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Changes

  • Added Waymark Compass, which can be found in several rooms within the Sanctum.
    • Waymark Compass also attracts Security Pulses to follow, providing an alternate way to bring Security Pulses into the Sanctum.
  • Lustrous Weevil will now do damage in a small area where it drops down.
  • Lustrous Weevil and Ancient Tower Guard are no longer freezable.
  • Clay Varg and Clay Hound are no longer freezable.
  • Night Lights are no longer targeted by Ice Flingomatics.
  • Night Lights are no longer extinguished by water projectiles such as Waterballoons, Snowballs, etc.
  • Reduced costs for Thermic Tools and Coals recipes slightly.
  • Watering Can can be used to water Coals deployed on the ground.
  • Ancient Gateway is automatically repaired if Shadow Rifts is set to “Always” in world settings.

 

Bug Fixes

  • Keystone can now actually be taken off the Reliquary.
  • Fixed Hot Coals and Celestial Scion fissures damaging flying creatures when they shouldn’t.
  • Fixed Mush Gnomes and Fruit Flies causing crashes when spawned.
  • Fixed an uncommon crash when playing footstep sounds.
  • Fixed the Thermic Tools using durability on attack, instead of depleting temperature.
  • Fixed Shadow Creatures in the final Sanctum room not dropping loot even when killed by a player.
  • Fixed Thermic Tools not properly breaking when placed into an Ice Box.
  • Fixed characters using the incorrect strings when affected by the Heat Gland debuff.
  • Fixed Wanda being unable to use Slimy Salve and Thermal Balm.
  • Fixed the character turning invisible when picking a Mossy Vine or Cave Banana Tree while riding a Beefalo.
  • Fixed a crash when riding a Beefalo near anything that modifies sanity over time.
  • Fixed Maxwell being unable to summon Shadow Servants or Shadow Duelists in the Sanctum.
  • Fixed the minimap icon for the Portate action being invisible on clients when the client was close to the destination.
  • Fixed the Rope from the Sanctum Lobby appearing near the world's origin on map load.


Notes for Modders

  • The mod release ID for this patch is R42_HEATED_VAULT.

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  • Like 31
  • Health 2
  • Big Ups 3
Link to comment
https://forums.kleientertainment.com/forums/topic/171806-game-update-733404/
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That one guy who made the night light post is about to be so happy. Honestly might start using them more myself just because I use the dreadstone helm a tone and end up with more nightmare fuel than I know what to do with.

The alternative way of getting security pulses into the sanctum is nice, it'll help differentiate the Lunar and Shadow quest lines a little which is something I think should be focused on if the intention is to have the 2 different quest lines that you can progress as you play the game. I still think the Shadow line could do with a mini boss or something so it feels less like you kill Fuelweaver and then can immediately begin the finale, though of course I haven't seen what said finale will look like, so this could still be a possibility.

This all assumes that there's even meant to be 2 separate storylines after activating the rifts, as Klei's intention very well could be to just have the 1 storyline that focuses more on the lunar side of things, with the shadows only really getting involved towards the end of things.

  • Like 12
12 minutes ago, wormwood123 said:

Over 10 years for the night light to get some love. It’s beautiful 

next item on list is scale-mail. (it is not too far from fumarole-themed temperature-wise)
p.s. and why treeguards are still drop monster meat instead of leafy. i will wait for qol update patiently.

 

didn't fought bosses yet but let us freeze them with salty freezers. i like current design when lunar equip helps fight shadow path, like brightshade staff vs fuelweaver.

