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Hungry For Your Hunger Release Notes (All Platforms July 29th, 2013)


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Hungry For Your Hunger should now be live for all platforms!

New Creatures:

    [*]The adorable Slurper is a glowing cave-dweller who is hungry for your hunger.

    [*]A new mechanical minion, the Clockwork Castle, has been seen stomping around Maxwell’s parts of the world.

More Gemology:

    [*]Yellow and Orange gems can now be found while spelunking underground.

    [*]Star Caller’s staff (yellow gem) - Summon your very own tiny star for light and warmth!

    [*]The Lazy Forager’s amulet (orange gem) - Because bending over to pick things up is so beneath you!

    [*]Telelocator Focus - Use this construction to control the wild energies of your Telelocator Staff.

Other improvements:

    [*]Control customization! Change your control settings from the main menu.

    [*]The research system has been shuffled around to separate Magic and Science; build the new Prestihatitator to access the Magic side of research.

    [*]Splumonkeys will now pick up (and wear!) hats. Who doesn't love a monkey in a hat?

Modding changes:

    [*]The new Modding API is beginning to take shape; functions have been added for hooking into Actions, States, and Worldgen (Levels, Tasks, and Rooms). An API example project is available here.

    [*]Example projects removed from distribution as they were not really meant for general use. These have been uploaded to the forums and maintained there.

    [*]The way tech levels in Recipes is specified has changed to reflect the new tech trees; see recipes.lua for examples of how this looks now.

    [*]In order to ensure loading consistency, “data/” has been removed from all asset paths. Assets with this in the path name will no longer load.

    [*]Thanks for your patience as things change. What these changes mean for you as a modder is explained here.

Hotfix Changes (July 26th):

    [*]If the game can't load due to broken mods, it will disable all mods on the next load. These mods can be re-enabled from the menu.

    [*]Fixed a crash when some creatures die, including Chester. (Not that you should ever let Chester die....)

Edited by Ipsquiggle
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its so laggy...:crushed:

Hey, could you hit "backspace" in-game to bring up the debug information, and post a screenshot of when it's lagging? Also please describe if there's anything that seems to cause the lag, such as fighting, going into the caves, building certain objects, etc.Thanks!
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klei wtf my arrow keys dont work anymore and grass tufts are wierdokay i found control rebinds which is cool but it killed the arrow keys i have to spank the keys to zoom in and out and i can no longer spin when im bored waiting for stuff

Edited by sheepys
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Hey, could you hit "backspace" in-game to bring up the debug information, and post a screenshot of when it's lagging? Also please describe if there's anything that seems to cause the lag, such as fighting, going into the caves, building certain objects, etc.Thanks!

One thing worth noting is that back in the Strange New Powers update, it got unbelievably bad when sanity was at low levels. Usually tanks after fighting hallucinations. I can link you the proper forum thread if you want.
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Hey guys,

If you are having an issue with the game, please report it and provide details regarding your experience. Just saying the game lags doesn't really give us any insight on what may be causing the issue you are having.

So, please send us a bug report here: Submit a bug

We aren't aware of any generalized problems right now so, please include system specs so we can investigate and try to find a common thread.

Thanks

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Hey guys, If you are having issues with the game, please report it and provide details regarding your issue. Just saying the game lags doesn't really give us any insight on what may be causing the issue. So, please send us a bug report here: [h=2]Submit a bug[/h]Please include system specs so we can investigate and try to find a common thread.Thanks

This doesn't bode well....
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