Game Updates

Showing updates posted in for the last 365 days.

This stream auto-updates     

  1. Yesterday
  2. 347294

    Hey Grifters, We fixed some bugs! Thanks for the reports - they really help us find issues and prioritize them. Show keyword info for Piercing on damage preview widgets. Pale Recall creates a visible argument now. Fix soft lock when backing out of forced card pick by clicking on bad button. Fix crash deactivating a fighter behaviour _during_ activation (eg. OnActivateFighter triggers a bane graft which reduces morale, causing the fighter to immediately flee). Adding an easy toggle to the unlocks track with mouse right click. Show active quest list on map. Gain smarts in visionary facts. Negotiation fatigued kicks in at 7 turns, not 6. Fix oshnu glue rarity (was causing it to be 999 shills in stores). Static Shock can no longer discard your executes. Added a WARPING keyword for the Warp Vial. oppo_look_for_missing_pet.lua now heals your missing pet by 50%. This is to avoid the pet fleeing after the first hit in combat.
  3. Earlier
  4. 373093

    Hey Grifters, Just a small rework to some boons and banes today: Balancing of Boons and Banes: - Mixology now grants 4 bonus resolve instead of 2 - Cards granted by Authority now scale with difficulty - Whispered Rumours damage now scales with difficulty - Curse of Hesh now also draws a card - Bio-Feedback and Brutality now affect all status cards instead of just injury cards - Gnarled Effigy (from Bad Faith) now only deals 1 damage per card played Fixed bug where newly applied conditions wouldn't show up from attacks with post_anims RIPOSTE now also passes whether current hit is last hit in the ON_RIPOSTE event Fixed bug where PostAttack in PRE_RESOLVE sometimes wouldn't call ResetFighter Riposte Anims no longer cause any freezes in animation (on attacker or attackee)
  5. 372652

    Hey Grifters, Here are some fixes, some balance, and a new framerate limiter for those who play on laptops or with high-hz monitors. Rumor also has it that you can plug a controller in and (mostly) play the game with it as well, but I'm not going to make any promises about that yet. Spark Barons have a new personality argument when negotiating. Added available-upgrade counters to the main overlay. Added a framerate limiter, which people can use to reduce overheating (30hz or 60hz). Adding back some missing hotkeys to the cardspanel and deck screen. Fixed bug where the bartenders attacks would hang between shots if the damage was defended. Add ploy's missing descriptive text about damage doubling. Add snare's missing descriptive text about force targetting. Don't trigger purple haze before your first turn (eg. bystander cards) Drunken Master adds Tipsy to your discards instead of your draw, as per the descriptive text. Fixed bug where the dodgy scavenger wouldn't show you any cards for sale. Fixed bug where the evict chat would show the name of the guard instead of the target for eviction. Updated the filter for Thieves Instinct to exclude items. Remove skill flag from robone. Blacklisted now only discards 1 card instead of 2 Krog is a runner not a smuggler, because he should be easier to kill.
  6. 161

    Don't Starve Together Update 1.61 - 10/07/2019 (PlayStation 4) - Fixed a crash that could occur while saving the game.
  7. 1137

    Update 1.1.37 (Xbox One) - Hot Springs will now go to their empty state when mined. They will refill when the moon phase changes (matching when the Celestial Fissures change their intensity). - Added sound effects to the Hot Springs. - Repaired boat leaks no longer block placing structures. - Fixed a bug where the boat steering sounds would play indefinitely. - Fixed drawing on Mini Signs for creatures that can only be picked up once trapped or caught. - Fixed Wilson’s quotes for inspecting the Portable Crock Pot.
  8. 371837

    Hey Grifters, It's a new update cycle! Wooooo! Here are a round of fixes and tweaks that didn't quite make it into "Rise and Shine", but are now live in experimental. We're going to push the crash fix into a release hotfix tomorrow morning - it's rare enough that it's worth waiting to see what else crops up overnight. Fixed a crash bug where the player party would be disbanded if a party member was needed for a role in a location. Added new throw animations to Sal. easy_target_merchant.lua now takes into account money the merchant gains during negotiation when you demand all their money. Fixed bug where crayote wouldn't use the power gain from bristle if it had gained power from a different source. Disable fighter tooltips when they are not idle. Defensive doesn't apply to arguments created by the owner (NPC). Feudalites of the same wealth level will back each other up in combat. Hide the modifiers that apply health to allies (this effect is sufficiently shown as the graft itself). fixed generic jarackle head to not wear hats. Straw Man now applies Vulnerability when bountied (so that it's not just the same as Planted Evidence). Fix DoRescue opinion event sometimes being applied to the wrong target for "Leave No-one Behind". Add fades to wake-ups, to avoid the white missing texture loading flash. Multithreading fixes for loading from zip files. Before this change, zip files were mutexed, so multiple threads reading from the same zip had to wait on eachother. With this change, each thread will open up its own version of the zip file, which makes concurrent access possible and fast. added a new event: event_dodgy_scavenger.
  9. 1136

