Game Updates

Showing updates posted in for the last 365 days.

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  1. Last week
  2. Hey Grifters, We've decided to push off the next main branch update by a week to give us a little more time to polish up the daily runs. The update will be on July 23. The in-game countdown clock has been adjusted accordingly. Speaking of dailies - there are a couple of new drafting modes that are enabled. On a given day, your starting draft for each deck (if in use) will pull from a pool. This should lead to some craaaaaazy decks on some days! Next week, we are going to take a closer look at scoring, and redesign parts of the hud to emphasize your score as you play. Today's daily is a cave run, with a picky battle draft, a havarian mulligan negotiation draft, and the Mental Overload mutator. Who knows what tomorrow will bring! Daily stuff: Dailies now have different drafting modes enabled! Picky, Classic, Bundle, Veteran, Havarian Mulligan Card upgrades in daily are seeded Combat parties are hand-crafted, and seeded in daily cave Reworked the initialization of the bonuses in daily_boss_rush.lua to prevent duplicates Kashio's items are now seeded in daily_boss_rush.lua Fixed: Dauntless no longer prevents panic if all allies are panicking Fix crash in daily when healing dead pet Assign score cards to CARD_SERIES.DAILY. (fixes them showing up in the campaign) Don't show score cards in the compendium because they rely on GameState and will crash.
  3. Hello everyone! Just a small patch before the weekend to fix a couple crashes. Have a good one! Fix crash if a SweepyDock is destroyed while Sweepy is trying to charge Fix crash when changing temperature units in the main menu Fix crash on some Windows systems when loading the game Decrease the brightness of Insulated Pipes / Insulated Vents. The prior color was making certain elements hard to see, notably Oxygen
  4. Hey Grifters, So, that boss rush was something else last night, eh? We took your feedback to heart, and spent a day iterating on the balance. It's in a better place now, but not yet the best place, so please keep that feedback coming! We rigged the RNG to give another boss rush today. GAMEPLAY Lowered daily prestige levels to 0 - 3 - 8 You get a pet at the start of boss rush Hiding the day indicator on Daily runs On Daily Challenges, showing the difficulty icon instead of the prestige icon Let you start over if you have a continuable daily run add big/little score cards to boss rush bonus pool Adding controller support to the Daily Over Screen the Brilliance mutator now also affects graft xp added img to all the daily feats so they can be shown in the graft bar Offer healing and bonuses separately in daily_boss_rush.lua Pets are now given at the start of daily_boss_rush.lua Added new score bonuses for daily_boss_rush.lua Daily draft Packs are skippable, and you pick from three groups Daily boss rush: pregenerate graft drafts per rarity. add points for money at the end of a daily give bonuses for beating combats quickly in dailies Daily Boss Rush: Grafts and pack drafts are seeded Added the heal option between every boss in daily_boss_rush.lua Adjusted the "difficulty" rating of the card and graft drafts between fights in daily_boss_rush.lua (so you get better cards later) MISC Fix crash with Viciousness. Removed the unremovable tag from the brawl grafts
  5. Hey Grifters, Today brings more polish and variation to the daily runs, and brings the lumicyte as a special guest into the existing stories. Lumicytes are primarly used by the Cult of Hesh, and are more prevalent in Peral-on-Foam, but they do turn up in Murder Bay and Grout Bog from time to time. Scoring in the dailies isn't quite granular enough for comparison yet, but we have a *whole week* until the actual update to figure that part out GAMEPLAY Added new daily quest variants: boss rush, protect friend Added special game over screen to daily run, added feats to try to get during runs. Smith now shows up in daily runs (some days!) Adjusted difficulty curve of daily quest: Cave You can buy a lumicyte from Phroluk Added new lumicyte-themed random events to rook and sal: event_found_by_lumicyte, event_found_a_lumicyte CARDPLAY Fixed bug where viciousness only counted unmitigated damage and not the damage dealt by the attack Refashion former pet support arguments into negotiation items. Made generic trained/untrained pet arguments. Rabble Rouser is now: Draw an extra card every 2nd turn. lumicyte has a new natural condition
  6. Hey Grifters! You can now play the first of the Daily challenges! The end-of-run score screen is not in yet, so you just get the normally calculated game over score for now. There will be special scoring rules and presentations coming soon. We're looking to launch the daily challenges in the main branch update next week with 2-or-3 highly randomizable variants, and then add more over time. The Challenges roll over at midnight UTC, so check back every day! Also, look for a new promoted def, a new monster, and a bunch of stability fixes. MISC Daily Run now playable! Added settings to disable screen shake, sway, and flash in the options screen. Fix crash reporter sometimes failing to report crashes Dispose of old renderbuffers when changing resolution, so that we don't run out (was causing crashes if you spam alt-enter) Fix crashes on certain screens if you are holding the directional scroll while closing the screen. GAMEPLAY Added Promoted Spark Baron Goon Added new creature: the lymicyte (currently only found in the daily run) Termination of Command: Add straightup combat option when meeting the target, to preview combat stakes. Fog in the Bog: Show the actual removed card in the tooltip. CARDPLAY Chitinous now reduces by 1 stack whenever all Defend is broken. Lean: Fix potential crash if played by unstable on an argument with no resolve. Do Over: nil-check original card if it somehow gets played without destroying a card in hand. Added a IsSentient() check for three_fingers to prevent it trying to make creatures or robots hate you Bandit captain thump marked as a debuff, as it will stun or cause injury. Fix Gremlins applying to every turn in battle. Fix Savagery not applying.
