Don't Starve Together

Don't Starve Together

Hound Companion
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Update: 18 Oct, 2017 @ 10:08pm

Hound AI changes and renaming hounds! (Kinda!)

-Took the Denmother off her shrinking pills.
-Slightly offset hound spawn positions for the Denmother.
-Tweaked hound brains to make them prioritize following their leader over attacking something they're angry at. If you decide to flee, the hounds will too.
-Hounds are now afraid of epic creatures and will run away from them while idle. However, they will face their fears and attack giants regardless if their master is in potential danger.
-Hounds now will give chase for 2/3 the previous time.
-Hounds will stop attacking a fellow companion hound immediately after the player stops commanding them to.
-Hounds will no longer retaliate against their fellow hounds when bit.
-Sleeping hounds AI revamped. Hounds will never fall asleep when too far from their master, but will try to sleep at 1/3 health and stay asleep until at least half healed. Hounds will also fall asleep at night, as long as they aren't in combat. They WILL still try to sleep mid-combat at low health, but may be stunlocked out of doing so if they're being hit too often.
-Puppies will stop attacking their mama hounds shortly after the command to do so ends. Unfortunately, neither the puppies nor fully grown hounds have qualms about teaching the younglings a lesson for playing rough. This shouldn't happen often, but it can, and will generally lead to the death of the puppy/puppies involved.
-Puppies now regenerate significantly slower than fully grown hounds.
-Giving a hound a piece of papyrus will re-randomize their name, in case you were tired of their old one. This has a slightly higher chance of the hound getting a rare name. (Does not work on puppies.)
-Player characters will address the hound's name change on inspection until the next server reset. The hovering name change will immediately take effect.

Update: 14 Oct, 2017 @ 1:23pm

-Fixed crashing bug relating to hound health.

Update: 14 Oct, 2017 @ 12:43pm

-Age of hound now contributes .1%/day to transforming into a golden hound instead of 1%. This should make golden hounds more rare to come across.

Update: 14 Oct, 2017 @ 7:17am

-Removed several debug commands.
-Tweaked hound movement. They will no longer run away from you, letting you push them out of the way and feed them things easier. They will also let you get farther away without deciding to run after you. This should make big swarms of doggos more tolerable. (Puppy AI not affected)
-Fixed bug that crashes when puppies are born with a rare name. (1/100 chance, derr)
-Hounds should wake up to watch you just before you get far enough for them to follow now.
-Frost and Flame hounds are no longer sterile!
-Frost and Flame hounds have a 40% chance to have like-colored puppies, and a 60% chance of a normal puppy.

Update: 15 Sep, 2017 @ 5:01pm

-Added regeneration config options!
-Added max health config options!

Note: These options only affect fully grown hounds! Puppies haven't been rebalanced or integrated into the config options yet.

Update: 15 Sep, 2017 @ 3:54pm

Welcome to the first of a series of balance-themed updates! Yay balance!

-Rearranged variables to be more pleasing to read through.
-Added dev text to help learn what functions are at a glance. (In case anyone decides to go code snooping/I get confused what something does.)
-Hounds will now retreat from combat at 1/3 health instead of 1/10 health. This should allow them to return to you faster if they're losing a fight that you've already decided to run away from. If you continue attacking they can still re-target whatever monster you're after, so take care!
-Health regeneration has been nerfed across the board for the different hound types.
-Attack damage has been nerfed across the board for the different hound types.
-Attack speed has been buffed across the board for the different hound types.
-Golden hounds rebalanced to be less stupid OP in general.
-Added framework for a broken collar that will eventually drop on hound death...

~~~~~

For reference:

~Normal hounds~
Health regen: 5 per 0.2 (25hp/s) -> 3 per 0.2 (15hp/s) []
Damage: 20 per 2 (10dps) -> 10 per 1.5 (6.66dps)

~Ice hounds~
Health regen: 15 per 0.2 (75hp/s) -> 6 per 0.2 (30hp/s)
Damage: 35 per 2 (17.5dps) -> 15 per 1.5 (10dps)

~Fire hounds~
Health regen: 10 per 0.2 (50hp/s) -> 4 per 0.2 (20hp/s)
Damage: 30 per 1.5 (20dps) -> 20 per 1.2 (16.66dps)

~Crazy hounds~
Health regen: 7 per 0.1 (70hp/s) -> 10 per 0.2 (50hp/s)
Damage: 40 per 1.5 (26.66dps) -> 24 per 1 (24dps)

~Gold hounds~
Health regen: 10 per 0.1 (100hp/s) -> 3 per 0.1 (30hp/s)
Damage: 20 per 0.5 (40dps) -> 25 per 1 (25dps)

Hound healing to full from 0 health rates:
Normal: 66.66 seconds
Ice: 50 seconds
Fire: 75 seconds
Crazy: 24 seconds
Gold: 66.66 seconds

Update: 6 Dec, 2016 @ 9:37pm

-Hounds should keep you as thier leader after you die.

Update: 4 Nov, 2016 @ 8:10am

-More puppy names!
-Rare/Sekrit puppy names!
-Denmother has a sleeping animation now. (She can't sleep yet.)
-Hounds have functionality to allow them to carry things for you just like chester. They'll hold still once you get the pack open so you can rummage around, but don't expect them to do much else for the duration.
-If you want to test out the wolfy pack mules, spawn in kokocarrier.

-VANILLA PUPPIES! AND KITTIES! SO CUTE! <33

Update: 21 Jun, 2016 @ 7:44am

- Grown hounds now have slight size differences to help tell them apart.
- Grown hound sizes will stay the same when resetting the server! (Only half true with puppies.)
- Fixed crash with transforming hounds at startup.
- Fixed bug where normal hounds would transform on world reset.
- Highly increased chance of hounds spawning transformed. (From collars only. From 1/100 to 1/10)
~~~~~
If you're curious, the chances for a freshly spawned hound to be transformed is as follows:

>90% chance of normal hound
>10% chance of a transformed hound
-0.1% chance of nightmare hound
-4.95% chance of ice hound
-4.95% chance of fire hound

Update: 17 Jun, 2016 @ 7:28pm

~The war update!

-Freshly spawned hounds have a chance of being fire or ice hounds.
-Puppies can be fed meaty stew to help them grow faster! (Each stew skips 2 days of growing!)
>Denmothers
-Can now breathe. It's kind of creepy.
-Will eventually spawn a puppy after being fed large meat.
-Have a small chance of dropping another heavy collar if fed dragonpies.
-Can now be pushed around. They're still kinda heavy though..
-Will go to war against other nearby denmothers, calling guards to attack for her.
>Den Guards
-Die in about a minute and a half, and attack far faster than normal hounds.
-Will ignore anything attacking them in order to fulfill their duties.
-Will occasionally spawn as larger 'fire' hounds or smaller 'ice' hounds.
-Don't care that you exist.