    Update 1.1.36 (Xbox One) Salty Dog: Welcome to the brine shoals. Filled with the new salt rock resource, survivors looking to stretch the life of their food with this new spice will need to brave the dreaded Cookie Cutters. And watch out for the Malbatross. Getting on it's bad side will be a weight around anyone's neck. Facing these new dangers and coming home with the goods will make you a real salty dog! Key Features: New Warly Spice (Salt): Spice things up with a new seasoning for heartier dishes. Salt Formations: Gather the new salt resource from odd formations scattered throughout the ocean. Cookie Cutters: Defend your deliciously-shaped boat from new, hungry sea creatures. The Malbatross: Battle on the high seas with a feathery new foe. New Resources: Find and gather Salt Rocks, Malbatross Feathers, the Malbatross Bill, and Cookie Cutter Shells. New Craftables: You can now create the Salt Box, Feathery Canvas, Winged Sail, and Cookie Cutter Cap. Hallowed Nights will be returning in a couple weeks and with it our Survivors will meet a new friend. We'll have more details soon, but we thought you might enjoy this little sample from our next short. Update Notes: - Fixed a crash when Winona's Catapult burns down while the Varg is attacking it. - Bearger vest’s hunger reduction now works again. - Incomplete Suspicious Marbles will no longer drop their other piece when minded by non-player characters or creatures. - Building walls will now test the correct ground position - Werebeaver can no longer extend the walking plank (This was originally added because the old style werebeaver could easily get stuck on a boat). - Weremoose can now jump off an extended plank - Dusk and night ambience are now hooked up. - Work music changed back to original Autumn.
  10. 160

    Don't Starve Together Update 1.60 - 10/03/2019 (PlayStation 4) Salty Dog: Welcome to the brine shoals. Filled with the new salt rock resource, survivors looking to stretch the life of their food with this new spice will need to brave the dreaded Cookie Cutters. And watch out for the Malbatross. Getting on it's bad side will be a weight around anyone's neck. Facing these new dangers and coming home with the goods will make you a real salty dog! Key Features: The Malbatross is exploring the ocean looking for its next feast. Salt Formations have sprung up in the deep ocean but beware of what else lurks in these briny pools. Preserve your food with Salt Crystals or craft a Salt Box to keep your ingredients fresh. Warly adds a new seasoning spice to his repertoire: Seasoning Salt. Existing worlds will be automatically updated with the new content. Hallowed Nights will be returning in a couple weeks and with it our Survivors will meet a new friend. We'll have more details soon, but we thought you might enjoy this little sample from our next short. Update Notes: - Hot Springs will now go to their empty state when mined. They will refill when the moon phase changes (matching when the Celestial Fissures change their intensity). - Added sound effects to the Hot Springs. - Repaired boat leaks no longer block placing structures. - Fixed a bug where the boat steering sounds would play indefinitely. - Fixed drawing on Mini Signs for creatures that can only be picked up once trapped or caught. - Fixed Wilson’s quotes for inspecting the Portable Crock Pot. - Fixed a crash when retrofitting worlds with Turn of Tides content. - Fixed a crash during daily autosave. - Fixed graphical issues with Nightmare creatures. - Fixed a crash when Winona's Catapult burns down while the Varg is attacking it. - Bearger vest’s hunger reduction now works again. - Incomplete Suspicious Marbles will no longer drop their other piece when minded by non-player characters or creatures. - Building walls will now test the correct ground position - Werebeaver can no longer extend the walking plank (This was originally added because the old style werebeaver could easily get stuck on a boat). - Weremoose can now jump off an extended plank - Dusk and night ambience are now hooked up. - Work music changed back to original Autumn.
  11. 160