  7. Hi friends! Can you believe Summer is here already? This Spring has really flown by! And now it's time for another patch. This update features fixes for some nasty heat creation/deletion issues as well as a fix for the "stuck digging forever" bug that's plagued us for years. More overlays are supported in the color blind modes, as well as a Storage-Compactor-full of other small fixes. The team has been mostly focused on DLC development (have you seen the new roadmap?), but we still want to make sure that the released version of the game keeps improving. We couldn’t do that without all the help you give us by reporting bugs and providing feedback, so please keep it coming! As always, thank you all so much for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us! Features and New Improvements Color blind modes improvement: Crop Overlay now supports alternate color sets Power Overlay now supports alternate color sets, and "Generator" icons are brighter for each mode Rooms Overlay now supports alternate color sets. There are too many colors used in this mode to effectively find excellent colours for each mode, so colors have been chosen to focus on making the most common rooms feel distinct from one another Germ Overlay now supports alternate color sets Harvest Tool Overlay now supports alternate color sets Temperature Overlay and Thermal Comfort Overlay now support alternate color sets Buildings Timer Sensor's copy settings now copies elapsed time and whether it is in cycles mode or not Ice Maker is now overheatable like other production buildings Sweepy's Dock is now overheatable When a Hammer strikes Automation Wire/Automation Ribbon, it will correctly read the length of the wire/ribbon now Sauna no longer requires steam in pipes to operate, only that there is sufficient steam in storage Liquid and Gas Reservoirs no longer round the amounts of their contents before testing logic levels. Fixes a bug where they would activate when they were "close" to the activation amount Transit Tube corner animations have been made all the same length Transit Tube corner animations play faster so that Duplicants maintain consistent speed Ore Scrubber no longer requires chlorine in its pipe to work, only in its storage. It also shows a red status icon when it has insufficient mass in storage. Skill Scrubber now has a higher priority class, which should help the dupes head there without ignoring it Critter Feeder, Fish Feeder, and Lure are now Ranching Supply errands instead of Storage Partial fix for Wind Tunnel requiring gas underneath to function Outhouse now handles dirt correctly. Dirt is consumed per usage (13kg), Polluted Dirt output now includes Dirt used (6.7kg -> 19.7kg). Dirt is not destroyed on clean (it's dropped with the Polluted Dirt), and is not returned in full on deconstruct. A full supply of dirt is required to become usable after cleaning Copy Settings correctly updates the flow rate for liquid and gas valves Duplicants and Critters (and Robot) Prevent fetch errands from putting items in storage that were never requested. This is a partial fix for "buildings with weird stuff inside them." Sweepy now correctly starts and stops charging if the dock becomes powered/unpowered while Sweepy is trying to charge CO2 puffs exhaled by Duplicants will no longer teleport their CO2 upwards when released inside a non-breathable space. Instead they will try to find a nearby CO2, breathable, or other gas cell to release into. Fix Critter Feeder storage errand type to be Ranching Supply instead of Storage Duplicants no longer emit CO2 puffs into a cell different than the one they were standing in. This prevents them from injecting CO2 into rooms that would be otherwise air-tight/unbreathable Duplicant breath effects now match the actual mouth position and facing of the Duplicant. No more exhaling from the middle of the back! Duplicants no longer regain "Mourning" status if there is a dead Duplicant when the game loads Balloon Artists now have a status item during their Joy Reaction Systems and Simulation Fix partial melting/partial evaporation heat calculations. Energy used should be the energy required, not the difference of what's available Fix solid flaking temperature deletion. Uses the actual energy required for the melt, as well as the SHC of the transition element Fix gas temperature swapping heat loss Fix bug where Auto Sweepers' storage was growing unbounded, but not delivering contents Unfortunately this reverts the fix to the bug where sweepers drop their contents on load - our delivery system requires this, for the time being The seed chance bonus from the Agriculture skill was only being applied at 1/100th strength. Now a 3% increased chance actually means a 3% increased chance. (This is on top of the base 10% chance any crop plant has of producing a seed) Fix a case where "ghost bottles" would appear outside of buildings Fix meteors depositing regolith on the wrong side of thin walls Fixed the melting temperature of solid Methane Duplicants and Robo-Miners should no longer infinitely dig. Please let us know if you see any new oddness with digging. UI and Text Resources panel should no longer flicker and possibly crash the game when resources change at low framerates Fixed vertical wind tunnel description Fixed Puft Prince description Fixed the Arbor Tree incorrectly stating that it had a seed drop chance. Pips must be utilized to get extra Arbor Seeds Significantly reduce wait time when a crash occurs with mods present Conveyors show the proper names of contents, rather than always showing their element (e.g. Genetic Ooze) Renamed the baby Pokeshell's molt to Small Pokeshell Molt. This makes it more clear in the various lists and screens where the molts can show up and fixes the functionality of the Conveyor Element Sensor Fix the Vitamin Chews saying they have no effect, when their effect is, in fact, 0.5 Microchips and Micronutrient Fertilizer items will group into a single item when on the ground Fix drag tools (i.e. pipes, cancel) not stopping when clicking near UI Light overlay color is more vivid so it matches color choices of other overlays and is easier to read lower light-levels When hovering over a Wire, its current load will only be colored "strained" if its potential load is higher than its max load "Underway" text on starmap screen is now localizable Duplicant age in Bio panel is now localizable Duplicant age once again counts correctly. Insulated pipes/vents are now blue in the Plumbing/Ventilation overlay, rather than orange, to differentiate them more from radiant pipes/vents As well, duplicant "printed" cycle is correct instead of decreased by one. Update strings for Chinese, Korean, and Russian
  8. Jason

    419736

    Return of Them Beta Changes: Tracking Suspicious Dirt Piles in the oasis desert (the area affected by the summer sandstorm), during a spring rain, will have a chance to find a Volt Goat. Increased Jelly Salad required ingredients. Sea Weed Seedshell attacks (and thrown Seedshells in PVP) no longer cause leaks at the edge of boats. Bug Fixes: Fixed a crash with Rockjaws and picking up their food. Fixed the missing text on the Spittle Fish in the crafting menu. Fixed issues caused by killing Sea Weeds with a Tail o' Three Cats or Weather Pain. Fixed a crash when Sea Sprouts are burned. Fixed a bug that allowed Volt Goat herds to have more than 6 members Fixed the boat patch double repair and patch use bug. Fixed a crash with the Hermit Crab’s music. Fixed Terrorclaw using wrong health value. Fixed an issue with Sea Weeds not retrofitting into the proper place in the ocean.
