Sign in to follow this  
Bryce

October 1st Public Preview Discussion. (Updated Sept 30th)

Recommended Posts

Bryce    938
  • Instructions for changing branches:
  • Right click Don't Starve in your steam library and select properties
  • Go to the betas tab.
  • Select publicpreview from the drop down menu. There is no password.
    • ​If you do not see that branch it means we are not currently running a test.
    • To change back, simply select "NONE" from the same drop down menu. This will happen automatically when we close the testing branch.
  • ​The preview should download. Restart steam if it doesn't.

 

(Note that you will not have access to your saved files in the testing branch. Your files will be waiting for you when you change back to the normal branch.)

 

Changelist 86446:

General:

  • Updated the MOTD to include info about the Halloween Mod Challenge.

Controls:

  • Changed some action weightings when using a controller.
  • Changed some priorities for actions while using a controller.
  • Text blocks combine together when they would otherwise overlap.

Bug Fixes:

  • Some controller buttons were displaying incorrectly.
  • Heaters will once again warm up the player.
  • Fixed a crash that would happen when the player tried to remove food from a cookpot while using a controller.

Previous Changelists:

 

Changelist 86210:

General:

  • You can now dig up turf that is underneath a road.

Controls:

  • You can now use the cookpot and teleportato with a controller.
  • Added a targeting reticule for staves that require a target point.
  • The minimap has controller input.

Bug Fixes:

  • You can no longer place items over water while using a controller.
  • Reduced the size of the new fungal areas to prevent a crash at max world gen retrys.
  • Wilson will no longer say it's too bright out when attempting to sleep during the day in a cave.
  • Added the pitchfork's reticule back into the game.
  • Made some optimizations in the heater, sanity and playercontroller components.

Changelist 86019:

Modding

  • Required setpieces and prefabs are now specified in level files instead of being hardcoded in world gen. This means you no longer have to have teleportatos in your custom levels. Check out "ordered_story_setpieces" and "required_prefabs" in scripts/maps/levels/survival.lua to see how we are using this for our own maps.
  • Mod uploader now works on all platforms.
  • A bunch of new modding tutorials have been made. Check them out here.

Creatures

  • Added a worm enemy to the caves.
  • The Ancient Guardian has a new short range melee attack that it will use when its target is close.
  • Rooks can no longer instantly kill any monster in the game during a charge.
  • Followers will have an easier time keeping up with their leader.
  • Fire hounds are now freezable, but with a higher resistance than normal.
  • Ice hounds are now burnable.

World

  • DEATH IN THE CAVES NOW WORKS AS IT DOES IN THE OVER WORLD. IF YOU DIE YOUR SAVE FILE WILL BE DELETED.
  • You can no longer regenerate caves.
  • Followers will follow you between cave levels.
  • Time is synced across cave levels.
  • Resurrection mechanics work between cave levels.
  • Cave world generation changes:
    • Improved cave generation. Areas should feel more unique.
    • Added a couple new biomes:
      • Red and Green fungus forests
      • Sunken Swamps
  • The nightmare has further influenced the caves. Fissures can be found throughout.
  • Spilagmites work like rocks and can be totally destroyed.
  • Added new art for the entrance to the ruins.

Items

  • The worm drops a magical food item.
  • The Thulecite Crown has a new magical effect.
  • Fire darts can now target non-burnable creatures, but will not do damage. You can use them to thaw frozen creatures.

Controls

  • Controller support added!

Bug Fixes

  • Wilson no longer says "It's getting late, I should make a fire" while in the caves.
  • Sanity loss no longer changes based on time of day in the caves.
  • MacTusk can now pathfind back to his camp if he's led very far away from it.
  • Improved graphical effects on MacTusks projectile.
  • Beefalo will now wake up when they're on fire.
  • You can no longer trade with sleeping pigs.
  • Removed small holes in cave worlds that were previously pillars.
  • Player now reacts to bee and mosquito attacks.

  • Like 3

Share this post


Link to post
Share on other sites
Luggs    667

I require additional clarification.

The crown throws a shield around you for a few seconds.

The worm food makes you glow.

Share this post


Link to post
Share on other sites
TeoSS69    2,204

The crown throws a shield around you for a few seconds.

The worm food makes you glow.

Cool with the food! Meh with the Crown..I mean i already had 99.5% dmg resistance anyway :/

Share this post


Link to post
Share on other sites
Doomfan64    187

Ugh. I wish we could have updates that added more to things that AREN'T in the caves. I was totally pumped for the Worm, but then you had to go and make it cave-exclusive.

Share this post


Link to post
Share on other sites
Bryce    938

Cool with the food! Meh with the Crown..I mean i already had 99.5% dmg resistance anyway :/

 

Yeah, but getting hit doesn't stop your attacks with the shield up. :)

 

I'll look into making a list of fixed bugs.

  • Like 2

Share this post


Link to post
Share on other sites
TeoSS69    2,204

Yeah, but getting hit doesn't stop your attacks with the shield up. :-)

You have made a Wolfgang player that got frustrated when stunlocked by 20 spiders, very happy. Thank you!

Share this post


Link to post
Share on other sites
Luggs    667

Yeah, but getting hit doesn't stop your attacks with the shield up. :)

You mean I can finally rid my world of that spider queen battalion?! Oh Callooh Callay, this is a most joyous day!!!

Share this post


Link to post
Share on other sites

World

  • DEATH IN THE CAVES NOW WORKS AS IT DOES IN THE OVER WORLD. IF YOU DIE YOUR SAVE FILE WILL BE DELETED.
  • You can no longer regenerate caves.
  • Time is synced across cave levels.

 

Things just got real people...

Share this post


Link to post
Share on other sites
Luggs    667

Hey @Bryce

Is the mechanic where everything you drop while in a cave that's perishable turns to rot when you die still there? Or. Has that been removed.

Share this post


Link to post
Share on other sites
oCrapaCreeper    2,112

Hey @Bryce

Is the mechanic where everything you drop while in a cave that's perishable turns to rot when you die still there? Or. Has that been removed.

If it's still there, it should probably be removed now. 

Share this post


Link to post
Share on other sites
Luggs    667

If it's still there, it should probably be removed now.

Eh. I liked it, personally. Added more risk to my dying.

Share this post


Link to post
Share on other sites
Bryce    938

Hey @Bryce

Is the mechanic where everything you drop while in a cave that's perishable turns to rot when you die still there? Or. Has that been removed.

 

It still happens.

Share this post


Link to post
Share on other sites
presto3124    14

Thanks for a nice update~~

I hope to see bug fixes for image problem with unharvested crops and missung pengull problem in winters after visiting caves in next update.

Share this post


Link to post
Share on other sites
Sindex    108

Did the Dangling Depth Dweller spiders go invisible for anyone else? Either that or my game got corrupted somehow.

Edited by Sindex

Share this post


Link to post
Share on other sites

@Bryce

 

Are the Spitter's projectiles ever going to be made dodgeable? The Caves and spider hordes are difficult enough without having to put up with an attack that does thirty damage, nearly never misses, and recharges every other second. It's ridiculous, and I can only assume that it's been an unfixed bug, as there's zero decent reasoning to do something like that purposefully.

Edited by ShadowDimentio
  • Like 2

Share this post


Link to post
Share on other sites
Sign in to follow this