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Found 16 results

  1. I'm very impressed with what Klei has dished out in this first segment Turn of tides of the beta branch Return of them,but i kept thinking about whats to come. O_O It left me thinking of a Lunar biome specific arena Boss that'd hopefully drop another useful blueprint like BeeQueen drops the Bundling Wrap. However im left stuck thinking 1. What 2 species it would be made up of The idea of a Mama Saladmander mixed with Undead elements or a Huge Lunar Energy Infused Moth has crossed my mind so far but id love to hear what others can possibly come up with 2. What could it possibly drop that's useful, unique, worth the journey, but not overpowered? • Id recommend some kind of super boat upgrade but the issue of just copying ideas from SW comes to light... •People have said that bridges would be insanely useful compared to the makeshift raft bridges to make it better than the makeshift raft bridges i think these actual bridges should give a massive speed boost to incentivize using them instead of the raft bridge. Maybe the Mama Saladmander would drop some incredible moon glass pickaxe Blueprint plus 10 dragonfruits just cause xD On the other hand the Moth Boss idea would drop an enlightenment amulet that lets you Defeat Gestalts for mass Nightmare fuel drops? Or maybe its head which you can mount on a Pike that generates a "full moon" aura around a small area to make your Werepig farm a constant thing? It'd be a dream if we as a community through these little brainstorm sessions help Klei out with future content Anyways I'm really interested to see what we can come up with in terms of balance, utility, uniqueness, but also worth the journey there something that affects the end game on the "mainland" for sure TY for reading
  2. Winona had some interesting changes, though I don't think Klei had a good enough of an idea of what they were doing when they tried to provide good changes for the character. Won't dwell on it too much, but I think it's best if Klei follows these 4 points for characters: 1) A unique upside mechanic that will keep the player playing the character on a regular (e.g. my suggestion for Winona for instance was allowing her to craft things with half the cost as well as harvest things twice as quickly). 2) Upside that would allow the character to be useful for the team regularly (e.g. Winona's machinery already is, and some have suggested that her tape should repair armor and weapons as well). 3) A downside that is significant, but not unbearable (e.g. Winona's downside was too unbearable, but now it's almost insignificant, so having a bit more of a balance between the two would be great. I previously suggested he having x1.5 hunger drain by default and when she would reach ~50 hunger not only would she craft slower, but would also harvest slower and move slower, plus if she had the half resource crafting mechanic, that would disable as well until her stomach isn't so empty. This can be very dangerous of a downside at times, particularly if you stay in ruins for too long or are being chased by something, but wouldn't be so bad as to be too difficult to play as regularly). 4) The character should be fun to play throughout (e.g. Wickerbottom is a great character, but because of how demanding her perks are, it really doesn't become so fun to play as her). On another side of reworks, some people have suggested the idea of reworking bosses, and I completely agree with the idea. Damage sponging is never really fun, and gameplay gets dull when the outcome of the battle is mostly based on whether you have enough weapons, armor and healing foods and not much else. That is, if you fight without cheese methods and just brute force them melee style. For me personally, Fuel Weaver has been the most intense of fights, despite him having only like what, 16000 health compared to some others? Sure there are cheese methods, but they aren't so easy to set up as some other bosses, and even if you take that out, the battle is still quite intense for 1 or 2 players at least, and a lot of it is due to the fact that the boss was designed with difficult to dodge attacks in mind. For this reason, I think it's a good example of how to go by designing a well thought-out boss fight. However, because of cheese methods like using lureplants + houndius shootius, that should also be taken into mind as well and the weaver himself could have some tweaks to the fight (e.g. allow him to attack lureplants and such if they are in the way of a target, make his bone cage fully cage you when you are near an indestructible object/edge of the map). So here are some points that I think, and I'm sure at least some others would agree are good trains of thought for making a well rounded battle. 1) Make it more about the attacks and defenses the boss has, not the health. Too many bosses are just a grind of hitting it without even that much dodging till it is dead. Dragonfly and Toadstool in particular are prime examples of this, and in fact, these two bosses have a lot of potential for a lot more kinds of deadly attacks! Dragonfly could use some form of fire breath attack for one, while toadstool could not only byte at players, but use its tongue to take out items from player's inventory to chew them up, may be their equipped helmet/hat or chest armor, without which the player could be gobbled up instead. Just throwing that out there. Some bosses could be more fun if they had deadly attacks, even if they just had like 5000 or 10000 health, provided it's done well. Antlion doesn't have a lot of health, but because the fight is so deadly, it's not a boss you can always beat as easily as a tree guard (whom too should probably have some extra attack added to make them harder for professionals, while keeping it at a steady difficulty for newer players). 