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Don't Starve

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Community Announcements - Klei-JoeW
They're here!

Reign of Giants is now available for purchase on Steam!

For more info, check out our forum.

http://forums.kleientertainment.com/topic/33889-reign-of-giants-now-available-on-steam-early-access/?p=442286

To get straight to it, you can find the DLC here: http://store.steampowered.com/app/282470/
Community Announcements - Klei-JoeW
Hey Everybody.

Don't Starve: Reign of Giants is coming to Steam Early Access tomorrow!

We posted up some information about what is going to be in this update, check it out!

http://forums.kleientertainment.com/topic/33864-some-info-from-the-devs/
Community Announcements - Klei-JoeW
Hey Guys,

We know that many of you have been waiting for the Reign of Giants beta to come to Steam Early-Access. So, we wanted to let you know that it's coming Wednesday April, 2nd!

Check out more details over on our forums: http://forums.kleientertainment.com/topic/33711-dont-starve-reign-of-giants-steam-early-access-soon
Community Announcements - Klei-JoeW
Bug Fixes:

  • Various fixes and optimizations seen on the PS4 version of the game.

    • Fixed a crash that sometimes occurred when the player tried to use the "Deconstruction Staff" on an open chest.

    • Fixed a crash that sometimes occurred when depleting the "Star Caller's Staff"

    • Fixed a bug that caused the player to land where they died when re-entering the caves after a death.



  • Fixed a bug that caused Wes to show up less than intended while playing adventure mode.

  • You can no longer sleep in a tent when your hunger is low.


Changes:

  • Added support for DLC.

  • Top Mods screen now randomly displays 5 mods pulled from the top 20 mods instead of simply showing the top 5 mods.

  • Added several new options to the world customization screen.

Community Announcements - JoeW
Bug Fixes:

  • Various fixes and optimizations seen on the PS4 version of the game.

    • Fixed a crash that sometimes occurred when the player tried to use the "Deconstruction Staff" on an open chest.

    • Fixed a crash that sometimes occurred when depleting the "Star Caller's Staff"

    • Fixed a bug that caused the player to land where they died when re-entering the caves after a death.



  • Fixed a bug that caused Wes to show up less than intended while playing adventure mode.

  • You can no longer sleep in a tent when your hunger is low.


Changes:

  • Added support for DLC.

  • Top Mods screen now randomly displays 5 mods pulled from the top 20 mods instead of simply showing the top 5 mods.

  • Added several new options to the world customization screen.

Community Announcements - Klei-JoeW
Chester Plush KickStarter - LIVE


Chester is a furry & loyal friend from the game Don't Starve. Klei & ESC-Toy want to bring him to life as a functional plush replica!

Check him out at Kickstarter now!

http://dontstarvegame.com/kickstarter
Community Announcements - Klei_Wade
Changes from the preview
-Fix for are corrupted stretched textures on the map when two world settings are set to "lots"
-Fix for The 'Save and return to main menu' overlay can be continuously looped by spamming the 'I said quit!' button repeatedly
-fix for placing chests on ponds
-Stencil bug fix fixes shadow creatures.
-Fixed red/green lines on minimap.
-Add inspection text for a planted pinecone on Maxwell and Wickerbottom
-Fix for "placing" an item out of a container instead of inventory was not removing the item from the container, resulting in a crash
-Minimap rendering optimizations.
-Fix for - The user becomes stuck on a non-functional debug screen when using the 'Deconstruction Staff' on a open 'Chest'
-objects aren't deployable from containers
-Fix for - The title crashes upon depleting the 'Star Caller's Staff'
-cancel deploy/plant action if selected inventory item is changed
-deerclops targets you after he finishes attacking your base
-Fix not being able to re-map an analog axis between positive and negative without remapping it to something else first
Community Announcements - Klei_Wade
Controller stuff
-Added a controller debug menu
-Improved attack/interaction picker
-Added vibration (it can be toggled off)
-added controller hints to the front end screens and made them more consoleish when a controller is attached
-When using dpad to use un-equipped item on the scene, it will now be equipped if required
-Fix for item-on-item interactions with controller
-Fix "for science!" button controller focus when you beat the game
-Inventory hint stays up longer
-Added trigger tooltips to inventory and crafting bars
-Controller tips for inventory and container items are at more sensible offsets
-add louder controller focus change sound
-added repeat rate for controller page/value changes
-hooked up sounds to page flips
-don't play scrolling sounds after the ends of the crafting menu
-When using a controller pressing the "INVENTORY_USEONSELF" bind will now first toggle deployable mode on (if applicable) a 2nd press will execute any action related to the bind if deployable mode was triggered.
-Keep the crafting menu open as you open and close the map
-make controller scrolling move a page at a time in the character select screen
-changed the sense of the rotation buttons to be more logical
-controller focus movement in FE has repeat when held
-Use the correct string (based on type, not index) to name the controller you're configuring on the controls screen
-Added default PS3 controller bindings on OSX
-Added various missing control bindings across platforms
-Split ui focus controls from movement
-Split prev/next controls from prev/next page, bound to spinner
-Controls screen listens for pgup/pgdown, scrolls by half-screens so you can see some paired controls better
-Deprecated "custom control" values which are unused inhouse, hopefully unused in mods
-Increment control mapping version, invalidating users' current mapping settings (sorry!)
-When hovering a stackable item over a stack of the same type the hint now says "Put" instead of "Swap" to match the behaviour

