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Found 26 results

  1. Hello! I normally crawl out of my hole every millenia to hyperfixate on DST's lore. This is an exception, cus it seems alot of people don't really get the mechanics of the pirate raids and why people aren't too keen on them at the moment. The concept is absolutely fine, the issue comes with how plentiful both the frequency of raids and quantity of monkeys can be. So with that out of the way, I'll get right into it. IMPORTANT: I'm putting a TLDR for the mechanics at the very end, if you don't wanna bother reading the explanation. How do they spawn? The Timer So the first thing you need to know is when the game uses this formula to get the next time for a raid to possibly spawn. (TUNING.PIRATESPAWNER_BASEPIRATECHANCE*mult) + (math.random() * (1-mult) * TUNING.PIRATESPAWNER_BASEPIRATECHANCE ) The tuning value is 5xday_time, which is 1500 seconds. The multiplier depends on the day count. At below 10, it's 0.6, at below 20 it's 0.4, and so on until after day 80 where it'll be 0.2. What this means is at day 81 and past that, the timer will be (300 + (0-1200)). That is to say, the timer will be anywhere from 5 minutes to 3.125 days for the chance in the outermost zone. We'll go more into why I specified that soon. The effect of range Now, you need to know that these raids have a range of how far they'll cover, with the center of that range being the Monkey Queen. This range spans up to 200 tiles (a regular world is about 425x425 tiles). This here is a rough example of how large the range is (the black circle). While the island has a tendency to spawn near a corner, it doesn't seem to be directly in one and ends up taking up about a third of the map in more cases than some. Now you're probably wondering what the 3 circles are about. Well, the closer you are, the more likely the chance for a raid and the more 'weight' the raid timer gets. Weight What weight does essentially, is make the timer go down faster. At the outermost circle it goes down normally (300-1500 seconds), in the middle circle it goes down 2 times as fast (150-750 seconds) and at the inner circle it does down 4 times as fast (75-375 seconds). Chance Now you might be thinking "well I've been near the island before for longer than 3 minutes and never got raided" and that's because once this timer hits 0, it's a chance! Once it hits zero, it's a 10% chance to get raided on the outermost and middle circles, then a 20% chance in the inner circle. The Pirates themselves Okay so, they can spawn alot, but surely they're not that bad right? Well, yes and no. The amount of Powder Monkeys So, the amount of Powder Monkeys scales with the time. Below day 15 it's 2 monkeys with a 70% chance of an additional one Below day 30 it's 2 monkeys with a 70% chance of an additional one and a 30% chance for another Below day 60 it's 3 monkeys with a 70% chance of an additional one and a 30% chance for another At day 61 and above it's 4 monkeys with a 70% chance of an additional one. That is to say, after day 61 you'll more than likely get 5 Powder Monkeys. So what do they do? Upon reaching your boat, they have a very specific set of actions they do. They'll drop your anchor, break your masts if they're moving the boat, raise your malbatross masts, and then loot your chests and then you. Once they steal 4 x the amount of powder monkeys present, they'll leave. If they steal from you, they won't damage you unless you hit them first, in which case all of them deal 27.2 damage (axe damage). The Prime Mate will stay on their boat and defend it, or leave if all the Powder Monkeys are dead and you're not on the boat. The Prime Mate is a stronger Krampus essentially. 350 HP, 51 damage, and an attack period of 1 with its animation being much faster than Krampus, making it very hard to kite on a boat of all things. They'll likely get a free hit on you if you're going onto their boat as well. How can you avoid them? Well, there's quite a few ways actually if you end up getting the raid. They won't bother you if you're asleep, if you hit their boat with a cannon they'll leave, if you give them enough items they'll leave,, if you give them a banana or cooked banana (just one) they'll leave, if you're Wonkey they'll leave. So, quite alot of non-violent ways to deal with this. All of which however, net you nothing but stolen loot. Now that loot IS in an X marks the spot somewhere on the map, but you're talking about 1 small X on the entire map. While you can find it and it always spawns on the shore, it's gonna be incredibly tedious. How can you fight them? Not well! Is the answer. Now for the sake of this