Don't Starve - PT 7 - DOORWAY TO ADVENTURE UPDATE! - With Mabi -
Don't Starve's newest update as of 3/26/13 dubbed, "DOORWAY TO ADVENTURE" brings so many new things to the horrid yet beautiful world. Check out my play through of the NEW ADVENTURE MODE as I create new items and fight creepy and dangerous monsters!
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INTRO/OUTRO SONG:
Go Cart - Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
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PATCH NOTES:
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
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