[Game Update] - 482709

Release Date: 10/21/21


Update Information:

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Hey Everybody, 

Today we have a pretty great QOL update, Hallowed Nights returns, and some new spooooky skins. 

As we've mentioned before, we had different plans for this month, but we needed to move things around a bit and so we rescheduled that for next month and added a bonus QOL update in its place!

Quality of Life Update!

  • Server admins and local hosts can now pause the game.
  • Chat now has a history of the last 100 messages and persists between the character select screen, forest, and caves.
  • Added profanity filtering. This can be disablled in the options menu or configured in your Steam Community Content Preferences. 
  • All creatures can now be affected by buffs
  • The Bee Queen Crown, Bone Armor, Bone Helm, Shadow Thurible, and Spiderhat can now be deconstructed.
  • Growth Formula Starter and Composting Bin now require an Alchemy Engine to prototype.
  • Reduced the ingredients for crafting the Premier Gardeneer Hat and Moon Rock Walls
  • Improved the Pick/Axe's durability and damage.
  • Moongleams and Infused Moon Shards now take longer to spoil.
  • Mouse and Keyboard actions can now be unbound in the controls option menu.

Bug Fix Highlights!

  • Fixed a bug causing mods between the server and client to desync when starting a server with a poor connection to steam.
  • Fixed a bug where Wigfrid would gain inspiration twice when using ranged attacks
  • Wigfrid now properly calculates inspiration based on the actual damage done. This means buffs, debuffs, and electric damage now affect her inspiration gain. The target's buffs and protective states, like a hiding Slurtle, will also affect her inspiration gain. Note: The inspiration gain rate has been adjusted to account for her natural +25% damage multiplier.
  • Fixed a save/load issue with the Fire Staff and Ice Staff projectiles.
  • Fixed a bug where the Winged Sail would not save/load its state when built on land.
  • Fixed a bug where spiderdens on boats could grow again if you removed den decorations from them.
  • Fixed the character stuttering while hopping on or off a boat while lag compensation is enabled.
  • Fixed a movement speed bug when amphibious creatures are in the water and fail to jump onto a boat.
  • Fixed a bug allowing the wardrobe to reskin your character to other characters skins.
  • Slow-Down Rounds now work on phase 2 of the Celestial Champion.
  • Fixed a bug causing retargeting (while holding F) to not take into account whether the creature is dead.
  • Fixed a crash when dying from the Celestial Altar by hammering it during a moonstorm..
  • Fixed a bug causing Skitter Squids to go invisible when thawing out from being frozen in the water.

You can find the full patch notes here:

Spoiler
Spoiler

Server Pausing:

  • Server admins and local hosts can now pause the game.
    • This can be done via a keybind that defaults to ‘P’ or when more than one player is on the server, by the “Not a pause” Pause Screen.
  • When playing by yourself, on a server you locally host or are an admin for, the game can now automatically pause (“Auto-Pause”) when focus is taken away from the world.
    • For example: the “Not a pause” Pause Screen, cookbook, wardrobe, map, etc.
    • While other players are in the world, auto-pausing will be disabled.
  • When the game is paused, you can:
    • Manage your inventory
    • View crafting recipes
    • Look at the map
    • Talk to other players via ingame chat
    • Disconnect
  • Servers that are paused will show up as such in the server browser, and can be filtered based on that setting.
  • Worlds hosted without caves will now be paused while all players are in the lobby.

Notes for Modders:

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Spoiler
  • You can hide the darkened pause underlay via the console command:
    • Profile:SetHidePauseUnderlay(true)
  • You can enable and disable the Console Command Screen auto-pausing separately in the Advanced menu in settings.
  • When the game is paused, you can run the command TheNet:AdvanceFrame() to make the game advance forward one Update(dt) call.
  • The game now has a new update loop: StaticUpdate(dt) StaticUpdate will run regardless of the game being paused.
    • Components now also have support for a OnStaticUpdate call, but this will only be executed when the game is paused, and will be skipped when the game is unpaused.
  • There is a new Scheduler called staticScheduler, this Scheduler is identical to the normal scheduler, except that it runs on the StaticUpdate loop, and not the Update loop, meaning it will update while the game is paused.
  • EntityScript now has a DoStaticPeriodicTask and DoStaticTaskInTime functions, these are identical to their non-static counterparts, except that because they run on StaticUpdate, they will run even when paused.
  • All widgets and screens will now use DoStaticPeriodicTask and DoStaticTaskInTime by default.
  • Widgets and screens also have a DoSimPeriodicTask and DoSimTaskInTime, which will pause and stop updating when the game is paused.
  • Widgets and screens have a new function called UpdateWhilePaused, which is by default called with true, if called with false, DoPeriodicTask and DoTaskInTime will now point to their Sim variants instead of the Static variants.
  • All widget OnUpdate(dt) calls will need to check TheNet:IsServerPaused() if their behavior should stop updating when the game is paused.
  • All AnimState’s have a AnimateWhilePaused function, by default all normal in game objects won’t animate while the game is paused, and all widgets and screens will animate when paused, you can use this call AnimState:AnimateWhilePaused(animate_while_paused) to set the correct behavior for your animations.
  • If your widget/screen should continue to behave normally while paused, you will need to make all the following changes to it:
    • Replace any reference to scheduler with staticScheduler.
    • Replace any call to GetTime with GetStaticTime.
    • Replace any call to GetTick with GetStaticTick.
  • If your widget/screen should pause when the game pauses, you will need to make the following changes to it:
    • In your OnUpdate(dt) call, add the following to the first line in the function:
      • if TheNet:IsServerPaused() then return end
    • Call self:UpdateWhilePaused(false) on the widget/screen.
    • Call self:UpdateWhilePaused(false) on any child widgets that need to pause when the game pauses.
    • Call AnimState:AnimateWhilePaused(false) on any child widgets that have an AnimState.
  • If you want your screen to support autopausing, you must do the following:
    • Add the following code to the constructor of your screen:
      • SetAutopaused(true)
    • Add/Create the following to the OnDestroy function of your screen:
      • SetAutopaused(false)
    • If the top center of your screen is being used, you can move the server paused text to somewhere else by adding this function to your screen:
      • function YourScreen:OffsetServerPausedWidget(serverpausewidget)
      • And then call serverpausewidget:SetOffset(x, y) inside the function.

