Here’s a small hotfix for a few issues that came up overnight in the 0.47 patch.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Fixed cases of camera locking vertically when attempting to eat meat whilst cold
Fixed unlocking all ghost foundation points leaving a floating ghost behind
Fixed issue preventing to use manual floor & roofs placement to function as expected in some cases
Improved procedural wall terrain detection which was in some cases not switching to manual placement
For this patch we’ve made a bunch of improvements to the custom building systems. Visual feedback when placing custom foundations or walls should now be much clearer. For custom walls we have also removed the minimum length requirement and walls will place vertical logs if below the length to place horizontally.
Advanced building of custom floors and roofs has had a total re-work and the new gizmos should make it much easier to build advanced structures. We’ve also improved how hole cutter works, both visually and allowing it to remove items placed above what you are cutting out.
For combat we’ve made enemies more agile with the ability to dodge away and then counterattack immediately after getting hit by players. Parrying enemy attacks is more reliable to pull off now, and parried enemies stagger for longer to give more time for a follow up attack. Clients in multiplayer sessions can now parry enemy attacks as well. Large axes now also have a heavy attack that can cause smaller enemies to be knocked to the ground in one hit.
We’ve also added a new profile button to the multiplayer player list so players can see each others steam profiles, added some new particles, fixed a bunch of bugs and lots more, all listed at:
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
V0.47 Changelog:
Enemies can now dodge away from player attacks immediately after being hit
Improved parry hit detection, should be easier to consistently perform parries on enemies
Fixed enemy attacks sometimes still registering after being parried
Increased length of stagger animation on parried enemies
(Multiplayer) Clients can now parry enemy attacks
(Multiplayer) Fixed bug where clients could be kicked from game if attempting to chop shark head
(Multiplayer) client player body and skin materials are now correct during opening plane crash
Fixed incorrect stamina drain when doing heavy attacks
Fixed camera rotating upwards slightly when exiting survival book
Fixed some cases of buildings placing bellow terrain while player isn’t in caves
Fixed ghost procedural stairs trigger not matching shape and environment well enough to always be reachable.
Improved ghost building placer staying above floors instead of constantly snapping to terrain
Fixed floor hole cutter rendering on wrong layer
Fixed floor hole cutter not properly showing wood particles at all rotations
Procedural walls/foundations and fences can now be placed after the first locked point and reaching the minimum length requirement
While placing a ghost wall or fence, parts that cannot be locked and wont be placed by pressing the place button now have a red tint to differentiate it from the rest of the structure
Placing a procedural wall with a short chunk places logs vertically for that chunk, instead of not allowing placement. These vertical chunks cannot be made into window or doors
Lowered min angle requirement for procedural walls and fences
Removed all ghost procedural buildings placement legacy gizmos (round half circle, grid)
Procedural foundations, floors and roofs now have a new dot and line gizmo when placing it in manual mode to fully visualize what is going on within
Revamped procedural floors & roofs manual placement in a similar way to bridge anchor locking, except that instead of targeting a single point it is possible to slide along the supporting structure shape (ie edge of wall)
It is now possible to place bridge directly when targeting it’s second anchor instead of having to first lock the second anchor and then place the bridge
Fixed ghost bridge being red after locking first anchor
Fixed red ghost material visibility
Added edge intersection check when placing floors and roofs
Floor hole cutter now also removes (some) overlapped structures
Optimized calls to nav mesh update when opening and closing defensive gate
Improved large log holder repair trigger positioning
Fixed attacking with held meat items not doing any damage
Fixed cut snow tree trunks material
Fixed stick & rock holder icons positions
Fixed wrong material on ghost log holder sticks, ghost basket sticks, raft built sticks and wrong layer settings for ghost weapon rack and floor hole cutter
Fixed player/player_net held log still using old model and textures
Fixed a bunch of material numbers for buildings being incorrect
Fixed eat meat animation not playing while player was on fire
Fixed eat meat animation not playing when eating burnt meat
(Multiplayer) Fixed camera shake not working for client during fat creepy foot stomps
Added a slight offset to fake gamepad cursor in menu so it doesn’t overlap texts so much
(Performance) Fixed unnecessary allocations in multiplayer games when in range of lakes or ponds
The escape key (on keyboard) or back button (on gamepad, either B or Circle) can now be used to navigate back to previous menu location
(Multiplayer) Added a “Profile” button in player list pointing to the Steam profile
Fixed broken transparency on coral and part of arrow feathers
Added heavy attack for large axe type weapons
(Multiplayer) Setup steal item feature to transport extra data such as meat decay state
Added new hit rock particle effect
Improved look of wood chunk particle effect when hitting structures (now uses 3d geometry)
(Multiplayer) Fixed case of dropped meat reverting to previous decay state
Fixed medicine cabinet using old log model/texture
Bone basket and arrow basket now have unique models and dedicated icons
Fixed rock and stick holder book pictures looking different than built versions
Fixed head cooking bug after using a decaying meat item
Fixed cooking head floating high above fires
Increased stipple range on some plants that were set wrong causing them to fade out too soon
(Multiplayer) Fixed dropping bodies sometimes being unpredictable/difficult to judge drop distance
Fixed cut fern texture not matching fern type
Fixed garden rotate seed type icon remaining visible after planting max amount of seed
New rain follow system that compensates player movement and time it takes particles to hit the ground
Improved look of dead mossy log
Fixed meat not set to back to the saved decay state after loading a saved game
Fixed eating oysters not working
(Multiplayer) Looting backpack now equips the plane axe if not already owned
Fixed a.i issue with enemies in caves sometimes not attacking players
Here is another small hotfix to yesterday’s v0.46 patch release fixing some issues with upgrading and some player animation issues.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Fixed skinning animal animation not resetting if player is on fire
Fixed sitting on bench animation getting stuck if player sits whilst attacking
Fixed stick + cloth upgrade recipe not working when not owning bow
Fixed items hard to interact with in inventory at low FPS
Fixed twinberries pink on the crafting mat
Here’s a small hotfix for a couple issues in today’s patch release.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Added option to use legacy controller system to game options menu (free move cursor)
Fixed some items being impossible to select in inventory with new snap controller system in old saves
Fixed bone & arrow baskets inverted in book
Player now returns to their original position when exiting chair/bench – should fix issue of players stuck in chairs built too close to tables
Reduced trigger range on chair so players can’t teleport across room to sitting position
For this patch we’ve added a new skin animal animation. Now instead of the skin magically popping off, you’ll see the player cutting and then retrieving either skin or meat depending on the animal type.
For co-op players, you’ll now start the plane crash in your own seat. Host will see the same cutscene as in single player, however client players will be able to see this from a different angle.
We’ve tried to balance gaining weight too fast by adding a calorie burning stat to the eating system. Regular exercise, including carrying logs around will increase the amount of calories you burn per day.
For players using controllers, we’ve tried to make navigating the inventory and book easier. Using a snap system, you can flick across to choose either a weapon or book button, versus having to manually guide the pointer.
Additionally we’ve fixed a bunch of bugs, set enemies to drown if underwater for too long, added new table and chair buildable items. We’ve also added water running over terrain when raining sounds, improved some a.i. performance and some navmesh issues as well as improved the look of some plants and lots more all listed at:
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
V0.46 changelog:
(Multiplayer) Fixed client dried meat not being dried when taken by host
Fixed crouch toggle not working correctly on controllers
(Performance) Replaced all pickups with deferred shader version
(Audio) Added sound effect for running water on terrain when raining!
Rabbits and lizards now have collision when moving around the world
Improved ai navmesh around rocks and sinkhole area
Optimized physics calls on animals
Caves – Fixed some small holes and gaps in some caves
Caves – Fixed cave6 cut female legs not being dynamic
When using a gamepad, cursor now snaps to buttons instead of moving freely mouse style, thus making navigating book easier.
(Multiplayer) Clients now start the plane crash in separate seats from host, and watch timmy taken away from different perspective
Fixed logs flying up in the air when chopping down trees (hopefully)
Updated ReWired (input plugin), should fix the issue with xbox One gamepad drivers after the windows 10 update
(Multiplayer) Cloth, tooth, feather and booze weapon upgrades are now visibly synced to other players !
