V0.43c – hotfix

Hey Everyone,

 

Here’s another small fix for an issue with auto fill/manual placement of walls which could have issues when building over lakes or other triggers

 

  • Toggling between autofill and manual placement for walls, floors and roofs is now done with a simple press of the “Craft” button (instead of hold), fixes issues with other trigger breaking the toggling such as drink trigger when building over a lake

 
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

V0.43b – hotfix

Hey Everyone,

 

Here’s a small hotfix to last night’s patch release, fixing an issue with the new rock and stick bags and saving/loading.

 

 

  • Fixed max amount bonus from having stick or rock bag in inventory stacking up each time a saved game is loaded

 

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.43 – Stick and rock bags, super meds, building improvements, bug fixing and more

Hey Everyone,

 

For this patch we’ve added new craftable stick and rock bags. Once crafted, these will increase the amount of rocks and sticks you can carry in your inventory. Along with this we’ve also added new craftable super meds, which will restore more health and stamina than regular meds. Recipes for these can be found in the survival book.

 

We’ve added autofill preview to procedural walls so they work similar to placing floors. Responsiveness when building on top of platforms/floors has been improved, and should result in less cases of structures snapping underneath you instead of on platform. On foundations, walls will now attempt to auto fill the entire floor area, not just the foundation shape as was previously the case.

 

For mutant a.i. we’ve added the ability for them to attempt to eat food from drying racks, or if there is no more food hanging to destroy these racks. We also fixed some issues with a.i. running to targets  they couldn’t get to and animal a.i. spawning inside player structures.

 

Along with this we added some new sounds, more props to cave camp sites, fixed a ton of bugs for both single and multiplayer and more, the full list can be viewed below.

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.43 changelog:

 

 