argument, we'll assume there's no character specific solutions. No Wendy, no Wolfgang, no Wigfrid, no Wormwood, no Wonkey. If I had to be a specific character just to go fight Crab King because my world generation decided to hate me, that'd just suck. There should be a route for all characters so we'll be doing that. Furthermore, we're assuming you're killing 5 powder monkeys followed by the Prime Mate for the Tricorn Hat/Black Flag/Battle Paddle/Map alongside the Cutlesses and Bandanas from the regular monkeys. So, kiting can't really work. You're on a boat, very little place to actually kite 5 enemies who are on the boat. With Malbatross it's just one and they aren't on the boat so there's more wiggle room there. Well what about tanking? Well you're dealing with 5 monkeys dealing 27.2 damage each with a fairly short attack period. With a log suit and spear you'd almost surely be dead unless you have alot of healing foods and multiple log suits or football helmets. With a dark sword it's more manageable but you'll more than likely be almost dead. Which is fine, you have food, though you'll certainly take alot of resources to do that. With a marble suit and a dark sword you lose a negligible amount of health and about 50% of the marble suit, meaning one suit is good for 2 raids basically. Which sounds fine until you remember they can come quite frequently if you're unlucky (which you will be, eventually). Well, tanking seems to have okay results. What about a pan flute? Well, the monkeys have herd mentality. That is to say, they'll wake up early once you hit one of them. You can kill about 2 before they fully wake up but then that means you'd likely need at least 2 uses of a pan flute for 1 raid. That'sssss okay until you remember the frequency of these as well. Pan flute might not be super used but the frequency of use in this scenario would actually be quite a bit high. Ice staff? Well, maybe! Issue is the ice staff counts as a hit to the monkeys so they'll be angry, and you can freeze one or mayyyybe two before they reach your boat. At which point they'll attack properly. The issue with ice staffs is you need to constantly try to retarget otherwise you'll just keep freezing the same one, and on console/controller that's just....not gonna work out even more because of how targetting works there. Fire staff? You'll burn your own boat. There's no stopping them coming to yours outside of a cannon, and then you get no loot. You could have a flingo to freeze them as well but.....we're getting into cheese territory there and that's just something that's up to a matter of taste. If you wanna, go for it. If not, then don't. Cannons? You CAN drown the monkeys with 2 shots. The only issue is the Prime Mate goes overboard sooooo no loot from them. All you get are Powder Monkey loot (atm it seems bugged so no trinkets) Followers? Followers would work! The issue is that if you turn into Wonkey then Pigmen and Bunnymen get hostile to you even if previously loyal. That means you can pretty much just do 1 raid before you need to go to the Moon Quay to get the trinkets off of you. Granted you probably would want to do that anywayyyyy but not everyone would want to and maybe you're Wonkey already so, no followers. Wortox and Webber also get this issue. Wurt doesssss if the King isn't active and the Merms are homeless. So as we can see! Not much options to confront these guys head on. Klei seems to want to incentivise just killing them when you're prepared and otherwise giving them some loot, given that yesterday they made the max cap on the Powder Monkeys 1 higher (from 4 to 5) and provided us some leeway with them simply stealing from you rather than also dealing damage. With that being said.....having one solution which actually nets you loot be made even harder definitely isn't the way to go about it. It'd be one thing to just keep it at 4 max and even then it'd still be a tad too much. 5 is just excessive. What would make it more reasonable? Dealing with 5 powder monkeys and an (essentially) Krampus is too much ESPECIALLY when the Accursed Trinket briefly stuns you up to well....5 times, granted if you're on your own boat then it's only a problem 4 times but 80% of the time isn't really an improvement from 100%. It makes it so you deal even less damage to em. Alot of people have suggested this but scaling it with people rather than time would be much better. 