Fixed a bug when loading a save with ceiling skull lamps causing it to not be properly toggled on/off based on distance with player
Fixed the default “Map” gamepad mapping when not using the Advanced Input (X-Input) option
Added another way to batch items from inventory to the crafting mat, it is now possible to hold the “Combine” button to incrementally add more and more items
Fixed logs floating in water that get reused by the pooling system not getting their buoyancy properly reset (past 100 spawned logs, oldest ones gets reused for new spawns)
Optimized cpu/physics usage on enemies and animals
Mutant babies will now drown if submerged in water for too long
Fixed navmesh in cave 6 causing enemies to not find paths to player sometimes
Added second skull to two headed effigy when broken apart
Revamped crafting system to allow inputs when not hovering the cog
Hitting the “Jump” button while having a valid crafting recipe on the crafting mat will now fulfill it
Hitting the “Drop” button while having ingredients on the crafting mat will now return everything to the inventory
Now clamping item info tooltip so that it is always entirely visible
Fixed crafting guide page showing the “AltFire” action instead of the “Combine” action, causing it to show wrong buttons when using a gamepad
Fixed some navmesh issues in Cave 1
(Multiplayer) Reduced animation cpu usage as host
Improved textures on some bushes/plants
Improved/changed ugly plant like grass type with a more natural grass
Fixed some cases of enemies still able to glitch through walls
Fixed some item naming issues since the introduction of carryable dried meat
Fixed page link button highlighting not working in book
Caves – Fixed hole in Cave 4
Added skin animal animation to player!
Fixed some weird collision around islands where rocks were using a wrongly scaled collision mesh
(Multiplayer) Fixed a bug causing built logs from a ghost procedural roof to not be visible until structure is completed
Fixed next update part of title scene blurry at some resolutions
Fixed missing mud pickup icon
Fixed issues with survival book sometimes drifting away from players hands
Fixed player movement slowing down when trying to open survival book while carrying a log
Fixed enemies sometimes disappearing from noose trap when sleeping
(Multiplayer) Fixed enemy movement appearing offset after being released from noose trap as client
Fixed player sometimes not able to paddle raft or houseboat
(Multiplayer) Fixed some logs flying for clients
Dried meat can now be properly put back on drying rack and retain decay status
Dried meat put down on a fire can now be eaten immediately
Increased range of catapult
Rotating ghosts buildings now speeds up after half a second
Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves
Fixed eating dried meat from inventory not yielding fullness
Moved bone & arrow baskets in book to the page 3 of storage
New buildable furnitures: table and chair
Floors & roofs no longer show the autofill/manual mode toggle action icon when not in direct vicinity of a supporting structure
Physical exercise is now taken into account in the character weight formula so that exercising a lot slows down gaining weight when over fed and speeds up loosing weight if underfed
Added home icon to bed structure
Fixed player sometimes sliding forward after a hard fall
Procedural floor no longer suggests and allow the autofill feature on a foundation (since it would just make a second floor matching the foundation embedded one)
Improved nav mesh around big lakes area
Tweaked inventory management to allow items that are both equipment and edible (such a pot filled with water) to be used with the combine button, thus leaving open the option to equip the item even when currently edible
Fixed wall/fence attempting to go up the the sky when placed on slopes with great height difference
Floor now shows a preview starting after the first locked point instead of after the second locked point
Fixed floor ghost color code not matching exactly rest of building system
Fixed fire arrow not lighting up leaf traps
(Multiplayer) Fixed arrow basket, bone basket, ceiling skull light, drying rack, rabbit skin, snack holder, meds cabinet, skull light, trophy, wall plant pot, explosive holder, catapult and water collector not following supporting dynamic structure for clients
Fixed building repair trigger not following dynamic structures movement
Slowed down enemy movement if underwater
Enemies will now drown if submerged in water for too long
(Multiplayer) Fixed placing a ceiling skull light as client leaving the place icon active
Fixed navmesh generation which was missing trees and rocks, causing enemies and animals to run through these more often.
Fixed bright purple stick visible in ghost rockpit
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
This patch adds a new armor mannequin, making it possible to store different armor types for retrieval later. We also added a new alternate log and rock holder which can be toggled by hitting the R key, these store double the amount of each item.
Dried meat can now either be eaten directly off drying rack by holding the eat key, or taken into inventory by tapping the key. This allows you to carry dried meat with you and eat it when you like.
We worked on improving animal a.i. navigation, so deer should hopefully not run through rocks anymore. We also fixed some enemy navigation issues that should reduce cases of enemies running against walls and rocks endlessly.
Almost every item you can hold in your right hand can now be used as a weapon! So if you want to hit someone with raw meat you now can. We also added a tiny amount of damage to thrown rocks, so if you want to throw them at each other in coop games you’ll now do a point or so of damage.
We did a bunch of improvements to controller usage especially in menus, making it much easier to select options, start games and more using just a controller.
Climbing axe can now be used on outside world cliffs again! There are a couple new bits of art added, including new gore models for caves, new mud models for after it rains and new mud on arm textures which should look more realistic. Items should no longer fly up into the sky when player approaches them! Some new story items and pickups have been added, along with this we also fixed a ton of bugs and more all listed at:
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
V0.45 changelog:
Fixed rock path keeping last autofill setting instead of disabling it, resulting in a state where rock path cannot be used after placing another wall or fence in autofill mode
Fixed repaired anchor version of tree structures having a rope
Fixed shutting down upgrading system before having applied all 5 views of a single glass shard upgrade leaving crafting system in a partially broken state
Fixed disassembling upgrades not properly clearing up bonuses (100% retroactive)
Fixed disassembling upgraded stick upgrades breaking it
Fixed disassembling upgrades causing burning upgrade cloth to no longer show up in inventory
Fixed material icons not visible when building a structure nested with a dynamic one (like houseboat) that has moved after ghost was placed
Interacting with docking trigger is now exclusive so that it is no longer possible to interact with other nearby triggers at the same time
Improved gamepad menu navigation, currently selected menu element highlighting should now be consistent when going back and forth in menus
(Multiplayer) Fixed invite popup not usable with a gamepad
Fixed some dynamic objects sometimes flying up into the air when approached
Fixed missing collision from some cannibal art props around the world
It is now possible to nest small buildings in both treehouses (considered dynamic, so it has same limitations as the houseboat)
Several small buildings like rabbit skin decoration and snack holder can now properly be nested to dynamic structures (like houseboat or tree structures)
(Multiplayer) It is no longer possible to equip items that are added to the metal tray directly from it, it needs to be moved back on crafting mat or inventory first (this is to prevent a duplication exploit)
New building: Large Log Holder ! Once placed, the ghost regular log holder can be toggled into a large holder. Holds up to 12 logs
New building: Large Rock Holder ! Once placed, the ghost regular rock holder can be toggled into a large holder. Holds up to 40 rocks
(Multiplayer) Fixed issue with missing buildings for clients when loading a saved game with lots of structures (instead of attaching all buildings at once they will instead be attached to the networking system up to 100 at a time per frame, this delays just a little the time it takes for everything to show up on clients and should likely be unnoticed)
(Multiplayer) Sped up time it takes to attach all trees at start of game
(Audio) Added impact sound for when hitting tents with weapons.
(Audio) Added impact sound for when hitting cannibal camp fires with weapons.
(Audio) Added new sound event for spear throwing.
(Audio) Added new sound for bone fence weapon impacts.