  9. Earlier
  10. Hey Grifters, This actually came out yesterday! In addition to the usual gameplay and UI suff, there are some system-level changes to help clear up some of the remaining stability issues that we've seen in reports. Gameplay Fix Mantle not triggering Muddle defense bonus Bounty Hunt: Fix potential quest soft lock if you kill both interrogate targets in the same battle. Mirrored Grumble: will attack a second target if the first is destroyed Gab: Use Prepared keyword in the Evoke description for clarity. Replicator: the duplicate is no longer free of cost. Oshnu Glue: Removed its max uses. Kicker: now does damage even without Snails. Strained Rant: Discard two cards exactly, but regain the +1 bonus. Weight: now 3-5, and no longer draws. Swap Do Over and Prominence in the unlock track. Do Over: Done over. Tomb Relic: is now 1 action per 6 cards. UI Cards that become playable as an upgrade no longer show their new cost as a downgrade. Adjusting the layout of the Prestige Popup, so the title doesn't overlap the icon Localize Nadan battle quips Localize dialog for the Automech Code argument. Fix localization of Energizing Vapours and Power Pollen. Allowed players on gamepad to buy cards in shops, instead of just selecting them without triggering the purchase Update glyphs for Korean translation. Pass through subtitle text to choose cards popup in negotiation. Issue error message if trying to play Trade without influence. Don't hilight the word 'spark' in Cleme's bio. MISC Use a more reliable atomic file save operation, to prevent data loss on computer power loss. Render pooling is enabled for PC. Fix Nadan's claw glow lagging behind during his step back animation. Fix Flekfis not taunting correctly after playing Doom. Reimplemented our game packaging pipeline, so that there will be smaller deltas for some patches. Adding all the tools to the Debug QuickSwitcher and to the MainMenu debug menu
  11. Today's Testing Branch patch contains a fix for the gas swap-temperature bug. However, since we will be releasing this patch to the default branch on Tuesday the 7th, we won't be putting in any more low-level fixes this time around. Thanks for the reports, we'll keep looking into them! Add Temperature Overlay and Thermal Comfort Overlay support to Deuteranopia & Protanopia modes. Resources panel should no longer flicker and possibly crash the game when resources change at low framerates. Fix gas temperature swapping heat loss Copy Settings correctly updates the flow rate for liquid and gas valves. Fix sweep orders not getting cleared after the fetch is completed Balloon Artists now have a status item during their Joy Reaction
  12. Jason

    419207

    We have the beta branch active again with the next update for Return of Them: Troubled Waters. The ocean waters continue to come alive with more life while our survivors craft new tools to make a better way out there. You can follow the directions here to join the beta. New Features: New craftable mast upgrades. New craftable water pump for open water fire emergencies. Sea Weed living out on the Sea Stacks. Spittlefish Rock Jaw sharks plying the deep waterways. The Terrorclaw, aquatic relation to the Terrorbeak. Barnacles and new Barnacle cooking recipes. New cooking recipes for Leafy Meat. And something to keep you company on the lonely nights at sea.
