Don't Starve

Don't Starve

Don't Starve > General Discussion > Topic Details
J20Hawkz Sep 24, 2013 @ 11:53pm
October 1st Patch Notes Discussion.
This discussion is found over at the Official Discussion Forum of Klei.
Created at 12:02am GMT 24/09/2013
Posted by Administrator Bryce

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

[indent=1](Note that you will not have access to your saved files in the testing branch. Your files will be waiting for you when you change back to the normal branch.)[/indent]

Changelist 86019:

  • Required setpieces and prefabs are now specified in level files instead of being hardcoded in world gen. This means you no longer have to have teleportatos in your custom levels. Check out "ordered_story_setpieces" and "required_prefabs" in scripts/maps/levels/survival.lua to see how we are using this for our own maps.
  • Mod uploader now works on all platforms.
  • A bunch of new modding tutorials have been made. Check them out here.[]
  • Added a worm enemy to the caves.
  • The Ancient Guardian has a new short range melee attack that it will use when its target is close.
  • Rooks can no longer instantly kill any monster in the game during a charge.
  • Followers will have an easier time keeping up with their leader.
  • Fire hounds are now freezable, but with a higher resistance than normal.
  • Ice hounds are now burnable.
  • You can no longer regenerate caves.
  • Followers will follow you between cave levels.
  • Time is synced across cave levels.
  • Resurrection mechanics work between cave levels.
  • Cave world generation changes:
    • Improved cave generation. Areas should feel more unique.
    • Added a couple new biomes:
      • Red and Green fungus forests
      • Sunken Swamps
  • The nightmare has further influenced the caves. Fissures can be found throughout.
  • Spilagmites work like rocks and can be totally destroyed.
  • Added new art for the entrance to the ruins.
  • The worm drops a magical food item.
  • The Thulecite Crown has a new magical effect.
  • Fire darts can now target non-burnable creatures, but will not do damage. You can use them to thaw frozen creatures.
  • Controller support added!
Bug Fixes
  • Wilson no longer says "It's getting late, I should make a fire" while in the caves.
  • Sanity loss no longer changes based on time of day in the caves.
  • MacTusk can now pathfind back to his camp if he's led very far away from it.
  • Improved graphical effects on MacTusks projectile.
  • Beefalo will now wake up when they're on fire.
  • You can no longer trade with sleeping pigs.
  • Removed small holes in cave worlds that were previously pillars.
  • Player now reacts to bee and mosquito attacks.
Last edited by J20Hawkz; Oct 13, 2013 @ 4:13am
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Showing 1-15 of 15 comments
李丽丽 Sep 25, 2013 @ 10:26am 
Did not join the bear
李丽丽 Sep 25, 2013 @ 10:27am 
I'm very looking forward to bear before
Istec Sep 25, 2013 @ 10:40am 
Can you put the link please.
J20Hawkz Sep 25, 2013 @ 11:31am 
Originally posted by C_V_N:
Can you put the link please.


Edit: This one?
Last edited by J20Hawkz; Sep 25, 2013 @ 11:46am
J20Hawkz Sep 25, 2013 @ 12:48pm 
Last edited by J20Hawkz; Sep 25, 2013 @ 12:49pm
Bangarang Sep 26, 2013 @ 6:30am 
Treeguards should take fire damage.
J20Hawkz Sep 29, 2013 @ 8:43am 
Originally posted by Bangarang:
Treeguards should take fire damage.

I thought they did.....
J20Hawkz Sep 29, 2013 @ 8:45am 
And I can't wait for these new biomes.
The Dorner Sep 30, 2013 @ 3:44pm 
So these biomes are for caves?
J20Hawkz Sep 30, 2013 @ 4:19pm 
Originally posted by The Dorner:
So these biomes are for caves?

Looks that way.

And also great idea to make it so if you die in caves your save is deleted.

More challenge = happy J20Hawkz.
Toorum Sep 30, 2013 @ 7:47pm 
Originally posted by J20Hawkz:
Originally posted by 1090483151:
Did not join the bear

You mean my bear idea?
were do you keep every link?
J20Hawkz Oct 1, 2013 @ 12:04am 
Originally posted by crazyfancypants:
Originally posted by J20Hawkz:

You mean my bear idea?
were do you keep every link?

Safely hidden in my nest.
Prezombie Oct 1, 2013 @ 6:22pm 
Woo, controller support! From twenty minutes of testing, I've got these observations.

The pausing of the world when managing inventory is a nice touch, and I think that this might improve the K+M experience. Being able to browse the recipes would also be a nice crutch for new players, without making the game too easy.

I think that this game would benefit from radial menus for the recipes, it would speed up browsing and selection, while also taking advantage of the directional accuracy of sticks.

A radial menu for your inventory would also work well, 8 primary slots, with a secondary menu of the other 7 + equipment. You might want to consider making the inventory 16, to accommidate for the ability of a K+M player to hold a stack on the cursor for extended periods.

With Bigscreen play in mind, The map could do with a closer maximum zoom, and the UI would benefit from larger text. A general 150% on the menu text, and ~133% on the tooltip text and hud would make it more playable.

Losing connection to the controller MUST PAUSE THE GAME. This is vital standard procedure.

If the controller disconnects, and you try to continue with K+M, no tooltips appear, making the game unplayable. Visiting the controls, options, or main menu clears this bug, but that workaround shouldn't be needed.

I really like the dpad < being a command to add to the fire/cook. I would really like such a feature for K+M, shift Lclick would make sense, it's treating the fire as a "container".

Edit: There doesn't seem to be a way to show the raw stat numbers. Considering there's a mod to make the numbers appear all the time, I'd say it's time to add this as an option to vanilla.
Last edited by Prezombie; Oct 1, 2013 @ 7:47pm
TailsDaGamer Oct 2, 2013 @ 2:08pm 
Controller support, YES! Thank you Klei Entertainment!
Karl Arschgeige Oct 14, 2013 @ 11:00am 
Nice patch i like it :) Cant' wait to play =))
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Don't Starve > General Discussion > Topic Details
Date Posted: Sep 24, 2013 @ 11:53pm
Posts: 15