    Don't Starve Together Update 1.60 - 10/03/2019 (PlayStation 4) Salty Dog: Welcome to the brine shoals. Filled with the new salt rock resource, survivors looking to stretch the life of their food with this new spice will need to brave the dreaded Cookie Cutters. And watch out for the Malbatross. Getting on it's bad side will be a weight around anyone's neck. Facing these new dangers and coming home with the goods will make you a real salty dog! Key Features: The Malbatross is exploring the ocean looking for its next feast. Salt Formations have sprung up in the deep ocean but beware of what else lurks in these briny pools. Preserve your food with Salt Crystals or craft a Salt Box to keep your ingredients fresh. Warly adds a new seasoning spice to his repertoire: Seasoning Salt. Existing worlds will be automatically updated with the new content. Hallowed Nights will be returning in a couple weeks and with it our Survivors will meet a new friend. We'll have more details soon, but we thought you might enjoy this little sample from our next short. Update Notes: - Hot Springs will now go to their empty state when mined. They will refill when the moon phase changes (matching when the Celestial Fissures change their intensity). - Added sound effects to the Hot Springs. - Repaired boat leaks no longer block placing structures. - Fixed a bug where the boat steering sounds would play indefinitely. - Fixed drawing on Mini Signs for creatures that can only be picked up once trapped or caught. - Fixed Wilson’s quotes for inspecting the Portable Crock Pot. - Fixed a crash when retrofitting worlds with Turn of Tides content. - Fixed a crash during daily autosave. - Fixed graphical issues with Nightmare creatures. - Fixed a crash when Winona's Catapult burns down while the Varg is attacking it. - Bearger vest’s hunger reduction now works again. - Incomplete Suspicious Marbles will no longer drop their other piece when minded by non-player characters or creatures. - Building walls will now test the correct ground position - Werebeaver can no longer extend the walking plank (This was originally added because the old style werebeaver could easily get stuck on a boat). - Weremoose can now jump off an extended plank - Dusk and night ambience are now hooked up. - Work music changed back to original Autumn.
  12. 371502

    Hello friends! I'm pretty excited about this patch: We've done a big performance pass and removed a lot of spikes, leading to a smoother experience in every colony we tested. We've been working on some new internal performance profiling tools, and they've given us some great insights into new areas of the code that have been causing slowdowns and stutters. The trickiest part of optimization is that there's rarely ‘One Big Fat Slow Thing’ that we get to make faster. Instead, there are usually dozens of small, unrelated algorithms that only cause problems in certain situations, and whose problems aren't visible until other systems access them, and so forth. Because of this, the new tools have allowed us to track down a lot of nonoptimal code that we weren't able to find before. We've also fixed a number of other bugs and crashes, as well as taking a serious pass on the organization and presentation of the codex. We will continue working on performance and bugs for the live release even while we're busy crafting the next phase of Oxygen Not Included. Thank you so much--as always--for taking the time to bring issues and concerns to our attention, and for being part of this game. Optimization Improve performance updating the Build menu Improve performance updating which categories and buildings have been unlocked by research Pokeshells don't check every pickupable to find an egg to guard. Don't update animations when the game is paused. This also fixes a bug which greatly improves framerate right after loading a map. Remove unused Animators from various UI elements which were processing every frame. Use simplified animation for UI elements. Improved performance updating world navigation data. Improved performance for updating animation render groups. Avoid needless calculations when an animation is removed from the scene. Pips looking for seeds search among Plantable Seeds, not all pickupables Fix math error causing many animations to believe they needed updating every frame when they did not. Improved performance when many items are marked for sweep and drawing their sweep icon. Improved performance when animations are rendered with offset positions. This has an especially big impact on rocket launches, which are now much smoother. Large optimization to the way textures are loaded and freed, improves many colonies. Cost of calculating whether materials are available for delivery is spread out over multiple frames, to prevent a spike every second. Ore which is not marked for sweep no longer tries updating its status text every frame. Also, ore which _is_ marked for sweep no longer tries updating its status text every frame. Pressure vulnerable plants and critters no longer triggering "safe" messages continually. Pressure vulnerable checks are spread across multiple frames, instead of spiking once every second. Optimized the way achievements track stats on buildings, e.g. temperature, building type, and so on. Removes significant performance spikes across frames. Prevent achievement tracker from performing excess calculations when the framerate starts dropping. Many status items are faster to add and remove. Drowning checks are spread across multiple frames instead of spiking once every second. Temperature vulnerable checks are spread across multiple frames instead of spiking once every second. Changed how "building uptime" data is calculated and stored, this should cut down on the size of data stored drastically. Autosave will wait until the mouse button is released before triggering, so no more crazy pipe constructions. Visuals UI image for various ores is no longer blurry. Reduced the red/green saturation of the various sensors and switches. Improved linework on hats with logos. Added missing hats to some animations. Made the arrows on Transformers more visible. The logo on the Power Station matches the other electrician logos. Fixed the position of the Grilled Pacu artwork. Database and UI Tips and Information renamed to Lessons Lessons page moved into a grid of imaged buttons Tutorial Videos are pulled out of the big list of Tips, into their own section of the Lessons page Big list of links to Tips has been compiled into one big article so you don't have to constantly tab back and forth to read the tips. “Plumbing and Ventilation” tutorial video is renamed to “Connecting Pipes”, and is triggered by placing a building that has either a piped input or output. “Morale” tutorial video is now triggered by applying your first Skill Point, or when a Duplicant dips into negative Morale. Hitting "Reset Tutorial Messages" repopulates the list of possible tutorial messages, not just restores messages the player has intentionally hidden. “Digging For Resources” tutorial video is delivered the first time a building is requesting a material that the colony has not yet discovered, OR 7 minutes into the game otherwise if it hasn't happened yet. If a Tutorial Message contains a video, its message gets a Video icon. Rename “Morale” tutorial video to “Duplicant Morale” for consistent spacing. Database search bar can now search for sub-entries like critter morphs, etc. Database entries with only one SubEntry no longer show a table of contents of SubEntries. Reformatting to Critter Database pages to be more readable. Entries (x/y) formatting in the Database is now translatable. Hook up icons for Elements menu in the Database. Building Requirements and Effects in the Database are presented more similarly to how they are displayed elsewhere in the game. Add tooltips to Requirements/Effects for buildings in the Database. Fix build menu recipe details on cooking buildings. Database entries for fabricators display their recipes in a grid. General Remove research requirement on Royal Flush achievement Duplicants weren't properly dead while in containers. This fixes them causing crashes from getting sick but also being dead (and in a container). (Still need to figure out what they are doing in containers...) Fix plants showing "Blocked" after a load. Less flickering when there is a rogue bit of gas floating around plants. Clarify that all mods are being disabled due to a single error, not because they're all broken. Fix bug where transformers stop dissipating after a save/load. Finish construction of replacement tile if underlying object is deconstructed first. Updated Korean translation. Tweaks to Chinese translation. Temperature/Disease Sensors no longer become unresponsive when in a vacuum or no element in conduit. Temperature Sensor initializes network to current value immediately. Conduit Sensors update based on the last value measured when no elements is in the conduit. World name is shown on the load screen. Colony coordinate on the new game screen accepts typed/pasted coordinates. Add the full coordinate and a "copy" button to the worldgen seed on the pause menu Tooltip for Lit Area in Light Overlay no longer erroneously says that working in lit areas improves Duplicant Morale. Worldgen Won't crash if a worldgen has a difficulty value outside of the range of descriptors. Allow spawning worlds that have no start location (new map settings for modders).
  13. 371077

