Developer ScottHansen Posted September 22, 2021 Developer Share Posted September 22, 2021 The following creatures can now be stun locked for a number of hits: MacTusk, Wee MacTusk, No-Eye-Deer, Pigmen (all types), Merms, Bunneymen, Bee Queen, and Celestial Champion (phase 3). Fixed the Tail o' Three Cats not showing while equipped. Fixed Woodie's movement speed when transforming into a were-form while in a storm. Fixed a rare crash when using the Slingshot. Woby, while in big form, should no longer occasionally run away when Walter approaches. Updated various skins to match the skin tones of the character wearing it. View full update 52 13 1 2 Link to comment Share on other sites More sharing options...
Anthony_L3hr Posted September 22, 2021 Share Posted September 22, 2021 (edited) Thank the heavens. Edit: Woby also no longer runs away from Walter the second he dismounts her. Which means you don't have to walk towards her to check for items in her anymore. Edited September 22, 2021 by Anthony_L3hr Dismount change. 5 4 2 Link to comment Share on other sites More sharing options...
lakhnish Posted September 22, 2021 Share Posted September 22, 2021 (edited) 9 minutes ago, ScottHansen said: The following creatures can now be stun locked for a number of hits: MacTusk, Wee MacTusk, No-Eye-Deer, Pigmen (all types), Merms, Bunneymen, Bee Queen, and Celestial Champion (phase 3). Will the 5 hit method for AG be reintroduced anytime soon in a hotfix or is there something else in mind? Edited September 22, 2021 by lakhnish 8 1 1 1 Link to comment Share on other sites More sharing options...
Fill-Lips Posted September 22, 2021 Share Posted September 22, 2021 6 minutes ago, ScottHansen said: Updated various skins to match the skin tones of the character wearing it. Ooo, I wonder which ones are fixed, a few of them I wanted to use but they had this issue. 2 Link to comment Share on other sites More sharing options...
l0rdgumby Posted September 22, 2021 Share Posted September 22, 2021 2 minutes ago, Fill-Lips said: Ooo, I wonder which ones are fixed, a few of them I wanted to use but they had this issue. Spoiler If go to Don't Starve Together > data > anim > dynamic you can see where the skins are. Of course they can't be opened, but you can see the date they were modified so it's narrowed down to these files! Hope this helps 2 Link to comment Share on other sites More sharing options...
ShadowDuelist Posted September 22, 2021 Share Posted September 22, 2021 (edited) 43 minutes ago, ScottHansen said: Fixed Woodie's movement speed when transforming into a were-form while in a storm. Has anyone tested if this is a nerf to the moose being able to fight antlion? Edit: see replies below Edited September 22, 2021 by ShadowDuelist Link to comment Share on other sites More sharing options...
Pruinae Posted September 22, 2021 Share Posted September 22, 2021 3 minutes ago, ShadowDuelist said: Has anyone tested if this is a nerf to the moose being able to fight antlion? I think it`s the opposite, in the previous patch I tried fighting as the weremoose and was being slowed by the storm. Haven't made any tests in this patch though. 1 1 Link to comment Share on other sites More sharing options...
Ohan Posted September 22, 2021 Share Posted September 22, 2021 this is so cursed awesome change though! it seems that the fake human hands dont change color according to head skin on any of the non-human characters. like this: I personally dont care though since this change was mostly needed for the human characters of color and non-human chars r gonna look weird with human hands regardless of the color. 7 2 1 2 1 Link to comment Share on other sites More sharing options...
HowlVoid Posted September 22, 2021 Share Posted September 22, 2021 Given that AG isn't on that list I imagine you guys are planning on a more indepth fix? I really hope he becomes a more fun fight. 3 1 2 1 Link to comment Share on other sites More sharing options...
Scrimbles Posted September 22, 2021 Share Posted September 22, 2021 And people said Klei would never nerf a character :^) Quote Updated various skins to match the skin tones of the character wearing it. Interesting, like, if you wear a walter skin on Wilson or something, does the skin tone change to Wilsons? Or is it some mismatch issue with a characters default skin not matching an alternate skins tone? 3 1 Link to comment Share on other sites More sharing options...
Dr. Safety Posted September 22, 2021 Share Posted September 22, 2021 (edited) 9 minutes ago, Scrimbles said: And people said Klei would never nerf a character :^) Interesting, like, if you wear a walter skin on Wilson or something, does the skin tone change to Wilsons? Or is it some mismatch issue with a characters default skin not matching an alternate skins tone? Bad example, but essentially yes lol Spoiler This is an example of the change: Before this update, those gloves would make Walter's hands white Edited September 22, 2021 by Dr. Safety 6 1 Link to comment Share on other sites More sharing options...