Performance
-Re-enabled mipmapping on pc - the game should look much cleaner at low resolutions now
-Set up better timer code for osx and linux
-Lots of GPU / shader optimizations - the game should run better on older cards
-made killer bee brains cheaper
-made controller button popup checker cheaper
-Fire fighting :o) - Perf improvement with burning trees (lights in general). Light buffer is now quarter res (actually it's fixed res)
-Lua spike prevention - no defered userdata cleanup, timeslicing "built-in"

UI fixes
-disable crafting/inventory opening when you are a beaver
-adjust recipe description text over slightly
-properly pause game when prompting the player to confirm activation of adventure portal so that controller input isn't picked up by the game
-The audio settings are automatically changed when starting a new game on a fresh install
-fix scrolling issue with crafting UI
-Fix mousewheel zoom on map screen
-clock is now more legible
-Don't stop FE music when a character is selected
-Updated fonts in inventory bar for legibility
-Spoilable inventory items now also have a highlight outline behind their icon/text
-fix text cut-off in crafting menu
-replaced big arrow button anims with image buttons
-hide hud and squelch interaction when going through wormhole
-map screen panning is smooth instead of chunky
-Remove non-functional open/close prompt for equipped containers when using controller
-arrow added to hud for backpack
-inventory bg is one solid image
-move chester open menu up to the top of the screen
-opening chester will close chests and vice-versa (so they don't overlap)
-Display deaths recorded as "unknown" as "shenanigans" instead

Misc
-Did full string pass - there should be no more missing strings
-Player character Art is high-res for nicer closeups
Community Announcements - Klei_Wade
Gameplay fixes
-Add naughtiness to smallish tallbird
-shadow maxwells scare rabbits
-wilson is invincible while sleeping
-fix recipe prototyping to work with new tech level splits
-fix for Winter is generated in spite of the 'Season' preset setting being set to 'Only Summer'. in the 'World Menu'
-fix for wolfgang saying how mighty he is and totally ruining everything in the intro NIS
-Make telelocator check for water when teleporting randomly
-prevent infinite loot fountain from beaver-gnawed spiky tree
-Stumps can now be lit on fire after loading.
-Stumps now propagate fire.
-fix for placing structures after eating a glow fruit
-fix maxwell mine visibility
-heatrocks work in backpacks
-instead of clearing followers from saveindex on load which can result in them being lost, clear -followers on any save that is not an ascend/descend
-fix crash when lureplants eat bees
-Now reset the colour cube on load to deal with loading and saving between insane and non insane games.
-made evergreens and cave entrances non-clickable when they are first worked to stop you from interacting with them by accident
-Planted pine cone has different name from unplanted
-Abigail is is now tagged as a "character", additionally the tentacle will retaliate against anything in range that is attacking it
-lantern swap bug fix
-lantern can't be turned on in pocket
-killing a baby beefalo is very naughty
-Made a "SelfStacker" component and added it to the houndstooth, monster meat and spoiledfood to improve base clenliness and performance in very long games
-Rubble no longer crashes
-Armour will always return 0 damage if the absorb percent is >= 1.
-There is now only one "Sinkhole" room per task. This will remove the case of regularly seeing two cave entrances near each other.
-Made "characterspecific.lua" a component for items that are only supposed to be on one character. -Added it to all character specific items.
-fix bug where nightmare stuff was getting turned on in second overworlds
-fix for occasional cave gen fail
-Fix for wes talking
-Walrus blow dart is no longer targettable/inspectable during flight
-Fix for two bugs: Leif not exiting frozen once hit and minotaur being stunlockable.
-Made beefalo poop in the old way, and fixed a problem with their babies never showing up
-Catcher now makes sure the projectile it's tracking is valid before attempting to preform functions with it.
-Combat function now ensures that the entity it's on is still around before calling GetDistSqToInst.
-Ham bat no longer loses durability from being used, but does spoil over time
-Ham bat and flower hat both display spoilage graphics instead of text percentages in order to reflect that they are spoiling over time
-fixed occasional invisible maxwell intro bug
-properly report farm plot fertilization success
-make the build placers opaque so that they show up better
-make burnt trees more visible when they are highlighted
-Deerclops will knock down anything he collides with that is tagged "tree", allowing him to pass through.
-Divining rod will not disappear when attacking.
-made hambat non-edible to avoid interface confusion. Gave it higher damage to compensate.
-flower hat is not edible to reduce interface confusion
-make dusk announcement more generic, so that it doesn't mention fire.
-Inventory items that also have brains will now hibernate while they are held by an owner.
-Bees no should no longer buzz while in a container.
-Fix for mandrake crash when travelling between cave levels.
-Use consistent language for the settings screen in FE and pause menu
-Fix for inventory items getting into a bad state when you try to put them into an already-full chester
-Birds can no longer be killed while flying away.
-Shadow Creatures will not trigger tooth traps.
-Fix woodie, chester contents, and beard issues when time catches up when leaving / entering caves
-Fix for dropping equippable tools under full-container conditions
-Maxwell's Shadows will now die when he does.
-Fix bee spawn schedule
Community Announcements - Klei_Wade
Update Part B:
General:
-Light effects on nightmare lights can now be clicked through.
-Rearranged some items in setpieces to allow for proper pathfinding.
-Players will now react to being hit by bees and mosquitoes.
-Music will play during credits on the standalone version.
-Fixed some issues with resurrecting.
-Water is no longer culled while still on screen.
-Fixed some issues with the player appearing at the wrong location when changing cave levels.
-Actions are now canceled when you change your tool mid-action.
-Maxwell's Shadow no longer lingers in the world during the intro.
-Shadows now rotate correctly.
-Cleaned up some TaskInTime calls to prevent memory growth.
-Made Cave Gen a bit more consistent in an effort to remove MaxWorldGen crashes.
-The book reading FX is now canceled if the action is.
-The HUD will now hide during the tent's fade out.
-Shift clicking now works properly between backpacks and player inventory.
-Removed double-click sound when clicking build recipe.
-Fixed beesplosion when trying to stuff bees into a full container.
-The confirmation window will now close if you press "no" when entering Maxwell's door.
-Fixed a crash that happened during the loading of some adventure levels.
-Adventure World (two worlds) will no longer crash on generation.
-Fixed a bug where you could get stuck in a state by pressing the map button while trying to sleep.