    Corrected an error which was causing the temperature simulation to rapidly lose heat. Fix a crash if buildings which were created from worldgen got deconstructed (i.e. the ration box) Updated Russian translation Updated Chinese translation
  14. 370964

    Hey Grifters, Here are some more fixes! The official update covering everything since Death Trophies comes out on Thursday. If you see anything buggy on experimental in the meantime, please f8 it so we can nip it before it gets pushed out more widely! Main overlay interface is more compact and ready for controller support. Plocka uses standard shop pricing modifiers. Stinging eyes decays. Hammer Grip now also works as a combo spender. Apply shop discounts to rise outpost autodogs. Reworked Clot Hammer. (Previously had the same effect as snap talon) Fixed description of back_pedal to match it's functionality. Fixed upgrade highlighting on calm_plus2. kradeshi_barbstorm_plus2 now correctly applies 3 bleed instead of 1. Fighter widget now calls CalculatePreviewDamage on all conditions to account for damage done by conditions (not just bleed). Update advancement modifiers for NPC resolve and resolve arguments to scale more smoothly over difficulty. Fix crash when playing segue followed by a multi resolve_count card (browbeat, rapid fire). Delay speech a bit to give it more breathing room. Prioritize rejig before warp_vial, so that it changes effect. CTRL+ENTER submits feedback on feedback screen, and tab moves between fields. Added an option to leave without picking up loot in oppo_battle_aftermath.lua. bile_grenade no longer damages you if the battle is over. Update is_good social graft flag for those specified from skins (eg. top_shelf, bottom_shelf). Improved the social graft tooltip on the day-over screen.
  15. 370532

    Hey friends. The solid conduit changes are being backed out for now so that they don't hold up the rest of the improvements. This will resolve all the various solid/liquid/gas plumbing inconsistencies that cropped up. It's possible that save files made on the testing branch will not work correctly with this rollback, so we recommend going back to your last save from the Live branch, or starting a new colony. Have a good weekend! Changes: Reverted the change "Conveyors now use the same optimized and multithreaded algorithm that the Liquid and Gas pipes do." Fix typo in key binding string Fix wire load status becoming invisible if the load is safe
  16. 369684