  13. Hey Grifters! Sorry for the delay with this update - we're working on some longer-term stuff now, so it takes a little longer. This update has a preview of our upcoming Daily Run mode! It's a little barebones at the moment, but here are some mock-ups of where we are heading with it: NOTE that these are mockups! The scoring part isn't really done yet, and most of the information is provided in dialog boxes instead of polished screens. It will improve over the next two weeks. Card Stuff Fix Counter attack sometimes attacking an ally of the attacker if the attacker was already targetted by other enemies. Weak Points: Slated Carapace no longer nullifies piercing damage caused by Weak Points. Show Downgrade numbers for card damage numbers if the upgrade reduces it. Locus Breaker, Wretched Jar: Now show card counters. Locus Breaker: fix card draw count not resetting after your turn. Fix crash if playing Bog Symbiosis automatically but there are no Grouts on the field. Prediction: Now provides 4 Defend. Guarding Prediction: Now applies 2 Defend to you and all allies. Head Split: Now deals 3 (5) damage. Crushing Blow: Now says "Apply Stun" for consistency. Prattle: Preview Composure bonus received from Shenanigans. Don't invalidate a card target due to target weighting. Fixes Call In cards not attacking the correct enemy if the target was being attacked by allies. Span-based support for text shadows, to make upgrade text more readable Annihilation Cage: Now applies Sticky to selected cards for the duration of battle. Back of the Line: Instead of the overloaded term 'charge', use 'use'. When sparring with Murkot, don't try to apply xp to cards with no xp. Added additional checks for torpor_fiend to prevent giving XP to cards with upgrade but no XP (such as items with an upgraded version) Fixed bug where Krills' Anger could be triggered by random-target attacks even if it didn't hit the Krill UI Aligning the audio dropdown options on the options screen Fixing the bug where cards on the upgrade list weren't clickable anymore Gamepad: Fix crash when selecting prestige in the NewGameScreen if you previously selected prestige 0 and then returned to the sidebar Fixing the problem where the LootScreen would spawn other screens when clicking its options (like the GraftScreen/DeckScreen) but then would remove that option from the list, which also gave focus to one of the other LootOptions, taking focus away from the just spawned screen, which prevented gamepad users to use the newly spawned screens Fix options screen crash if there are no valid audio output devices detected. MISC Added a very work-in-progress pass of the first Daily Challenge Added three new mutators audio: music variation for sal combat music. VO level tuning. audio: some variation additions to Sal negotiation music. Increase the output resolution of the lowres anim textures from 67% -> 80% Add a --highres option to force nice textures
  14. Update 1.1.58 (Xbox One) Fixed a save/load bug where the inventory icon for the crafted statues would show as a marble statue. Poop Pellets can now be used as fuel for fire pits. Fixed a save/load bug with Moose/Goose Eggs and Nests. Controllers are now able to navigate through all open containers, instead of only the first opened container. Reworked how the Slingshot shooting works so it does not lock the character into the animation. Using the Slingshot will now share the target with followers. Slightly increased the range of the Slingshot. The effect from Slow Down Rounds now lasts 30 seconds. Fixed the missing impact fx for the Pebbles slingshot ammo. Woby will now drop all items when using the Celestial Portal. MacTusk and Wee MacTusk deal damage again with their blow darts. Fixed a bug where the Camper's Tent could be duplicated. Fixed the Boomerang throw animation. Walter's Slingshot will now benefit from buffs, such as Volt Goat Chaud-Froid. Walter is now properly affected by items that use magic to manipulate the wearer's sanity. Fixed Walter's salute from turning on lanterns. The Top Hat no longer invisible when placed on the ground. Fixed an issue where Wendy would restore sanity every time she went in and out of the caves while Abigail is summoned.