Optimized cpu usage on enemy ai routines
Fixed high cpu usage when survival book was open
Improved collision on old white tents, lowered wind distortion and added stipple effect when they become visible
New mud art
New muddy arms textures
New mud now stipples in instead of popping on
New bloody gore cave models added
Fixed nav mesh not updating correctly when some structures were destroyed
Viewing passenger manifest can now be cancelled by pressing attack
Fixed passenger manifest being activated at inconvenient moments such as when enemies are nearby
Fixed player weapon sometimes becoming unresponsive for a moment when near trees
Fixed shell attack not responding during jump
Fixed shell attack clipping with player camera
New building: Armor mannequin ! Stores a total of 10 Lizard Skin, Deer Skin, Stealth Armor or Bone Armor in a suited shape
Fixed case of wrong weapon stats being used after upgrading a weapon and closing inventory with escape (without selecting a weapon)
(Performance) Fixed unnecessary CPU usage from metal doors
(Multiplayer) Adding more items to a holder than its maximum capacity now attempts to return it
(Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave
Added Storage page 3 tab in book
New story item added to (spoiler, removed)
New story pickup added to (spoiler, removed)
New story pickup added to (spoiler, removed)
New story item added to (spoiler, removed)
(Multiplayer) Fixed tree structures vanishing instead of visibly collapsing for clients when supporting tree is cut down
(Multiplayer) Fixed a case of fake drop causing duplication in MP, fixes duplicating animals meat when full
(Multiplayer)Fixed cave fires doubling up visually when lit
Improved popon of some rivers in parts of world
Fixed player able to glitch through houseboat collision under some circumstances
Hand icon will now point towards the selected menu item when navigating title scene and in-game menu with a gamepad
Software cursor shown when using gamepad in book now has a more reasonable size
Fixed some gamepad navigation issues in options
Disabled prev/next action icons shown when using gamepad in book
Grabbing sled is now hold “Take” action instead of simple press
Increased max amount of rocks in sled to 26 (from 15)
Fixed sled rocks using sheen material instead of regular one
Arrow basket, bone basket, drying rack and skull light can now be nested with dynamic structures (ie: houseboat)
(Performance) Turned off some additional cave floors that were on even when player was above ground
Deer should no longer run straight through walls and structures
Climbing axe can be used on above ground cliff faces again, (except for sinkhole)
Fixed broken glitchy waterfall particles in sinkhole
Fixed player sometimes surviving fall into sinkhole
Fixed some cave entrances popping on too close
Dried meat on rack can now be collected with a simple press of the “Take” action (instead of holding it for 0.5s which will still eat it)
It is now possible to eat dried meat in inventory
Player can now attack with held items such as fish, dead rabbits and generic meat
Picking up small rocks/tennis balls when holding logs no longer drops the logs
Fixed player animation breaking sometimes when picking up a spear while doing a downward axe chop
Small rocks will now deal damage when thrown at player or enemies
(Performance) Fixed star system having high CPU usage when in caves
Fixed placing several buildings ghost with the Batch feature blocking opening inventory
(Multiplayer) Fixed meat client gets on drying rack always fresh regardless of actual decay state meat had for host
(Multiplayer) Fixed client adding edible/spoilt meat on rack turning to fresh meat
Improved texture resolution on cave corpses in cave6
Fixed incendiary upgrade on spear not saving
(Multiplayer)Optimized mutant transform cpu usage for clients
Here’s another small hotfix, this time (hopefully) completely fixing the issue some cards were having with new ocean causing game to crash. All cards should now be able to turn on Wave Displacement quality mode in options settings. (although slower cards may want to keep to flat for performance reasons)
It turned out to be a texture format (R8) we were using for the ocean that wasn’t supported by all models of cards!
Additionally, whilst testing we found the sharks had been missing this patch, so also fixed them.
v 0.25b part 2 hotfix:
Fixed issue with new ocean crashing on some model cards (older ati cards, some integrated laptop cards), let us know if this still happens for anyone
Fixed sharks missing from ocean!
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Here’s a small fix to properly switch ocean types at start of game for some players who were having crashes on integrated graphics cards/low spec machines. As well as some other small fixes listed below.
v0.25B hotfix:
Changed how new ocean behaves at start of game. New ocean will no longer be active at start if ocean is set to ‘Flat’ from title options screen. If playing on an integrated graphics card or having any crashes when starting the game, set ocean quality to ‘Flat’ in options menu. (temporary solution until we find a better fix)
Possible fix for some players having invisible ponds/lakes
Fixed issue with scale/blend weight of dead enemies sometimes not applying on client
Fixed issue with props on mutants sometimes popping in after death for client
Fixed intermittent issue that could be preventing saving in SP
2015/10/07「http://survivetheforest.com/2015/10/v0-25-custom-effigy-building-multiplayer-improvements-new-fish-types-new-ocean-fixes-balance-audio-improvements-and-more/」
We’ve thought for a long time that effigies are cool. It’s really fun to kill an enemy, chop him up and make some art out of his body parts on the beach.
However it’s been limited to preset designs – we thought giving people total freedom in what they can construct would be a great feature, especially in multiplayer where you and a friend can create something unique together.
So this patch we’re introducing Custom effigy building!
To start, select the Custom Effigy, it replaced the old Simple Effigy *(prebuilt effigies are still available for those not interested in designing their own) Once the basic custom effigy is constructed, find an enemy, chop his limbs off and bring the parts over to start building.
Note – Even torsos work with this new system, and you can use sticks to further increase size of effigy.
This patch also introduces our new ocean. It’s based on a new unity asset store plugin, however the creator has joined the team here and has been customizing it and helping us implement it. For those with lower end pc’s we’ve included a ‘Flat’ ocean type in options menu which will let you switch to the simpler looking old ocean.
Audio has seen some more improvements and additions, most objects now react and have sounds when pushed.
For multiplayer we’ve changed the network interpolation delay and tweaked packet settings to (hopefully) smooth out the multiplayer experience. We’ve also fixed some additional bugs. Suitcases are much smoother to push as client, the metal doors are now working in mp, and breakable crates should now sync between players.
Enemies now have lod’s added to them and we’ve improved how they use motion blur hopefully improving performance drops caused by enemies being near by.
Along with this there are also a load of other fixes, changes, gameplay balance and small art tweaks, for the full list check out below.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
V0.25 Complete
New building: Custom Effigy – replaces ‘Simple Effigy’ in book (once built, use sticks to add to base shape and/or limbs and torsos to create effigies of your own ! Range and duration of the repulsive effect when lit depends on amount of added limbs)
New Ocean shader! Now has 3d waves and foam! – note – low, ultra low and fastest quality settings default to old ocean. This can be changed in quality settings
Player will now find themselves hung upside down when waking up in cave and will need to cut themselves free
New rain shader! *again – this time runs faster and looks better
Improved terrain water accumulation
(multiplayer) Animations now blend more smoothly for client players when attacking enemies.
(multiplayer) Fixed animation issues for client when mutants would die
(multiplayer) Fixed bug where cave enemies would sometimes ignore clients if client was far enough away from host player
(multiplayer) Lowered network interpolation delay for clients to improve responsiveness over network
(multiplayer) Metal doors are now correctly synced between players!
(multiplayer) Fixed head bombs not synced between players
(multiplayer) Fixed issue with grabbing items nearby a sled after looking at the sled picking up whatever is inside
(multiplayer) Breakable crates in overworld are now synced between players
(multiplayer) Improved suitcase syncing between players
(multiplayer) Fires don’t give light for players that aren’t around when first lit
(multiplayer) Fixed issue with scale of fire after loading a saved game in multiplayer
(multiplayer) Fixed some smaller issues with log/rock sled in multiplayer
(multiplayer) Fixed an issue that would occasionally stop players from connecting to a multiplayer game after already having joined one
(multiplayer) Fixed issue with effigies not always lighting up for clients or being lightable for clients
(multiplayer) Fixed animation issue that would happen when you were looking at another player dropping a corpse on the ground
(multiplayer) Fixed issue where suitcase “lock” icon would always be visible even after suitcase had been opened
(multiplayer) Fixed Defensive Wall Reinforcement sometimes doubling up
(multiplayer) Fixed cutting tree sometimes not finalizing properly leaving a floating cut tree
Fixed bug where fire would sometimes be really big when first lit under some conditions
(audio) Axe, club and rock weapons now make impact sounds when hitting plane hull
(audio) Ambient sounds no longer briefly heard before plane crash starts
(audio) Echo added to sinkhole!
(audio) Increased footstep volume when running
(audio) Revised scream sounds to sync better with animations
(audio) Fixed inaudible drop sound on pre-placed dead mutant bodies. Fixed bat exit cave sound inaudible.
(audio) Fixed thunder playing effect twice when rain starts
(audio) Added water drips to rivers during rain
(audio) Added less full-on inhales for when coming up from underwater
(audio) Randomised offset to fire start time to stop audio distortion when building lots of fires close to each other
(audio) Sigh relief sound effect is now played when the player extinguishes being on fire by entering a water volume
(audio) Weapon clean sound now plays when entering water with a bloody weapon.