    Hot Lava SDK, our level creation Steam Workshop mod tool, is now available: Contains packages for the Unity game engine Import them to get our basic building blocks for course and art assets from the game to create your own maps and upload them to the Steam Workshop More details in our Modkit readme Hot Lava SDK is currently available for Windows. You can find it in your Steam Library: Open the Steam Client Under Library, select Tools. (Or click Filtered List.) Install "Hot Lava SDK" Launch "Hot Lava SDK" to find a quickstart guide and the unity packages. Detailed Patch Notes - 369684 Added Steam trading cards Added Unity map-making tools: Hot Lava SDK (requires Unity 2018.4.8f1) Players now preserve speed through portal checkpoints if they are boosting before entering them Fixed a bug causing velocity loss while performing consecutive surf flicks Reduced maximum angle of slope surf allows to fix some cases of wraparound when leaving an object Chase the buddy course should now work for all players in the Basement level Adjusted difficulty of grab the pin challenge in Chase the Meaning of Basement Fixed bug causing players to go out of bounds midway through Snowy Mountain in the Blue Box Fixed some audio issues with boost batteries in tiny toy trials Fixed achievement text to use "Gym Class" instead of "Tutorial" Added support for gamepad shoulder buttons to cycle spectate Fixed wrong dog in basement courses Fixed mod screen changes selection on refresh Fixed minor translation issues in Chinese, Arabic Fixed some cases of English when translation is applied Fixed gamepad Right Stick doesn't turn character in Toy Shelf when using a controller Fixed ugly mirroring of textures on skater helmet Fixed collision on black mats players were getting caught on in Gym Class Fixed lobster trap near Buddy on wrapped bottles in Wholesale Fixed lobster trap in dog food area, right after freezer section in Wholesale Fixed directions of conveyor belt animations in Wholesale Fixed lobster trap near TV in basement of Intro Fixed numerous issues around player and player accessory visibility Fixed issue with sticker sheet rewards not being available in the customize menu Fixed failure to get gamepad input if gamepad is connected via both wired and wireless Remove Decal from default gamepad binding to prevent accidental use from heavy stick hands Modkit 369684 For previous users of modkit, here's what's new: Requires Unity 2018.4.8f1 Add modkit_everything_explained.pdf with solutions to common problems and tips for using advanced features Update modkit_quickstart.pdf with workarounds for possible roadblocks Show error when lava is missing saved simulation and how to fix Add Volcano (see HotLavaPalette) Add TinyToy prefabs (see HotLavaPalette) Add more death reasons to let modkit have more flavour in all languages Fix AddPortalButton adding bad components to lobby game mode
  17. 370368

    Return of Them Beta Hotfix Changes from https://forums.kleientertainment.com/forums/topic/112133-game-update-370332/
  18. 369994

