Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

It’s been nearly a week since Klei ROCKED THE HEADLINES by changing its turn-based strategy stealth game’s name from Incognita to Invisible, Inc. “What could it possibly mean?” nearly every human on Earth pondered simultaneously. Then they all caught the hidden pun, embedded with a deadly precision, and chuckled in perfect harmony. With that blanket of sound covering their actions, Klei quickly slipped all sorts of new features into the rechristened game before anybody even knew what hit them. They thought they got away with it, but I knew what was up. I tracked designers James Lantz and Jason Dreger back to Klei’s secret cyber-noir rooftop lair and forced them to divulge secrets about the new name, the game’s (some would say) too-high difficulty, plans for upping replayability, how much content will be in the final game, and when Klei’s hoping to release it for real. All that and more is below. >

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

A giant, perhaps? Or maybe the smallest enemy in Don't Starve history, but under an extremely powerful microscope.

To those who haven’t invested tens of hours in Don’t Starve and uncovered every last one of its randomized secrets, it may seem like an endless onslaught of hungry, hungry horrors. Some people, however, have ventured deep into its howling forests and emerged with their stomach linings largely intact. They want more. They need> more. One might say they are starving for more Don’t Starve. I wouldn’t, because I’m better than such an easy joke. You, though? Well, I won’t judge. At any rate, those people will get their wish soonishly when Klei unleashes Don’t Starve’s first major DLC expansion: Reign of Giants.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

It’s dangerous being an international master of espionage. In between all the hideously interesting intrigue, early exposure to crazy cool tech, and bottomless piles of hot, filthy sex that just happen> wherever you are, there’s all sorts of horrible stuff. You could, for instance, get captured and have your memories wiped, your entire identity brainwashed away as though merely gum on an old tennis shoe. I assume that’s exactly what happened to Klei’s espionage XCOM Incognita, which is now going by new alias Invisible, Inc for mysteeeeeeeeeerious reasons>. I have inquired for further information, but for now we’ll just have to make do with a new trailer and information on the Early Access alpha‘s latest major update.

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Announcement - Valve
The Steam Sale is here! Take advantage of huge savings on thousands of PC, Mac and Linux titles. Check back often to take advantage of our eight-hour Flash Sales.

Today's Daily Deals include:


Add games to your Steam Wishlist and be notified when a game from your Wishlist goes on sale, or shop for games using the Steam Mobile App, available for iOS and Android.

Be sure to check Steam every day to see new featured deals.

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
Community Announcements - Klei_Wade
Update Part A:
Additions:
 
Characters:
-Maxwell has his player power.

Creatures:
-Mosquito drops loot.

Items:
-The "Totally Normal Tree" now spawns in the world.

Screens:
-A "Top Mods" section has been added to the mods screen. It doesn't function yet, but it will show the top 5 most popular mods of the day.

Tweaks/ Changes:
 
Creatures:
-Depths Worms attacks now ramp up over an increased time period.
-Spitter Spiders had their range and projectile speed decreased.

Items:
-The Miner Hat can be refueled.
-Wickerbottom's books have descriptions.
-Tooth Trap and Bee Mines are now "deployable" objects. They can no longer be packed too closely by dropping them.

General:
-Rearranged some of the front end.
-Added FX to mining animation.
-Added FX to book reading animation.
-Improved feedback when taking damage over time.
-Added some additional music to the ruins.
-Made some improvements to the text widget
-Improved console screen focus.
-Improved controller controls and prompts for teleportato.
-Added additional art to the credits screen.

Controls:
-Action button will now harvest farms, crockpots and drying racks.

Bug Fixes:
 
Creatures:
-Befriending music will now play for bunnymen and chess creatures.
-Batalisks have been given a strong stomach.
-The Ancient Guardian will drop his horn again.
-Shadow Hands will appear again.
-The Pig King will no longer throw gold on top of himself and surrounding obelisks.
-Chester no longer uses the old death effect.
-Fixed a bug that was preventing pathfinding from working with walls.
-Shadow entities no longer appear as chunky messes in the Mac and Linux versions.
-Chess monsters will now retaliate when being attacked by other chess monsters that are following the player.
-MacTusk's icehounds will no longer respawn instantly under the right conditions.
-You can no longer click-spam pigs to force feed them and gain extra poop.
-Fix for bee/mosquito sounds so they don't accumulate at the world origin.

Items:
-The Lazy Forager's amulet will now also pick up any animals that are caught in a trap when the trap is collected.
-Pumpkin lanterns no longer bounce when placed.
-Snurtle Shell Armour will provide protection again.
-Picking a mushroom as day phase changes will no longer cause the mushroom to regrow immediately.
-Breaking down a Cook Pot with a completed food item will cause the item to drop in the rubble.
-Tents and Sleeping Rolls now properly restore body heat.
-The Glow Berry is now tradeable.
-Tree Stumps can now be burnt.
-Creatures can no longer walk through walls that have been destroyed and rebuilt.
-Fixed some issues with save/load states on Light Plants.
-Heat Rocks now emit light if they are heated up outside your inventory.
-Items do not rot on death in caves.
-Walls no longer sleep - this should help with some caged animals escaping their pens.
-Fixed some issues with the Forager Amulet duplicating traps.
-Boomerang now works against the Tentapillar.
...

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