  15. Don't Starve Together Patch 1.83 - 6/29/2020 (PlayStation 4) Fixed a save/load bug where the inventory icon for the crafted statues would show as a marble statue. Poop Pellets can now be used as fuel for fire pits. Fixed a save/load bug with Moose/Goose Eggs and Nests. Controllers are now able to navigate through all open containers, instead of only the first opened container. Reworked how the Slingshot shooting works so it does not lock the character into the animation. Using the Slingshot will now share the target with followers. Slightly increased the range of the Slingshot. The effect from Slow Down Rounds now lasts 30 seconds. Fixed the missing impact fx for the Pebbles slingshot ammo. Woby will now drop all items when using the Celestial Portal. MacTusk and Wee MacTusk deal damage again with their blow darts. Fixed a bug where the Camper's Tent could be duplicated. Fixed the Boomerang throw animation. Walter's Slingshot will now benefit from buffs, such as Volt Goat Chaud-Froid. Walter is now properly affected by items that use magic to manipulate the wearer's sanity. Fixed Walter's salute from turning on lanterns. The Top Hat no longer invisible when placed on the ground. Fixed an issue where Wendy would restore sanity every time she went in and out of the caves while Abigail is summoned.
  16. Hi Grifters! We've just enabled cloud saves on Steam. So now you can grift from multiple computers! This update also fixes a couple of things that showed up in the last 24 hours or so: Zig Zag: Fix crash if there are no targets left to wound. Fix crash in fight screen when using a gamepad. Fix input issue that was ignoring some mouse clicks when also pressing keyboard keys when playing cards. Fix UI overlap in audio option screen. Fix crash in manipulate conversation. Fixed a couple of missed localization strings. Fixed missing hit FX for new bandit goon. Fix crash when selecting prestige in the NewGameScreen if you previously selected prestige 0 and then returned to the sidebar. Fix issue with continue button when you return to the main menu after manually deleting your save file. Re-export the 1080p texture pack at a slightly higher resolution (it was a little blurry). Added --highres and --lowres command line parameters to force a particular texture pack, for players who want to pick manually. Fix Counter attack sometimes attacking an ally of the attacker if the attacker was already targetted by other enemies. Improved Chinese Translation.
  17. Woby will now drop all items when Walter despawns due to death in Wilderness worlds. Poop Pellets can now be used as fuel for fire pits. Fixed a save/load bug where the inventory icon for the crafted statues would show as a marble statue. Fixed a save/load bug with Moose/Goose Eggs and Nests. Fixed the art for the burnt down Siesta Lean-to. Performance Optimizations Refactored how inventory items calculate their moisture value. This should also reduce lag while raining (and while items dry off after a rain) Herd members will no longer spawn a herd object if killed before a herd has been found Creatures/structures using SetRetargetFunction now have a staggered start time between 0 and the defined retarget period (so they do not all update on the same frame). Optimized the Houndius Shootius’s retarget function.