    Hello friends! I'm pretty excited about this patch: We've done a big performance pass and removed a lot of spikes, leading to a smoother experience in every colony we tested. We've been working on some new internal performance profiling tools, and they've given us some great insights into new areas of the code that have been causing slowdowns and stutters. The trickiest part of optimization is that there's rarely ‘One Big Fat Slow Thing’ that we get to make faster. Instead, there are usually dozens of small, unrelated algorithms that only cause problems in certain situations, and whose problems aren't visible until other systems access them, and so forth. Because of this, the new tools have allowed us to track down a lot of nonoptimal code that we weren't able to find before. We've also fixed a number of other bugs and crashes, as well as taking a serious pass on the organization and presentation of the codex. Because these changes are made across a wide range of systems throughout the game, we're going to run a one-week testing branch on Steam to ensure the changes are stable before we push these out on all platforms. (Instructions on joining the test branch are at the bottom of this post.) Please hop on to the testing branch and let us know if your colony behaves strangely! Bug reports and save files are appreciated! We will continue working on performance and bugs for the live release even while we're busy crafting the next phase of Oxygen Not Included. Thank you so much--as always--for taking the time to bring issues and concerns to our attention, and for being part of this game. Optimization Improve performance updating the Build menu Improve performance updating which categories and buildings have been unlocked by research Pokeshells don't check every pickupable to find an egg to guard. Don't update animations when the game is paused. This also fixes a bug which greatly improves framerate right after loading a map. Remove unused Animators from various UI elements which were processing every frame. Use simplified animation for UI elements. Improved performance updating world navigation data. Improved performance for updating animation render groups. Avoid needless calculations when an animation is removed from the scene. Pips looking for seeds search among Plantable Seeds, not all pickupables Fix math error causing many animations to believe they needed updating every frame when they did not. Conveyors now use the same optimized and multithreaded algorithm that the Liquid and Gas pipes do. Improved performance when many items are marked for sweep and drawing their sweep icon. Improved performance when animations are rendered with offset positions. This has an especially big impact on rocket launches, which are now much smoother. Large optimization to the way textures are loaded and freed, improves many colonies. Cost of calculating whether materials are available for delivery is spread out over multiple frames, to prevent a spike every second. Ore which is not marked for sweep no longer tries updating its status text every frame. Also, ore which _is_ marked for sweep no longer tries updating its status text every frame. Pressure vulnerable plants and critters no longer triggering "safe" messages continually. Pressure vulnerable checks are spread across multiple frames, instead of spiking once every second. Optimized the way achievements track stats on buildings, e.g. temperature, building type, and so on. Removes significant performance spikes across frames. Prevent achievement tracker from performing excess calculations when the framerate starts dropping. Many status items are faster to add and remove. Drowning checks are spread across multiple frames instead of spiking once every second. Temperature vulnerable checks are spread across multiple frames instead of spiking once every second. Changed how "building uptime" data is calculated and stored, this should cut down on the size of data stored drastically. Autosave will wait until the mouse button is released before triggering, so no more crazy pipe constructions. Visuals UI image for various ores is no longer blurry. Reduced the red/green saturation of the various sensors and switches. Improved linework on hats with logos. Added missing hats to some animations. Made the arrows on Transformers more visible. The logo on the Power Station matches the other electrician logos. Fixed the position of the Grilled Pacu artwork. Database and UI Tips and Information renamed to Lessons Lessons page moved into a grid of imaged buttons Tutorial Videos are pulled out of the big list of Tips, into their own section of the Lessons page Big list of links to Tips has been compiled into one big article so you don't have to constantly tab back and forth to read the tips. “Plumbing and Ventilation” tutorial video is renamed to “Connecting Pipes”, and is triggered by placing a building that has either a piped input or output. “Morale” tutorial video is now triggered by applying your first Skill Point, or when a Duplicant dips into negative Morale. Hitting "Reset Tutorial Messages" repopulates the list of possible tutorial messages, not just restores messages the player has intentionally hidden. “Digging For Resources” tutorial video is delivered the first time a building is requesting a material that the colony has not yet discovered, OR 7 minutes into the game otherwise if it hasn't happened yet. If a Tutorial Message contains a video, its message gets a Video icon. Rename “Morale” tutorial video to “Duplicant Morale” for consistent spacing. Database search bar can now search for sub-entries like critter morphs, etc. Database entries with only one SubEntry no longer show a table of contents of SubEntries. Reformatting to Critter Database pages to be more readable. Entries (x/y) formatting in the Database is now translatable. Hook up icons for Elements menu in the Database. Building Requirements and Effects in the Database are presented more similarly to how they are displayed elsewhere in the game. Add tooltips to Requirements/Effects for buildings in the Database. Fix build menu recipe details on cooking buildings. Database entries for fabricators display their recipes in a grid. General Remove research requirement on Royal Flush achievement Duplicants weren't properly dead while in containers. This fixes them causing crashes from getting sick but also being dead (and in a container). (Still need to figure out what they are doing in containers...) Fix plants showing "Blocked" after a load. Less flickering when there is a rogue bit of gas floating around plants. Clarify that all mods are being disabled due to a single error, not because they're all broken. Fix bug where transformers stop dissipating after a save/load. Finish construction of replacement tile if underlying object is deconstructed first. Updated Korean translation. Tweaks to Chinese translation. Temperature/Disease Sensors no longer become unresponsive when in a vacuum or no element in conduit. Temperature Sensor initializes network to current value immediately. Conduit Sensors update based on the last value measured when no elements is in the conduit. World name is shown on the load screen. Colony coordinate on the new game screen accepts typed/pasted coordinates. Add the full coordinate and a "copy" button to the worldgen seed on the pause menu Tooltip for Lit Area in Light Overlay no longer erroneously says that working in lit areas improves Duplicant Morale. Worldgen Won't crash if a worldgen has a difficulty value outside of the range of descriptors. Allow spawning worlds that have no start location (new map settings for modders). How to join the testing branch
  19. 369509

    Fix can't pick up Golden Pins or G.A.T. Comics when playing in Arabic Fix achievement unlocked notification doesn't appear until you close the game Fix spawning inside the ground during All Course Marathon on Basement Fix unable to start All Course Marathon in Wholesale
  20. 369546

    Return Of Them Beta Hotfix Revamped the Cookie Cutter code. They are also a little more of a threat. Telelocator Staff will no longer teleport aquatic creatures onto land. Physics and rendering optimizations The Malbatross can now spawn on the first day The Malbatross no longer relocates to a new shoal when loading a world
  21. 1135

