26 mart. 2013
Don't Starve - Valve
New Features
• Adventure mode is now integrated into survival mode. In a survival mode level, you can find a special portal that will take you to the start of adventure mode. If you die in adventure mode, you will wake up back in your survival level, outside of the portal. From there you can try again (restarting at level 1, of course). Dying in survival mode is still perma-death-fatal, and retrying a survival level will always generate a new one for you. Any existing saves that you might have from previous patches will be interpreted as survival levels - you should be able to teleportate out of them to get access to the new features.
• New front-end screens for dealing with the save slots and the new game flow.
• The adventure levels have been re-done to better match what their final structure will be. They’re still a bit rough around the edges, but you can start to see the overall sweep of the game now. Please see the detailed descriptions at the end of the changelist.


New Craftables
• Healing Salve - Made from crushed spider glands and ash - heals medium wounds
• Lightning Rod - Protects bases against lightning, gives you a few nights of free light when struck.
• Heat Stone - Place it near a fire to warm it up, and then carry it around with you to fend off the bitter frost.
• Earmuffs - Made from rabbits, of course!
• The Piggyback - A fancier, bigger backpack (that slows you down!)TOU


New Creatures
• The Bishop - guards Maxwell’s structures with lightning shots


New Level Features
• Chess biome! In adventure levels, Maxwell's influence has begun creeping into the environment.
• Points of interest and traps - these are small, non-random areas that have good or bad effects.
• Touchstones - these mysterious stones act as one-time-use meat effigies if you touch them. There are a handful generated in each survival level.
• Maxwell’s door - leads to adventure mode.
• Pleasingly-arranged mushroom rings
• One-way wormhole (only in adventure mode currently)
• Pig-head-on-a-stick - someone’s been busy!


Tuning
• Compressed the XP track. You now earn 20xp per survival mode day at a flat rate, and unlock all the XP-unlockable characters a lot more quickly
• Characters have a bit more health by default. This is to reduce the number of one-shot player deaths, and give you more of a chance to run away from danger.
• The player now has 15 inventory slots
• When you advance through the teleportato in adventure mode, you can only take four items with you. Choose wisely!
• Sanity depletion in the rain is less harsh
• The HUD is a bit smaller, to show more of the game world
• Removed low-level farm plots. We really didn’t need three versions of the same thing.
• Deerclops, lightning and beefalo mating season are configurable through level gen parameters
• Stepping on spider ground will trigger a response from the den
• Tweaked mushroom spawn chances
• Abigail has more health, but enemies will fight back against her


Bugfixes
• Many new map icons, including backpacks and Chester!
• Crock-pot fixes: mushrooms count as vegetables, fixed frogglebunwich recipe
• You can no longer carry an extra backpack in your hands as you walk around.
• Werepigs don’t kite. They are too angry for that.
• The death screen buttons should always work now.
• RMB can be used to light things on fire when the torch is equipped (useful at night)
• Added a default start node so that maxwell and wilson not occluded
• Frozen ponds can't be fished anymore.. but you can walk across them.
• MacTusk can miss you with his blowdart
• Spiderhat / Miner hat show remaining fuel
• Treeguards can be set on fire more than once
• Lua console now supports arrow keys
• Fireflies glow more reliably at the right times
• Trap icons don't show up on the map when inside a container
• Chester is immune to ghosts
• Chester has much more health, and resurrects after only one day
• Fix spider jump attack sometimes not actually jumping
• Spider jump attack will not hurt Wilson when it misses
• Birds that are flying away shouldn't re-start their fly-away animations mid-flight
• Rabbits will try to avoid a player between them and their home
• Fix to Abigail/ghost movement stuttering
• Ghosts pathfind, but will go through walls or objects if needed
• Abigail will show up at least every 3 nights
• Abigail will spawn some distance away from Wendy
• Wandering creatures will try to avoid walls and water
• Fleeing creatures will try to avoid running into walls
• Fix apparent duplicate item when dropping item on the ground and then into your backpack before the drop happens
• Fix infinite bees spawning from beebox by repeatedly saving/loading game
• When murdering an entire stack of helpless creatures in your inventory, loot is gained for each individual, not just once
• Waking up sleeping hunting hounds at night will rouse the walruses from their slumber
• Fixed a bug where you could use a sleeping bag or tent during the transition from night to day to skip an entire day.