  • Audio – added sounds to book opening on plane
  • Audio – fixed timing of meat eating to fit new animation
  • Fixed some structures not getting cut out of nav mesh correctly on loading save game
  • Mutants will now attempt to eat food from drying racks, once there is no meat left they will destroy the rack
  • Fixed some cases of enemies running somewhere when there was no path to the target
  • Prevented animals from spawning inside player built structures
  • Added new craftable item: Meds+. Craft with 1 marigold, 1 aloe and 1 coneflower, restores 100 health points
  • Added new craftable item: EnergyMix+. Craft with 1 coneflower, 1 chicory and 1 aloe
  • Fixed 2d filling cog not functioning properly in specific cases, i.e. upgrade recipe matching some ingredient with a recipe which currently has all its ingredient on the crafting mat but not valid amounts yet (like arrows & speed+ upgraded stick)
  • Clamped garden plants scale to prevent it from ever going into negative
  • Caves – Camping garbage added to cave 10 and 2
  • It is no longer possible to be brought under terrain by the climbing down top of rope animation.
  • It is no longer possible to use the top rope trigger to initiate rope climbing from below it, bottom trigger should be used instead. This prevents playing the climbing down rope animation when not effectively trying to climb down
  • Fixed greebles switching from regular to snow when standing right on the edge in between
  • New craftable item: Stick Bag. Combine 2 ropes, 3 cloth and 1 rabbit skin. Increases stick carry capacity by 10
  • New craftable item: Rock Bag. Combine 3 ropes, 3 cloth and 3 rabbit skin. Increases rock carry capacity by 5
  • Updated meds crafting page in survival book
  • Fixed repair building trigger position not calculated properly, causing icon to possibly be inside the building depending on its orientation
  • Moved shelter’s icon a little bit more outside structure
  • Eating marigold now gives 5% fullness (same as other plants) and plays eating sound when used
  • Increased cooked meat trigger size, should make it easier to target meat over the fuel fire trigger
  • Unlit molotov thrown at lit fires now fuel it (but still doesn’t light unlit ones)
  • Increased duration collapsed building pieces remain to 5s (from 2.5)
  • Fixed collapsing foundation not releasing its logs individually and instead staying glued in oddly shaped chunks of several logs
  • Improved look of Pine Tree Top Heavy – straighter trunk, removed lower branches.
  • Fixed glowing mutant leader straps
  • Fixed wrong uv’s on back of some magazines and pickups
  • Fixed missing backfaces on dropped lizard and rabbit skin prefabs
  • Caves – better collision on rockground rock type
  • Caves – fixed holes in cave 6
  • Fixed repetition of female head on stick art placed around the world
  • Improved responsiveness of weapon when attacking while recovering from a swing
  • It is no longer possible to place a defensive wall reinforcement on gate chunks
  • (Multiplayer) Fixed fish trap resetting when there’s a fish trapped remotely
  • (Multiplayer) Fish trap no longer syncs its sprung state, since fishes are local to each player it allows traps to catch fish on each player side independently. Resetting fish trap is still common to all players
  • Fixed player collision getting stuck on enemies standing directly below player
  • Life buoy now make sound when pushed and now float in water
  • Player blood map seams fixed
  • Fixed ghost roof default visual not centered and weirdly offset
  • Fixed resetting fish trap not having a delay allowing currently caught fish to escape
  • Fixed all types of maple trees not blowing up when within an explosion happening mid range from a player
  • Fixed some tree/tent intersections
  • Revamped procedural wall auto fill: in the same fashion as floors & roofs, walls now show a preview of the result of “auto fill” feature. By default it tries to guess what mode is desired and toggles between manual and auto fill depending on ghost touching terrain or a player made structure, holding the “Craft” button (C by default) allows to toggle between modes manually. After doing so it no longer switches mode automatically until a new wall is being made
