
i will check rbm
😅
dont get your hopes up
i didnt do much
but like
yknow
idrk how to fix this either
this is beyond my brainpower
yeah
RebalancedManul
I havent looked at any of the code admittedly, but wouldn't carving the navmesh make it so that nothing would be able to try to path to you? You'd get stutters in pathing since the path is partial, and the dog wouldn't come close to the door if it gets carved, I could be wrong though
help me zorty 
what can i possibly do to make things not clip through the ship door on march...
i need ideas
Hmm, the ship door, does it use a navmesh modifier/navmesh obstacle to block enemies?
Though there's a chance it uses neither
I know interior doors are obstacles when closed
Yea they carve the navmesh too
Not sure about ship but I don't know if modifiers can be toggled without rebaking the whole navmesh
Security doors too maybe
Hmm, I'll take a look at the march scene and see if I notice anything off, dunno if I will though its not something I've touched before but I should be able to easily test it
our first lead was the offmesh links
that march has
near the ship door
so i tried removing them
no dice
@sinful jungle do you copy the tags off the vanilla levels
?
u mean the like
layer tag thing
ya
its set to navmeshcollider or whatever
to clarify like
dogs can walk through the ship door on vanilla march
this is vanilla behavior
i just want to fix/remedy it somehow
ohhh
mb
let me check
idk why it would matter tho
you never route to my levels
it just pulls the data i need from them and applies them to the vanilla levels
and afaik content tags are like from the extended level right
ya no i dont use them
but i dont rlly need them so
thank you for checking
would you like me to apply them anyways?
i dont think it'll benefit me in any way but if its any peace of mind i dont really mind
nah your fine
alr
doubt it's the issue but i noticed this modifier on the wrong layer
in march
currently playing see the difference between the two scenes lol (dine and march)
fun to see that the ship positions arent actually always the same for every moon
either that or the "box" that zeekerss puts in is a bit offset by a tiny bit
the screenshot is from the same position on both scenes
actually
but im noticing there's a tiny bit of a difference
what if i try deleting the ship and just copying it from a moon that works
the colliders i mean
that would probably work, i could be wrong about the ship position thing
ill take another look just incase
it's probably me taking screenshots shoddily
yeah cuz march and rend are the same nvm
hmm
@obtuse mortar the ship doesnt move between scenes
it is always in a fixed position
it's possible the ship's navmesh stuff isn't always consistently positioned though
i havent noticed any discrepancies but i didnt go over everything with a fine tooth comb
yeah ik i thought the box zeekerss made was offset a tiny bit but that's just my screenshots being weird

Just want to say now Dopadream, do not loose yourself trying to scrub every little imperfection out of these moons
You have done so much already
March is already peak
Bro is def gonna be a unity pro though
I'm doing alright
fog stuff will also be fixed next patch for real this time
i just hopefully wanna figure out a way to make it so dogs cant clip through the door on march
its a vanilla bug
but i would like to fix it
heres the fixed up water shader i used in this mod! i tried my best to keep it visually consistent with the water in the vanilla moons, the difference should be next to nothing. it is at least a huge improvement from the project patcher's ugly yucky water. feel free to use this in your moon projects 
can you double check this at some point btw?
im 90% sure it does use the fog from that profile
cuz it looks like identical
and then turns itself off when you go into the interior
but it seems manually turning it on breaks this
then i dont understand how this could be happening
because it would fix itself by just retoggling right?
well i assume thats how it works
idk
i guess
but like
why does it look the same
im not sure where to look exactly but i can try to figure it out
i love the new embrion so much
Not sure I prefer it. I like vanilla Embrion because you see all the Old Birds immediately, just covering the landscape.
yea but its balls for gameplay cuz they can see you from everywhere
Tbf, not to downplay the change since I do think it is an interesting rebalance, I would rather take getting sniped by old birds than giants
atleast when an old bird sees you, you have a good chance of living the encounter
as opposed to a giant where if it snipes you, you have almost a 0% chance of surviving unless you happen to have a stun grenade
I like the big rocks
i like the big c
Just wanted to ask: could you make sure the fog is reverted to normal for every map where it's slighly thicker? You said that a checkbox was checked, which replaced the vanilla fog with a preset. Also, when will we be getting this update, and what other things are included in this update?