3 powder monkeys is much more reasonable to deal with at once. It'll hurt for sure, but you won't neeeeeed some of the best armor or loot to fight them. To compensate as well with trinkets, the Prime Mate could potentially hold 2 so you still go Wonkey within 2 raids if anything. The raids are a great concept. I love them and I know alot of people like them as well. The raids are still by all means something to look out for and like all things in this game, they only seem less scary or annoying because you have the knowledge of how they can be handled, but just because you do doesn't mean it isn't still annoying to try to get something out of them. Thanks for everyone who magically read my thesis statement. Sorry this probably isn't what you were expecting from me but given that the update is coming out tomorrow, I felt like people need a proper idea on how this mechanic works to see that it's still not quiiiiite there in terms of being player friendly (before you say this game shouldn't be player friendly, I'm talking about game design wise. You can't argue that the game design shouldn't be player friendly because it's supposed to be hard. Even difficulty can be done tastefully rather than artificially.) That's all for now though, see you around and I hope you enjoyed my silly little post. TLDR: After day 81 (you get 4-5 Powder Monkeys by now alongside the fastest time): Within 75 tiles of the Monkey Queen: 20% chance every 1.25-6.25 minutes to get a raid. Within 150 tiles: 10% chance every 2.5-12.5 minutes to get a raid. Within 200 tiles: 10% chance every 5-25 minutes to get a raid. Game map's normally about 425x425 tiles and given the position of the island most of the time, the raids will encompass about a third of the map normally. Powder Monkeys deal 27.2 damage and will only attack if you attack first (herd mentality so they'll all attack and will wake up early). Prime Mate deals 51 damage and is essentially Krampus on a boat, which is something that has given me trauma with accordion noises as of now. 5 angry monkeys followed by boat Krampus alongside Accursed Trinket stunning is pretty much only doable with tanking if you want the drops, which is still a resource drain and shouldn't be the only way to get their loot (Prime Mate hops overboard before a boat breaks so you can't get the loot from destroying the pirate boat with a cannon or something).
  2. I was just in a test world testing some stuff out and while messing around with god mode and free crafting on, I found something that seemingly hasn't been mentioned or talked about yet at all with the beta??? Apparently boats can fall off waterfalls now! I had god mode enabled here for testing purposes but you'd also drown along with the boat. I'm not sure how I feel about this personally, it seems extremely punishing especially when you might not be aware when the edge of the world is approaching, but I find the concept to be really cool too. What do you guys think?
  3. Yea basically what the title says. It would be incredible for building if we can build walls and fences connected to the newly intruduced dock posts.
  4. @klei I'm a beta player and you gave me The Bottomless Firepit skin for being a beta player, thank you for your kindness but it doesn't make sense for me to be a beta player now because you have made this skin available to everyone now. I hope you don't forget the beta players.
  5. The docks in the new beta make ocean basing somewhat more viable, sure, but I do feel like it's missing a very vital part of bases; the turf. Considering that we also have the new beach turf, it'd be really awesome if you could make your own island or something of the like. Which would imply that you'd be able to plant stuff on the docks given that it's on plant friendly turf, which now that I say that, sounds like a neat idea too. Ocean bases have always had some appeal to me, but I never really found myself doing them, for practical reasons. Just this change would add a lot more variety in how you could approach bases in this game.
  6. With the new beta out, the update is right on the horizon. I'm sure we'll be given some type of skins to accompany it, too. I'm expecting a "Washed Ashore" skin theme. Roughed up, salt water stained survivors could look pretty cool! Wilson with beachy hair, mermaid skins for someone, eyepatches, torn clothing. Maybe even Wortox as a parrot, or something. Possibilities are endless and I hope we get at least one character skin from this! I'd love to hear your ideas and predictions! (Wigfrid in the main menu might be a leaked skin, too? We haven't seen an outfit like this before.) c:
  7. With the current beta, everyone has thought of the same thing: Hunting Rockjaws with the cannons. Rockjaws at the moment are just annoying and are not worth killing, but if we had decent drops from them while using the new cannons, hunting Rockjaws would be challenging yet fun.
