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All's Well that Maxwell - (All Platforms, October 22 2013)


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#1 Bryce

    Bryce
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Posted 22 October 2013 - 12:10 PM

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Attached File  ds_updatePoster_allswellthatmaxwell_small.jpg   279.51KB   103 downloads
All's Well that Maxwell is now live on all platforms!
 
 

Additions:

 

Characters:

  • Maxwell has his player power.

Creatures:

  • Mosquito drops loot.

Items:

  • The "Totally Normal Tree" now spawns in the world.

Screens:

  • A "Top Mods" section has been added to the mods screen. It doesn't function yet, but it will show the top 5 most popular mods of the day.

Tweaks/ Changes:

 

Creatures:

  • Depths Worms attacks now ramp up over an increased time period.

  • Spitter Spiders had their range and projectile speed decreased.

Items:

  • The Miner Hat can be refueled.

  • Wickerbottom's books have descriptions.

  • Tooth Trap and Bee Mines are now "deployable" objects. They can no longer be packed too closely by dropping them.

General:

  • Rearranged some of the front end.

  • Added FX to mining animation.

  • Added FX to book reading animation.

  • Improved feedback when taking damage over time.

  • Added some additional music to the ruins.

  • Made some improvements to the text widget

  • Improved console screen focus.

  • Improved controller controls and prompts for teleportato.

  • Added additional art to the credits screen.

Controls:

  • Action button will now harvest farms, crockpots and drying racks.

Bug Fixes:

 

Creatures:

  • Befriending music will now play for bunnymen and chess creatures.

  • Batalisks have been given a strong stomach.

  • The Ancient Guardian will drop his horn again.

  • Shadow Hands will appear again.

  • The Pig King will no longer throw gold on top of himself and surrounding obelisks.

  • Chester no longer uses the old death effect.

  • Fixed a bug that was preventing pathfinding from working with walls.

  • Shadow entities no longer appear as chunky messes in the Mac and Linux versions.

  • Chess monsters will now retaliate when being attacked by other chess monsters that are following the player.

  • MacTusk's icehounds will no longer respawn instantly under the right conditions.

  • You can no longer click-spam pigs to force feed them and gain extra poop.

  • Fix for bee/mosquito sounds so they don't accumulate at the world origin.

Items:

  • The Lazy Forager's amulet will now also pick up any animals that are caught in a trap when the trap is collected.

  • Pumpkin lanterns no longer bounce when placed.

  • Snurtle Shell Armour will provide protection again.

  • Picking a mushroom as day phase changes will no longer cause the mushroom to regrow immediately.

  • Breaking down a Cook Pot with a completed food item will cause the item to drop in the rubble.

  • Tents and Sleeping Rolls now properly restore body heat.

  • The Glow Berry is now tradeable.

  • Tree Stumps can now be burnt.

  • Creatures can no longer walk through walls that have been destroyed and rebuilt.

  • Fixed some issues with save/load states on Light Plants.

  • Heat Rocks now emit light if they are heated up outside your inventory.

  • Items do not rot on death in caves.

  • Walls no longer sleep - this should help with some caged animals escaping their pens.

  • Fixed some issues with the Forager Amulet duplicating traps.

  • Boomerang now works against the Tentapillar.

General:

  • Light effects on nightmare lights can now be clicked through.

  • Rearranged some items in setpieces to allow for proper pathfinding.

  • Players will now react to being hit by bees and mosquitoes.

  • Music will play during credits on the standalone version.

  • Fixed some issues with resurrecting.

  • Water is no longer culled while still on screen.

  • Fixed some issues with the player appearing at the wrong location when changing cave levels.

  • Actions are now canceled when you change your tool mid-action.

  • Maxwell's Shadow no longer lingers in the world during the intro.

  • Shadows now rotate correctly.

  • Cleaned up some TaskInTime calls to prevent memory growth.

  • Made Cave Gen a bit more consistent in an effort to remove MaxWorldGen crashes.

  • The book reading FX is now canceled if the action is.

  • The HUD will now hide during the tent's fade out.

  • Shift clicking now works properly between backpacks and player inventory.

  • Removed double-click sound when clicking build recipe.

  • Fixed beesplosion when trying to stuff bees into a full container.

  • The confirmation window will now close if you press "no" when entering Maxwell's door.