2) Put some focus on tuning the power of cheese methods. If someone finds one, it may be some strategy to beat the boss, but may be not make it completely useless. Players for instance have used pan flute to get dragonfly out of its enraged state. While pan flute is meant to be quite powerful, it's a bit too powerful. A wrong way I think of going about this would be making dragonfly immune to its effect. So may be dragonfly instead could stay in enraged state even when set to sleep, meaning it is still useful for giving time for players to prepare for when she wakes up, but she may still be in enraged state after waking up. 3) Walls and structures bosses/mobs can't move around or destroy. This would be part of the above point, but because it's so widely used for so many cheese tactics, I think it deserves its own point. Walls and fences are often something you can use to give way too big an edge in the game. Dragonfly's larva are a prime example. Because most mobs go around walls if they can, you either need a full set of walls around your player or around the mob that you want to abuse the AI of to keep in tact. I think that AI for moving around walls should be a bit different, so that a mob would attack walls or try to get over them instead of going around them, if it's a relatively long line of walls. Then walls become a bit more useful in the conventional defense sense and less so when it comes to a pen that had been designed to abuse AI for a much easier fight. It would mean that putting some walls around your base is a good idea, as some hounds will be stopped by walls around and would have to chew their way through, instead of having every single hound AI around them and come in through the openings. May be larva could jump over tier 1 walls, but would attack them if they are above any other height and even if it's like a line of 8 or so walls that the player is behind and not just a full pen. On top of that, structures like end tables should be something even some regular mobs should attack, like werepigs, if they are in the way of getting to their target. Goose too is a boss that can be penned behind some walls, though her main issue is lackluster attacks. It would also be great if mobs even like spiders wouldn't just attack walls for no reason, just because they are there. 4) Meleeing all the time isn't necessary a good thing. The primary resort in combat for pretty much everything is a strong melee weapon (e.g. dark sword, tentacle spike, thulecite club, morning star situationally), but that's pretty much all the fights. There are so many weapns in the game that aren't being taken use of that could be used a lot more particularly for boss fights. Weather pain became much more desirable of a weapon when Toadstool and Fuel Weaver were introduced. You don't necessarily need these weapons, but you will have a bit more of an interesting fight and be given an edge when using Weather Pain during the fights. Some weapons that could be used more include darts, particularly the fire and sleep kind (but normal tooth and electric darts too), gunpowder (it's really only used for taking off a lot of health from a boss, but may be it could be used in some other forms for the fights?), fire staff, bee mines and tooth traps (tooth traps have a use, a way too powerful one, of killing hound waves, but it would be interesting if we could use them in some form during boss fights) and cat-o-three tails. You could may be even think of ways to make some not-so-frequently used items like one man band or the belt of hunger to be useful! May be some boss could have an attack that would involve draining player hunger? 5) Don't just have optional bosses all around. Fuelweaver was set up nicely as there's a very good reason to fight him. He is technically optional, but progressively so. Dragonfly for instance isn't really that much, at least not after the first fight, if you think the furnace blueprint is necessary. I previously had the idea of toadstool being in a new purple mushtree biome, where some mushtrees would look exactly like his mushroom he holds out, instead of it being so obvious as to where he is. May be in some form, you could get stuck in the biome and would need food and wood to get out, but that would require chopping down trees, and in one of the spots, but different every time, inside the biome, a mushtree would be toadstool instead. It would keep the game intense and encouraging while still remaining optional in a sense. Or perhaps the toadstool could linger in one of the existing biomes, and have the mushtree on his back look exactly like ones generally in the biome? Of course, there would be a lot more tweaks needed for this, in particular if you are trying to find him intentionally, but for game immersion this kind of a set up could work really well design wise. Dragonfly too seems way too optional, and it would be great to see her at times roam about in the world tracking players, being the boss of summer again. For me personally, ant lion just doesn't fill the role as well. The main issue of having optional bosses is you keep content away from a player who is not inclined to face a challenge. Having a server reset because you were too dumb to approach a boss nest is too high of an unnecessary risk. But if the boss comes for you, and then goes, you are always on the edge. People like to megabase, and you probably would still be able to regardless of the challenge, but should that always be the incentive? Never really understood why we should be encouraged to create large elaborate automative farms, like gekko grass farm, instead of having some way of taking use of an item or a mob situationally to fill that role, like having lazy forager for picking up lots of items for you. It keeps things more compact, gives more room for the natural world and could keep the player from going insane if things go just a bit on the wrong side of what they want to happen, especially when there's so much more griefing potential from having a large base, as opposed to a relatively small one.