  8. Dear developers from don't starve pocket edition i have a problem with the cloud save feature via google play games. It just doesnt work PLS i need to Know if this is gonna het fixed in the next update so i van start playing right now and je save later you get that cloud save is very important espacialy wen my phone incurently have is almost done
  9. Don't Starve is 10 years old today!!! It is May 18th, 2012 can be considered the date of origin of Don’t Starve, since it was on that day that the public beta began. I bet you didn’t even know about it! (or you saw my article announcement before/learned from the people whom I had previously told about it!!) Well, in order to properly celebrate this anniversary, I present to you: Article with absolutely all the content from the early version of the game named: All About Early Don’t Starve Versions ... Oh no, wait... The title of this article is untrue, and the content is almost two years overdue!! Take two! Drumroll ... Three years of searching... Lots of sleepless nights... Ransacked over 10,000 web pages... Found about 45 early game builds from 2012-2013... I give you... Article with ABSOLUTELY THE WHOLE development history of the game from the prototype Game Jam 2010 to the release in 2013 and post-release content! It’ll be all there: and prototypes and concepts and a bunch of screenshots that you haven’t seen before, clipped and unrealized content, as well as puzzles from early update videos and gameplay from all of the found early Steam game builds (including caves)! BUT... Because of the overwhelming amount of information, I didn’t have time to complete it on time. At the moment, only about 35% of the content (the time span from 2010 to October 2012) is almost complete and formalized, and is already available. Also, about 70-75% of the text that is stored in my text document from which I will slowly transfer all the information here. But that's okay, the article should definitely be completed 100% up to the decade since the release of the game As the article is still being expanded, you can make your corrections to it via Google Docs before its full release. Well, I will not delay, enjoy reading! Don't Starve 10th Anniversary Full Chronology: From Concept to Release The creation of Don't Starve was a real experiment for Klei Entertainment, which was created in a completely different way than all studios previous games, and at the same time became a stunning success. I bet most of you got to know about Klei through this game series Today, right in the decade of the game since the first announcement, I'm going to walk you through absolutely everything I could get my hands on, starting from its idea during Game Jam 2010, subsequent transformations, and to the game release in 2013. !NOTE! The text may contain slightly distorted information in some points due to incorrect interpretation of the author. Especially to avoid inaccuracies, I tried to attach as many sources as possible, so that you can read them yourself. [GOOGLE DOCUMENTS ARTICLE VERSION] (There is the most recent information)] Art cover by MEATGOOD Game Jam 2010 — Game Prototype Art cover by MEATGOOD Formation of the game idea. Alpha version of the game (December 2011 - May 2012) Art cover by Pfannkuchen Public Chrome Beta Test (May 18th — November 3rd) Art cover by DeusNUST (Unfinished) Steam Beta Test (November 3rd — April 23rd) Art cover by Pfannkuchen Game Release & Post-Release Content Also, I want to thank these people: • Third Porkus for his help in finding a huge number of differences in early Steam builds of the game and help with various trivia in the article • MEATGOOD for drawings for two chapters of the article and help with some small things • Pfannkuchen for drawings for two chapters of the article and translation of some fragments • Deerclops Mika for helping me find information about the various puzzles in the update trailers • DeusNUST for a drawing for one of the chapters • And other people who made their small contribution to the article Without them the article would be far less good than it is now!