i already told you its fixed in the next patch
tomorrow, probably
and it'll include an option for the outside lights to be turned off when the apparatus is pulled
I just wanted to know beyond a reasonable doubt. Thank you!
no problem
yeah it'll also include scene overrides for every moon in the game to do this, because adding embrion was only like a 1-2mb increase
and scene hotloading is a thing now
well some moons dont have lights but im just gonna do it anyways for future changes
cool tho
If it's that big of a deal for you I could push a hotfix tonight that fixes the fog
i do not mind really
Nah ur good. I’m pushing a mini update tomorrow evening
alr
cuz i already have the fog working rn
im just waiting until i finish other stuff
It’s fine. Make it all one update
Nab the shotgun traps from the toy store interior
i dunno how to feel abt this
in other news
slight improvement
old/new
@green terrace 
It looks good cuz you have added quads to the mesh, but these will be split into triangles after importing to Unity D:
This could be fine depending on how you reprojected the UVs, but needs testing
ye but it still maintains the less uhh
whatever is going on here
this spot is at least a little nicer ig
its like that around the map
Oh yeah I know about them and have to fix everything at runtime 
They exist on assurance, offence, experimentation and artifice
def better
ok! fair
i need to get a github up for it tho
i recovered the files
from my recycle bin
lol
ah
you probably just landed on a moon with a fuckton of vainshroud iterations multiple times
well
i dont think the log is causing that
this is still a concern
i forgot to save the log stupidfuck
🤑
anyways the yesfox rewrite i made previously
has to run GenerateWeed() multiple times
so it is not uncommon for it to do 20 iterations 3 or 4 times upon landing
if it keeps running into invalid starting positions
it might be snowy weeds but my ass started the game soI dont have a log 🥶
but from what I could tell when I did have it open
Player-prev should still exist even if you relaunch your game
@dense hull if you havent started your game get a log
anyways
i have
oh?
unfortunately
where
same directory as Player.log
did i do something wrong here butterys
time to go mentally insane figuring out where this is on linux
MoldSpreadManager.Start or Awake (whatever is available)
Instantiate the weed material
change its main texture
the mold
and then replace renderers.material.mainTexture = weedTexture with renderers.sharedMaterial = snowyWeedMaterial
so it doesnt have to keep duplicating the weed material
ohh ok
actually
iassume you want chameleon compatibility
one second
okay yeah
[HarmonyPatch(typeof(MoldSpreadManager), "Start")]
[HarmonyPostfix]
static void MoldSpreadManagerPostStart(MoldSpreadManager __instance)
{
if (Configuration.fancyShrouds.Value)
FoliageDiffuser.ApplyToRenderers(__instance.moldPrefab.GetComponentsInChildren<Renderer>().Where(rend => rend.gameObject.layer != 22));
}
im running a burger joint rn
so you should also postfix start and do [HarmonyAfter("butterystancakes.lethalcompany.chameleon")]
oh my godnes
this is peak
actually it mightb e something else memory leaking
I thought it was snowy weeds due to the sheer spam
the log was nothing but spam from it
but my ram is just passively climbing on the moon atm
started at 5 GB and just goes up 0.1 every little bit
beenormal
what is that
the log has nothing dawg this sucks ass
everything is just usal letthal company log
oh lmao
I spent 9 hours making my fucking drivers and monitor work
with the help of an arch linux user the entire time
thank you nvidia for being awesome
I had a hyper specific bug with my monitor and gpu setup that nobody has basically ever had before
what distro do you have tho
linux mint
cinnamon edition 🤑
so you might have some driver issues but nothing short of a few minutes to fix
thats atleast what the common trend seems to be
if you have an nvidia card you will either have no issues or minor issues
i just rolled a nat 1
mint has support for xcfe
Debian my beloved 
linux losers
microsoft sux
no
what
i use git desktop
that looks nice
still on exp :D
I was just about to suggest that
no need
its already like that lol
this is specifically for "desert" moons, not "wasteland" moons
oh? cool
i might make it LLL tag based at some point and add a manual moon blacklist
are the forest ones gonna have a different one?
