Sign in to follow this  
Bryce

Oct 22nd Public Preview (Updated Oct 21 2013)

Recommended Posts

Delta/V    43

This is a really cool preview Maxwell-wise. Fun times and hijinks with super-sanity-sensitive Maxie and his magic minions are soon to ensue.

 

EDIT: I'll compile my discoveries from the 'Wishes for the Last Update" thread here, I guess.

 

- Maxwell spawns with the "Codex Umbra" presumably the book from the update puzzles, as well as his previous items and buffs. Examining yields 'It's a... Thing."

- Reading the Codex summons a shadow minion friend at the cost of a nightmare fuel and a sanity loss cap of 40.

- Four minions can be summoned at a time; attempting to summon more is an instant death.

- Minions can attack rabbits (Beardlings all the time with four of them summoned) and birds without them running away.

- Minions do not kite.

 

Other than that, death by reading the codex too much is listed as 'Unknown' and when dusk falls maxwell now says "It's getting dark, Charlie will be waking up soon" or something to that effect.

Edited by Delta/V

Share this post


Link to post
Share on other sites
TeoSS69    2,204

Something people will go crazy about is the Lazy Forager grabbing nearby rabbits and birds (and maybe spiders?) and the Miner Helmet being refuelable. Oh and yeah, Maxwell of course :p

No personal effigies though :(

Will check the list on my thread tomorrow and check some of the stuff that hasn't been changed yet...

Share this post


Link to post
Share on other sites
Delta/V    43

Whoa. THIS IS BIG.

 

The sanity minions will help Maxwell with tasks like woodcutting and mining, speeding them up pretty considerably.

Edited by Delta/V
  • Like 1

Share this post


Link to post
Share on other sites
Bryce    1,068

Something people will go crazy about is the Lazy Forager grabbing nearby rabbits and birds (and maybe spiders?) and the Miner Helmet being refuelable. Oh and yeah, Maxwell of course :razz:

No personal effigies though :(

Will check the list on my thread tomorrow and check some of the stuff that hasn't been changed yet...

 

Oh, I guess that's worded poorly. The amulet will harvest animals that are caught in a trap when the amulet picks up the trap. Previously the animal would just be destroyed.

Share this post


Link to post
Share on other sites
TeoSS69    2,204

Oh, I guess that's worded poorly. The amulet will harvest animals that are caught in a trap when the amulet picks up the trap. Previously the animal would just be destroyed.

Well you guys should consider implementing my interpretation then :p

Share this post


Link to post
Share on other sites
Delta/V    43

Further sanity-minion testing has ensued. They seem reasonably strong, able to dispatch a killer bee hive but not a spider queen. As I've stated above, they don't kite, sadly.

 

EDIT: Yeah, Maxwell seems to have a lot more Charlie-related quotes now. When examining a campfire he says "Yeah, that'll keep Charlie at bay."

Edited by Delta/V

Share this post


Link to post
Share on other sites
TeoSS69    2,204

EDIT: Yeah, Maxwell seems to have a lot more Charlie-related quotes now. When examining a campfire he says "Yeah, that'll keep Charlie at bay."

Charlie confirmed as playable character.

Share this post


Link to post
Share on other sites
Hugo M.    843

 

Bug Fixes:

 

Creatures:

  • Batalisks have been given a strong stomach.

I feel happy by having my suggestion (even if it was a simple one) in the game.

Share this post


Link to post
Share on other sites
Delta/V    43

On a side note, attempting to mine with Maxwell while sanity creatures are out makes me crash. I've yet to test without sanity creatures and with other players. Also, summoning drains health, too. 

Edited by Delta/V

Share this post


Link to post
Share on other sites
23rd    765

Bug Fixes:

 

Creatures:

  • The Pig King will no longer throw gold on top of himself and surrounding obelisks.

I thought this had been fixed with the last update, I hadn't experienced the problem since Six Feet Under went live. Nonetheless I'm excited to see this problem is finally, definitely gone! Floating bits of gold would bother me more than any other bugs in the game.

Edited by 23rd

Share this post


Link to post
Share on other sites
Bryce    1,068

On a side note, attempting to mine with Maxwell while sanity creatures are out makes me crash. I've yet to test without sanity creatures and with other players. Also, summoning drains health, too. 

 

Looking at the code, it'll probably crash no matter what. Will be fixed tomorrow.

Share this post


Link to post
Share on other sites
The Letter W    5,435

I tried to attack a rabbit which disappeared into its rabbit hole and now the shadow clone is just standing there staring off into space? 

 

EDIT: He came back after I walked about two or three screens away. Not sure what that was about. 

Edited by The Letter W

Share this post


Link to post
Share on other sites
Delta/V    43

I've been having fun partaking in some exceptionally evil pastimes; commanding my minions to kill any butterflies and birds nearby for the sweet, sweet health and hunger. Good times all around.