In Game Chat:
Changes:

  • Announcements will now show up in the chat queue instead of at the top of the screen.
  • Announcements and Skin Announcements will now show up in the lobby chat window.
  • Chat now has a history of the last 100 messages, and can be scrolled to view those messages.
  • Chat history will persist between the character select screen, forest, and caves.
  • Messages sent while a player is traveling between the caves or forest will be received when the player finishes loading.
  • Added profanity filtering.
    • The filtering can be toggled in the options menu via “Steam Chat Filtering”. 
    • The profanity filtering can also be configured with various options in your Steam Community Content Preferences. (https://store.steampowered.com/account/preferences#CommunityContentPreferences)
    • Why is DST’s own text getting filtered? This would be a bug, please report the issue in the bug tracker.
    • Why am I seeing some people’s chat messages filtered but not others? Steam’s default settings are to not filter messages from people on your Steam friends list. 

Other Changes:

  • All creatures can now be affected by buffs (eg. Warly’s spices)
    • Modders: Please use the Debuff functions within entityscript.lua to apply and manage buffs and debuffs
  • The Bee Queen Crown, Bone Armor, Bone Helm, Shadow Thurible, and Spiderhat can now be deconstructed.
  • Growth Formula Starter and Composting Bin now require an Alchemy Engine to prototype.
  • Reduced the ingredients for crafting the Premier Gardeneer Hat
  • Improved the Pick/Axe’s durability and damage.
  • Reduced the cost of crafting Moon Rock Walls
  • Moongleams and Infused Moon Shards now take longer to spoil.

Bug Fixes:

  • Fixed a bug causing mods between the server and client to desync when starting a server with a poor connection to steam.
    • Added additional logging to try and discover the cause of the “workshop-xxxxxxxx” in the mods menu bug, if you encounter this bug, please post a bug report with your client_log.txt.
  • Fixed a bug where Wigfrid would gain inspiration twice when using ranged attacks
  • Wigfrid now properly calculates inspiration based on the actual damage done. This means buffs, debuffs, and electric damage now affect her inspiration gain. The target’s buffs and protective states, like a hiding Slurtle, will also affect her inspiration gain. Note: The inspiration gain rate has been adjusted to account for her natural +25% damage multiplier.
  • Fixed a save/load issue with the Fire Staff and Ice Staff projectiles.
  • Fixed a bug where the Winged Sail would not save/load its state when built on land.
  • Fixed a bug where spiderdens on boats could grow again if you removed den decorations from them.
  • Fixed the character stuttering while hopping on or off a boat while lag compensation is enabled.
  • Fixed a movement speed bug when amphibious creatures are in the water and fail to jump onto a boat.
  • Fixed a bug allowing the wardrobe to reskin your character to other characters skins.
  • Slow-Down Rounds now work on phase 2 of the Celestial Champion.
  • Fixed a bug causing retargeting (while holding F) to not take into account whether the creature is dead.
  • Fixed a crash when dying Celestial Altar from hammering it during a moonstorm.
  • Fixed a bug causing Skitter Squids to go invisible when thawing out from being frozen in the water.
     

 

Hallowed Nights Returns!

Players can once again discover tricks and treats around The Constant. Fill your candy bag to the brim and satisfy your sweet tooth with all sorts of sugary seasonal treats! The event remains largely the same as last year although we did add a treat or two.

Free spooky costumes are also available for a limited time, so enjoy them before the event ends and they go back from whence they came! 

That's not all. During Hallowed Nights, logging in for the first time will earn you "The Trick or Treat Chest" containing one of 18 heirloom costume sets. More Trick or Treat Chests can be earned by using the Trade-Inn with a significantly increased chance for elegant items.

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A new set of Survivors has had costumes added to the Costume Collection. The Survivors Costume Chest, Part II ($9.99usd/16 RMB).

New Streaming Drops!

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We are adding the "Monstrous Horror" skin to the Nautical Collection. For more information on streaming drops and how to get them, check out the post here

And finally

As we head towards the holidays, we have our seasonal events coming up. We also have a super-secret project that we have been super careful not to leak that we absolutely cannot reveal at the moment. We will also be doing another Costume and Art submission event later this month. In addition to that, the team is well on their way toward the Wolfgang refresh for December along with the usual Winter Festivities.

Now it's time to share our usual vague teaser for the next update. Sorry to be so cryptic this time, but who knows, maybe you can figure it out!

Spoiler
Spoiler

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