that would be nice
idk yet. maybe
tbh it might be good idea to split off hdri skies into its own mod at some point
but im soo lazy 🥹
id have to make an icon
what even are the LLL tags that exist
this is basically perfect for my use case
esp considering wasteland and canyon are two different tags
thing is, batby tagged Artifice as marsh, which i kinda disagree with :<
yeah
to me it feels like wasteland but not as developed
also I like in vanilla that the skybox is the snowy one since it feels like its always cloudy
i tried applying my snowy sky to artifice
but it actually felt too gloomy
lol
its super dark
maybe if you do a unique artifice sky you could do an in between
it feels like it almost parallels experimentation in a way lol
I really like Retinue since it hits that sweet spot of being as developed as experimentation while being actually useful to loot
||its around the fire exit area on the right (scanning helps to find it)|| the spoiler is the log's location if you want it
||not in the building||
oh dear
my opinion became relevant
that's a bad sign 🤭
yes!
thoughts ?
on this
I wasn’t super sure here. As JackDeDestroyer said it’s a mix of wasteland and forest which i’d semi argue is in the ballpark of Marsh but i guess it depends on how closely you associate the word marsh with something like a Minecraft swamp or not. The reason why I didn’t mark it as Wasteland is due to Desert, Forest & Tundra having specifically related themes and Artifice doesn’t align close enough to Experimentation in that way imo
At the end of the day I really kinda just made them up so they might not be perfect
"marsh" implies water and artifice is completely devoid of water barring floods
so i dont feel like it's a particularly strong correlation in any sense
fair
@crude valley just out of curiosity, why is masked not marked as killable?
or is this wrong
I'm surprised no one caught that before
I use em 
the funny?
.
i think im gonna separate my hdri stuff into its own clientside mod
oooh?
Rebalanced Moons + Atlas
The HDRI skies option is being split off into a sister mod, Atlas, which will be fully client-side. It'll have custom HDRI skyboxes for every LLL level tag that is commonly used. (As well as a user blacklist for moons)
https://thunderstore.io/c/lethal-company/p/dopadream/Atlas/
Finally no more random Google image skybox
🔥
ill edit that with a link when its up
I'd like to check the github for it later 
it will have one!
this will be the first release
wasteland i wanna keep OG, and marsh is only used by artifice, so idk what to do for that :P
Kirby ability
i didnt know kirby had the ability to change the sky
so true but also it's giving
what is that
ohhhh
wait i see what you mean lol
i made it with game-icons.net xd
same as chameleon
oh peak
because contenttags
leveltags been deprecated before ur mod existed 😛
wtf
@crude valley idk if im going crazy or smth, but im iterating through all of embrions content tags and it only has "paid, rocky, vanilla"
thats all its printing out
where is amethyst :P
it is not
no worries i can just check for planet name in this case
but i thought i was going loco
do you and buttery wanna pitch me a better tag for artifice in the next day or two
i was about to ping her lol
regretfully this is the only thing i can think of when artifice is brought up https://dontstarve.fandom.com/wiki/Deciduous_Forest
artifice definitely feels autumnal
lots of barren trees and reds and oranges
outside of that idk what it's actually called
idk
artifice is really barren
it has barely any trees, and the trees it does have are dead asf
this feels super "wasteland"y to me, but thats just IMO
maybe not in the same way as experimentation though
There is one (1) alive tree on artifice, and its the one the mimcket resides on
Super big wasteland vibes imo
Now Atlas is something I really am looking forward to, this game’s skyboxes are something I have not really thought about besides the trivia of what image they are
Has that dam ever been there before?
always
I can see why Batby chose marsh a bit then despite the lack of water
vow has a dam and actual water and isn't a marsh
also if we're getting super technical rend has a dam too but that's neither here nor there
lol
possibly not even intended
Tbf that’s out of bounds, so
For Rend
Something tells me Buttery does not like Artifice being labeled as a Marsh moon
here you go @sand rivet
That will be the next splinter mod
amythest
I let him know first I think lmao
If it’s not on github I’m legally allowed to forget
Personally I think Experimentation’s theme is closer to “Wastelands” because of the theming of the manmade stuff in combination of the biome. I’d borderline consider Outback if it wasn’t so australian pilled
Where as Artifice is more Barren i guess
Barren isn’t the worst either tbh
Little generic maybe
nah I will never ask you to change that
it's too funny
i will, bc it threw me off when i was making atlas lol
i was wondering why i couldnt get amethyst skies to work
for one, the tag is misspelled, and another, the vanilla moon its supposed to adhere to (embrion) is entirely missing the tag haha
never chnage it batby please............