(audio) Suitcases, laptops, small pots, food carts and plane seats all have sounds now when pushed
(audio) Fixed suitcase smash sound sometimes playing twice when hit and distorting audio
(audio) Tuned cliff, item push, and some player sounds
New art added: Blue tent (replaced placeholder blue tents)
Terrain shader improvements, faster rendering, better performance when raining and more tweaks
(balance) Increased lung breathing duration to 25s
(balance) Rebalanced all weapon speed/damage/block strength
(balance) Slightly lowered energy drain from swinging an axe
(balance) Stopped bombs and dynamite sliding as much after being thrown
(balance) Blocking with weapons no longer drains stamina
(balance) Bow max charge duration set to 2s (was 5s before) Now, release when visually the bow looks ready and you will fire a straight shot
(balance) Lowered speed of shell attack
(performance) New Mid level trees added
(performance) Mutants now have skinned lod meshes
(performance) Optimized animator on distant/not visible enemies and bodies
(performance) Lowered memory usage in render textures by about 200megs
(performance) Lakes and ponds are now fully disabled when far enough away
Fixed blood visible on screen during drag away cutscene
(UI) Added weapon block strength display to inventory item tooltip
Amount and type of enemies in the world will change over time depending on how many are killed
More trees now respond to wind!
Trees when cut no longer switch shaders -improving jump between cut and not cut meshes*still some improvements needed to make this totally seamless
Lighting weapons and projectiles now requires to hold the “Lighter” button for half a second
Fixed suitcases around plane respawning at runtime when going back and forth to the plane
Fixed enemy placed art often being half underground, having wrong rock texture, or having items not pickupable when destroyed
Fixed strange shading on fire built model due to wrong occlusion map
(visuals) Improved look of lakes/ponds. Fixed mip mapping issues causing pixel distortion in distance. Better bump and fog settings. Brightened streams and improved bump/blend and -reflections.
New enemy behaviour – mutants can sometimes be seen feeding on body parts in caves!
Fixed missing seaweed prefabs under water
Fixed weapon fire light having a really big range and lighting up entirety of caves!
Lowered brightness of player_net lighter
Blood particle effect made less shiny/metallic
Brightened colors on edible and spoilt fish, generic meat, rabbit, lizard materials to make difference between states clearer
Upped max arrow amount in inventory from 12 to 30
Multiple arrows can now be upgraded at once with a single bottle of booze
Fire arrows now look red in inventory
Fixed laptops being too dark and some still having old model linked in
Lowered chance of birds clumping onto perch targets on built items
Updated enemy cave layout in some caves
Improved some areas of cave collision to stop feet poking through
Fixed fullness not getting consumed while sleeping (so it behaves like thirst)
While sleeping both fullness and thirst can only be consumed up to a threshold, so that you never wake up on the verge of dying (unless you engaged sleeping in this state)
Sleeping is now limited to once per day (unless woken by enemies in which case it doesn’t count towards this limit)
Shelter now shows remaining time until next sleep instead of action icon while the feature is locked (display is relative to 1 in game day, ie if the bar is 50% filled it means half a day -remains before sleeping again)
Effigies now require to hold the “Take” button for 0.5s to set alight
Added lighter action icons to all effigies
Added more fire particles to molotov to make it look spread out more
Molotovs can now be used to fuel fires
Molotov no longer leave fire floating in the air when colliding mid air with something
Fixed Destroyed Tied Tongue effigy parts not being pickupable
Fixed birds perching on other birds
Fixed bug where bodies could not be placed in Log Sled when carrying rocks.
Fixed bug with terrain sand making it look 8-bit around beach area. Balanced look of sand.
Improved cave reflection cube map for underground lakes
Sun is now correctly blocked by thick clouds in sky
Added blend option for clouds and new overcast texture to simulate clouds/storms forming before rain
New base cloud texture!
New rope material/textures
New cave art added: Stalagmites and stalactite types
Fixed bug where you could open survival book whilst climbing rope
Fixed some issues with matching props/textures when switching to dummy on death
Fixed 3 sappling types missing texture on thin trunks
New gameplay option: “Advanced controller support (XInput)” (required to use the game with a Steam Controller, it is off by default so check out options if you need it)
New gameplay option: “Show projectile reticle”
New graphics option: Ocean Quality [Wave Displacement / Flat] Low, Fastest and Ultra Low quality presets use Flat ocean quality by default.
New texture added for cannibal carry away timmy
New art added – replacement rocky/dirt ground texture
It is no longer possible to drink (from ponds/Lakes) while moving
Ensured better randomness of plane crash site roll
Cave 1 – fixed seam in floor, fixed distortion in parts of floor. Raised rocks in flooded room. lighting improvements, more walls replaced with mineral wall type
Graded ground textures to match values in trunks closer
Less electric green in tree moss
New fish models and types added!
Fish are now killable with regular weapons and explosives (hitting them with axe is pretty fun but probably way overpowered currently)
Fixed spamming the “Lighter” action with a fire arrow equipped creating several fires over time (could eventually cause fire to stay on forever and enemies to get caught on fire when -poked with the fire arrow)
Lighting arrows now requires to hold the “Lighter” button for half a second
It no longer possible to shoot arrows while lighting it on fire
Arrow fire now properly shuts down after a few seconds
Arrow fire now properly burns close by objects
Lowered big effigy burn duration to 20 minutes (was 40)
Worked around an issue with some keyboards shooting keydown message repeatedly when holding down a key, preventing from using held input actions
Player no longer gets cold immediately when entering water at night or in caves, instead there is a chance it happens over time when water level is above ankles
Player can look down more while climbing cliffs
Fixed player movement breaking when sitting on a bench and alt attacking with a spear
Fixed player crouching glitching out whilst holding lit arrows
Fixed raft row material glowing
Fixed grabbing rocks from sled while carrying a body bug
Improved look of dirty pot water and improved look of steam particle when boiled
Fixed issue causing water pot to have a wrong texture when boiling dirty water on fire
Increased player swim upwards speed
Balanced blood amount on screen when suffering damage
Food cooking on a fire gets destroyed when the fire does, except water pot which you can pick up empty afterwards
Fixed bug where camera could be sometimes slightly offset after plane crash
2015/9/18
Hey Everyone,
Here’s a small hotfix to last night’s patch, fixing some small bugs found last night/this morning
Fixed bug where logs could not be added to sled unless you were also carrying a rock along with some other issues related to this and also issues related to sled and saving/loading
(multiplayer) Fixed issue with lighter behaving strangely if other players had molotovs out
Fixed new laptop art missing rigidbody and not able to be pushed around
(multiplayer) Fixed dropped decaying meat missing reference on rabbit
Fixed small bug with deer decoration rendering on top of inventory
Fixed arrow getting consumed on crafting mat when used with bow to set ammo type (it now properly goes back in the arrow stack)
Fixed issue with lighting arrows when having more than 12 arrows in a saved game
2015/9/17
Hey Everyone,
We’ve had lots of requests for a Kick/Ban menu in multiplayer and so have implemented a first version of this. Kick is temporary and players are able to rejoin instantly, ban is set by the server host and can be for as long as you want. Press TAB to bring this menu up.
For weapon upgrading, it was never really clear how much faster or deadlier a weapon was getting when you stuck teeth and feathers to it, so we’ve changed the display of the tool tip when you hover over weapon items. We now also display more information when placing items on the crafting mat about what effects the upgrade will have on the weapon stats.
Axes will now align much better to cut point on tree, hopefully improving feel of tree cutting.
You can now put out lit fires by hitting them, added new player animation for opening book, we finally added option to lower texture resolution (this means we will eventually enable much higher resolution textures, but for now the option to go lower is available).