  3. Soulful Alchemy

    Version 2.2.2


    Dissolve, brew, enchant, summon, craft, reap, et cetera! This mod adds a flexible alchemy and potion system and a new kind of magic tech tree. The two branches unite in the powerful spell ritual system. I recommend installing Tomes of Knowledge, it allows you to acquire helpful books and make alchemy notes. Alchemy In the magic tab, there's the so-called Alchemical Distiller. It requires an alchemy engine to unlock (Who'd have thought). Using it, you can extract effects from various ingredients and put them into potions. Combining several ingredients can remove effects or create new ones! Thus experimentation can prove important... or deadly. By adding the right kinds of ingredients, you can even synthesise regular items (e.g. tentacle spike) or discover unique alchemical items (e.g. mandrake seeds). It is recommended to make actual notes when experimenting. Also make notes of which potion is which, since their properties do not perfectly reflect their effects. Soul Magic When playing around with magic, you might stumble upon the Sinister Tabernacle. It is the first step of a journey you will learn to love and regret at the same time. To make any soul items, you will need souls (Who'd have thought). The first method to acquire those is spinning a Dream Catcher, it will catch the soul of any sentient creature dying near it (e.g. pigmen). Spell Nidus When you are confident with basic alchemy and wrapped your head around souls (figuratively and literally), you can try to make a spell circle with Ghastly Candles. Placing the right objects in it lets you cast a spell. [advanced guide] Finding a spell is difficult, and moreover dangerous. In the worst case, you could summon a giant and not even notice. Only the luckiest can find a Tome of Knowledge to teach them all spells there are. Credits Mobbstar - Me, the project leader and coder Klei - made Don't Starve, the game this mod is for, and also most textures used in it @Lampofulmine - Ghastly Candle texture @Theinsanefruitloop - Alkahest texture @ImDaMisterL - misc. rune textures (Boss Music) Plans in Motion by Kevin MacLeod ( Licensed under Creative Commons: By Attribution 3.0 License If you want to support this mod somehow, feel free to contact me! Please report all and any bugs you find! If you want to stay up-to-date, follow to the file using the upper-right button! [Original Forum Thread]
  4. Beta Test Video [Spoilers]

    edit: A little side note the first time I tried recording the deerclops died in two hits
  5. So with the steam sale, we've seen a large number of new players; now normally I'm against hand holding, but being asked the same question 20 times is also very annoying. Thus I decided to throw together a quick somethin-somethin, just to help the new players learn some of time management strategies. What do you guys think?