Level Descriptions:
The adventure levels are still being worked on and refined, but here's an idea of where the are right now and where we want them to be.

Level 1
Near-constant rain and frequent short winters take a toll on your sanity and your fires. You must survive in these more extreme conditions as you hunt for the teleportato pieces. When complete, this level should feel similar to a survival level, but with increased pressure on all your resources.

Level 2
This level is smaller and shorter than the previous level, but it is permanently winter! The aim is to survive the cold without any preparation time. When complete, this level should keep you moving quickly.

Level 3
The level features a resource-rich central island, surrounded by dangerous lands containing each of the teleportato pieces. Right now it's still fairly lush, but eventually the outlying islands should be quite inhospitable!

Level 4
Use the first land to stock up. Once you pass through the dying wormhole, you'll need everything you've got to survive. We're currently still working on the balance between the two lands.

Level 5
This level should put your survival skills to the ultimate test, not only will there be harsh weather and tough monsters, but resources will be extremely scarce. Eventually. Right now it's just been roughed in, but it's still got lots of badguys in it!

Level 6
Maxwell is still devising this level...
13 mart. 2013
Don't Starve - Valve
Update Notes - March 12th

NEW FEATURES:
-Rain comes during the summer to ruin your fires and dampen your spirits. Watch out for lightning strikes!
-Sandbox custom mode sliders are all unlocked. You can make the game really, really hard now.
-Pathfinding works over long distances.
-Day length changes throughout seasons
-Modders can now bring up an interactive lua console with the ~ key

ADVENTURE MODE:
-Put in very rough sketches of the actual adventure levels. It’s very rough at this point, and the ‘story’ bits are missing, but the basic structure is in place.
-Added lots of little setpieces using new objects that try to impede your progress.

NEW CREATURES:
-Clockwork Knight
-Merms
-Guardian Pigs

NEW ITEMS TO BUILD:
-Drying Rack and Jerky
-Honey Poultice
-Gunpowder
-One Man Band
-Purple Gem
-Fire Staff
-Shadow Manipulator
-Rainometer
-Umbrella
-Ham Bat

NEW STUFF IN THE WORLD:
-Mushrooms (3 kinds)
-A bit of Maxwell ground is starting to creep into the world around some Teleportato parts
-Pig Torches
-Killer Bee Hives
-Variant Berry Bush
-(In)sanity obelisks that block areas when you are (in)sane
-Hound Mound
-Now two types of ponds - frog ponds and mosquito ponds
-Marble pillars
-Evil flowers and petals
-Gears
-Nitre
-Eggs
-Carpet Flooring
-Marble Tiles
-Treeguards drop special, magical wood that is used in some recipes

TUNING:
-Magical recipes have mostly been moved the Shadow Manipulator
-Icebox now require Gears to create
-Tallbirds spawn more often
-Ponds freeze in the winter, and stop spawning things
-Beefalo mating season is shorter, and there are fewer babies
-Ranged weapons actually shoot projectiles
-Health and Sanity effects of foods have been reduced (you restore these by other means now)
-Monster meat perishes faster
-Blow dart causes more damage
-Graves have gems, gears, and nightmare fuel in them sometimes

BUG FIXES:
-You can kill small creatures directly in your inventory / toss them into fires
-Season onsets work better in Adventure mode
-AOE attacks cause area damage even if the targeted hit misses
-Deerclops can not be stunlocked, and doesn’t panic when he is lit on fire
-Koalefants can no longer fly across water when you aren’t watching
-Koalefant tracks point more accurately in the correct direction
-Attempting to store a weapon in Chester no longer attacks him
-Chester follows through wormholes when using a backpack
-Right click an equipped tool with another item no longer destroys the tool
-When wilson uses up a tool, he automatically equips a replacement if one is available
-You can no longer light Beefalo (or other creatures) on fire by using a torch on them
-Mandrakes get picked up properly when using Spacebar

26 febr. 2013
Don't Starve - Valve
Update Notes - Feb 26th

WINTER:
-Winter comes every 20 days or so, with snow and a new audio landscape.
-Ambient air temperature is modelled, and Wilson will get colder the longer he stays out in the open.
-Getting too cold for too long will cause freezing damage. You can extend your time away from the fire by wearing warm clothing.
-Nights are longer, and vegetation does not replenish.
-Bees and butterflies don’t leave their houses in the winter.