We’ve also fixed a bunch of bugs, added ability to place rocks in log sled, more balancing and cave layout/fixes, added some new art (some new cave wall types, club models), some new hidden story pickups, A bunch of new audio and way more fixes and tweaks all listed below.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
v0.24 Complete
New input action: Multiplayer > PlayerList (set to Tab by default, not added automatically if custom bindings exists)
(multiplayer) Fixed host not counting itself in lobby member count displayed in game browser
(multiplayer) Player list (has ban/kick features)
(multiplayer) Banned players list (has cancel ban feature)
(multiplayer) Title scene displays a message when sent back there after being kicked or banned or attempting to join a banned game
(multiplayer) Fixed weapon damage inconsistency between single player and multiplayer – ie modern axe now takes less chops to chop down a tree in multiplayer
(multiplayer) Fixed bug where enemies would play standing up animation often right after being killed
(multiplayer) Fixed client unable to finish defensive wall reinforcement
(multiplayer) Moved back button down to avoid blocking hosting game by Steam for several hours when clicking too fast on create lobby button at some resolutions
(multiplayer) Fixed mutant babies disappearing for clients when they die
Inventory camera now moves back to fit whole carpet in view at all aspect ratios
(performance) Texture resolution options added to options menu!
Rabbits that are lit on fire turn into edible cooked rabbits when they die
Fixed gamepad navigation in menus
Fixed ghost rock fence not saving properly (might require to recreate the ghosts to have the proper shape)
Fixed distance from water at which fires must be built to be lightable
(Audio) Added break SFX for wooden objects, cardboard boxes, laptops and effigies
(Audio) Updated drinking sound for drinking from water sources such as ponds and water collectors, sound now timed to pond drinking animation.
(Audio) Added bone rattle and cracking atmosphere sounds that react to wind to each of the cannibal art structures.
(Audio) Added new bone sounds to mutant leader movement, hit reaction and attack animations.
(Audio) Added SFX for weapons hitting ground, water, rocks and other inanimate objects
(Audio) Added slide SFX for wooden crates, small cages, tables, rocks, laptops and cardboard boxes
(Audio) Added moaning wind ambient SFX to cave entrances and built structures
(Audio) Added burn SFX for female creepy mutants
(Audio) Rain SFX now responds to wind intensity
(Audio) Added cracking wood sound to fishing stands, sound responds to wind intensity.
(Audio) Added creaking ambient sound to Tree House and Tree Platform structures, sound responds to wind intensity.
(Audio) Fixed female creepy mutant SFX getting left behind as she moves
(Audio)Seagulls make individual sounds
(Audio) Large structures now moan in high wind
(Audio) underwater, swimming sounds, and jumping into water splash made louder
(Audio) Fixed pale mutants sound being muffled
(Audio) Log Cart sound intensity lowered
(audio) Fixed missing katana air Whoosh sound
(Audio) New hacking up mutant body sounds and new hitting/killing animal sounds.
Reduced maximum amount of feathers you can get from hitting dead birds with rocks
Player can now put out lit fires by hitting them
Axe should line up to cut point better when chopping trees
Fixed various animation glitches when transitioning between axe animations
Fixed enemies not jumping over stick & rock fences
Fixed dropped upgraded spear turning into dynamite pickup
Fixed houseboat not floating correctly
Book open animation added!
New art – Enemy club remodeled/retextured
New art – new model for regular crafted club – also now easier to select in inventory
Fixed some breakable wood planks giving leaves and playing plant hit sound effect
Fixed dead screen showing action icons
Fixed big buildings (like the houseboat) flashing out when looking down while placing on slopes
Molotov tutorial now only shows when a molotov is up, and is deemed done when a molotov has been lit
Blood now accumulates on screen for longer whilst getting hurt and stays even longer while in grey zone
Fixed bug with ghost skull decoration when loading a saved game
Fixed place bomb feature showing place talky icon
Fixed action icons disappearing when alt tabbing back in game
Fixed rare case of UI looking doubled
Lowered swing speed of craft club and held enemy club
(performance) New lods added for cliff rocks, cliffs, lake rocks
Fixed suitcases sometimes showing as open but having a locked icon above them.
New cave tileable wall textures added
New cave ceiling textures added
Fixed mutant baby spawning 2 ragdolls when killed with fire
Fixed some survival settings (starvation/thirst/cold) broken after loading a saved game, causing for example breathing duration to be really small
Fixed some pathfinding issues with defensive walls
Fixed action icons of inventory item tooltip breaking their scale and position when switching from mouse to gamepad while it is visible
Faster transitions into and out of axe attacks
Thrown molotovs will wake nearby sleeping enemies
Screaming enemies will attract/wake up nearby enemies
New player/timmy animations added to opening plane crash
Hitting hanging bodies now has a chance to spawn cash
Improved foundation system to better work with explosive destruction and improve destruction performance
Fixed an occasional bug when using pouch to collect berries causing all icons to stay visible on bushes in range
Fixed issues with save files date not displaying sometimes
Fixed several file dates issues, including dates of cloud files (should now properly sync only once)
Fixed listening to walkman music not regenerating energy (works once per in game day) + the return of the flashing outline !
Arrows now go through cave doors and can stick to terrain behind !
Fixed slight fired arrow positioning issue
Tweaked arrow physics settings so that it falls down more at it flies in distance. With those settings, a fully charged arrow shoot (5s bending) is very accurate while a mid charged one --cannot go far in distance and can only be used for close up combat
Fixed enemies sometimes facing wrong direction when hit with arrows
Fixed enemies sometimes glitching through walls during combat
Fixed skinny mutants appearing to damage defensive walls
Thrown flares should emit more light and be more useful for finding way in dark
Fixed burnt baby texture looking shiny
Building distortion now scales with damage proportional to max HP (from 1x to 10x)
Building distortion now only effective past 0 damage
Fixed upgrades not spawning renderers when reaching max amount
Removed upgrade counters in inventory item tooltip
Now displaying weapon speed & damage values (upgrade bonus included) in inventory item tooltip
Now displaying preview for weapon speed & damage upgrade bonus when adding ingredients on the crafting mat !
Improved inventory item tooltip positioning so that it cannot go below bottom of screen
Lowered penalty of each upgrade type
Arrows now limited to 12 in inventory
New upgrade recipe: Fire arrow (1 arrow + 1 booze)
New upgrade recipe: Bow set ammo (1 bow + 1 arrow, none consumed, sets which arrows are used first by the bow)
Picking up an item while underwater and dropping it underwater no longer equips previously equipped weapon
Fixed lighter tut coming up in caves while underwater
Improved molotov fire particle quality
Fixed issue causing rocks to stop spawning after collecting a large amount
Fixed issue where some hidden caches of dynamite were not pickup able
You can now place rocks in log sled! and switched log sled add to a generic icon
New close range attack animations added to cowman
Fixed some swimzones in cave 6 and in other areas around world that shouldn’t have been there
Fixed issues with jumping into water while holding story clues. Also prevented dropping those items
(performance) Lowered cost of rain particles to render and killed them faster instead of rendering them far under terrain
Deer run away from player more consistently, and run faster
Updated cave 8 enemy layout
Two new story clue pickups added
Terrain – fixing some areas with holes, fixing some cliffs misaligned. Improving look of area around big lake.
New terrain shader, renders faster, looks better. Includes improved snow, wetness near water and more
Improved cave water shader – now easier to see, better reflection and better clearer refractions
2015/9/2
Hey everyone,
3 hotfixes this morning! This one fixes an issue with holding a fire arrow for too long (over 30 seconds) and then firing it causes clients to be kicked from multiplayer games
2015/9/2
Hey everyone,
Here’s a small hotfix, fixing some of the issues that were reported overnight:
v0.23b
Fixed tutorials being off when underwater breaking picking up items underwater and causing their pickup or can’t carry anymore messages to stay on screen permanently
Fixed bug where most oyster spawners were placed too far below sea level and set to wrong terrain texture – making them extremely rare. Also fixed issue where they wouldn’t be visible, only the pickup icon in rare case they were found
(multiplayer)Fixed issue where clients couldn’t break wood planks open in some parts of caves
Fixed bug with arms and legs not spawning bones correctly when overcooked on fire
Added more protections against rare cases of axe not swinging (if anyone is still getting this, let us know the exact steps and we’ll make a fix)
2015/9/1
Hey Everyone,
We’ve added a bunch of gameplay tweaks and improvements this patch, including a first pass at passive skills that improve over time – run a lot and you’ll be able to run slightly further without running out of stamina, dive underwater a lot and your breath will last longer.
