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Changes

  • Rabbit King will no longer immediately attack after recovering from stuns.
  • Item Mimics no longer walk onto the Ocean, or into the Cave void.
  • Item Mimics will no longer produce recipe materials when deconstructed with a Deconstruction Staff or the Clockmaker's Tools.
  • Coat of Carrots will now hide meat items from being detected.
  • Burrowing Horn will no longer summon rabbits on boats.
    • The Burrowing Horn will not consume durability if it fails to either spawn a Portable Den or tend to nearby plants.
  • Reduced Spelunker’s Bridge Kit recipe cost.
  • Spelunker’s Bridges will now be protected from damage by built Support Pillars.
     

Bug Fixes

  • Fixed a crash related to Rabbit King and disconnecting players.
  • Fixed Rabbit King being able to hit Shadow Creatures.
  • Fixed crashes related to freezing things with the Icebell or Crab King’s ice attack.
  • Fixed crash when the Great Depths Worm devours Hutch.
  • Fixed uncommon crash when the Great Depths Worm is moving.
  • Fixed crash caused by Hound waves that have a Varglet.
  • Fixed Gloomerang not being considered as shadow equipment for Wanda.
  • Fixed Gloomerang’s damage calculation issues when used with a Void Cowl.
  • Fixed Shadow Maul not visually leveling up unless re-equipped.
  • Fixed Spelunker’s Bridges not repairing correctly.
  • Added missing effects for Spelunker’s Bridge Kit floating in the ocean.
  • Woodie in wereform is now properly slowed by Icker, and does not get suspended in it.
  • Fixed Woodie being able to run over Abyss as Weregoose.
  • Fixed Woodie turning invisible when falling into the Abyss in wereform.
    • Please note that the Weremoose and Werebeaver animations are placeholder so that we could get this out before the weekend.

Bug Fixes part 2

  • Fixed Great Depths Worm’s spiked segments doing damage to close targets when it’s moving slowly instead of fast.
  • Fixed a crash with Bunnymen trying to find meat.

Notes for Modders

  • Component rabbitkingmanager functions IsItemMeat and CountItemsForPlayer have been removed and global function HasMeatInInventoryFor has been added for instances that use similar logic.

 

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  • Like 31
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https://forums.kleientertainment.com/forums/topic/159259-game-update-628129/
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27 minutes ago, V2C said:

Coat of Carrots will now hide meat items from being detected.

One of the very few parts where Wilson's beard storage excels (among other things) is now being distributed to other characters.

...I don't even know what to say.

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1 minute ago, Anis5240 said:

One of the very few parts where Wilson's beard storage excels (among other things) is now being distributed to other characters.

...I don't even know what to say.

You have to sacrifice your chest slot, which could be used for backpacks or armor, while Wilson's Beard keeps his hands free.

  • Like 11
  • Developer
1 hour ago, JesseB_Klei said:

A second hotfix will be going out in a bit to address an issue with Bunnyman logic.

The fix has been released and the notes are here and in the first post.

628155

Bug Fixes

  • Fixed Great Depths Worm’s spiked segments doing damage to close targets when it’s moving slowly instead of fast.
  • Fixed a crash with Bunnymen trying to find meat.
     
  • Like 14

please consider increasing durability of dreadstone ,brightshade armor and void robe becuase their cost more and give them all the damage bounes , efficency perk  that all the helmet variant have(without stacking with each other) so we have more option for body and head slot in late game  

 

3 hours ago, Anis5240 said:

One of the very few parts where Wilson's beard storage excels (among other things) is now being distributed to other characters.

...I don't even know what to say.

Only shines for as long until you rock polar bearger bin or make more use of bundles.

When farming bunnyman for loot I usually drop the big meat when I move to another village to farm bunnymen.

 

Saying this now worsens Wilson is kind of a stretch. I main him too because he makes it so much more convenient to domesticate beefalos using the twigs transmute and the morsel transmute is very useful too as well as mining out the mosaic or rocky biomes early game for marble or moon rocks.

The beard storage finds it's use too but passive bunnymen is not the main selling point to it. I actually find it more annoying when bunnymen go passive on me because I like to farm them during the day by torching them out of their hutch. The process is torching out, let them take aggro on you as quickly as possible so they stop panic inside the burning hutch, kill bunnyman, watering can the hutch, move to the next hutch, repeat.

For this type of farming I want to carry meat on me.

  • Like 1

The fix to the Great Depth Worm's spiked segments has actually made the fight a bit more dangerous (if you aren't just running in a straight line and repeatedly feeding it anyways). Standing next to a spike segment as the worm moves damages you three times, launching you on the third hit, which means you can potentially get juggled between spiked segments, or launched into the path of the worm's head.

On NPCs, these spikes can rack up some serious damage too.

For example: in a 1v1 fight between the Great Depth Worm and the Ancient Guardian, the worm wins.

 

 

eater of worlds.png

  • Like 1
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4 hours ago, Anis5240 said:

One of the very few parts where Wilson's beard storage excels (among other things) is now being distributed to other characters.

...I don't even know what to say.

Follower bunnymen already wont attack you if you have meat anyway.

While fixing things is there a chance to revert back to original filter from night berries? The intense blue hurts eyes. And yes, I know there is mod for that.

Mod link if someone is interested: https://steamcommunity.com/sharedfiles/filedetails/?id=3283692696

image.png.c99b0a0b75c066f491090936fd956b42.png

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5 hours ago, Anthony_L3hr said:

Less rope!

image.png.263fe712c182df770b0f9314c6bcc376.png

4 boards for 1 single tile. Whoopty f$%king doo. 4 boards make 4 dock kits. 

It's still 12 boards for 3 measly tiles. And they're pretty much a design rip from the modder who made the design on the workshop

image.png.905ea01993f6403e15af35dbff946772.png

 

And what's superior about the modder's bridge is that it has safety built with in wooden railings so you don't fall off the bleedin edge and die. The designer didn't take that into account. 

 

image.png.6fc2267e52aa0bdababb85914ad7ddfc.png
Hell, even this fan designed bridge does a better job. It fits within the theme of the original wood walls and fits the whole don't starve artwork more. 

 

 

I swear, I feel like a pariah when I criticize the art.

  • Like 4
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