  10. Kinda like my ONI thread, I've decided to make a thread like that but for DS Hamlet! I'll be working on assembling the assets I found...and posting them here! Roc Roc is ABSOLUTELY MASSIVE!! I'm planning on making a Wilson to Roc size comparison...so just give me some time. ^^;
  11. THE INFORMATION IN THIS POST IS OUT OF DATE! [MORE DETAILED AND UPDATED INFORMATION IS HERE] About a month ago, when I was looking at a wiki page about cut content, and was very interested in what the game was like in 2012. Strangely enough, but I managed to get a lot of information: First of all, in the archives І found many early Steam game builds, although it took more than three weeks to find them, and it was worth it. So let's get started with them: (I will describe only November 13/14/18/27/30 and December 11 game builds, I won't touch on the subsequent ones, because it will take a lot of time, and getting information about them is much easier compared to the above) First Steam Version Builds (13 Nov 2012 - 11 Dec 2012) 11 December Build (Naughty and Nice) 27 November Build (The Birds and the Bees & Dogs That Want to Kill You) and 30 November Hotfix 13 November Build (Enter the Gobbler!) and 14/30 November Hotfixes Differences from the latest versions that I noticed: The camera can only be rotated on four sides. When you press the spacebar, the character not only collects resources near him, he also attacks the enemies. Attack on the F key does not work. (27 Nov and subsequent builds) The Spider Den has a different icon, also, there is no web around it. It takes a less naughty points to summon a Krampus. (11 Dec Build) Krampus Sack dropped out on the first try. Looks like drop rate are much higher than now. (11 Dec Build) Old inventory style (13/18 Nov Builds) Next build... (Comparison) Game settings (Comparison) Inventory. Old Magic Tab Icon. Map (Comparison) 3 farm plot levels Just 100 HP, Hunger points and any Sanity Research points system Chest have 6 slots (13/18 Nov Builds) Old cooking interface (13/18 Nov Builds) Collecting nearby items when you press the spacebar doesn't work (13/18 Nov Builds) And many other differences... Also on my channel there is a video with an overview of the Nov 13 build: So what's about more earlier versions? All previous assemblies were distributed only through Google Chrome and I really would like to get them, but I think this is impossible However, I still have a lot of interesting information about them: Chrome Builds (24 May 2012 - 13 Nov 2012) 30 October Build (Cooking!) October 16 Build (New Monsters!) 2 October Build 18 September Build 9 September Build 21 August Build 7 August Build 23 July Build 11 July Build 4 July Build 3 July Build 27 June Build 25 June Build 20 June Build June 15 Build 11 June Build 7 June Build 30 May - 6 June Build 29 May Build 24 May Build Many screenshots from the earliest Chrome game builds Time for data mining! Some more interesting things Ahh ... I have been making this post for 12 hours (seriously) and I really hope that this information will be useful to someone. Thank you, reader, for reaching this point And many thanks to the Klei Entertainment team! Without them, we would never have seen so many wonderful games!
  12. NOTE: This topic is no longer updated. It serves as an archive of the Toy Shelf Items that were available during Hot Lava Beta (April 10, 2018 to September 18, 2019). Hot Lava exited Beta on September 19, 2019. For documentation of the Toy Shelf Items that are in the release version of Hot Lava, see this new topic: -- You currently get 4 random items each time you open a Playset. Playsets are obtained from trading in 120 100 (as of 267603) tickets in the Playsets Menu or from a Daily Gift drop. It is possible to get duplicates, but multiples are discarded in the current system and they, with the exception of stickers, (as of 299490) can be refunded (as of 284213) at a rate of 5 tickets per Common, 15 tickets per Collectable, 25 tickets per Uncirculated, and 100 