would you guys like to see artifice rebalances
i dont really have issues with it but ive noticed a lot of people complain abt it for some reason
sure
i just need to look into that more because i dont exactly see what the issue is
i guess people just dont like mineshaft?
i like mineshaft, might be an unpopular opinion though
i do too
but there are still ppl in zeek discord asking why artifice was nerfed
what even happened
artifice was the meta for pro players and zeekerss wanted to increase map diversity overall so he tried to nerf artifice so pro players wouldn't be there 24/7
(last time i checked) a majority of that community doesn't do high scores based on versioning so any nerf ruins their scores
interior multiplier reduced 2x -> 1.8x
scrap counts reduced 31-37 -> 26-30
75% manor 25% factory -> 50% mine 35% manor 15% factory
I think it's fine
idk
i feel like ppl are overreacting
that moon still gives the best payout
i think so too but i think it was nonetheless a bad change
on average you're probably getting about the same payout because of the mineshaft bonus + size decrease
but if you were full clearing artifice before it's just a reduction of the skill ceiling
i dont care about adhering to a high skill ceiling
genuinely
i play this game very casually
so
yeah thats the problem basically
its kinda frustrating
I think that's where you can have the most fun
even in this case it still doesn't make much sense
if you weren't full clearing artifice before, it will feel about the same as before
so all it does is reduce accessibility to one type of player and make no changes for the other
if it's not an improvement, why make it at all?
the change
2.0 -> 1.8 is a pretty big difference from my experience with tweaking interior sizes
high skill or not
it is but density remains almost unchanged due to how much the loot was decreased
i feel like making it smaller and just decreasing the loot makes it easier overall to clear
and mineshafts are exorbitantly large + artifice benefits the least from the +6 bonus, except for titan
if the intent was to make artifice "more equal" to titan then i disagree that it was effective
i doubt it
artifice costs over 2x as much as titan so putting it in an equal category at all feels antagonistic to balance
it is still a very expensive moon
i think he just wanted to make it more primarily mineshaft focused
and artifice has no other moons in the same category to balance it around
so he decreased the interior size
imo that still doesnt explain why loot got nerfed so hard
because the size is smaller ?
keep in mind the loot nerf happened before mineshafts were given a loot bonus
dine lost 2 max items (1 item on average) when it was shrunk
same for titan
artifice lost 7 max items and 5 min items for what is proportionally about the same size difference as both
its barely below titan's scrap count
and titan has a larger interior
dine went 1.95x -> 1.8x
the density is bigger overall than titan
it's true, yeah
idk
anyways i dont feel that strongly about it either
but i am at least trying to play devil's advocate here
and i do still think, overall, it was a net negative
just not one that matters that much for my friends at our skill level
this might be kinda mean to certain players i just dont rlly think like
i dont think lethal is the type of game to be designing around high level play
in general
i figured people would've caught on by the time scrap days were added
it feels very obvious
its a very jokey bullshitty game
that being said
in this mod titan is primarily mineshaft
so it feels kinda samey that artifice is too
i have considered reverting art to mansion but im not sure
Little late here (was dumpster diving in another thread), but I do not like the Artifice nerf because he just made the endgame worse with no compensation. He could have made Titan better (which also would give room for making Dine better) or made Artifice harder to justify the high payout (13 indoor power is rather low).
It being 50% Mineshaft when Mineshaft is the worst interior also hurts. Artifice is still the best moon too, so these changes did not mean anything besides dividing the player base. Kinda just feels like Zeekerss giving the serious players the middle finger, which imo is not good practice (even if those players are pretty snobby).
I saw some very light speculation that the Artifice nerf may have been done with Liquidation in mind but I think that ship has sailed. I still do hope Liquidation is better than v56 Artifice though so everyone can be united on the newest version again
I don't get the whining personally
if clearing art is about the same difficulty and the only change is mineshaft being there more then I don't get why it matters at all outside of like, getting a bigger number
I don't think it's too hard to piece together that people don't enjoy playing on Mineshaft
i think its because they dont use Terraformer9x's RebalancedMineshaft™️
like true sigmas
its just a bit bigger
like zeekdeity intended
So like the issue with Mineshaft is that it's generation can be incredibly hostile
and loot is only usually found in caves
it's why despite v69 having the highest potential for highest quota, people don't play it often because Mineshaft can just screw you over really hard.
When studying vanilla Mineshaft, I've come across a lot of layouts on Artifice Mineshaft that just look unreasonable to clear out.
what about my mod....