  • Fixed a crash that happened during the loading of some adventure levels.

  • Adventure World (two worlds) will no longer crash on generation.

  • Fixed a bug where you could get stuck in a state by pressing the map button while trying to sleep.

Controls:

  • You can now add placeable items to a fire while using a controller.

  • You can now press and hold to hammer.

  • You can now navigate the controls screen with a controller.

  • Fix for issues with using keyboard controlled crafting and mouse walking.

  • Fixed items disappearing if you tap pickup very quickly.

  • "Useable" items like the Telelocator Staff and Bush Hat can now be used when playing with a controller.

Characters:

  • Lucy the Axe will no longer continue to talk after finishing adventure mode with Woodie.

  • Fixed some layering issues on the final level of adventure mode.

  • Camera doesn't shake when doing work as Woodie.

  • Woodie the Werebeaver now uses seperate attack and action buttons.

  • Player character will not emit frost breath when facing upwards.

  • Tuned locomotor to prevent jittering at higher player speeds.

 

Modding

 

Mod System:

  • Mods which overwrite core game assets have usually crashed the game unless the game is restarted once. Now a mod can specify this to force the game to restart when the mod is loaded.

  • Mods can now specify an arbitrary save slot instead of using slots 1-4. This is useful for 'game mode' mods which don't sit nicely on top of an existing Don't Starve save. 

Assets:

  • Road textures can now be overwritten by a mod.

World Gen:

  • Can now specify the range of background nodes to generate for each node in the level definition.

  • Tasks with blockers can now specify what their "blank" nodes are in case you don't want it to be ocean.

  • Tasks have a little more control over internal connectedness by specifying a custom crosslink factor for rooms, and whether or not the rooms are generated in a loop.

Development:

  • AddGameDebugKey and AddGlobalDebugKey are now global functions, so mods can utilise them for testing.

  • Better logging when animations and builds are missing.

  • Sublime Text, a great script editor, is now packaged with the mod tools in Steam! Use this when working with Lua files for syntax highlighting, multi-file search, and other handy editing tricks.

     

Hotfix 88224

Spoiler
 
Hotfix 88307
Spoiler

 

Hotfix 88571

Spoiler


#2 Neosaurus

    Neosaurus
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Posted 22 October 2013 - 12:14 PM

I like it :D


Hello! I'm Neosaurus! I'm here to help, they even (didn't) give me a name badge to remind me of who I am, which is very nice as that does tend to happen...

 

Avatar by the incredible F3RR1S!

 

 

 

 

 


#3 zazori

    zazori
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Posted 22 October 2013 - 12:17 PM

So this is official game's end(unless you pay).Great job klei,those 120+ hours on this game were well worth it.


*sigh*


#4 MycoLogical

    MycoLogical
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Posted 22 October 2013 - 12:18 PM

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Attached File  image.jpg   76.59KB   112 downloads
Wickerbottom's #1 fan and alleged mushroom expert.

***Thank you Klei! You know why!***

Posted Image
Thanks Lady Azure for the Sig!

#5 TeoSS69

    TeoSS69
  • Senior Strongman



  • 5299 posts

Posted 22 October 2013 - 12:18 PM

Any word on a single Chester between caves? Or the Thulecite Crown's shield not working with Treeguards?

The other bug fixes are welcome . Will feel good to play the game without worrying about glitches after a long time :)
 


No longer active.

#6 hotflungwok

    hotflungwok
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Posted 22 October 2013 - 12:19 PM

What does the mosquito sac do?

 

What does a strong stomach do for batalisks?



#7 Craig_Perry

    Craig_Perry
  • Shadowphonographer



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Posted 22 October 2013 - 12:20 PM

What does the mosquito sac do?

 

What does a strong stomach do for batalisks?

masquito sac is a healing item

 

batalisks no longer die after eating monster meat


profile picture by Willette.
title history:
during the all's well that's Maxwell puzzle I used the ShadowPhonograph playing Morse code and got this; . -..- --- .-. -.. .. ..- --


#8 Boar Head

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Posted 22 October 2013 - 12:43 PM

Weeell, that mod was quite...unnerving. I enjoyed it. Had fun playing it. Might have to play it again to get the notes.


I don't actually have a boar's head....