  • Placing a procedural wall on a foundation with floor will now cover the floor area instead of matching the foundation shape (so if foundations have an open side the ghost wall will cover that part as well instead of leaving it open, note that as all constructions it can be cancelled if not wanted)
  • Now checking against existing wall chunks (or derivatives such as fences) when placing a ghost wall (or derivatives) and skip placing new chunks over existing chunks that share exact same position and size (for example, after autofilling a wall and cancelling a chunk, autofill can be used a second time to fill the gap without spawning doubled up wall chunks overlapping the existing ones)
  • (Multiplayer) Fixed cave pre-placed fires not being lightable
  • Better lod for sinkhole base lowest lod and matched to latest layout
  • (Multiplayer) Fixed gamepad not having same restrictions as keyboard when using chat, causing issues such as allowing to double jump and possibly breaking all input
  • Increased chance of enemies dodging thrown molotovs and other projectiles
  • Enforcing trigger validation while paddling raft to ensure driver unlocking when landing
  • Defensive wall gates are now considered dynamic buildings which doesn’t allow nesting other structures to it (not retroactive)
  • Vertically snapping structures (like decorative skulls) can no longer be parented to dynamic buildings which do not allow it
  • Timmy drawings can no longer be attached to dynamic buildings which do not allow it
  • Fixed excessive distortion when damaging gardens
  • Fixed logs thrown into the sinkhole staying floating mid air, they now properly go all the way down !
  • Fixed screen sometimes shaking randomly when walking around the world
  • Fixed meat clipping into player body while eating
  • Fixed player crouch getting stuck sometimes when moving through shallow water
  • (Multiplayer) Reduced some jerkiness in squirrel animation as client
  • (Multiplayer) Fixed player slowly rotating to the side and ending upside down when using chat box while swimming
  • (Multiplayer) Fixed flickering on back of tabloid magazine when viewing another player holding it
  • Fixed player getting thrown up in the air if standing on top of an explosive
  • Added screen distortion effect to plane tv screens when plane begins to crash
  • (Multiplayer) Fixed game freezing when closing inventory after adding more items than shown using metal tray on the crafting mat (i.e. add metal tray and 40 leaves to crafting mat then close inventory without combining)
  • (Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave
  • Fixed lizards and other animals not falling from trees that are cut down
  • Lizards will no longer try to climb trees that the player is chopping
  • (Multiplayer) Fixed interaction distance with item holder trigger of sled being really short
  • (Multiplayer) Fixed cutting stumps away from host not not blowing up
  • New memory and performance optimizations added to pathfinding

 


V0.42c

Hey Everyone,

 

Here’s another small hotfix, this time fixing some performance issues with some quality presets

Note: If finding low performance on a custom preset, check the ssao value is set to off

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

 

  • Fixed some incorrect quality presets causing lower than expected performance on quality levels lower than highest

 

 

V0.42b

Hey Everyone,

 

Here’s a small hotfix for a couple issues that came up in friday’s patch

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

 

  • Fixed some bugs with regrow mode in multiplayer games that could cause regrown trees to vanish for client and be uncuttable for host in some cases
  • Fixed a case of player weapon getting stuck unable to swing during combat
  • Fixed player sometimes gliding when running up slopes and other objects

 

 

V0.42 – Tree regrow mode, multiplayer hole cutting, meat eating animations, bug fixing and more

Hey Everyone,

 

This patch introduces a new game mode, where trees  will grow back overtime as you sleep. Type: regrowmode in the title scene to activate this mode. With it enabled, a percent of trees will grow back each time you sleep at a shelter. Sleep enough times without cutting down any trees and eventually the entire forest will be repopulated. Note – to keep a tree from regrowing in this mode, remove both the tree and the stump so that  they don’t grow back inside your base.