NO MODS
i hate mods.
I will never mod the game.
what about the mod that you made STUPID!!!
jk i like em :3
Scrap is sort of annoying to find
wgi= I never made any mods.
yeah thats fair enough
#1276345828671225946
it's a silly tile....
I get now that there's a lot more info on how to play vanilla Mineshaft nowadays but I still think even with what's known about it that it's simply an unfair interior.
I can see how people wouldn't like speedrunning that version but like
I really do agree w the changes zeekers made and I don't mind em personally
mineshaft generates too big is the main complaint i've seen?
i think calling it unfair is a little funny
yeag when the game is, ykno
It's not so much the size, it's how loot can generate in it.
I think that's the whole point
and i can confirm it because i am a speedrunner!!! i held a world record for fastest three person nutcracker kill at one point!!
i dont know if it's the whole point i just think it's not the word we'd wanna use here
I disagree that the game should be wholely unfair like that.
well no I mean high quota artifice
I feel like inconsistent is just a more accurate term for this
I think it's ok to just say Mineshaft is borderline between fun and unfun
I played a lot of pre-mineshaft artifice and while it was fun it went on way too long, like you'd just be able to stockpile shit for ages and I never felt like there was a moment where the game was like "gotcha bitch!"
we love the cave cracks not giving any indication of when a monster is coming out of them
the barnacle ball appears
felt too in control all the time
It is inconsistent, but it can generate simply unfair mineshafts.
fun and unfun isn't really tangible
feel good vs blegh?
cave cracks?
extremely worse
there's cracks in the walls of the caves that replace vents
What I mean by "unfair" is that I've seen Artifice Mineshafts that generate both entrances super close and 80% of loot will be clustered away at the other end of the map nowhere near the entrances.
but there is no sound indicator that an enemy is in one
Maneater's nest always being in caves if it's Mineshaft is pretty neat I think
tbf thats what titan feels like most of the time
atleast to me lmao
i didn't know those existed, i've never seen them
ye I think that's fucked up
The thing with Titan is that you can atleast score pretty big with Titan without full clearing
Yeah because they're also hard to see if ur not looking for them lool
but idk! I feel like artifice being more inconsistent is a + but I get why the "bigger number better" gang wouldn't like that
i don't think inconsistency like that is good period
respectfully though, no shade to the speedrun community but objectively you only aim for a bigger number
scrap should absolutely be reasonably evenly distributed
I mean tbh, most lethal speedrunners don't play on any version but v40 still
I know some branch out to other versions but typically v40 is still seen as the most reliable
I feel like most of y'all don't take into account that
the main objective of the game when it's finished will be to get the drill parts
That's why they're left unbalanced, as Zeekerss said
it just doesn't really matter I don't think
there's the matter of normal casual people who also have to deal with that inconsistency
the 7
still not a good reason for moons to be balanced so poorly to the point where it is disadvantageous to visit most of them
lethal company is a vessle for the journey rather than the destination
stone age speedrunning
😭
i completely understand the drill parts being the reason to visit planets that are generally seen as unfavorable now
Is v45 the Bronze Age then?
but it doesnt change the fact that they are unfavorable now and it sucks not having an incentive to explore most of the content
I've never heard of someone other than speedrunners and hardcore fans complaining about artifice
and none of those other players are praising the artifice changes either
to be clear the inconsistent scrap spawn points in mineshaft is not the same problem as artifice specifically
like in the groups I play w nobody ever really complains about art
these are two different things
like i was saying before, it negatively affects one group of players for no tangible benefit to the others
it just feels all around "not good"
(on a side note, mineshaft is also just really buggy as an interior)
Ye, if there was some sort of compensation I would be fine with the nerf. As is though it is just a middle finger to the sweats
I mean I just don't think anybody I play with noticed there were even changes to artifice lol
so again, why make the changes? why were they necessary?
I think if people see it as a middle finger they are being weird about it
Why else would he do it
thing I hate the most about mineshaft is the collission on the water tunnels
or rather I think that's the only thing I dislike about it
the intent is to increase map diversity. this comment is purposely ignoring the execution aspect of it
I mean... it's not unreasonable to think he did it as a middle finger partially.
I think it's unreasonable
Considering the jetpack "streamlined" mode
if he's petty enough to add something like that then I don't put it past him.