tickets per Reward (as of 293415). The majority of items can be equipped to any unlocked character in the Toy Shelf. TOY SHELF GAT Package (Hazard, Jen Forcer, Lex Splorer, & Sue Nami) Added: Beta 261986 PLAYSETS Beta Series 1 Added: Beta 261986 / Updated: Beta 289988 The following is a list of all available toy shelf items from the Beta Series 1 Playset (sorted by category and rarity): HEAD (36 Items) Collectable Added: Beta 261986 (10) Added: Beta 271672 (4) Added: Beta 276243 (4) Added: Beta 284213 (1) Added: Beta 289988 (1) Added: Beta 296969 (1) Added: Beta 299490 (1) Added: Beta 303042 (2) Added: Beta 313922 (2) Uncirculated Added: Beta 261986 (1) Added: Beta 276243 / Updated: Beta 289988 (1) Added: Beta 286010 (1) Added: Beta 303042 (1) Added: Beta 324130 (1) Added: Beta 340839 (1) Added: Beta 348731 (1) Autographed Added: Beta 286010 / Updated: Beta 348731 (1) - Awarded to winners of Community Competitions Event Added: Beta 288065 (1) - Collect 50 pumpkins (100 total) on both the School and Wholesale maps (only obtainable between October 3rd, 2018 and November 7th, 2018) Added: Beta 299490 (1) - Temporarily owned during the Christmas Season (only equippable between December 12th, 2018 and January 11th, 2019) BACK (53 Items) Common Added: Beta 261986 (6) Added: Beta 261986 / Updated: Beta 289988 (3) Added: Beta 261986 / Updated: Beta 348731 (1) Added: Beta 271672 (3) Added: Beta 271672 / Updated: Beta 348731 (2) Added: Beta 303042 (2) Added: Beta 324130 (1) Collectable Added: Beta 261986 (12) Added: Beta 276243 (4) Added: Beta 276243 / Updated: Beta 282864 (1) Added: Beta 284213 (1) Added: Beta 296969 (1) Added: Beta 299490 (1) Added: Beta 313922 (1) Added: Beta 340839 (1) Added: Beta 348731 (1) Uncirculated Added: Beta 261986 (2) Added: Beta 276243 (2) Added: Beta 286010 (1) Added: Beta 288065 (1) Added: Beta 289988 (1) Added: Beta 299490 (1) Added: Beta 303042 (1) Added: Beta 313922 (1) Autographed Added: Beta 286010 (1) - Awarded to custom map makers that get featured in the Community Spotlight Reward (Character Specific) Added: Beta 299490 (1) - Collect and bring 30 presents to the Christmas tree or Checkout Scanner (60 total) on both the School and Wholesale maps (only obtainable between December 12th, 2018 and January 11th, 2019) TRINKETS (43 Items) Common Added: Beta 261986 (6) Added: Beta 261986 / Updated: Beta 291179 (1) Added: Beta 271672 (3) Added: Beta 271672 / Updated: Beta 348731 (1) Added: Beta 276243 (1) Added: Beta 289988 (1) Added: Beta 299490 (1) Added: Beta 340839 (1) Collectable Added: Beta 261986 (4) Added: Beta 271672 (2) Added: Beta 271672 / Updated: Beta 299490 (2) Added: Beta 276243 (2) Added: Beta 286010 (1) Added: Beta 288065 (1) Added: Beta 299490 (2) Added: Beta 303042 (2) Added: Beta 307286 (2) Added: Beta 313922 (1) Added: Beta 324130 (1) Added: Beta 348731 (1) Uncirculated Added: Beta 261986 (2) Added: Beta 276243 (1) Added: Beta 284213 (1) Added: Beta 296969 (1) Added: Beta 303042 (1) Added: Beta 313922 (1) EMOTES (12 Items) Common (Default) Added: Beta 261986 (4) Collectable (Character Specific) Added: Beta 261986 (4) Added: Beta 276243 (4) EFFECTS (8 Items) Reward Added: Beta 271672 (2) - Collect 60 Cards in the Lava World (Blue) and Overworld (Orange) of the Wholesale map Added: Beta 271672 / Updated: Beta 291179 (2) - Collect 60 Cards in the Lava World (Blue) and Overworld (Orange) of the School map Added: Beta 293415 (2) - Collect 30 50 (as of Beta 308183) 60 (as of Beta 340839) Cards in the Lava World (Blue) and Overworld (Orange) of the Playground map Added: Beta 293415 (2) - Trade-In a complete set of School's Out Set-01 (Blue) and Grossglobes Set-01 (Orange) stickers STICKERS (75 Items) Common (Default-Character Specific) Added: Beta 261986 (3) Added: Beta 261986 / Updated: Beta 267603 (1) Common Added: Beta 261986 (14) Added: Beta 276243 (17) Collectable Added: Beta 271672 (12) Uncirculated (Character Specific) Added: Beta 276243 (4) Reward Added: Beta 271672 (1) - Complete Pogo Trial, Pogo Trial 