 

EDIT: Found the folks under shadowwaxwell.lua, I think. I've found some interesting stuff in tuning, too:

- Shadow maxwells last for two days only before dying. 

- They do 40 damage per hit with an attack period of 2.

- They have a life of 75.

- They cost 40 sanity and 15 heath to summon, as we knew already.

 

Basically, the main important thing here is that they only last for two days before you have to summon a new one, meaning you should conserve that nightmare fuel a bit more at the start.

 

EDIT 2: In other news, mosquitos now drop a "mosquito sack", which is a healing item.

 

EDIT 3: I've still yet to see any shadow hands.

Edited by Delta/V
  • Like 1

Share this post


Link to post
Share on other sites
The Letter W    5,435

Looking at the code, it'll probably crash no matter what. Will be fixed tomorrow.

Can confirm it crashes without Shadowells out. Do you guys require the crash screen at all?

Share this post


Link to post
Share on other sites
Bryce    1,068

So is there any word on Meat Effigies @Bryce?

 

Having character specific art for the meat effigy is not planned. I would like to see it happen but, unfortunately, it requires a large amount of artist time. Making this change would mean several other changes wouldn't have made the cut, so we decided to leave the effigies as they are.

 

 

Can confirm it crashes without Shadowells out. Do you guys require the crash screen at all?

 

I believe I've fixed the issue already but posting your log would be helpful even if only to confirm that you're experiencing the same crash. It will be gone when we update tomorrow.

Share this post


Link to post
Share on other sites
oCrapaCreeper    3,087

The water animations seem a bit off, you can see the black space in between waves when they are near the bottom of the screen.

Edited by oCrapaCreeper

Share this post


Link to post
Share on other sites
The Letter W    5,435

Put under a Spoiler to avoid stretching. :)

tumblr_muqkcr8zWh1r4q7yco1_1280.jpg

 

LOADING LUA SUCCESS
scripts/playerdeaths.lua(74,1) PlayerDeaths could not load morgue_staging
scripts/playerprofile.lua(298,1) loaded profile_staging
scripts/playerprofile.lua(356,1) bloom_enabled true
scripts/saveindex.lua(75,1) loaded saveindex_staging
scripts/gamelogic.lua(1051,1) OnFilesLoaded()
scripts/gamelogic.lua(1040,1) OnUpdatePurchaseStateComplete
scripts/gamelogic.lua(86,1) Unload FE
scripts/gamelogic.lua(88,1) Unload FE done
scripts/gamelogic.lua(90,1) LOAD BE
scripts/gamelogic.lua(93,1) LOAD BE: done
MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )
scripts/gamelogic.lua(408,1) Loading Nav Grid
scripts/saveindex.lua(251,1) ClearCurrentResurrectors CB
scripts/saveindex.lua(275,1) DeregisterResurrector
scripts/saveindex.lua(291,1) DeregisterResurrector
scripts/saveindex.lua(275,1) DeregisterResurrector
scripts/saveindex.lua(291,1) DeregisterResurrector
scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.
 
HttpClientWriteCallback (0x008DC613, 1, 16, 0x0674FB7C)
HttpClientWriteCallback READ 16 (16 total)
Reset() returning
QueryServerComplete for handle [4] ok, HTTP 200: [{"result":"OK"}
]
QueryServerComplete no callback
FMOD Error: Can't find named sound ragtime
...on/dont_starve/data/scripts/stategraphs/SGwilson.lua:788: calling 'SetPosition' on bad self (number expected, got table)
LUA ERROR stack traceback:
        =[C] in function 'SetPosition'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/stategraphs/SGwilson.lua(788,1) in function 'fn'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(474,1) in function 'UpdateState'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(513,1) in function 'Update'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/stategraph.lua(109,1) in function 'Update'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/update.lua(120,1)
scripts/frontend.lua(479,1) SCRIPT ERROR! Showing error screen
 

Share this post


Link to post
Share on other sites
The Letter W    5,435

I decided to try Adventure Mode for the Hell of it and upon picking up a Thing there was a crash. 

 

 

tumblr_muqndu3vel1r4q7yco1_1280.jpg

 

scripts/modindex.lua(251,1) loaded modindex_staging
scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence.
 