I guess I can understand that
You mean the thing he started tinkering around with and then got harrased about in a experimental branch of an early access game?
wassat?
Long story short the v50 betas had much more severe Jetpack changes than the final release, and people haaaaaaaated them
(presumably) in response to all the jetpack criticism he added an unused feature to the jetpacks called "streamlineJetpack" that makes it teleport you between the ship and the entrance
well yeah I know but what do you mean "streamlined" mode
lol
btw, not to shill but I did open this mod-idea thread a little while ago discussing an alternate gameflow that would allow people to explore moons more freely without it feeling detrimental to do so. https://discord.com/channels/1168655651455639582/1328118636895801384
and play an applause sound effect when doing so
I played that beta, I also hated the jetpack changes
there is no way you can possibly explain that change being made other than it being a spiteful response to the jetpack criticism
Oh no that one i get
im not saying it was necessarily unfair
Istg I'm the only person who prefers the v50 beta jetpack 💔
i just slightly feel like it was justified
where-as the artiface thing imo is just intent executed poorly
and it's not like he didn't compromise and give people back buffed jetpacks anyway
but it is definitely apparent that he has, at times, been willing to spitefully make changes to poke fun at his critics
for better or worse
i am also doubtful the artifice changes were a middle finger to anybody
i agree it was probably intent executed very poorly
but i still think it's a bad change
I think it just didn't feel dynamic enough, I vastly prefer the old jetpack (pre-v50 beta) despite it blowing you up randomly, it was sooo funny
The lost potential aspect of it is what I dislike the most, we could have gotten Titan/Dine buff or gotten Artifice difficulty increase to make it the proper hardest moon, but instead…
I just preferred that it be jank like the Cruiser considering how overpowered it is
I like it being more lower toward the ground, within potential sight of forest keepers and old birds
In general I have a very different perspective on how I personally think moons should be balanced so it's hard for me to specifically suggest any theoretical solution because I don't know if it would actually allign with the intent of the game
I think the old system combined with the v50 beta nerfs would be good
yeh, I like jankpack
has anyone made a mod that makes the jetpack back into its v49 form?
Yea
jetpacks exploding in mid air because of a bug felt bad and should have been patched
and it's a little frustrating, to me, anyway, that it's the only major issue about jetpacks he never fixed
yes but funny
game has been past v50 beta for some time
everything else about v49 jetpacks was good though
with the mod to fix falling damage
yes i made one
I'm pretty sure certain bugs at this point Zeekerss considers features now lol
really? maybe its cuz I play w your jetpack mod a lot but did he really never fix random explosions?
Personally outside of maybe level design based environmental challenges I think lethal would probably be a stronger game if the moons weren't actually harder or easier than eachother to a notable extent
I know you can randomly blow up w the belt bag
no
if you dont use my mod you will still randomly explode
belt bag or not
belt bags just make it happen way more frequently
epic...
He should make it a feature then instead of just leaving them in as bugs.
yes, i dont mind the jetpack having a speed limit that explodes you for traveling too fast
but the cruiser has an alarm if you drive it in park and a visible health bar
Maybe, though then game progression would be much less substantial
the jetpack just explodes out of nowhere because of a bug and that feels bad
I wouldn't see the reason to add in what's already there really, even if it's a bug
Image unrelated
i mean isn't keeping the bug basically the same thing?
Seems like a waste of time
Kinda, although as Buttery explained, the beltbag makes it happen more often due to how the bug works
I honestly just don't care. IMO the game is at it's best when your exploring a variety of moons with various pieces of equipment and it would be great if that was how the game gets experienced for a majority of the time
How's it work again?
It's a collision error, the basic explanation of it is that the jetpack thinks you're running into yourself.