2, and Pogo Trial 3 on the School map Added: Beta 274225 (1) - Complete Pogo Trial on the Master Class map Added: Beta 276243 (1) - Complete Pogo Trial 1, Pogo Trial 2, and Pogo Trial 3 on the Wholesale map Added: Beta 279012 (2) - Complete Tiny Toy Trial on the School and Wholesale maps Added: Beta 280324 (1) - Complete Tiny Toy Trial on the Master Class map Added: Beta 281298 (6) - Complete Buddy Mode for each of the 6 courses on the School map Added: Beta 282864 (6) - Complete Buddy Mode for each of the 6 courses on the Wholesale map Added: Beta 293415 (1) - Complete Pogo Trial 2 on the Playground map Added: Beta 303042 (1) - Complete Tiny Toy Trial 2 on the Playground map Added: Beta 313922 (4) - Complete Pogo Trial and Tiny Toy Trial on the Playground and Gym Class map Moreover, there are additional toy shelf assets in the game files that aren't currently in use. These are listed below, but note that they may or may not get added to the game in the future. UNRELEASED TOY SHELF UNRELEASED ITEMS REMOVED ITEMS CHANGE LOG
  13. I felt the need to remake the dead topic revealing all skins as of now since skins are coming soon, feel free to leave your suggestions below I'm sorry that the pictures aren't the same sizes, I'll try my best to keep this thread active with skin reveals! WIlson: Willow: Wolfgang: Wendy: WX-78: Wickerbottom: Woodie: Wes: Maxwell: Wigfrid: Webber: Misc.
  14. =Wallander Thomas Sykes - The Beastly Barber= Workshop Page Download Page [This is an in development mod, updates will be posted here on progress, new features, and hotfixes] Description: "A seasoned barber whose life had gone awry, Wallander Thomas Sykes, known by Wilson as "Snickety Tom", joins our morbid cast of characters, who curiously inquire about the nature of this newcomer. Questions arise to be answered with the arrival of this beastly barber and his perilous past." Stats: Health: 125 Hunger: 225 Sanity: 100 Perks: *A particularly skilled "Barber" Wallander's past is veiled in mystery. Though his dialogue may demystify some of it. He spawns with an Heirloom Razor Scale, an ornate handle with which he can craft razors for combat. *Balances Humanity and Animosity While at High sanity, he gains damage resistance due to his cautious nature and expertise in defensive combat, at Low Sanity, he becomes careless, his damage resistance drops massively, but also gains increased attack power and running speed. At completely zero sanity, he gains nightvision and becomes immune to Charlie's attacks until he regains sanity. *Has a voracious Hunger and Predatory Instincts Wallander's not afraid to eat what he can to survive, but he'll need to eat a lot due to increased hunger drain. At 15% Hunger or less, Sanity drains much more quickly due to regressing to his predatory instincts Trivia: *Voiced by a Pizzicato Bass Thanks to: Dleowolf for their "Extended Sample Character Mod" Found here X Akiru for code that helped with creating the Predatory Instincts perk Griffin for being my main modtester and vet to bounce ideas off of ZupAlex for help with Spriter and various bits of code Stephen Songheim for the wonderful broadway musical that inspired this mod to begin with Lumina for help with coding the Heirloom Scale
  15. I can't get my steam key from chrome because it says that I can't get a key if I have not bought it from the Chrome store. I have done so, and still it woun't work =(
  16. Hello all, I think we should thank the developers, at least I will. This has been great game and I am sure that it will just get better. I know I went on a rant earlier about Wolfgang being weaker (he is weaker =) but I have to say that this game has been one of the funnest I have played. Also I think you should ask for more money for it because personalty I have logged way more hours on this game then I have on most others, and I have played quite a few. This game is worth way more then what people are paying for it. I could have sent an email I guess but I did not know where to send it.
