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
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
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
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
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
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
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
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