  6. Mob Ideas

    I have some ideas for Monsters and Animals, pls don't flaim me k? dey r onleh ideas ;c.Now let's begin...Animals:Boars (Neutral)Health: 175Damage: 22.5Drop: Ribs, TusksSpawns: Pig VillagesThe Boar is basicly a Buffed up vers/ion of pigs, but only stronger. They are tamable by using any kind of meat, also they can't be Wereboars unlike their ancestors, aka The Pig.Their Tusks are meant for Weapons to craft, no ideas what use they can be though :l.Boars will stay even longer if the meat was cooked and not raw.7 Cooked meat = 12 1 Half daysTurtle (Neutral)Health: 285 + 50(Shell) = 335Damage: 50Drop: Shell, Soggy MeatSpawns: SwampsTurtles have the most advanced system of all time, Walking slowly... Turtles will try to attack you if you manage to find Turtle Eggs by Pitchforking the ground. If you managed to kill one congratulations, because their shells are meant to be craftable armor. They can also be made into Terrapene Soup with the Crock Pot. (aka Turtle Soup) which restores 75 Hunger.Magical Stool (Passive)Health: 125Damage: 0Drop: BoardsSpawns: Anywhere randomlyGoat (Neutral)Health: 150Damage: 44Drop: Horns, Goat Skin, and LambchopsSpawns: Forest BiomeGoats are rideable, but must be tamed by giving them 3 Carrots and Berries, they will accept cooked. If you ride them before you tamed them, they'll Double kick you onto the ground, doing 44 damage. They go around in packs, so don't you think 44 damage will be easy. Goat skins are meant to farm them by creating Grass Areas. Horns are also used to make the Demon Rant's Hat for the middle of it.The Magical Stool spawns random non-rare items, they can be in stacks or single item. They will never drop Rare objects, such as Amulets. Most Stools are rare to find, 2 stools cannot be together in 1 area, they must be seperated in another biome.Monsters:Blue Tentacle (Hostile)Health: 575Damage: 55.55Drop: Ice Spike (Weapon), Blue Skin, Monster Meat.Spawns: Winter Update might probably add a Snow/Tundra/Taiga Biome much? pls? At least?The Tentacle's brother, Blue Tentacle. The Blue Tentacle is a Rare Monster that can be spawned naturally. Since the Winter Update will be coming soon, It would decrease your warmth slowly when you are around it. It will also throw Ice/Snow at you if you are not near it, but eventually it'll come back into it's Hidey Hole. It's Ice Spike allows you to freeze your opponents, It has a durability when you use it in your Tool slot when you are near fire, and will decrease like the Spiderhat.The Crackler (Hostile)Health: 250Damage: 33.55Drop: Bone, William's SkullThe Crackler is a Wooden Skeleton near Graveyards, they came above ground for revenge and WILL kill you, Most are nearby spiders which form a deadly league. They can also be falsely reported as Meat Effigy, which are fake. Their Bones are meant to craft Tortoise Armor. William's Skull is a Headgear that was meant to be a Spoiler of William Shakespeare's Skull, It'll make all Hostile, exception of Sanity Mobs, Friendly to you but, Neutral Mobs hostile to you. Durability like Spiderhat.The KappaHealth: 275Damage: It'll do 20, 25, 30 and then 45 each hit you took from itSpawns: Swamp BiomeDrop: Froglegs, Gravedigger items, Red GemThe Kappa is a ancient mythical creature that resembles a frog and alligator that had babies, The Kappa will take the first hit and then it'll stop until it restores health, It'll repeat itself until you die, fair enough?Bosses:I didn't mention this, but I think Don't Starve needs more than 2 Bosses, don't you agree?Cerberus (Hostile, Never sleeps.)Health: 1350Damage: 100(Bite) 70(Ice) 85(Fire)Drop: Monster Meat, Ceberus's Tooth, Hell's EyeSpawns: When 101 Hounds are killed, spawns around the area near the playerCerberus is a Hard Boss, 3 Heads 3x the damage, each Bite from each head costs 100, making them the most hard to defeat boss, they run faster than the player, suggesting their big size and matter they'll probably ram you into the ocean and make you drown, Since of Winter Update they'll have a Ice Attack which 1 of the heads casts it. They won't stop to eat any meat so traps aren't suggestive. They are immune to any Fire damage. They'll drop Ceberus's Tooth and Hell's Eye to create the Devil's Rant Hat which is 1 half the durability as Nightmare Armor and 1 half the defensive counter part, but sanity will be lost.Characters (Wilson,Willow,Wendy,Wolfgang,WX-78,Wickerbottom,Wes)Health: 100Damage: Depending on what toolDrop: Whatever in their inventorySpawns: When Maxwell has been defeatedThe Characters can befriended by giving them things they can use to survive, like you. If your character is Wilson, Wilson can't be spawned, but the other characters can. The Characters will follow you until you hit your shack/shelter, they'll work to survive and trying to "Not Starve". If you help them for 7 days, they'll go survive for themselves, working as a team won't do it. Maxwell won't like it either...Sanity:BansheeHealth: 600Damage: 55Drop: Pandora's Box, Nightmare Fuel, Devilish LampSpawns: Sanity <13 13% of spawning though.When your Sanity is <13, consider yourself, "I'm gonna die! ;_;". because