 

For multiplayer we fixed some issues where enemy a.i. would often prioritize the host player over any clients if both were nearby, and have finally gotten hole cutting working for structures in multiplayer games, it’s actually even possible to cut holes right out from under other players. We’ve blocked this action for clients if iron forest mode is enabled by host to stop unwanted renovations to your buildings by other players.

 

A new meat eating animation has been added to help with immersion, and a new poison system for enemies has been added – now when hit with a poisoned arrow instead of simply taking damage they will move much slower for a short period of time – this is especially helpful for some of the game’s faster enemies.

 

Sticks can now be stored in and transported in the log sled, a ton of bugs have been fixed including one where it would make it impossible to open your inventory upon loading if you had saved without the plane axe in your inventory, there have been some a.i. Improvements especially with pathfinding around villages, some new particle effects added, and lots more tweaks and fixes all listed at:

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.42 changelog

 

  • Fixed limbs being difficult to chop from dead bodies
  • Fixed birds sometimes flying in small circles
  • Added additional particle effects to exploded enemies
  • Enemies will now die when falling from a great height
  • (Multiplayer) Floor/Roof hole cutter is now available ! Clients cannot cut holes in ironforest mode to prevent griefing
  • Caves – fixed 2 holes in cave 2
  • Fixed player head clipping through objects when doing downward axe chop
  • Added missing rabbit fur cost for bed in survival book
  • Fixed excessive random jitter sometimes occurring on floors after cutting holes
  • Fixed deer sometimes standing on edges of cliffs
  • Fixed survival book not mentioning rabbit fur cost of bed
  • (Multiplayer) Fixed random object spawned at the location of metal tin tray for clients
  • (Multiplayer) Fixed distortion of damaged procedural buildings
  • New poisoned effect:  when shot with poisoned arrows enemy movement is slowed and damage output is reduced for a short time
  • Bigger structures that can’t be placed on houseboat floor can no longer be placed on its walls
  • Fixed enemies sometimes able to kill players who are in downed state
  • Killing enemies in trees should now cause them to fall to the ground
  • Enemies should no longer get stuck running inside cannibal huts
  • Log sled can now also be used for transportation of up to 58 sticks ! When sled is empty, hold a rock or stick to place the first and thus select the carried item type, after that the selected item can be added without needing to hold it first (like on regular holders)
  • (Multiplayer) Fixed ghost tree structures loaded from a saved game not getting removed if tree is cut down
  • (Multiplayer) Fixed remote player plastic torch flashing when they enter the game
  • (Performance) Fake drop feature now re-uses existing instance whenever possible (only when used pickup is dynamic, otherwise we have to spawn a dynamic one), also fixes fake drop cleaning up decaying meat
  • Fixed extremities of foundation’s floor not perfectly overlapping the area, eventually causing foundation to be visible on the sides, also fixes some weirdness with holes on sides of floors and roofs not perfectly conforming with hole area. Might have an impact on look of previously made buildings/holes
  • Added new cheat code: “woodpaste”. Can be used to reset floor & roof holes in a saved game. Cheat works once when game is started then gets reset when going back to title screen. Does nothing for MP clients
  • Shortened minimum stairs locking length down to the minimum technically possible length with current formula
  • Downwards stairs (place first point up then aim down) now skips the platform part on the first chunk if locked shorter than the regular minimum length
  • Deadfall, HB, swinging rock, noose, rabbit and fish traps now cost one stick to reset
  • Ghost foundations can now be snapped back at first locked point regardless of what height is currently aimed at
  • Enemies will now attempt to jump up onto structures built low to the ground to get to the player
  • (Multiplayer) Fixed client not seeing host climb rope animation, if loading a save game with no weapon equipped
  • Added new cheat code: type: regrowmode in title scene to activate/deactivate. When enabled 10% of cut down trees will grow back each night the player sleeps, For multiplayer games this needs to be enabled by host to have an effect on game. Only stumps will regrow into trees, so if you want trees cleared in some areas, for example inside your base, be sure to remove the stumps!
  • (Multiplayer) Fixed syncing of iron forest mode so clients no longer run distortion logic when it’s enabled, which could cause clients to see highly distorted structures that will never be destroyed