    Update 1.1.35 (Xbox One) - Weregoose can now walk on water. (Be warned that Woodie will drown immediately if he reverts to human form over water). - Minor increase to Werebeaver’s digging and mining strength. - Increased Weremoose’s damage reduction to 90%. - All of Woodie’s were-forms can now last up to half a day. - Increased the grace period between actions before Were-meter starts speeding up. - Reduced Monster Meat cost for Woodie’s transformations. - Reduced food stat penalties for Woodie’s consumable Idols (now equivalent to eating a single Monster Meat). - Further reduced sanity drain while in were-form. - Fixed Woodie’s missing mullet when chopping. - Woodie has a 50% higher chance to spawn Poison Birchnut Trees. - Werebeaver no longer spawns Treeguards and Poison Birchnut Trees. - Woodie can now view the Map while transformed. - Fixed crash when Woodie transforms while mounted. - Fixed bug with Jellybean buff multiplying whenever Woodie transforms. - Fixed bug with Garlic Spiced food buff calculations in Weremoose form. - Fixed bug where Woodie would still be forced to transform after sleeping through the entire night of full moon. - Fixed various animation bugs with Woodie skins. - Fixed animation bugs with Rustic Cabin skin for Pig Houses. - Boat health will no longer be shown when pressing the right stick while on land. - Kelp is now easier to place.
  22. 369129

    Hey Grifters, This is a card balance patch. It also makes the graft shop a lot more reliable, and lets you drill out extra graft slots. Happy grifting! You can buy additional graft slots at the night market (100 shills, 15 hp). Plocka now always sells 6 grafts: 3 negotiations, 3 combats, all rarities. Graft prices reduced ( 200, 300, 500) -> ( 100, 200, 300). Card tweaks: Boulder stance: Cost 1 -> Cost 2 Burst: 2-5 damage -> 3-6 Damage Lacerate: 1 damage -> 2-4 damage Concentrate: 7xp -> 6xp Calling in All Favors: cost 2 -> cost 1, 2 vulnerability -> 3 vulnerability Caprice_plus: cost 1 -> cost 2 (only affects the upgrade that improvises 2 cards) Just the Facts: cost 2 - > cost 1 (replaced Pale upgrade with Boosted upgrade) Increase health restore option from extra quest rewards from 10 to 20. Increase extra money from quest rewards from 25 to 30. Plocka restocks on the first visit of every day, not every visit. Speed tonic will only choose cards that already cost greater than 0. Status cards that are flagged opponent, such as kickback, should show up as Status cards. unstable_augmentation crash fix Better check for consuming actions/money: use card owner. Fixes kickback/bad_deal not costing you money when you play them due to (recently) being flagged OPPONENT.
  23. 368822

    Fixed issue with buddy becoming very floaty after completing a buddy mode course Fixed soft lock when leaving a level after entering buddy mode course. Fixed issue with camera sometimes rotating freely from player when respawning Fixed issue with certain mod maps having pink skies Fixed issue with "All Course Marathon" not uploading scores to leaderboard or saving replays Fixed issue with "All Course Marathon" occasionally spawning the player in the ground when transitioning courses Fixed issue with "All Course Marathon" including pogo trials in some maps
  24. 368689

    Hey Grifters: Do you like grafts? We read your graft feedback and made some changes to the existing graft pool. And we added a couple new ones for good measure! Grafts away! Combat Graft Changes: Snap Talon: 1 Bonus damage -> 2 Bonus damage Buster: Uncommon -> Common Predictive Brawling: Uncommon -> Common Muscle Bank: Uncommon -> Rare Robustify: Uncommon -> Common Wounding Barbs: 2 Wound -> 3 wound Illicit Shifter: Boss -> Uncommon Quick Charger: Avoid 0 cost cards Negotiation Graft Changes: Disruptive Glanworm: 1 dominance - > 2 dominance Keenskin: Uncommon - > Common Luminjectors: +1 resolve -> +2 resolve Mind Spool: Uncommon -> Rare Pons Mite: Increase Max damage instead of Min Interior Drill: Avoid 0 cost cards. Roller Drum: 50% less damage on hostile cards instead of diplomacy cards Chemical Regulator: Boss -> Uncommon Added new battle grafts for Sal: unstable_augmentation fragmenter flourish counter_band clotter cloister heartless Autodog heads should no longer fall off when you pet them. Allow upgrades of upgrade-ready cards to be previewed during fights/negotiations Kradeshi barbstorm no longer uses a temp card to apply bleed (this avoids infinite loop with static shock) Fixed bug where playing cards from the choosecardspopup.lua screen would crash the game Fix permit showing 0-0. Also initiate its effect in a post handler so it shows after the initial damage is visualized. Fix card shop not showing price modifiers in tooltip.
  25. 368310