Two new building types have been added – a first pass at rock walls (although currently requires probably way too many rocks) and a new procedural stick fence!
More cave work has been done. For the overworld, a bunch of improvements including little paths, better ground textures and details. There’s also been a ton of new audio improvements/additions including the new ‘Player burning to death’ sounds.
We’ve also added oysters to the game, but so far no one on the team has been able to find them.
There are also more visual tweaks, multiplayer fixes, and lots more, check out the full list below.
Note! We’ve changed how molotovs work slightly. You now have to light the molotov by pressing L. However you can also throw unlit molotovs at enemies, dousing them in flammable liquid and increasing the damage further lit molotovs do to them! Let us know what you think of this and the other new changes and As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
V0.23 Complete
Added Run & Breath silent skills, reducing running stamina cost or increasing lung air breathing duration as player practices those activities
New building: Procedural Stick Fence ! (can be found in bottom right page of shelters)
New building: Procedural Rock fence ! (can be found in bottom right page of furnitures)
New building: Defensive wall reinforcement ! (can be found in the decoration page, but nevertheless increases the wall strength by 45%)
Light fire weapons animation added!
Lighting a molotov now requires “L” to light
Molotov dousing – throwing unlit molotovs at enemies will cover them with alcohol, causing increased damage when set alight
(multiplayer) Game browser now displays amount of players currently in game
(multiplayer) Stick marker color is now synced
(multiplayer) Fixed client not properly waiting for building bellow to be loaded before removing black screen, thus causing to fall down below (when game was saved while on a player made structure)
(multiplayer) Fixed issues with fire replication
(multiplayer) Players can now see each other fire arrows and other burning projectiles properly
(multiplayer) Trees will now fall smoothly for clients
(multiplayer) Fixed several cases where mutant would switch clothes and weapons would switch for clients when killed
(multiplayer) Suitcases now replicate correctly between players! (previously would only work if players were close together and suitcase not not been physically moved)
(multiplayer) Fixed issue where logs could be duplicated by juggling them between two players (SORRY!)
(multiplayer) Fixed bodies sliding when dropped
(multiplayer) Increased volume of walky talky
(multiplayer) Fixed Lizards disappearing for client in traps
(multiplayer) Fixed Clients not getting cold outside of caves
(multiplayer) Fixed a case of foundation repair trigger vanishing for clients when it shouldn’t
(multiplayer) Fixed an issue where the body of skinny mutants would warp to regular mutants upon death
(multiplayer) Fixed an issue where cowman would knock clients over when they were outside of his targeting range
(multiplayer) Fixed Water level in water collectors not in sync between server/client
(multiplayer) Audio parameters will now replicate over the network to clients
(multiplayer) ‘Burn Damage’ animation will now properly play on mutants for client
(multiplayer) Alive rabbits dropped by client will now move aligned to terrain
(audio) Thrown objects will now distract enemies when hitting any solid object, rather than just trees and terrain
(audio) Dropped objects will now attract enemies in the same way as thrown objects
(Audio) Mutants sound clearer
(Audio) Added player on fire hurt sounds
(Audio) Fix jumping on ground when raining playing very watery sound
(Audio) New fireman idle, movement, attack and getting hit sounds.
(Audio) New female creepy mutant idle, getting hit and death sounds.
(Audio) Added doppler effect to fireman fire movement and attack sounds.
(Audio) Added new freakout reaction sounds to regular female mutants.
(Audio) Increased volume of small boats/raft on water and raft paddling events.
(Audio) Tuned all aspects of swimming sound
(Audio) increased level of blood drips
(Audio) Fixed timing and tuned levels of bow and arrow
(Audio) Tuned levels of eating and drinking
(Audio) Added lighting molotov sound and improved its held on fire sound
(Audio) Optimized memory footprint
(Audio) Clifftop surf sound now audible
(Audio) Jumping on rocks plays rock sound
(Audio) Shipping containers play metal footsteps
(Audio) Geese have some sounds now
Fixed anchorable rope not getting destroyed with the building it is anchored to
Fixed player camera clipping through tree trunks after being chopped
Player can now set tennis balls on fire !
Reduced burning weapons memory allocations
Made underwater breath duration more consistent
Fixed Sleeping mutants stay frozen if killed before waking up
Lowered position of stick marker color trigger to make it easier to find
Player can no longer survive falls by using survival book or inventory
Holding the “Batch” button while placing a building now automatically brings up the same ghost building to be placed again
When items placed on the crafting mat match with upgrade recipes it will now be listed in the same fashion as normal recipes !
Fixed some bugs with fire particle size when fires were re-lit and stocked after loading a saved game
Fixed animal numbers never going down even when killing lots
Opening the book while in the air now delays opening till player is grounded again
New art added: Improved burning log (used for bonfire)
New art added: Improved bow and arrow
Improved look of pale cave mutants (resculpted normal map)
Improved shading of regular and skinny mutants (better sss, less orange skin diffuse, better spec)
Fixed seam on remote players head
New shader – toon outline for alpha textures – selecting feathers or other items with an alpha map will now have correct outline
Branches and leaves are now cut off trees with a built tree structure ! (only works on pine trees with moss currently – rest of trees soon)
Wood planks in caves can now be blown up with explosives
Survival book entry for skull lamp needed resources should match blueprint
Doubled rebreather air capacity
Can no longer open inventory while underwater
More underwater sea weed/coral placed. Underwater pickups placed and some hidden caches
Leaves are now required to build bonfire
New item added: Oyster. Can be found in ocean, can be stored in backpack and eaten but has limited shelf life
Terrain/world improvements, adding more detail to edges of some ponds, adding new paths, filling out empty areas, improving look of some areas
Improved fire particles on creepy mutants
Replaced/improved enemy necklace model, and enemy prop textures
Fixed flickering on small pine tree sapling!
Fixed normals on log spike tip
Grey zone health threshold now set at 10% (was 5% before)
While in grey zone, player weapon damage is increased by 30%
Improved terrain textures and shading
More plane crash animation added – more debris flying around, especially towards end as plane crashes
Cave 9 re-work
Fixed device placer (used by bomb & talky) showing icon too early and on colliders which nothing can be placed on
Fixed a rare case of weapon lock up after throwing projectiles
Fixed banding in sky especially at night (Unless on lowest material quality level, which will run slightly faster but still exhibit some banding)
Drinking a soda will now instantly restore some stamina along with energy
Improved shading on fat creepy mutant
Plugged in and fixed burnt materials for all cannibal types
Targeting a climbable wall now displays a sheen icon while not carrying the climbing axe
Dead bodies around the world now have a chance to appear as bloody, burnt and with limbs missing
Placing buildings near a raft no longer places it on top of the raft if it cannot be nested with it
Fixed issues with fat creepy mutant being able to damage player when not attacking
Fixed fat creepy able to stun lock player when knocked to the ground
Eating mutant limbs now hurts player slightly and gives less fullness replenishment
Halved soda thirst replenishment
Drinking from a dirty water source (like ponds) now replenishes only half of the total thirst
All regular mutants health increased by 25%
Decreased fire damage to all mutant types
Decreased bomb damage to distorted mutants
Decreased damage done to all structures by mutants
Decreased chance for mutants to attack structures
Increased chance of skinny mutants eating bodies
Arms & legs can no longer be picked up from exploded mutants
(performance) New lods made for: Cannibal hut, Cannibal fire details,Massive rock, Background mountains,Plane crash, waterfall, pinetree top heavy
(performance) Lowered mesh count on randomly placed dead wood and fixed orientation
(performance) Lowered rendering ranges for all lower draw distance settings (med/low/ultra low)
Fixed climbing wall icon not using the proper climbing axe icon
Improved terrain around cave 10 and fixed orange tent sitting crooked on rock
Fixed some areas where ocean trigger was missing/misaligned and would let you walk underwater or didn’t have fog visible
Switched wall experimental and basic wall positions in book. Wall experimental is now default wall.
Better matched cliff grass to terrain grass using planar mapping
Lowered intensity of skull light built
Small material tweaks: Darkened cave entrances to match albedo of surrounding rocks, brightened ghost experimental material to make it easier to see during day, tweaked clouds, fixed sheen on raft rowing stick, tweaks to plants material/spec settings. Improved look of held molotov. Improved shading on dead sharks and live sharks.