  • New art added: pamphlet
  • When a bush is burning, its remaining berries are now removed
  • (Multiplayer) Stalagmite destruction is now synced to nearby players
  • Improved enemy pathfinding around villages and firepits
  • Fixed jumping axe attacks sometimes not registering hits on enemies
  • Regular enemies will interact more with dynamic objects in the environment
  • It is no longer possible to place items such as bomb when in range of an interacting trigger (such as save trigger from shelters) to avoid blowing yourself up when trying to save with C whilst also holding a bomb.
  • Fixed gap between roofs and walls
  • Added ‘eat meat’ action to player when consuming cooked meat
  • Fixed repaired fish trap turning into rabbit trap
  • Fixed pause menu not visible on super wide monitors
  • Now filtering out rocks from clearing system (used by ponds etc), preventing to end up with invisible collision like at the pond near the cannibal village
  • Fixed lizard, crocodile and rabbit skin vanishing if player tried to pick them up whilst already carrying max amount. Dynamic version will now drop in it’s place
  • Fixed mud spawning underwater after rain
  • Burnt headless bodies now stipple in
  • Fixed cave waterfalls missing flowing water effect making them dark/hard to see
  • Improved raft buoyancy settings, should prevent it from not properly unlocking driver when leaving water
  • Fixed tortoises not dropping heads
  • Fixed tortoises not dying when set on fire
  • (Multiplayer) Fixed distant cut down trees not refreshed and showing billboard when late joining a game or joining a saved game
  • Fixed a bug when loading a saved game without owning plane axe preventing inventory system from functioning, notably causing both inventory and book to be impossible to open
  • Added generic protection against inventory initialization failure, game should keep working even if something goes wrong in there
  • (Audio) Fixed some environment SFX (like waterfalls) not working after loading a saved game
  • Added information about poison arrows to survival book
  • (Multiplayer) Fixed survival book on other players not using correct texture for front of book
  • Roof hole cutter now allows cutting several holes aligned with each other without completely cutting the roof in between holes
  • Fixed elephant leaf plant billboard turning off too soon
  • Fixed bird on hand not motion blurring correctly
  • (Multiplayer) Fixed bird on hand not appearing on other players
  • Light molotov tutorial now gets hidden when opening inventory or book
  • (Multiplayer) Fixed bow not being drawn back on other players
  • Upgrade recipes now show the 2d filling cog when there’s at least 2 different ingredients on the mat
  • Fixed small crafting ingredient (such as teeth) below crafting cog not reachable when crafting cog is hidden
  • (Multiplayer) Fixed enemies tending to target host more than clients
  • (Multiplayer) Fixed client unable to remove tree stumps when far away from host
  • (Multiplayer) Fixed sky lightning getting stuck visible for clients when host is in snow biome and client isn’t
  • Fixed FPS lowering when survival book was opened

 

 

V0.41b – hotfix

Hey Everyone,

 

Here’s a small hotfix fixing some of the issues that came up after yesterday’s patch release

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.41b hotfix:

 

  • Fixed completing ghost tree structure causing trees of this type to keep the cut leaves when pooled/reused across the world
  • Calibrated floor & foundation floor log cost with new log size to match old cost for a given area coverage
  • Fixed loading saves with buildings ghost past ingredient requirements, it now automatically completes it (to fix rare cases of this occurring)
  • Fixed blocking while in hanging cut scene breaking animation
  • Updated navmesh in cave 2 to improve enemy pathfinding
  • Fixed boats not properly undocking when dock gets destroyed
  • Floor hole cutter now only cuts structure within the visible white rectangle area and no longer those that have been targeted and are above or below
  • Fixed roof hole breaking height calculation, causing roof shape to change when applying the cut
  • Fixed roof not calculating height properly depending on alignment with world
  • (Multiplayer) Further increased damage distortion of regular (not procedural) buildings for clients
  • (Multiplayer) Fixed bombs exploding over a foundation floor not distorting for client

 

 

V0.41 – Improved building visuals, Ragdoll enemies, Fish trap, Floating logs, Bug fixes and more

Hey Everyone,

 

For this patch we’ve remade the basic log and half log art used for custom building, we’ve kept the basic shape but improved texture look and shading. We’ve also added variations of the half log so floors no longer have a visible repeating tile and will instead pick from one of the random variations when created.