the Banshee will scream when spawned, infact, the Banshee will scream everytime you see it on the map, thus making you loose Sanity MORE than ever. If you defeat this Screaming Horror, you might get the Rare Pandora's Box. If you use it, it'll spawn a random Hostile mob right next to you. Be warned, this will spawn Bosses and Buffed up mobs.Faded ShadeHealth: ?Damage: ?Drop: Nightmare Fuel, Beard Hair(If Wilson), Torch(If Willow), etc.Spawns: Sanity <7 4% chances of spawning.The Faded Shadow is the Character's imprisoned shadow from the Real World, When you find your Faded Shadow, their name will be ??? and take the look of the Character you are playing. When the Player encounter these, the Shadow will have the Same Health and damage done, and it'll follow you once you get your sanity up, and also drain your sanity to negative -1 The Shadow will copy your movements. if you simply attack it, you attack yourself. It'll not assist you in fights, You'll also get weaker... and weaker......X_X.Once Proper AI is added, the followers will follow you more properly and efficiently, Chester doesn't get stuck in one corner and keeps moving forward and touching the ocean barrier... RIGHT? RIGHT?!?!Man this is pretty long, I hope you like the idea, if you have anything else to say or any MISTAKES and RAGES at me, pls comment. kthx.
  7. So first I'm going to start with feedback. I love the game. Simple as that. I can deal with the minor bugs (freezing for a few seconds when switching over to day). The new enemy/boss idea I had was... wait for it... SLENDERMAN! Or a Slenderman like entity. He would show up the night after you pick up a certain item. He would attack three different times on that night or the nights after. When you defeat him for the last time he would have some sort of climatic death and drop some sweet loot. So there is my idea. I hope you all take it into consideration because it would be quite amazing.~Love a devoted player of your game..
  8. I just added them, have a read Charcoal- "COMPRESSED DEAD MATTER. WHAT IS NOT TO LIKE?" -edit- Also check this out, all characters got their own page now (Wolfgang is coming, don't lynch me!)
  9. Text to Jeff: " If you can kill it, you can cook it". Makes more effective food. Can't wear a hat.Text to Twigster : Spawns when the player hast more than 40 twigs -> random ( which means he spawns randomly)Text to Grassmonk : very rare in early days, drops Red Gem, does not attackText to golden chain: 20 Gold needed, can be given to the pig king for a random hat.Text to Tentacle Hat : take less damage from tentacles -> 3x Silk + 1x Tentacle SpotsHere you go. Actually I never saw it this way but why is a spider queen in the game and no other bigger versions of other monsters?By the way your right I saw the spider queen and just made the same thing with the hounds.I have to say that I do have enough ideas for other monsters but the potential that this game offers is gigantic. The only thing that really has to stay is the balancing and the difficulty. So why not make a mother of hounds AND new creatures ?
  10. Half life or any game that is on sale but post the game on here first
  11. As most of us know, farming bees/honey is a great way to get loads of extra health and food relatively easy, with multiple bee boxes providing a great amount of food, sanity being taken care of due to the introduction of taffy, a good defensive structure when combined with bee mines and a great way to store excess food as honey doesn't spoil in the actual boxes. I think to stop players constantly farming bee boxes, i propose a kind of Queen Bee boss that is summoned after the player farms many boxes in a time period or after a set amount interval, and that the boss could summon bees from the nearby boxes to attack the player, discouraging the creation of many at a time. If anyone from the forums or any dev would like to either add to or comment on this idea, or if mass farming in this way could be dealt with more effectively with another suggestion, let me know!
  12. I had a small idea, birds could land on beefalos and sit there, like birds sit on top of rhinos and eat bugs of off em. And you could throw a boomerang at the bird like normal and the beefalo just shrugs like it was nothing when the bird dies.
  13. Bug Submission Please choose a category [Gameplay] Platform SteamVersion Number 71378 Issue title Target selection with tools or weapons Steps to reproduce Equip a tool or weapon Click on or near a valid target for that tool/weapon Receive info about another target close-by Describe your issue Once you have a tool or weapon in hand, the GUI/HMI should prefer targets of that tool or weapon (creatures). I was low on health and kiting a swarm of spiders and slowly whittling them down until I went to stab one and got lovely information about my fire instead. x.x While this might not be considered a bug per se, it severely affects gameplay when fighting (and the solution would aid the other tools as well). When I have a spear in hand and click on a mob that is behind a tree it needs to attack the mob not tell me that trees can burn!