IMPROVED MOD SUPPORT:
-There is a new mod API that should make mods break less when the game updates, and allows multiple mods to work at the same time. There is some documentation on how to create
a mod at: http://forums.kleientertainment.com/showthread.php?10817-TUTORIAL-Creating-a-Mod-using-the-Mod-System

-Language packs are now actually supported. The game supplies a 'strings.pot' template file with every update, and the game can load .po language files. This should make maintaining translations a lot easier, and allows the usage of industry-standard tools. For more info, go to: http://forums.kleientertainment.com/showthread.php?10819-TUTORIAL-Creating-a-translation-using-the-PO-Format


NEW CREATURES:
-MacTusk the Walrus - Sets up camp in an igloo, and then hunt you with blowdarts and hounds.
-Deerclops - He’s big, he likes to smash stuff, and he’s really hard to kill. You should probably just run away.
-Winter Koalefant - You can harvest his warm winter trunk.
-Snowbird - A winter bird that drops a new type of feather.
-Mosquitos - Spawn from ponds or Maxwellian traps. They eat too much and explode!
-Ice Hound - Comes instead of the Fire Hound during winter.


NEW ITEM DROPS:
-Blue Gem
-Walrus Tusk
-Deerclops Eye
-Tam o’Shanter
-Snowbird Feather


NEW CRAFTABLES:
-Ice Staff
-Winterometer
-Blow Darts (damaging)
-Winter Trunk Vest


ADVENTURE MODE (CONTINUED):
-This update continues the development of Adventure mode, and seeks to refine the difficulty curve.
-Varying summer/winter lengths
-Varying day/night lengths
-New resource-starved worlds
-Island chain worlds with lots of wormholes


SANDBOX MODE (CONTINUED):
-Added a new world creation screen. There are only a couple of options enabled currently, but soon you will be able to unlock more!


SANITY TUNING:
-From our testing, we determined that sanity was coming on too early for new players, but was also easily avoidable by established players. The intention is for sanity to be a long-term lurking danger, so this was the complete opposite of what we were going for. Here are some changes to help rectify this:
-Vegetables, crock foods don’t regen as much sanity.
-Monsters cause more sanity drain when near.
-Player’s Initial sanity is higher.
-Pure darkness causes a large drop sanity (instead of a gradient around a light source).
-Shadowbeasts show up later in the sanity curve, and are unattackable when you are not insane.
-The crawling horror is weaker and the Terrorbeak is tougher.
-The invisible monster deals sanity damage when he hits you.
-The sanity effect jiggles more slowly, so as to be less nauseating.


TUNING/FIXES:
-Rabbit traps work again
-Maxwell leaves traps for you in adventure mode
-Armour is less effective
-Player attacks are less powerful
-Pigs can’t be stunlocked, have less windup animation before an attack, attack less often, have more health, take longer to respawn, and attempt to kite their targets
-Bees run around between attacks
-Meat healing and health values adjusted
-Dead rabbits respawn slower
-Beefalo drop fewer meats
-Honey doesn’t heal as much
-Honey generates more slowly in bee boxes
-Spider dens have more warriors, and cycle through levels faster
-Spoilage is a bit faster in general
-Stale food has less of a hunger penalty
-Healing values are a bit lower in general
-Ponds show up in more places
-Eyebones turn to ash during teleportation even if you hide them in a backpack
-Teleportato pieces are more scattered, and have little setpiece scenes surrounding them
-Panflutes require a mandrake to craft
-Darts shouldn’t miss targets that are walking away
-More effective bushhat
13 febr. 2013
Don't Starve - Valve
Update Notes - Feb 12th