LOADING LUA SUCCESS
scripts/playerdeaths.lua(74,1) PlayerDeaths could not load morgue_staging
scripts/playerprofile.lua(298,1) loaded profile_staging
scripts/playerprofile.lua(356,1) bloom_enabled true
scripts/saveindex.lua(75,1) loaded saveindex_staging
scripts/gamelogic.lua(1051,1) OnFilesLoaded()
scripts/gamelogic.lua(1040,1) OnUpdatePurchaseStateComplete
scripts/gamelogic.lua(86,1) Unload FE
scripts/gamelogic.lua(88,1) Unload FE done
scripts/gamelogic.lua(90,1) LOAD BE
scripts/gamelogic.lua(93,1) LOAD BE: done
MiniMapComponent::SetAtlasInfo( minimap/minimap_data.xml )
scripts/gamelogic.lua(408,1) Loading Nav Grid
scripts/saveindex.lua(251,1) ClearCurrentResurrectors CB
scripts/modindex.lua(67,1) ModIndex: Load sequence finished successfully.
 
Reset() returning
HttpClientWriteCallback (0x008BC613, 1, 16, 0x0687FCA4)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete for handle [1] ok, HTTP 200: [{"result":"OK"}
]
QueryServerComplete no callback
scripts/prefabs/diviningrod.lua(84,1) 105670 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105675 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105678 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105687 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105689 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105690 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105694 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105695 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105698 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105700 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105703 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105705 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105707 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105709 - dr_warmer_loop
HttpClientWriteCallback (0x008BC613, 1, 16, 0x0687FCA4)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete for handle [2] ok, HTTP 200: [{"result":"OK"}
]
QueryServerComplete no callback
scripts/prefabs/diviningrod.lua(84,1) 105715 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105717 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105718 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105723 - dr_warmer_loop
scripts/prefabs/diviningrod.lua(84,1) 105724 - dr_hot_loop
HttpClientWriteCallback (0x008BC613, 1, 16, 0x0687FCA4)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete for handle [3] ok, HTTP 200: [{"result":"OK"}
]
QueryServerComplete no callback
scripts/prefabs/diviningrod.lua(84,1) 105727 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105728 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105729 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105731 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105732 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105733 - dr_hot_loop
HttpClientWriteCallback (0x008BC613, 1, 16, 0x0687FCA4)
HttpClientWriteCallback READ 16 (16 total)
QueryServerComplete for handle [4] ok, HTTP 200: [{"result":"OK"}
]
QueryServerComplete no callback
scripts/prefabs/diviningrod.lua(84,1) 105739 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105744 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105745 - dr_hot_loop
scripts/prefabs/diviningrod.lua(84,1) 105752 - dr_warm_loop_1
Stale Component Reference: GUID 100482, @C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/entityscript.lua:704
...m/steamapps/common/dont_starve/data/scripts/util.lua:255: attempt to index local 'v1' (a number value)
LUA ERROR stack traceback:
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/util.lua(255,1)
        =(tail call) ?
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/prefabs/merm.lua(55,1) in function 'keeptargetfn'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/components/combat.lua(179,1) in function 'OnUpdate'
        C:/Program Files (x86)/Steam/steamapps/common/dont_starve/data/scripts/update.lua(103,1)
scripts/frontend.lua(479,1) SCRIPT ERROR! Showing error screen

Share this post


Link to post
Share on other sites
RalphKastro    1,337

I've been having fun partaking in some exceptionally evil pastimes; commanding my minions to kill any butterflies and birds nearby for the sweet, sweet health and hunger. Good times all around.

 

EDIT: Found the folks under shadowwaxwell.lua, I think. I've found some interesting stuff in tuning, too:

- Shadow maxwells last for two days only before dying. 

- They do 40 damage per hit with an attack period of 2.

- They have a life of 75.

- They cost 40 sanity and 15 heath to summon, as we knew already.

 

Basically, the main important thing here is that they only last for two days before you have to summon a new one, meaning you should conserve that nightmare fuel a bit more at the start.

 

EDIT 2: In other news, mosquitos now drop a "mosquito sack", which is a healing item.

 

EDIT 3: I've still yet to see any shadow hands.

actually it doesn't kill you if you try to summon a 5th shadow right away, it's just that summoning them all at once will kill you due to maxwell's low health.

you've got to heal before you summon the fifth

Share this post


Link to post
Share on other sites
LoayzaPaul    297

I've been having fun partaking in some exceptionally evil pastimes; commanding my minions to kill any butterflies and birds nearby for the sweet, sweet health and hunger. Good times all around.

 

EDIT: Found the folks under shadowwaxwell.lua, I think. I've found some interesting stuff in tuning, too:

- Shadow maxwells last for two days only before dying. 

- They do 40 damage per hit with an attack period of 2.

- They have a life of 75.

- They cost 40 sanity and 15 heath to summon, as we knew already.

 

Basically, the main important thing here is that they only last for two days before you have to summon a new one, meaning you should conserve that nightmare fuel a bit more at the start.

 

EDIT 2: In other news, mosquitos now drop a "mosquito sack", which is a healing item.

 

EDIT 3: I've still yet to see any shadow hands.

same here! I don't see any shadow-hands 

Edited by LoayzaPaul

Share this post


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