the random mid-air explosions are caused because of crash code that kills the player if it detects a solid object in the direction the jetpack is moving
that collision code only runs past a certain speed (which is why the jetpacks appear to have a "speed limit")
said collision code erroneously detects the player as a wall and kills you because you "crash into yourself"
but it only happens at certain angles
with a belt bag, the angle doesn't matter, it always collides with the belt bag on your waist and you die
I just do not think it has to be a one-or-the other. In my modpack I rebalanced the game to be more progression-based, with moons being more expensive and there being more tiers. With this you cannot just slingshot to the endgame moon(s) by quota 2, you work up to them while seeing a bunch of different moons along the way. This is just one idea though, I am sure there are others if you are willing to play around with balancing
Forsure, I just personally think it's stronger the way I pitched it. I totally get that there's other ways of handling it
I do think in general though the game is founded on being wayyyyyyy closer to a casual minigame vibe than anything remotely competitive
yeaah
imo it's not about "competitive"
though it kinda.. pushes both ways
balance doesn't mean "competitively viable"
I agree, though forcing players to conform to this is bad design imo, if people want to sweat Artifice then why stop them (insert comment about v60 nerf)
if a game has 6 minigames and 2 of them are just frustrating and unrewarding, you are going to keep picking the other 4 minigames that are more fun, and then the time spent developing that content is wasted
Well with anything where there is a score, there is bound to be competition in most cases.
Catering to everyone is bad design
I agree with this and I don't want my previous message to convey that i think balance and that intent are the same thing
you could "fix" this by making minigame selection random, but that's just removing player choice and forcing them to experience stuff they don't find fun
also challenge moons were implemented in like, v49 so he's pushed for a dual focus for a long time
"balancing" moons, in my opinion, only matters if every moon is fun and viable enough to visit at any point of progression
experimentation and artifice don't need to be viable at the same time in a playthrough
but in its current state, there is never any reason to visit offense. as much as i hate to say, there is no reason to visit dine. there is no reason to visit embrion
Mhmmm I overall agree with the vision but I do actually disagree with this
I think there's a lot of potential ideas that could increase the difficulty of lower moons dynamically
you visit them once or twice for "the spectacle" and then the only reason you ever visit them again is because you get bored visiting the good moons and have to visit bad moons that hate you just for variety
balancing everything is a difficult game but when you can literally make statements like "assurance is better offense" and "rend is better dine" it is a huge problem for design
Lethal never did cater to everyone though, people know it is a party game but choose to play sweaty if they want. Stuff like Jetpack Streamline mode suggest Zeekerss has some level of hostility towards the sweaty players though, hence my comment
The issue is that Lethal realistically only has one meta to follow people who wanna make the 'furthest' progress, which is Adamance then Artifice over and over.
the only time i ever really went to every moon and all moons were in play for me was during lethal bingo, where moons would have different stuff i'd need, that was pretty fun, hated adamance, why is adamance pure hell 😭
You can choose how you wanna play it all you want but the game doesn't have to be designed to empower that experience
Stuff like Jetpack Streamline mode suggest Zeekerss has some level of hostility towards the sweaty players though,
No it implies he got fed up with whiny ass children. If that happens to overlap with the sweaty players than 🤐
Ok but the changes were still really bad for the time.
Jetpack was like the only reliable counter to giants back then.
i agree it doesn't necessarily have to pander to one specific community but i feel like you are letting this do a bit too much legwork at rejecting actual meaningful criticism
I'm not trying to reject I'm trying to put it in context
you don't have to be playing the game competitively to go to offense, get completely wiped by traps and awful monster combos, and then decide you don't want to visit anymore
I think that's a problem with the giants tbh
YouTuber Miraxa had an interesting take on this, he suggested every quota there is a “scrap bounty” where certain scrap(s) are worth more than normal. This could cause moons to be much more profitable than normal and incentivize going to them over another, normally better, moon. I think there is serious potential personally
I have not disagreed with this
im not saying you have, i am being a little bit exaggerative
but the point im mainly trying to make is that there is no defined line between "casual" and "competitive"
It is in fairness. Zeekerss's whole intention was that he wanted people to dodge giants by hiding behind trees which does work to an extent.
Lethal company moon political discussion
if you consider "competitive" players to be those who understand the general feel of each moon, what types of threats you'll deal with, how generally profitable it is, etc.
But on moons like Rend or Artifice, that's not really feasible.
even if you play the game casually, you only need to play each moon for a couple of days to get a general feel for how much profit a moon will generate. every time you go to orbit there is a number that says "this is how much you got, this is how much you could've gotten"
and it's really easy to notice artifice presents really low increase in numbers compared to other moons like titan despite having double the price tag
anybody can notice these issues, and you can choose to ignore them, and that's a valid playstyle - but i don't feel like it makes sense to consider that "the default"
the game tells you "the only objective is surviving the profit quota"
completing that objective for as long as possible means making as much money as you possibly can
so it is natural for almost all players (who don't ignore the objective and play for fun, although like i said, that is a valid playstyle) to be looking at the best ways to most consistently generate the most profits
which generally means visiting places that are safe and have lots of loot to discover
There's no defined line but plenty of things do get near it I think. At the end of the day competitive gameplay requires consistency and the foundations of this casual game are built upon randomness and in-explicitly explained mechanics that create some leeway and wiggle room about how things work. This inherently is going to create some friction in implementation and to some extent the solution is going to cater to one side more than other.