 

Floor hole cutting has been massively improved, we’ve made the cut appear as a ghost outline above your built floor which makes it visually easier to see the cut and also fixes frame rate issues with cutting the colliders in real time for the preview. Floor cutter can now also be used to cut through multiple buildings at the same time.

 

The survival book has had a pass on layout and readability. We’ve added color coding to the different sections to make it easier to jump to a tab based on color and to more easily identify the different buildable items. Custom building is now in blue, fires in yellow etc

 

Enemies finally have ragdolls! They should now fall against rocks and cave walls in a more realistic way. (but expect some bugs)

 

We’ve also added buoyancy to logs, now when they are dropped in water they will float instead of sinking to the bottom. The rabbit trap can now be converted into a fish trap if placed in water. We redid the houseboat to use the new half log art and set it up so it can now be moored at the dock. We fixed an issue with HBAO on ATI cards, improved the fire arrow system to be clearer when switching between arrows and made it so they require cloth to craft, fixed a bug where snow trees turned into normal trees when cut, along with lots more bug 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

 

V0.41 complete

 

  • (Performance) Reduced CPU overhead cost from animal spawning logic
  • (Performance) Reduced allocations from tree wind sfx logic
  • All mutants now have improved explosion gibs
  • Physics objects will react more to nearby explosions
  • Particles – replaced fire effect on lit arrows!
  • Fixed arrow fire wrongly showing fire hit particles when shot
  • New art added: Dead baby corpses combined
  • Fixed issue with HBAO artifacts on ati cards
  • Chopping dead sharks will now leave a headless ragdoll
  • Fixed walls sometimes snapping below when placing on custom floor
  • Hole cutter can now cut several buildings at once, whether side by side, at different heights and/or overlapping each other, making it a lot easier to edit complex/composed structures. Watch out for side effects of this change when trying to cut a single floor
  • Ghost floor is now red when it cannot be placed
  • Added rolloff to building distortion intensity, looks a lot more natural and avoids axe hits from distorting a whole house boat (for example ;)
  • Fixed book tabs not having sheen effect when player is in cave
  • Caves – Dead baby piles added to cave 4
  • Fixed pine tree cut having shimmering cut section where model was overlapping
  • Caves-  ROV added to cave 9
  • Ghost raft now stays above water
  • Ghost house boat now stays above water and can only be placed above water
  • Improved look of bestary drawing outlines
  • Caves – thicker collision on cave entrances
  • Option menu now updates its centering after resolution changed
  • Limited framerate to 60 in title screen to fix overheating issue on some graphics cards
  • Added low SSAO quality (effective with HBAO only)
  • Setup buoyancy on logs !
  • (Performance) Fixed extra physics cost for MP clients when there was a raft or houseboat in the game
  • Push houseboat icon is now outside its walls
  • hybrid ragdoll system added – enemies will conform better to the floor when dead or dropped from carried.
  • Fixed dropped bodies sometimes disappearing when dropped on a steep slope
  • New building: Fish trap ! Bring the legacy rabbit trap to a water area and it’ll turn into a net able to catch fish. Must be suitably placed in a fishing area to be efficient !
  • Arrows are now limited to 5 on the crafting mat and adding/removing arrows from the crafting mat moves all 5 without requiring to hold the batch button
  • Added cloth to burnable arrow upgrade recipe
  • Setup burnable cloth model on arrows
  • Fixed rock path rocks not getting a randomized rotation
  • Increased view range for all ponds
  • Pond spawned rocks now stipple on
  • Caves – reachable skull lamps now all dynamic
  • More health on elephant leaf plant
  • Touchbending added to saplings!
  • Fixed plane lod being drastically lower in save game versus new game for interior
  • Dead bodies can no longer be dropped when standing very close to walls/rocks etc
  • New art added: Revised log model, spike log model, and 3x half log variations
  • Ex Floors now accepts log model variations + setup 3 variations
  • Ex Stairs now accepts log model variations + setup 3 variations
  • Ex Dock now accepts log model variations + setup 3 variations
  • Setup new log model on wall, foundations, log pickup
  • Setup new defensive wall log model
  • Setup burnable cloth model on crafted club ! (recipe was already in but not working because this wasn’t setup)
  • (Multiplayer) Fixed alt tabbing while chat input is open breaking all input
  • (Multiplayer) Enabled physics on log pickups for clients so that they may push logs
  • (Multiplayer) Improved granularity of dynamic pickups position syncing to reduce jitter
  • (Multiplayer) Client adding 2 logs to a log holder/sled with only one free slot will get back the extra log instead of it being forever gone
  • (multiplayer) Reduced pop when spawning creepy ragdoll bodies as client
  • Added docking capability to house boat ! Approach houseboat close to dock stilts until the dock icon shows up and use the “Take” button to toggle the docking. While docked the boat cannot move or rotate
  • Fixed being unable to block while jumping
  • Fixed being able to pass through the edges of some cave entrances
  • Replaced arrow type toggle icon with a suited one
  • WaterSkin and pot inventory tooltip now shows current water fill percentage
  • Fixed ghost tree structures not going down when tree is cut down
  • Updated houseboat with new log model
  • Fixed player still moving sometimes while inventory is open
  • Fixed foundation’s floor position locking possibly going out of sync with foundation’s one
  • Fixed aiming up or down from last locked foundation position allowing to go around the minimum chunk length limitation
  • Fixed cowman not showing up in bestiary
  • (multiplayer)Fixed bodies being dropped in wrong place for client when first dropped
  • Slightly lowered randomisation of floor logs (was giving bad result sometimes and it’s far less necessary now that we have variations)
  • Fixed houseboat on land not automatically unlocking the driving player
  • Setup new log model on procedural wall doors
  • Rebalanced procedural wall door physics to ease entering structures in some cases
  • Fixed dead bodies floating in air if dropped from a height
  • Better scale/position of deadshark head when held by player
  • (Performance) Revamped floor hole cutter preview, instead of cutting the actual floor or roof it shows a ghost overlaying it with no physics/navigation cost involved
  • Fixed player being shot out of cave 2 exit if they had entered via rope entrance
  • (Multiplayer) Fixed snow trees turning into regular trees when chopped in MP games
  • Fixed explosion damage not always being properly accounted for on buildings
  • (Multiplayer) Fixed damaged building distortion being so soft that it wasn’t visible