Controls:
-You can now add placeable items to a fire while using a controller.
-You can now press and hold to hammer.
-You can now navigate the controls screen with a controller.
-Fix for issues with using keyboard controlled crafting and mouse walking.
-Fixed items disappearing if you tap pickup very quickly.
-"Useable" items like the Telelocator Staff and Bush Hat can now be used when playing with a controller.

Characters:
-Lucy the Axe will no longer continue to talk after finishing adventure mode with Woodie.
-Fixed some layering issues on the final level of adventure mode.
-Camera doesn't shake when doing work as Woodie.
-Woodie the Werebeaver now uses seperate attack and action buttons.
-Player character will not emit frost breath when facing upwards.
-Tuned locomotor to prevent jittering at higher player speeds.
 
Modding
 
Mod System:
-Mods which overwrite core game assets have usually crashed the game unless the game is restarted once. Now a mod can specify this to force

the game to restart when the mod is loaded.
-Mods can now specify an arbitrary save slot instead of using slots 1-4. This is useful for 'game mode' mods which don't sit nicely on top

of an existing Don't Starve save. 

Assets:
-Road textures can now be overwritten by a mod.

World Gen:
-Can now specify the range of background nodes to generate for each node in the level definition.
-Tasks with blockers can now specify what their "blank" nodes are in case you don't want it to be ocean.
-Tasks have a little more control over internal connectedness by specifying a custom crosslink factor for rooms, and whether or not the

rooms are generated in a loop.

Development:
-AddGameDebugKey and AddGlobalDebugKey are now global functions, so mods can utilise them for testing.
-Better logging when animations and builds are missing.
-Sublime Text, a great script editor, is now packaged with the mod tools in Steam! Use this when working with Lua files for syntax

highlighting, multi-file search, and other handy editing tricks.
 
Hotfix 88224
-Screecher Mod properly included in OSX and Linux builds
-Fix crash when attacking bosses
-Fix bug with water faucet in Screecher
-Fix for invisible maxwell teeth traps
-Updated string tables for translators
-Fixed Screecher promo in Chrome
-Ruins busy music should play
-Dropped items don't pop up as high, so they're less likely to get stuck on things
-nil check some values in playerprofile.lua
-Add epic tag to ancient guardian
-Chester will keep up with player
-Maxwell will regen his book on load if he doesn't have it
...

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