Tutorials are now hidden while in water
Rebreather bubbles activate only past 80% screen water coverage
Player cannot be burnt past 50% screen water coverage anymore
It is no longer possible to open book while swimming or diving
Can no longer light fires that are built underwater
Improved particle effect for standing fire, fire pit and basic fire and bonfire
Pause in inventory is now delayed by 1s to solve tone mapping issue
Fixed building not working in both tree houses
Fixed issue with weapon rack system allowing to duplicate items on rare occasions
Lowered chance of getting teeth when hitting enemies
Replaced circuit board spawners with dynamic laptops that need to be smashed open
Fixed issue where shelters page 2 could be skipped if shelters wasn’t viewed through survival book
Sharks attack player more often now
Sleeping and being woken by enemies should happen less often, and only when enemies are actually close
Fixed blood particle effects missing when hitting enemies
Fixed mutants not facing target sometimes when eating a body
Fixed some icons (like building repair) staying up when dying
Fixed issues with stamina calculations when running
2015/8/14
Hey Everyone,
This patch cleans up a lot of the multiplayer combat, fighting enemies as a client character should now feel a lot smoother and react better.
Player movement has also been improved, as we found the positioning of the player camera was causing some additional stutter as the player moved.
Visually we’ve replaced our bloom (again) with a new faster better looking physical bloom, replaced tone mapping and camera adaptation, and added some new effects. This includes a pretty amazing looking depth of field that isn’t quite ready to be used yet (currently blurs player and weapon) but we’ve left the option in in case anyone wants to play around with it.
We’ve also fixed a bunch more bugs, added new audio, added a new moss/grass shader which allows moss to grow on rocks and cliffs, and added more animation to the opening plane sequence along with lots more all listed below.
V0.22 Changelog:
(multiplayer) Massively improved responsiveness of enemies for clients. Should fix issues of them playing wrong animations, stuck in wrong poses or sliding during combat.
(multiplayer) Fixed bug where mutants could get stuck in burning animation (which could also be mistaken as disco-dancing)
(multiplayer) Fixed enemies sometimes not acquiring new target after current target is knocked down
(multiplayer) Revive other player feature now requires to hold the “Take” button for 2.5s
(multiplayer) Fixed bug where client entering save game would hear multiple building complete sounds
(multiplayer) Fixed issue where players would sometimes not hear building complete sounds
(multiplayer) Fixed clients getting kicked when eating leg/arm after it got burnt
(multiplayer) Fixed clients having lighter stuck after loading a saved game with lighter equipped
(multiplayer) Fixed clients not being able to repair custom foundations
(multiplayer) Increased time clients can wait with black screen at start of game to give time to bigger maps to load before enabling gravity (should reduce cases of falling through -structures)
(multiplayer) Fixed some inventory sounds audible to other players
(multiplayer) Fixed fat creepy not attacking client players
(multiplayer) Other players flashlights now visibly light up on mesh
(multiplayer) Fixed female enemies sometimes having wrong dead body
(multiplayer) Fixed issue causing foundation floor to not fully show up for clients when structure isn’t closed
(multiplayer) Breakable pathways in caves are now synced with clients
(multiplayer) Fixed partially cut down trees saved as cut down in MP
Plane crash animations added! Draws now fly open, luggage gets sucked out!
New cave floor variation type added
Enemies and animals should do a better job of avoiding player built fires
Improved mutant animation, more death variations
Smoother overall player movement, hopefully less camera stutter
More chance of seeing skinny mutants climb trees
(audio) Impact sfx added to cages crates and wooden table
(audio) Ambient river now fades in/out on approach
(audio) Linear emitters for river sfx, sinkhole streams, oceans, some waterfalls and clifftops
(audio) Events added for all different lake sizes
(audio) Crocodile sounds added
(audio) Voice count raised to 128
(audio) Raft will now play ambient sound when positioned over water
(audio) Sound effects added to abandoned yacht
(audio) Mutant baby audio added!
(audio) River sound improved
(audio) Clifftop wind added to clifftops
(audio) Player extinguish sigh
(audio) Unique sounds added for eating meds, eating meat and drinking water
(audio) climbing axe on rock sounds added
(audio) Bat Scare created
(audio) New events added for breaking laptops,cardboard boxes and effigies
Improved lichen rock visuals
Improved enemy burn animations
Fixed crouch player input sometimes not responding
Tweaked weapon upgrade stats – making a weapon lighter will now also lower its damage slightly. Lowered all upgrade amounts.
New faster tonemapping and eye adaptation
New physical bloom (faster and better looking)
Fixed fig trees popping off too soon
Fixed issue with v-sync needing to be disabled in game options menu
Fixed missing rain particles when raining – new rain particle has fake refraction added
Book light now only affects book and not rest of world
Water now accumulates faster on terrain when raining
Lightning flash now casts shadows!
Cave 6 major re-work
Cave 8 rework
Updated enemy layout in cave 6
Metal food carts now react to being hit
New cliff rock art (connects terrain to cliffs)
Improved cleaning up equipped stuff when dying (drops body, logs…)
Equipping plastic torch now properly hides lighter tutorial
Pressing escape while in save screen now properly closes it
Fixes issue with lighter not working properly when having a bow on a weapon rack
Fixed icons staying up after exiting item holder triggers
New cliff shader! Adds grass/moss based on slope. Used on big cliffs and big rock chunks, fallen logs, etc everything.
Fixed blown up floor logs on custom foundations not getting respawned when repaired
Fixed ghost wall defensive not saving properly (retro compatibility hack might cause old saves to have an overlapping log in between chunks)
Made Ex Floors & Roof closer to supporting walls (not retroactive)
Reduced power and speed of katana slightly
It is no longer possible to pick things up while pushing the log sled
Crafting arrows while having bow equipped and no arrow before now properly equips an arrow automatically
Cleaned up/reorganized graphics options and added new category for post effects
Defensive spikes, basic wall with window, basic wall with door, Bonfires, Gazeebo and basic stairs now have proper render distances on the max setting
Animals should do a better job of avoiding cliffs/walls/trees etc
Broken crate bits no longer impede player movement
Fixed player not aligned to benches sometimes when sitting
Player now faces the direction they approach benches when sitting
Material Quality setting now changes water material for a cheaper one when using the low setting
Improved look of sinkhole transition
Improved look/layout of cave entrances
New Art: Replaced large ugly rock
New image effect: Depth of field (currently blurs player also, this is experimental and not recommended!)
Fixed player heavy attack sometimes getting stuck on
Fixed animals not triggering big traps
Fixed bug causing suitcases to look open but be closed or the other way around
Fixed bug where carrying an enemy body on fire causes the fire to stay forever after dropping it
Fixed right arm on dead bodies not choppable
Fixed player being able to double jump under certain conditions
Fixed issue with structure anchor not being stored correctly, causing it to accept multiple objects instead of one and destruction to fail working properly for bridges (not retroactive)
Fixed turtle meat not spawning when already owning a turtle shell while picking it up
Fixed water partially covering entrance to cave3
Fixed equipping lizard skin while having plastic torch out breaking its held animation
Fixed bug where one of the cave climb out entrances would stop terrain loading
Halved chance of rain
Standing fire will now also warm players as well as give off light – but has much smaller warmth trigger than regular fires
Improved foundation destruction logic to prevent some cases of foundation ending without bottom row, flying in the air
Hey Everyone,
Here’s another small hotfix solving some issues players were having with old saved games. Thanks to everyone who sent us save games to help solve these issues!
v0.21c hotfix
Fixed bug where some old saved games wouldn’t load
Fixed bug where equipping some items in left hand in old saved games could break items/cause items to vanish
Fixed bug when equipping battery based left hand item while out of battery
Fixed bug where climbing down rope player hands would be offset
(multiplayer)Fixed issue where players could be teleported to log sled across map in some cases
Fixed flags/markers action icon visible by default
Hey Everyone,
This patch has a ton of new sounds, gameplay tweaks, balance tweaks, a couple new buildings (procedural defensive walls, floor hole cutting!!), improved AI for the new cowman mutant, a bunch of multiplayer and single player bug fixes, some improved caves and lots more.