  17. Why the demo version is the latest (Don't Starve Beta 70861) and the steam is not? (Don't Starve Beta 70828) And how i can get full 70861 version on steam?
  18. Hardcore challenge with Willow I was also very interested in trying to play the game in a hardcore way. I didn't want to craft any item and see how far I could go, and therefore I chose Willow who is the only character (to my knowledge) that allows to survive without crafting anything. What I don't like with crafting a torch is that it can be used as a weapon. Without it you either have to fight with your fists (ctrl + click) or to find a tentacle (quite challenging!). I had never used the new map generator before and I had to kill my previous character to do so :'( Here is my world after 21 days of survival After 12-13 days I had pretty much discovered all the map following the coast. But it felt still too easy so I went back and tried to discover the inside parts as well. As you can see I managed it except for the highly dangerous swamps. I didn't feel like doing an extra trip inside, just to discover... more swamps. The path was linear except for two bridges between zones 3 and 4. I didn't realized it was that linear before I got the whole picture! As in potatoe's map the beefalos' area was at the very end and I think it would have been very hard to play it in a "regular" way. If I think of a newbie player it must be very frustrating to see items that require manure and not being able to find it. I think at least 10 days of intensive search would be required to find the beefalo area. As you can see there is a tiny island with no bridge. Here is a picture of myself after 21 days In this picture I also wanted to show that it is actually possible to hunt birds with only one's fists. You have to bait them with seeds, then attack them (ctrl + click) at the right timing as you would do with another weapon. Three hits are required to kill it but it's not especially difficult since the bird is stunned after the first hit (like when you free a bird from a bird trap). It may not appear very important but this source of meat made my survival much easier for several reasons: - Meat allows to "hire" pigs, that can fight many monsters (giving out more meat or just protecting yourself) - Meat can bait hounds and many other monsters to win time during a fight - Meat has a quite good health / food ratio (I ate like 200 flowers beside that XD) Bugs / Comments - No pig king (assuming that it's not on the last island, which I don't believe) - No mandrake - I was able to fight a tallbird with my fists while it wasn't fighting back (I don't know the reason) - Many many many spiders, in almost every areas. - "only" five bee hives or so. The numerous graves This is a little something appart from the hardcore challenge. I am not a big fan of graves myself. I keep wondering: "why would there be so many grave on a otherwise inhabited island?". Does Maxwell dig them each time he leaves somebody on the island?? I have no clue of that. It might as well be on purpose. Anyway, I think that digging graves (which I haven't done in this challenge of course) shouldn't give anything else than......... bones! Bones could perfectly be included in the meat effigy's recipy btw. I don't find any interest in the items you dig from the graves and the amount of gold you can get from them (imagine with the 100 graves of this map...) ridiculous! Overall I likes the way the islands were splitted. It added difficulty and gathering ressources from an island to another must be much more rewarding.
  19. I'm having some trouble unlocking it within Chrome, I go to the App Store and it starts to download but gets stuck on common.zip then never progresses.
  20. One rope burns insanly long in a fire pit... Just wanted to point that out... Maybe its a bug?
  21. I'm willing to trade my 6 dota 2 keys for 2 don't starve steam keys. You can PM here or on my e-mail [Please don't post privet info:)]
  22. hey everyone like the title says i have 6 Dota 2 Keys and would like 2 Don't Starve keys one for a friend and one for me. Hit me up with a reply on this Thread or in a Steam chat ( Meowman ) with the picture of Meowmix
  23. I want to buy Don't Starve on Steam and I'm wondering, if i get two Early-Access Beta Keys or just two keys for the full game?