There's plenty of critiscm that absolutely relates to something that is about even though. The overall balance differences, inconsistent scrap dispersal etc. but the fact competitive players felt the artifice nerf was an insult imo is a massive misunderstanding of expectations from the game that they bought. That doesn't dismiss it as a problem it highlights how people reacted to the problem
with this thought process in mind, anybody visiting embrion will immediately write it off as "this place is way too dangerous and has loot so shit there's no reason to come back here again"
but that's fine because embrion is mostly about the spectacle, and being something really unique and interesting
it doesn't necessarily need to fit into "the grand scheme" beyond being a cool place you discover and appreciate once or twice
but moons like offense and dine don't really have any spectacle
for the most part dine feels like a carbon copy of rend except every single part of it was made worse
to the point where if you want "an experience like rend or dine" it is natural for players to pigeonhole themselves into exclusively visiting rend
you can argue that is "optimizing the fun out of the game" but IMO it is the fault of the game for not providing an incentive to not do that
artifice kind of sells itself enough on the spectacle since it's a unique biome, and still quite solid even after the nerfs
but i still point to the fact that the nerfs don't hurt/help casual players at all, and only hurt the people who play for high scores
so i don't think "the game appeals to a casual audience" really means anything, there
undoing the nerfs would not remove any of the casual appeal
this conversation feels circular
a game doesn't have to appeal to everyone, sure; but why take something that appeals to a larger group of people and just make it appeal to a smaller group of people?
probably
the fact competitive players felt the artifice nerf was an insult imo is a massive misunderstanding of expectations from the game that they bought. That doesn't dismiss it as a problem it highlights how people reacted to the problem
i agree
and i don't even know who im posting in response to anymore, at this point
i guess im just arguing with ghosts
This is so true. I played with a group of casual friends and they never wanted to go to Artifice, even in v50 and v56. They were put off by the high price tag and the large exterior (they did not know how to deal with Giants and Old Birds), and just stuck to the simpler Titan. I have also heard lots of stories that public lobbies with causal players tend to stick to Titan as well, it is the “casual moon” to me. Artifice nerf does not address this while making the experience worse for people who are good enough to go there regularly
them
I think if it was done better making competitive players play a more diverse set of levels would have been a good thing
I overall agree with what your saying but I do wanna highlight how much I agree with the whole incentive part. I think one of the biggest strengths of it being more of a casual game than competitive is that the solution to that doesn't always *need to be in the number balancing (this isn't me saying they shouldn't be balanced). The benefit is that a majority players are more than happy to ignore the number balancing if the level itself looks pretty or has a cool feature or something. The players wanna be entertained and there's a lot of leeway in achieving that
i dont disagree with that either
but i think in the absence of levels having cool features, tweaking the numbers is the easiest way to add that incentive to explore other moons
there is not 0 appeal to offense or dine
offense has the cool fire exit trick, and sometimes playing really hard levels just to challenge yourself is fun
or just to die in funny ways tbh
dine is a much smoother drive than rend (barring the horrible monster spawn rates)
etc.
if rend got some nerfs and dine got a bunch of buffs
Dine is my second favorite moon aesthetically, but it is just horrible to play on. Even excluding the mediocre scrap the Giant and Bulter spam is just unbearable
then i dont think there would be a significant migration away from rend
but there would be a significant uptick in people visiting dine as long as the increased rewards outweighed the increased risk
and that would result in more people experiencing both moons on a regular basis
rend is less demanding, dine is more rewarding, and ideally that means equal reasons to choose both
that same sort of principle would be really easy to apply to all the moons and wouldn't require any significant redesigns or adding new content to the moons themselves
so imo it's better than nothing that we get that
although it's true that he could just do something completely different that requires a little more design
and it would probably also work, if that was the direction he wanted to go instead
We could like, just swap Rend and Dine’s scrap pool, that would probably solve a lot right there with minimal effort