We’ve also changed how repairing works. Now you’ll actually need to replace some of the lost logs instead of being able to just use tree sap for more heavily damaged structures. Let us know what you think about this change, and if it makes things too hard, or is still too easy and should be pushed further (To avoid destruction all together, use the cheat mode by typing ‘ironforest’ in title screen.)
Note: To eat berries/food/ or drink at lakes, press and HOLD the action key.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
v0.21 Changelog:
Following features now require to hold their respective button for half a second to be triggered: cancel ghost buildings, drink & gather water, procedural buildings auto fill, eat berries and mushrooms found in world, eat plane food, eat cooked/dried food, light fires, save, sleep
Dropping a body now properly brings up right hand item instead of both left and right
Fixed cursor being visible during loading
Spears no longer fall through terrain or disappear when colliding with animals/enemies
Spears collide with more solid objects
When already equipped, lighter no longer needs to be stashed first to light a weapon or arrow
Fixed lighter toggling
Timmy’s Robot toy can now be fixed on the crafting mat in inventory !
Flare gun can now be reloaded using flares on the crafting mat
Can no longer equip utility item when in inventory using keyboard shortcut
New pedometer art added! Now actually looks like a pedometer instead of a mobile phone
Pedometer pickup removed from plane and added to tennis player corpses
Tennis team – improved visuals, added detail maps and better shading. moved to hidden position in caves
Fixed Walky Talky disappearing when added to the crafting mat
improved fat creepy mutant, more attack variety, can be staggered by explosions, can dodge close player attacks
Fixed bugs with log sled when grabbing/letting go while on a foundation
Birds can now be killed with explosives
Ocean fixed issue where high detail bump would sharply mix with low detail distance bump
Water sources now delays showing icon again after the drinking animation
Fixed both R and xbox R being visible and overlapping each other in experimental wall toggle addition prompt while using a gamepad
Fixed button navigation in book (“PreviousPage” & “NextPage” buttons)
Added action icons to Previous/Next book page buttons when using a gamepad
Previous/Next book page buttons can be trigger with “Take” button when using a gamepad (A by default)
Pressing “Drop” button (B by default with xbox gamepad) while in book now closes it
Fixed torch getting stashed when equipped from inventory while having lighter equipped
Fixed fires not being lightable while having torch out
Flashlight now has longer throw and is less saturated
New version of smaa added to antialiasing
Clicking back button of option menu now saves settings (was done in following menus until now)
Pressing B on xbox gamepad on a UI with a back/cancel or continue button now triggers it
Fixed player feet sliding when walking slowly with xbox controller
various fixes to swimming animation/movement
Fixed upgraded stick counters not showing properly when adding ingredients to crafting mat
Swimming fixes: Player no longer shoots out of the water when breaking surface. Swimming animation turns off faster when exiting water. Fixed bounciness when walking in shallow water. Fixed animation glitch when jumping into shallow water.
Replaced ugly grass terrain texture and fixed issue where starfish were still spawning on top of it
New waterfall flowing white water shader!
New item: Breakable flare box!
Larger radius on bomb explosions, and larger gib radius for mutants
Burn animation added to mutants!
Improvements to cowman mutant a.i.
Fixed frost post effect (when cold) going a bit too high on occasion (ie after a lag spike with the right timing)
Fixed issue when exiting/entering caves causing massive fps drop
Cold damage effect made more subtle
Fixed cold damage message staying up after dying in caves while it was up
Increased LOD range in caves
Time is now paused while in inventory in single player mode
Dropped flares when you have too many now properly drop an unlit flare
Dropped dynamite when you have too many no longer explodes
Fixed log holder take/add icon arrows reversed
(multiplayer) Fixed enemy animation being buggy for client if they died when on fire.
(multiplayer) Fixed flash light not replicating properly on remote players (would either now light up at all, or be too bright).
(multiplayer) Fixed an issue where rabbit trap would not always work properly when reset by non-host players.
(multiplayer) Fixed an issue where rabbits in cages would disappear on load.
(multiplayer) Made receiving and sending game invites through Steam a lot more reliable.
(multiplayer) “Press E to respawn” message after dying now uses the proper “Take” action icon instead of the fixed E
(multiplayer) Fixed remote players name showing while game is loading on their end or during their plane crash sequence
(multiplayer) Fixed rebreather not showing up on remote players
(multiplayer) Fixed dropped live rabbit not spawning for other players
(multiplayer) Fixed map pieces not showing properly for remote players
(multiplayer) Fixed dropped sticks/rocks/flares/dynamite/skulls not showing for remote players
(multiplayer) Gardens now replicate for players over network!
(multiplayer) Fixed an edge case issue where water in water collectors would differ between servers and clients
(multiplayer) Remote players will now show the correct blood/muddy arm textures depending on if they are bloodied/muddied locally
(multiplayer) Fixed an issue where large traps would de-sync if host triggered them
(multiplayer) Fixed loading a game saved in caves as client
(multiplayer) Fixed parts of players own heads visible at some angles, such as climbing down rope or moving camera fast to one side
(multiplayer) Revamped build mission system to be more reliable
(multiplayer) Breakable wood planks are now synced between players
(multiplayer) Explodable caches are now synced between players!
(multiplayer) Fixed some issues with cowman over network
(multiplayer) Fixed repair icon staying visible for client after repairing a building
(multiplayer) Fixed desync issue with log cabin destruction for client
Fixed body parts still sometimes falling through caves when cut
Fixed suitcases spawning items multiples times when hit
Fixed heavy swing restoring stamina
Fixed missing cave nav mesh
Fixed various issues with wall climbing
Improved explosion/collapsing visual effects for some buildings
Fixed shadow blocking partially blocking climb exit in cave1
Fixed player sliding while opening book whilst jumping
(hopeful fix) for player occasionally flying into air when running and jumping at enemies.
world – improved cliff areas and grass placement and thinned out some excess rocks on some cliffs
Switching batches of textures to crunched compression mode – should improve load times and memory
Going in water without a weapon no longer brings up default weapon
Carrying body without having a weapon equipped before no longer brings up default weapon when dropped
Bed, Log Holder, Rock Holder, Stick Holder, Weapon Rack and Explosive holder can now be jumped by cannibals and destroyed by mutants (Armsy, Virginia, Cow man)
Buildings that have collapsed logs now require logs to be repaired (1/3 of collapsed logs)
Fixed bug where foundation would prevent itself from repairing properly and respawn with missing bits at bottom
All mutants can now interact with swinging bodies, dynamic crates and other objects
Fixed jump input occasionally not registering
New building: Extensible Defensive Wall ! (replaces legacy one in book)
New building (kinda): Floor hole cutter ! (caution: holes are definitive !) (SP only)
Gamepad mappings are now properly refreshed when a new one is plugged in and each gamepad has its settings saved independently
Fixed gamepad mapping icons not getting loaded when gamepad wasn’t plugged from the start
Fixed Ex wall sometimes going below ground when placing
Volumetric light sample quality settings now hooked up into options menu (turn up for smoother more accurate volumetric light, and turn lower for faster performance)
Terrain quality now also influences terrain pixel error resulting in less popping on higher settings and faster performance but more popping on lower settings
Northern mountains are now cut out of ai nav mesh properly
Cave 7 lighting and props pass
Clicking on exceeding story clues in book now opens corresponding page of notes
Fixed enemies sometimes not turning aggressive when attacked
Fixed enemies in wrong position sometimes when caught in noose trap
Fixed camera looking down neck on plane crash intro
Added “Max Frame Rate” setting to option (can prevent camera stutter with some hardware)
Swinging a lit weapon no longer causes big light to emit during swing, instead light intensity is lessened
(audio) Setting a weapon alight plays fire start sfx
(audio) improved waterfall sounds and range and positioned on outside falls along with in caves
(audio – multiplayer) Fixed inaudible deer startle, animal hit and die sound effects for clients, along with inaudible weapon Swoosh sound effect for client.
(audio) Increased ambient audio zones in upper areas of world, tweaked hanging rope sounds and player dragged away sounds
(audio) Sound effects for bird landing on finger added
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