    Hey Grifters, Just a couple of fixes for today's update. Thanks for sending in those reports! Don't highlight card widget on focus (fix green highlight accumulation in deck screens). Fix shop not showing up right after beating sal_rise_outpost Adjust wording of "elitist" bane. Apply shop discounts to drinking. Allow the user to preview card upgrades in a card shop. Set bloom params, etc on disabled tabs on agent compendium so that they don't randomly glow. Reworked Skeletal suspension to grant defend equal to half of combo (without consuming combo). Pets without negotiation support definitions don't get the default sentient agent support (so that, for example, oshnus don't start talking). Fix bio chat firing when it shouldn't.
  26. 158

    Don't Starve Together Update 1.58 - 9/17/2019 (PlayStation 4) - Fixed players being disconnected when trying to enter the caves on other servers. - Weregoose can now walk on water. (Be warned that Woodie will drown immediately if he reverts to human form over water). - Minor increase to Werebeaver’s digging and mining strength. - Increased Weremoose’s damage reduction to 90%. - All of Woodie’s were-forms can now last up to half a day. - Increased the grace period between actions before Were-meter starts speeding up. - Reduced food stat penalties for Woodie’s consumable Idols (now equivalent to eating a single Monster Meat). - Further reduced sanity drain while in were-form. - Fixed Woodie’s missing mullet when chopping. - Woodie has a 50% higher chance to spawn Poison Birchnut Trees. - Werebeaver no longer spawns Treeguards and Poison Birchnut Trees. - Woodie can now view the Map while transformed. - Fixed crash when Woodie transforms while mounted. - Fixed bug with Jellybean buff multiplying whenever Woodie transforms. - Fixed bug with Garlic Spiced food buff calculations in Weremoose form. - Fixed bug where Woodie would still be forced to transform after sleeping through the entire night of full moon. - Fixed various animation bugs with Woodie skins. - Fixed animation bugs with Rustic Cabin skin for Pig Houses. - Boat health will no longer be shown when pressing the right stick while on land. - Kelp is now easier to place. NOTE: The update is currently live on PS4 and is currently with Microsoft for certification, we hope to have it live on Xbox One as soon as it passes cert.
  27. 368093

    Hey Grifters, Work on the second character continues. We can currently play through a full day and build both decks, although many big things are still changing. As we're doing this, though, we are also still fixing and tuning Sal stuff. Here are the most recent changes: Fixed some issues with people forgetting that they've met you, and reintroducing themselves. Try suppressing fighter tooltips while attack presentation is ongoing. Rework bartender's negotiation behaviour to be a little more focussed and on flavour. The meditation spot oppo can increase your perm resolve. First Blood does 4 extra bleed, instead of 2. Slight increase to argument resolve for airtight, tactical mind. Slightly reduction to bulldoze. Move the TOOK_JOB opinion event into the accept handler of side jobs, instead of OnStart. Some quests get activated but are not technically "accepted" yet -- see sal_story_merchants.lua. Remove SKILL flags from various items. This caused them to show up in Thieves' Instinct's pool. Fix can_own_pets management. Handle the case where calamitary jar is removed, or duplicated, etc, etc. Fix Rival's Feint description not showing modified Defend values. Change blade_fury description to avoid using the word 'repeat' (used in a way that is inconsistent with the keyword) Added upgrade highlight to low_blow. Changed breather to use 2 combo instead of 3. Fix TravelScreen pop crash. Changed all cards that copy themselves or another card to not show xp on the new created card. Clear focus when Screens lose topmost. This "fixes" tooltips not working on cards in the showdeck screen due to the MainOverlay nav buttons being flagged show_tooltip_on_focus and stealing the tooltip. Added new bite attack for the autodog. Fix modifier description generation even if there is no minigame instance (ie in card compendium or deck view). Changed all consume items to have 1 charge instead of just the consume keyword for consistency. Fixed bug where thin_skin and fragile_health would stack to apply 99 wound on first damage taken Fixed loading into game and being unable to leave your location. Tracker:UpdateAllQuests needs to be moved now to PostLoad, because QuestUtil.CanTakeSideJob looks up the singleton GameState and returns false if it is nil, which is the case during construction. You may have also noticed that you can use many of the UI screens now using just the keyboard. We're working our way through each one and updating it for keyboard/controller. It's not quite ready for real play yet, but it's coming along!
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