  18. Hey Grifters! Here's the first update of the new cycle. Not a tonne of content in this one, but there are a lot of fixes and general UI improvements. Some of these are marked for a small release hotfix that's coming out at around the same time. Card Stuff Three Fingers: Fix sometimes not being hated by 2 people. Specialty now shuffles your discard into your draw pile if you have no attacks in your draw pile, consistent with Deception Fixed bug where Stinging Eyes would make aoe attacks only hit one person Support Beacon now checks to make sure your team isn't full Fixed bug where Stone Spurs wasn't showing the dynamic defend amount Impending Doom now disables shielding in OnUnapply instead of OnBounty so that it's still triggered by removal Pruned is no longer applied if the attack is evaded Fixed bug where Rentorian Battle Armor made you have -3 power if you took damage before it's initial application Fix Force Compression not applying for certain cards, like Menacing Air. Planning: Now Rare. Formation Defend only applies to allies, as per the text. Reworked Deception Fixed bug where Hot Air's damage wasn't being displayed properly Toolbox selections no longer appear in the Trash. Added a max_stacks of 10 to Trauma Cult of Hesh characters no longer apply intermittent Composure, opting for straight resolve damage to forestall stale-mates. Fixed bug where Pale Trade wasn't working when you only had one influence Fixed bug where overbear_plus2 was drawing the wrong number of cards Fix Visionary Three Fingers not causing people to hate you if you install it directly. Instead of getting removed/added notifications, the player now receives a single Graft Upgraded notification. (When upgrading grafts, convert the extant instance of removing and adding a new graft instance.) Fixed bug where MARK could trigger when attacking the owner's allies UI Add custom cursors to the game (size is selectable, and you can still use the system cursor) fix order of audio options so that dropdown works Making the deck screen always select the first card with the gamepad, instead of a random one on the list Added a not-upgraded filter to the card deck. It puts the upgradeable cards at the top, sorted by how close they are to be upgraded Showing an info label when selecting characters saying if that character has savefiles available Adding a backing to the Grafts in Negotiation/Battle, to attract more attention to them. Also made them bigger. Made the fight/negotiation objective scale with the UI Scaling Mode. Made the graft tooltips show under the graft icons, instead of overlapping them Added drop-shadow to the card descriptions when in upgrade-style to make the text more readable Reporting correctly the number of unlockable social grafts in the People Compendium The shiny card animation for cards in hand ignore he negotiation/combat speed multiplier. MISC Re-added the promoted Jake def The cost for new graft slots increases as you add more. Fix build for female promoted bandit goon Fix issue with continue button when you return to the main menu after manually deleting your save file Added nil-check for the source in the MODIFIER_REMOVED event of AUCTIONEER System Debogging: Fix potential crash attempting to speak to a dead Rise member after battle. Card and graft rewards are no longer given for the final boss in brawls Fix crash involved with returning a presented card to hand for discard choice. (eg. draw into multiple Raw with a full hand such that Gamble triggers a discard (Chaos Coin). Fix rare crash when choosing a toolbox card after the battle is over. Fix potential gamepad crash: Cards need to clear focus directions left/right when renaving. Fix IME text input: Supress KeyUp events if text editing. Suppress additional keys besides backspace, like delete, enter, and arrow keys. It seems like there should be a better way to know what keys to ignore -- is this not dependent on the IME? In any case, these keys are used for the microsoft IME. Disable italics for certain fonts added a graft reward for Rook after defeating a boss in brawl Do not dismiss hired members in Brawl, if the Loyalty mutator is active. Choosing Sides: Fix crash if you are victorious but all your allies died.
  19. Today's Testing Branch patch is small but we wanted to get the Door Ore and Critter delivery regressions out ASAP. Duplicant age once again counts correctly. As well, duplicant "printed" cycle is correct instead of decreased by one. Doors no longer produce ore when they open. Fix dupes dropping critters and eggs when attempting to fetch them Updated Chinese strings
  20. Another patch on the Testing Branch. Thanks for all the feedback! Removed periodic debug pausing that was accidentally added. Partial fix for Wind Tunnel requiring gas underneath to function Fixed the melting temperature of solid Methane "Underway" text on starmap screen is now localizable Duplicant age in Bio panel is now localizable (known issue: age is always 0, which will be fixed in the next patch) Fix solid flaking temperature deletion. Uses the actual energy required for the melt, as well as the SHC of the transition element. Insulated pipes/vents are now blue in the Plumbing/Ventilation overlay, rather than orange, to differentiate them more from radiant pipes/vents Update strings for Chinese, Korean, and Russian Outhouse now handles dirt correctly. Dirt is consumed per usage (13kg), Polluted Dirt output now includes Dirt used (6.7kg -> 19.7kg). Dirt is not destroyed on clean (it's dropped with the Polluted Dirt), and is not returned in full on deconstruct. A full supply of dirt is required to become usable after cleaning. Duplicants and Robo-Miners should no longer infinitely dig. Please let us know if you see any new oddness with digging.