#9 Boar Head

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Posted 22 October 2013 - 01:02 PM

Darn it. Started playing after quite a while of not playing, really enjoying it, especially the new working theme...LOVE IT. Then the game starts crashing whenever I go to attack Deerclops...*sigh*


I don't actually have a boar's head....

#10 Xjurwi

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Posted 22 October 2013 - 01:04 PM

Weeell, that mod was quite...unnerving. I enjoyed it. Had fun playing it. Might have to play it again to get the notes.

What mod?


Selfish and arrogant are harsh words..I would prefer "I think I'm slightly better than some of you and I think I am morally better than most of you to a certain degree point but that all depends on what you consider morally right".

1yd8d5p_by_thesketchyside-d71s5am.png


#11 Kevin

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Posted 22 October 2013 - 01:05 PM

Darn it. Started playing after quite a while of not playing, really enjoying it, especially the new working theme...LOVE IT. Then the game starts crashing whenever I go to attack Deerclops...*sigh*

 

Do you have a callstack?

 

Nevermind. I got this :)


'You get three cycles of grass per poop.'

#12 Nebulous

    Nebulous
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Posted 22 October 2013 - 01:15 PM

Darn it. Started playing after quite a while of not playing, really enjoying it, especially the new working theme...LOVE IT. Then the game starts crashing whenever I go to attack Deerclops...*sigh*

 

I got the same problem with a treeguard



#13 Kevin

    Kevin
  • Man behind the curtain


  • 2025 posts

Posted 22 October 2013 - 01:18 PM

I got the same problem with a treeguard

 

I made a typo with the new music, so it's going to do that whenever you fight an "epic" monster. We're pushing a fix momentarily.


'You get three cycles of grass per poop.'

#14 MycoLogical

    MycoLogical
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  • 2670 posts

Posted 22 October 2013 - 01:22 PM

I made a typo with the new music, so it's going to do that whenever you fight an "epic" monster. We're pushing a fix momentarily.

When is the next roadmap Kev? Is there going to be a post about this being the end and all that jazz?

 

WILL WE GET THE RESOLUTION WE SO SOLEY CRAVE!!!

 

Where does Wickerbottom fit in all this?!


Wickerbottom's #1 fan and alleged mushroom expert.

***Thank you Klei! You know why!***

Posted Image
Thanks Lady Azure for the Sig!

#15 Boar Head

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  • 1321 posts

Posted 22 October 2013 - 01:23 PM

I made a typo with the new music, so it's going to do that whenever you fight an "epic" monster. We're pushing a fix momentarily.

Thank you for notifying :)


I don't actually have a boar's head....

#16 Nebulous

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Posted 22 October 2013 - 01:26 PM

I made a typo with the new music, so it's going to do that whenever you fight an "epic" monster. We're pushing a fix momentarily.

 

That's cool. Thanks for letting us know.



#17 jbeetle

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Posted 22 October 2013 - 01:49 PM

When is the next roadmap Kev? Is there going to be a post about this being the end and all that jazz?

 

WILL WE GET THE RESOLUTION WE SO SOLEY CRAVE!!!

 

Where does Wickerbottom fit in all this?!

I can at least answer some of that....somewhat, and that they don't plan to release the update(s) for the DLC in increments, rather all at once when it's practically complete.


My Let's Play Youtube Channel
Immersion is not broken by unrealistic mechanics - it's broken by inconsistent mechanics that violate expectations.
Click Here to see a cute little Chester I made give it a thumbs up if you like

#18 Amkar

    Amkar
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Posted 22 October 2013 - 01:51 PM

A small request: Can someone post the new music tracks?


Buzzy buzz.


#19 oCrapaCreeper

    oCrapaCreeper
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Posted 22 October 2013 - 02:08 PM

 

Darn it. Started playing after quite a while of not playing, really enjoying it, especially the new working theme...LOVE IT. Then the game starts crashing whenever I go to attack Deerclops...*sigh*

 

What's the new working theme? I've only heard the fight music in the ruins.


Edited by oCrapaCreeper, 22 October 2013 - 02:11 PM.


#20 oCrapaCreeper

    oCrapaCreeper
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Posted 22 October 2013 - 02:15 PM

Not a huge fan of how empty the title screen is now. What happened to that shadow hand at the top, or that spider that would web down? Or that animated Wilson that was in the in the public preview for a bit?