  14. "There is something in the swamp... I've seen its slime-covered extensions a hundred times before, but I shudder to imagine what foul creature within the wet muck they protrude from." ~Sumgai Ayemaidup In the swamp there hides a beast like no other. It reaches up its scaly tentacles to drag its prey back below. But is it better to run, or fight back and risk seeing it like never before... FACE-TO-FACE! Presenting: The Kraken! ----------------------------------------------------------------------------------------------------------- Okay! Let me get started with telling you my Idea for a new mob to rise among the ranks of Queens and Leifs! Ever wondered what all those tentacles in the swamp come from? Really? No? Well doesn't matter, I'll tell you anyway! The beast of mythology known best for its many tentacles and large appetite, the Kraken! I think that if I where a giant swamp monster and some small monkey man kept cutting off my ever-regrowing appendages, I'd come on up and teach him a thing or two. An if he ever dared come back, rise back up, and show him my advanced class. Okay, enough with all the salesman talk, have a list of things I think it should do: • If you kill too many tentacles within a period of time or a small chance, the Kraken will rise up from the swamp. • If you run too far from him he will go underground leaving bubbles on the surface as he moves and cannot be attacked. • he can have up to 4 tentacles that follow him when he moves. • Cannot leave the swamp but when the player leaves he goes into his aforementioned bubble form and begins to roam. • Drops something special '3' To give an example of what he may look like, have this rough sketch I made: (Note: I don't expect any comments like this but I already know my pen-work is not of good quality) And a link to alternate mouth-with-teeth slapped on a face:
  15. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Solution to mouse hitbox/ screen zoom issues Steps to reproduce I've seen a lot of Issues where people cannot click properly in game while in full screen because mouse detection is way off or the screen in zoomed in too far. I may have a solution. Describe your issue Steps to Fixing these problems: For Windows 7 64bit 1: Locate the dontstarve_steam.exe file in your steam folder ---(usually "Program Files (x86), steam, steamapps, common, dont_starve, bin) 2: Right click dontstarve_steam.exe and click on compatibility. 3: Click the check (so it appears) next to" Disable display scaling on high DPI settings" ---(optional: click the box for "Run this program as an administrator") 4: Click "Apply" 5: Start up don't starve and make sure your refresh rate matches what your monitor can support. 6: Enjoy! (hopefully) Sorry if I've posted this in the wrong location. But I figured it would get exposure here.
  16. While playing "Don't Starve" I have been noticing that after day 30 or so the game becomes pointless. Yes they obviously aren't even close to finishing it but I thought I'd put in my input in about what could happen as days pass, and you get bored, and nothing is challenging. In my opinion, rare events should happen slightly more often and other rare events should open up every 15 or so days. Also enemies could wear armor as the days progress and careless mistakes could cost you a lot. There could also be "Boss-Type" fights at certain spots on certain days. For example: Every 5 days from days 5-20 you can access boss X at location X Every 5 days from days 25-40 you can access boss Y at location Y (Both giving you an OPTIONAL boss fight, with reward of course) Npc's?: Yeah there are the pigs but I mean real, people Npc's, or something similar, I mean it does seem odd that you are the only one in the world for a second then you find a civilization, it would kind of ruin the point of the game. But could there be some way to implement something similar? Maybe. But these Npc's should: Sell you things or have some sort of trading system. Give you tasks to complete. Be for sale as a guard or a companion. There are also many other things they could do if that wasn't the direction you wanted. Nights becoming different as time passes: Full moons bring harder enemies, Colored moons can bring certain types of enemies. Example: Blue moon: Ice enemies Red moon: Fire enimies Story progression: Obviously the story isn't even close to done, but when it is instead of just laying it all on you: Start: 70% of the story Middle: 5% of the story End: 25% of the story ^Don't do that^ You could base it off of days and player progression, releasing parts of the story as the game progresses. And hopefully finding out who Maxwell is. 0.o That is really all I have for now, but I'd love to hear others' suggestions on what should happen as time passes.