  21. Hey Grifters, Here's your build candidate for the update later this week. Just some minor fixes, and some translation updates. Looks like the promoted jake is going to have to wait for the next update, because their builds were not complete in time. Updated Chinese translations. Remove promoted jakes until next update (The art wasn't ready for them yet). Disable italics for certain fonts. Fix translation lookup for faction tooltips in compendium. Added a graft reward for Rook after defeating a boss in brawl. Fixed bug in rook_story_expedition_step_1_workers.lua where Kalandra would help you even though she was hiding. Boosted Lean and Green: Hilite upgrade value. Crusher adds itself as a source modifier when its cost is reduced. Do not dismiss hired members in Brawl, if the Loyalty mutator is active. Appropriated: Clarify argument text to indicate that the player gains Vulnerability. Removed old export and fixed missing arms on promoted admiralty characters. Crusher: Clarify its description. It reduces its own cost, not the Improvised card's cost. Choosing Sides: Fix crash if you are victorious but all your allies died.
  22. Happy Monday everyone! Hope your weekend was great! Here's some more fixes for the Testing Branch: Color blind modes improvement (discussion thread): Crop Overlay now supports alternate color sets Power Overlay now supports alternate color sets, and "Generator" icons are brighter for each mode Rooms Overlay now supports alternate color sets. There are too many colors used in this mode to effectively find excellent colours for each mode, so colors have been chosen to focus on making the most common rooms feel distinct from one another Germ Overlay now supports alternate color sets Harvest Tool Overlay now supports alternate color sets Light overlay color is more vivid so it matches color choices of other overlays and is easier to read lower light-levels. When hovering a Wire, its current load will only be colored "strained" if its potential load is higher than its max load. Fix Critter Feeder storage errand type to be Ranching Supply instead of Storage Fix meteors depositing regolith on the wrong side of thin walls. Duplicants no longer emit CO2 puffs in to a cell different than the one they were standing in. This prevents them from injecting CO2 into rooms that would be otherwise air-tight/unbreathable. Duplicant breath effects now match the actual mouth position and facing of the Duplicant. No more exhaling from the middle of the back! Skill Scrubber now has a higher priority class, which should help the dupes head there without ignoring it Fixed a bug where items dropped from buildings would not become active if it was a "pickupable" object. Critter Feeder, Fish Feeder, and Lure are now Ranching Supply errands instead of Storage. Duplicants no longer regain "Mourning" status if there is a dead Duplicant when the game loads.
  23. Hey Grifters, Here's our build candidate (minus final translation pass) for the next update. Please try to break it Fix up low-res texture mode (there were some artifacts previously) Making the Choose Cards From Hand panel become visible again when clicking anywhere on the screen if it's hidden. For people who don't see the button Reduced pre-boss negotiation difficulty in the brawl from rank + 2 to rank + 1 Adding a gamepad hint to the quest option in Location Screens, so players see how to toggle between agents/convo easier Hooked up the new Promoted Jakes Dockhand Increased base defend on Boosted Surge by 1 Force Compression no longer makes 0 cost cards cost 1 Improve the flow of side_termination_of_command.lua when you meet the admiralty officer on the beach Make ulcer, sick remove on rest Bought pets have names Fixed bug where Psimulacrum wasn't affecting Recall Added tooltip for upgrading pets to explain that upgrading and training your pet are two different things Fix a bug causing a small delay and superfluous sounds whenever discarding a card. Lightning Rod now previews the Conductor card in its tooltip. Memorization Implant no longer reduces the chosen duplicate card cost to 0. Adjusted the xp required for some of Rooks negotiation cards. Some still had old values assigned to them. Vantage: Should now correctly calculate card costs that have modifiers. Secret Intel: Clearer argument text to indicate that you will gain the argument upon destroying it. Set overlay mode to Conversation during LootScreen so you can also upgrade directly from the deck viewer UI. Fixed bug where the admiralty character in event_sal_gets_an_envelope.lua wasn't killed correctly Buff Carapace Fragment. Capture Nadan: If the noodle chef dies before picking up the oshnu, Nadan hires someone new to deliver the oshnu, instead of crashing the game. CRC-check data_scripts folder only.