NEW FEATURES:
-New Character: Wes - Do you think Don’t Starve is too easy? Try playing as Wes, the mime! He’s not good at doing anything!
-Save Slots - You can have up to four save games at once now. Your existing save will be imported into the first slot when you start the game for the first time.
-Sandbox Mode - This is the game as you all know it. There will eventually be a customization screen before you start a level, but you just get the default generation for now.
-Experimental Adventure Mode - When you start a new game, you can choose to play in adventure (ie story) mode. Currently, there are five levels of difficulty as you progress through the levels. This is an early test, so we have a lot of work to do to make these levels meaningful and fun. We also need to add the story’s ending. This is for experienced DS players who want a taste of the future.
-Pathfinding - Monsters and followers can navigate around corners and walls.
-Mod Support - Modding is now allowed! We’re distributing the source scripts with the game, so have a look in data/scripts, and see what you can do. There is an example (machine-translated) French language pack included with the game to get you started.
See the modding forum for more details: http://forums.kleientertainment.com/forumdisplay.php?54-Don-t-Starve-Beta-Mods-amp-Tools

SANITY FEATURE:
-The player character loses sanity when he is left alone in the dark, gets close to scary monsters, or does crazy things like eating monster meat or jumping through a wormhole.
-Sanity can be regained through acts of dapperness, like wearing fancy clothes in the sunshine and eating candy.
-Low sanity is not fatal, but strange creatures from another time and place are attracted to madness.
-There are new, powerful items that can be built from the Nightmare Fuel that the strange creatures leave behind when killed.

NEW CRAFTABLES:
-Bush Hat - Hide from your enemies in plain sight.
-Night light - Light your nights with nightmare fuel.
-Night Armour - Protects the flesh, but sacrifices the mind.
-Night Sword - Live by the sword, go crazy by the sword.
-Cobbles - Build your own roads.
-Taffy + Pumpkin Cookies - New recipes! Mmmmmmm!

TUNING:
-The Tent is now cheaper to make, and doesn’t restore health any more.
-Natural roads are curvy and look better.
-There is a way for non-Wilson characters to find Beard Hairs in the wild.
-Sometimes, when you find pig villages, they will have carrot and flower farms.
-Lots of small, under-the-hood changes to the world gen.
-Seeds now provide less hunger.
-Birds now drop a Feather -or- a Morsel, never both.
-Rabbits take longer to respawn.
-Hounds drop teeth less often.
-Traps and Toothtraps have slightly fewer uses.
-Farms take a bit longer to grow.
-Birds won’t land on Seeds if you are standing too close to them.
-Spider dens spit out less creep.
-Creep without a spider den disappears. (As a side-effect, creep can no longer be picked up and placed.)
-Walls have more health!
-Torches cost more to build, but last longer.
-Corpses are back!

FIXES:
-There is much less mist in the graveyards, since it was causing performance and visibility issues.
-Items that fall near the ocean shouldn’t disappear anymore.
-Stone walls don’t take fire damage.
-Hounds don’t follow you through the teleportato.
-You can’t be killed while you are using the teleportato.
-Tree stumps no longer rain from the sky on loading some games.
-Rabbits no longer phase through obstacles.
-Placers for campfires won’t disappear into the night when trying to build them.
-Mating beefalo won’t go out of their way to aggro walls.
-Spider Queens no longer give birth to unlimited spiders when they have a combat target.

DEPRECATIONS:
-The old world gen and the old research system have been removed. If you have an existing save game that was using the old research system, you will have to build some science machines to unlock your recipes.
15 ian. 2013
Don't Starve - Valve
Update Notes - Jan 15

NEW FEATURES:
-Food spoils over long periods of time. Stale and Spoiled foods are less beneficial. Rotten food is practically inedible, but can be used as fuel or fertilizer.
-Crock pot foods are now stackable.
-You can build a Ice Box now to mitigate spoilage.
-New unlockable character: WX78, a robot who can eat spoiled food with no penalties, and who hates all living things.
-Steam cloud can now be disabled. (details below)
-New camera controls for streamers/YouTubers: CTRL+P will freeze the camera in place. CTRL+H will hide the hud.
-Smallbirds now grow up to become angsty Teenbirds. Teenbirds will grow up to be Tallbirds and leave the player.
-The mysterious Otto Von Chesterfield can be found in some swamps. (You will need to start a new map to find him)
-Beefalo travel in proper herds now. Herds regenerate off-screen (currently with adults)
-Beefalo herds become agitated when they go into heat, and will chase away the player if they are not wearing a beefalo hat.
-Beefalo sometimes drop a beefalo horn, which can be used to move beefalos around.
-The Spider Hat is no longer craftable - you just wear the Spider Queen's head directly. It also can't be used to steal spiders from an existing queen.