  • Like 6
Posted (edited)

Klei is popping off!!! It puts a big grin on my face to see changes made immediately after being suggested (Looking at Night Light)

One of the things that has interested me the most in these couple of betas, is the fact that the Shadow Creatures will fight the Ancient Tower Guards. It's made me realize, we haven't really seen shadow and lunar enemies interact with each other at all, not that I know of anyway. I'd love to see more instances of this, and I love seeing bone helm get more useful as a result

Edited by _sirJames
  • Big Ups 1

this solves every problem i had with caves nightlights~ guess i got a loooooot of building to do now XD

thankyou everyone who got together to ask klei to do this and thankyou everyone on kle's staffi who agreed this was worth their time and effort<3<3

1 hour ago, _sirJames said:

Klei is popping off!!! It puts a big grin on my face to see changes made immediately after being suggested (Looking at Night Light)

One of the things that has interested me the most in these couple of betas, is the fact that the Shadow Creatures will fight the Ancient Tower Guards. It's made me realize, we haven't really seen shadow and lunar enemies interact with each other at all, not that I know of anyway. I'd love to see more instances of this, and I love seeing bone helm get more useful as a result

they do in the lunar mush biome! go back post-archives to see 'em squabbling

  • Like 3
1 hour ago, Kondr_ said:

next item on list is scale-mail. (it is not too far from fumarole-themed temperature-wise)
p.s. and why treeguards are still drop monster meat instead of leafy. i will wait for qol update patiently.

 

didn't fought bosses yet but let us freeze them with salty freezers. i like current design when lunar equip helps fight shadow path, like brightshade staff vs fuelweaver.

Honestly an unfinished temperature visualizer in the beta code for items could bring hope for this. Or, maybe it's some leftover debug for the fumarole tools.

  • Like 1
6 minutes ago, VaskalRascal said:

Honestly an unfinished temperature visualizer in the beta code

They do have some plans later this beta! as previous beta update states:
"We’re experimenting with a new heat based damage type tied to the Thermic Tools, that isn’t setting things on fire."

Posted (edited)
3 hours ago, Kondr_ said:

next item on list is scale-mail. (it is not too far from fumarole-themed temperature-wise)
p.s. and why treeguards are still drop monster meat instead of leafy. i will wait for qol update patiently.

 

didn't fought bosses yet but let us freeze them with salty freezers. i like current design when lunar equip helps fight shadow path, like brightshade staff vs fuelweaver.

Yes, still annoying it does not use any of willows perks when shes wearing it. Also maybe we can modify crafting cost somehow by replacing scale with New gland? 

Or at least repair it with glands

 

Or add gland to a cost and allow to repair it with heat

Edited by landromat
4 hours ago, V2C said:

Waymark Compass also attracts Security Pulses to follow, providing an alternate way to bring Security Pulses into the Sanctum.

Change so good, even JoeW liked the post.

5 hours ago, V2C said:

Lustrous Weevil and Ancient Tower Guard are no longer freezable.

I kinda liked this, i didnt find freezing them cheesed the fight, it was still really hard.

  • Like 1
51 minutes ago, landromat said:

Yes, still annoying it does not use any of willows perks when shes wearing it. Also maybe we can modify crafting cost somehow by replacing scale with New gland? 

Or at least repair it with glands

 

Or add gland to a cost and allow to repair it with heat

Doesnt really make sense. Its scale mail.

The cost isnt that much a problem its just really niche

  • Potato Cup 1
5 minutes ago, Jakepeng99 said:

Doesnt really make sense. Its scale mail.

The cost isnt that much a problem its just really 

6 minutes ago, Jakepeng99 said:

Doesnt really make sense. Its scale mail.

The cost isnt that much a problem its just really niche

 

Love People Who only read first two words

Genuinely becoming another fantastic blast of update only for the night lights.

As I always said, balance and qol updates are the best for Don't Starve at this moment. The game desperately needs it a lot of them. Great work Klei 👍

4 hours ago, Kondr_ said:

p.s. and why treeguards are still drop monster meat instead of leafy. i will wait for qol update patiently

Because simply treeguards comes from the primordial soup of Ds, when leafy meat didn't exist, therefore they gave them monster meat, but yeah, absolutely should be changed now. Another little balance thing requested for years.

2 hours ago, RaileyRay said:

Come on, what about Endothermic fires? they shouldn't get targeted by flingos as well

 

thematicly though it is still "fire" nightlight is super nebulous since it is burning nm fuel but endo is fire it is just not hot so flingo hitting it seems to be reasonable

  • Like 4
  • Big Ups 1

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