  24. Hey Grifters, There are some big optimizations in this update, which should help players running on older hardware or notebooks. Any feedback regarding load times, stability, or performance changes are much appreciated! Machines with 1080p monitors (or less) will load optimized textures to reduce memory overhead. These can also be loaded on any machine by selecting low level of detail in the options menu. Disable startup data CRC checks, which were very slow on some machines. added --ignore_gamepad command line option, for players with incompatible devices You can now select, target, and play cards entirely with the keyboard (for accessibility). Make the quit-to-menu language more explicit, to prevent save deletion confusion. Add a "continue" button to the main menu, to get into the action faster. Reworked slippery_plus2 to use Improvise+ Protect no longer affects targeting while the owner is stunned Split data archive into smaller parts, so that patches can be smaller. Specialty now shuffles your discard to your draw if your draw pile is empty Clarified description of Segue The Bandit Thief's Pin Down attack no longer pins a card if evaded Multiple stacks of Viciousness will now increase its duration Added HATED -> DISLIKED to the LIKE opinion delta Foresight now gains 2 bonus resolve per stack Fix for windows media keys being misinterpreted as game control. Reversed order of effects on Twisted Roughneck for clarity Fixed bug where Ricochet would not trigger if your attack killed the target and they only had 1 remaining ally Preventing people from leaving the Deck Screen while it's animating out, which allowed them to remove as many cards as they wanted. Ether Hook can no longer improvise upgrades in order to avoid seeing multiple upgrades of the same card Ether Hook is now Improvise+ Fixed bug where bleed cards would deal damage to you after winning a battle if the enemy ran away The Grout Boss treasure burrs no use DealCards() to give you your cards back to prevent losing cards when your hand is full Fixed bug caused by Smith's Two Fisted graft Vapor Vial now only affects cards until they are played increase defense granted by shuffle step by 1 Remove some deterministic random usage when generating targets that was causing the same target to be picked across multiple cards. This isn't needed anymore because we generate and store secondary targets explicitly. Nil-check a number of condition applications, fixing a crash if the original fighter died or if the stacks were modified to 0. Fix crash when triggering Two Fisted.
  25. Disabled a memory optimization which ended up causing a performance issue in large worlds. Walter’s Slingshot will now benefit from buffs, such as Volt Goat Chaud-Froid. Walter is now properly affected by items that use magic to manipulate the wearer’s sanity. Fixed Walter’s salute from turning on lanterns. The Top Hat is no longer invisible when placed on the ground Fixed an issue where Wendy would restore sanity every time she went in and out of the caves while Abigail is summoned. Streamlined new account flow.
  26. Update 1.1.57 (Xbox One) Only Walter will have the Tell Story action at firepits. Walter's fearlessness no longer prevents sanity loss while equipping Night Armor and Dark Sword. It was not intended to protect him from the effects of shadow magic. Walter will no longer shoot his Slingshot at targets that die while he is loading. Fixed double killing creatures with the Slingshot, which was resulting in gaining double sanity from killing nightmare creatures. Fixed a potential crash when moving slingshot ammo into containers. Fixed large Woby texture bugs. Fixed a rare crash in when attacking with the Twisted Dagger skin. Fixed an issue were the Weregoose Ghost was unable to haunt things while using a controller, making it hard to resurrect. Fixed Walter's missing hat when he's telling a story. Adjusted Woby's speed and hunger. Fixed Tent and Siesta Lean-to health gain. Assorted sounds fixes. Hermit will freeze properly if frozen. Fixed the Crockpot open and close HUD sounds. Wes is now able to blow up balloons again. Woby now needs less monster meat to be full in her big form. Fixed ghost Walter from being invisible. Fixed an issue with clipping in Walter's face textures. Fixed texture issues on small Woby. Adding a saddle to big Woby no longer crashes the game. Players can no longer dismantle the portable tent once it's burned. Fixed the tent duplication bug when dismantling the portable tent.
  27. Hi friends! Can you believe Summer is here already? This Spring has really flown by! And so it's time for another patch. More and more the team has been focusing on DLC development, and so this time around it will be a fairly small patch Please hop on the testing branch and let us know how it's working, and also let us know if there are any pressing issues we've missed, either here or in the bug forums! As always, thank you for your support and excitement. It's so encouraging to us to see everyone collaborating on complex designs, helping each other solve the smallest and largest problems, and continuing to dream about the future of this game together with us! What does this testing branch contain so far? Here are the changes we've made so far in this update, loosely categorized: What is open testing? "Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the game, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch. Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game. Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds. What do I do if I find a crash or a bug? Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly. Do I have to play the open testing build? Nope! If you'd prefer to only play a stable build, you can continue to play in the current Default branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out! How do I become an open tester? There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam. How do I play the open testing build? You can switch your branch on Steam using the instructions below:
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