FIXES:
-Health and Hunger values have been re-tuned across the board. Characters have a larger hunger buffer now.
-Addressed minor spelling mistakes
-Minor tweaks and fixes
-Fixed various save/load issues

DISABLING STEAM CLOUD:
Some people have reported save/load issues with Steam Cloud. We have added a workaround that will cause the game to save its files in your documents directory instead. To activate this mode,
add the following two lines to your "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\settings.ini" file:

[STEAM]
DISABLECLOUD = true
8 ian. 2013
Don't Starve - Valve
NEW FEATURES:
-Ground can now be dug up using the Shovel to reveal the bare dirt underneath and creating a Turf item.
-Turf items can be placed down on bare dirt tiles to change the biome (purely cosmetic for now).

FIXES:
-Minor bug fixes and tuning.
-New art for the Rocky biome.
20 dec. 2012
Don't Starve - Valve
Update Notes - Dec 19

NEW FEATURES:
-Spider dens have a full life cycle. Tiers are more meaningful, and higher tiered dens will require strategy to overcome.
-Spider queens come out of the highest-tier nests to wreak havoc and spread spideryness.
-A new type of warrior spider protects high-level dens and the queen. They are resistant to kiting, so a frontal assault is not recommended.
-Wilson can build fire darts, and light pretty much every creature on fire.
-Wilson can build a spider hat from egg sacks that lets him control spiders. Just be careful when you take it off!
-Wilson can build tooth traps and use them for defense or for guilt-free rabbit hunting.
There is a new, experimental map gen algorithm that you can use. It is a work in progress and is largely untested and unbalanced, so you may not live for very long! (Don’t worry, though - the old map gen is still the default!)
-Pet Smallbirds will demand food when hungry, and can starve to death.
-Wilson can build a warm hat. It... makes something happen.
-New “epic fight” and “dawn” music.

TUNING:
-High-level hound attacks are more intense.
-Krampus is silent until you reach a certain threshold of naughtiness.
-Farming takes longer.
-Some fruits and cooked foods are a bit less potent.
-Seeds drop less frequently.
-The birdcage seed sorter is less reliable.
-Werepig monster meat threshold increased to 4, werepigs drop normal meat.


FIXES:
-Items that fall out of bounds will disappear after a bit.
-Most monsters will ignore things that are out of bounds.
-Gobblers and Krampusses try to avoid getting caught against the edge of the world.
-Fireflies drop individually.
-Mobs shouldn’t get stuck in sliding animations.
-Fix gold getting stuck on pig king's head
-Fix exploding beemine-in-backpack
Don't Starve - Valve
Don't Starve Update Notes

NEW FEATURES:
-Spider dens have a full life cycle. Tiers are more meaningful, and higher tiered dens will require strategy to overcome.
-Spider queens come out of the highest-tier nests to wreak havoc and spread spideryness.
-A new type of warrior spider protects high-level dens and the queen. They are resistant to kiting, so a frontal assault is not recommended.
-Wilson can build fire darts, and light pretty much every creature on fire.
-Wilson can build a spider hat from egg sacks that lets him control spiders. Just be careful when you take it off!
-Wilson can build tooth traps and use them for defense or for guilt-free rabbit hunting.
There is a new, experimental map gen algorithm that you can use. It is a work in progress and is largely untested and unbalanced, so you may not live for very long! (Don’t worry, though - the old map gen is still the default!)
-Pet Smallbirds will demand food when hungry, and can starve to death.
-Wilson can build a warm hat. It... makes something happen.
-New “epic fight” and “dawn” music.

TUNING:
-High-level hound attacks are more intense.
-Krampus is silent until you reach a certain threshold of naughtiness.
-Farming takes longer.
-Some fruits and cooked foods are a bit less potent.
-Seeds drop less frequently.
-The birdcage seed sorter is less reliable.
-Werepig monster meat threshold increased to 4, werepigs drop normal meat.


FIXES:
-Items that fall out of bounds will disappear after a bit.
-Most monsters will ignore things that are out of bounds.
-Gobblers and Krampusses try to avoid getting caught against the edge of the world.
-Fireflies drop individually.
-Mobs shouldn’t get stuck in sliding animations.
-Fix gold getting stuck on pig king's head
-Fix exploding beemine-in-backpack

...

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