Hornete Posted September 22, 2021 Share Posted September 22, 2021 37 minutes ago, ScottHansen said: Woby, while in big form, should no longer occasionally run away when Walter approaches. Oh bless these fixes so much, these simple fixes are making Walter really awesome. 11 Link to comment Share on other sites More sharing options...
Mert_TR Posted September 22, 2021 Share Posted September 22, 2021 For the love of god, please increase the amound of turfs that can be added by a mod 2 Link to comment Share on other sites More sharing options...
ShadowDuelist Posted September 22, 2021 Share Posted September 22, 2021 (edited) 22 minutes ago, ShadowDuelist said: Has anyone tested if this is a nerf to the moose being able to fight antlion? 18 minutes ago, Pruinae said: I think it`s the opposite, in the previous patch I tried fighting as the weremoose and was being slowed by the storm. Haven't made any tests in this patch though. You are correct, I just made the test myself and wereforms are not slowed by storm effects. It was just bugfixing. Edited September 22, 2021 by ShadowDuelist Link to comment Share on other sites More sharing options...
SomebodyRandom Posted September 22, 2021 Share Posted September 22, 2021 (edited) I absolutely love the fix for the skin color issues, and honestly, human hands Wormwood works surprisingly well. (The current color also works really good for Triumphant Wormwood). I'm already plenty satisfied but if you guys could do some more work on it, I'd be so happy if each head skin had it's skin color on non-Humans while wearing these hand skins/chest skins. Specially for the hand skins where Wormwood has leaf hands. P.S.: Daisy Bracelets is my new favorite hand skin. Edited September 22, 2021 by SomebodyRandom My wording was pretty bad, but I think I got it right now. 4 Link to comment Share on other sites More sharing options...
Developer PeterA Posted September 22, 2021 Developer Share Posted September 22, 2021 24 minutes ago, Scrimbles said: Interesting, like, if you wear a walter skin on Wilson or something, does the skin tone change to Wilsons? Or is it some mismatch issue with a characters default skin not matching an alternate skins tone? We're not done with these upgrades. We'll be doing more fixes in the coming months. 14 12 1 Link to comment Share on other sites More sharing options...
0rutyna0 Posted September 22, 2021 Share Posted September 22, 2021 49 minutes ago, ScottHansen said: Updated various skins to match the skin tones of the character wearing it. You tried... 4 1 1 Link to comment Share on other sites More sharing options...
Primalflower Posted September 22, 2021 Share Posted September 22, 2021 4 2 1 1 Link to comment Share on other sites More sharing options...
Starlogy Posted September 22, 2021 Share Posted September 22, 2021 11 minutes ago, 0rutyna0 said: You tried... It matches the default character skin tone, at least ATM it does. 1 Link to comment Share on other sites More sharing options...
Developer PeterA Posted September 22, 2021 Developer Share Posted September 22, 2021 1 minute ago, Starlogy said: It matches the default character skin tone, at least ATM it does. That's correct. We don't currently support the skintone coming from a skin, it uses the base character skintone. 11 1 Link to comment Share on other sites More sharing options...
Sikers Posted September 22, 2021 Share Posted September 22, 2021 1 hour ago, ScottHansen said: Updated various skins to match the skin tones of the character wearing it. View full update 2 4 Link to comment Share on other sites More sharing options...
Digi_056 Posted September 22, 2021 Share Posted September 22, 2021 here's a list of the modified skin files 1 Link to comment Share on other sites More sharing options...
DaZoul Posted September 22, 2021 Share Posted September 22, 2021 3 minutes ago, Sikers said: they already said they're not yet done with this. 1 Link to comment Share on other sites More sharing options...
Yuuko Posted September 22, 2021 Share Posted September 22, 2021 (edited) 2 hours ago, lakhnish said: Will the 5 hit method for AG be reintroduced anytime soon in a hotfix or is there something else in mind? Do you think ppl really want that? I doubt Klei would just revert an actual bug in the AI, its good when code does what its supposed to. People were exploiting an ai bug to get a few extra hits and they enjoyed employing the skill it took to exploit that bug. Adding a longer pause is a nerf that just makes the AG fight a lot easier. Anyone not cheesing AG is probably trying to try-hard so I don't think an ez-mode fix like that would be satisfactory. Right now the timing is tight enough that the fight is difficult, I think a decrease in health would be the preferred nerf just to shorten the fight a bit without taking away the difficulty of it. Maybe a drop to 5k or 7.5k health. But I'm pretty sure Klei would rather do something better than either of these options. Edited September 22, 2021 by Shosuko 1 Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted September 22, 2021 Author Developer Share Posted September 22, 2021 30 minutes ago, Mert_TR said: please increase the amound of turfs that can be added by a mod Feel free to use the ids from 70 to 109 for ground tiles (previously it was 70 to 89). The comments in the lua file will be update in the next hotfix. Unfortunately we do need to hold a number of IDs for our own use. 10 4 Link to comment Share on other sites More sharing options...
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