 

 

V.40 – Permanent death mode, Multiplayer houseboat, New building type, book bestiary and item pages, bug fixes and more

Hey Everyone,

 

For this patch we’ve filled out more of the survival book. The new bestiary section will contain information on the enemies as you encounter them in game giving some descriptions to make dealing with them a little easier. A New items section lists the animals and plants you find in the gameworld and ticks them off as they are discovered.

 

For the houseboat we’ve added a paddle to control it’s movement. Combined with the new dock building type getting in and out of the houseboat and raft should be a lot smoother. This is now buildable and working in multiplayer also!

 

A new permanent death cheat mode has been added, to play this type: rawmeatmode in title screen – this mode will permanently delete your current save game when you die and only allow you to save that game in one slot! Only recommended for those who want a much harder game.

 

Enemy A.I. has seen some improvements this patch and we’ve hopefully fixed  all cases of enemies being able to get into your base through solid walls although they can still leap in via trees or by jumping over rocks.

 

We’ve done some cpu optimization this patch mostly related to the hud interface and how some of the lods were set up which should help those with slower processors. We also added some new audio, fixed a bunch of bugs and lots more all listed below.

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.40 complete

 

  • (Audio) Added hurt sounds to baby fire anim
  • (Audio) Balanced tree wind in distance, tuned waterfall large, tuned snow footsteps and snow jump in wet
  • (Multiplayer) Fixed book tabs flashing when second player held bomb
  • Fixed rotation when flat items are placed on the crafting mat using multiview positioning (ie: ropes)
  • (Performance) Heavily optimized cost of stippling system for objects that aren’t in viewing range (when using high draw distance it can lead to up to 2-3% FPS increase)
  • (audio) Added deafness when standing next to large explosions!
  • (audio) Fixed missing creepy mutant burning sfx for clients
  • (audio) Fixed missing animation sfx on cowman for clients
  • (audio) added snapshot to duck ambient audio when inside house boat
  • Fixed ocean floor ending too soon and allowing players to fall through or stop seeing sand
  • New art added: bloody gibs (added to armsy blown apart model)
  • Fixed tennis balls on dead tennis players being scaled too small
  • Fixed rope trap view distance set wrong and popping off too close
  • Fixed gap between emergency plane door exit and plane wall
  • Fixed area under yacht you could swim through that would remove underwater effects temporarily
  • Foam added around yacht in ocean
  • Improved yacht lod distance that high details appear
  • Revamped building explosion: buildings now suffer regular damage instead of having parts removed altogether and instead will collapse when their HP reaches 0
  • (Balance) Lowered explosion range of crafted explosive to 12 (from 15), 500 point blank damage to buildings
  • (Balance) Lowered explosion range of head bomb to 14 (from 15), 600 point blank damage to buildings
  • (Balance) Increased explosion range of dynamite to 17 (from 15), 750 point blank damage to buildings
  • Building explosion damage now has a rolloff applied based on the explosion radius
  • (Multiplayer) Improved building distortion calculation to better reflect accounted damage
  • Fixed ghost walkway not buildable
  • Player can no longer die from staying too long in plane crash sequence
  • Color highlighted items in the crafting section of survival book to make them clearer and stand out more
  • New building: Procedural Dock ! Must be built near water, places like walls except it stays over water at a fixed height, can have several chunks like other procedural buildings
  • (Performance) Fixed rocks never going to lowest lod level
  • New difficulty changing cheat code: rawmeatmode ! Enables perma death mode, can be turned off by typing vegan, vegetarian or meatmode. In this mode the second death in single player deletes the save slot and after loading a saved game or having saved once in a new game, it is no longer possible to save in another slot.
  • Reduced player melee damage to structures if hitting an enemy at the same time
  • (Performance) Optimised enemy ai routines around lots of built structures
  • Fixed misaligned water zone near upper part of map
  • Added a full reset when entering a trigger using a delayed action (ie: saving at a shelter), should prevent it from ever getting stuck
  • Fixed cooked rabbit meat looking like it is burnt
  • (Performance) Cleared out a bunch of small runtime allocations, helps reducing stutter/freezes
  • (Performance) Fixed/improved slowdown/stutter when approaching enemies or when enemies attack
  • Revamped sun rotation delaying formula, it is now based off time of day rather than sun rotation which allows greater control such as making sure it never cumulates delay past a certain point. This should prevent the occasional weirdness with sun rotation
  • Fixed dead sea weed not stippling in. Fixed small green rock not stippling in.
  • (Performance) Lowered amount of starfish and now stippling them in only when closer to player
  • Water collector’s water visual now scales with amount of water and visibly fills when it rains
  • Fixed water collector not working after being repaired and water collector giving infinite clean water if damaged whilst full
  • Improved lod switch for cockpit
  • Fixed cases of enemies glitching through walls
  • Fixed camera clipping through plane floor sometimes during intro stand up sequence
  • Fixed stairs ghost mode’s built stilt having a collider before being finalized
  • Fixed player getting dragged through a tree sometimes during drag away cutscene
  • Fixed some cases of enemies following player into water while attacking
  • New tick off system, can be found at end of book, currently wired with usable plants (either eaten or picked up with pouch) and animals (must grab cut off head)
  • (Performance) Added pooling to hud’s tutorial runtime generated entries and removed unnecessary anchors causing extra CPU cost
  • Fixed player view sometimes becoming misaligned after entering cave doors
  • Survival book – fixed wrongly linked pages
  • (Performance) Switched 1000 cliff caps that used unity lod for much faster lod system and now lowest low level will stipple on
  • Fixed slightly misaligned buttons for building tutorial fire and tutorial hunting shelter
  • Fixed log sleds not colliding with other log sleds
  • Fixed log sled getting stuck to player if hit while entering log sled
  • Fixed jagged icons in Hud tutorials
  • New bestiary chapter in book: fills with information regarding enemies as you encounter them !
  • Added a rowing paddle to house boat !
  • Fixed weapon block sometimes getting stuck when using a gamepad
  • Fixed yacht life preserver sticking through ceiling
  • Improved some plant billboard distances
  • (Multiplayer) Unblocked house boat
  • Fixed player body disappearing sometimes while driving raft/houseboat
  • Increased delay before adding find timmy task at start of game to 10s (from 3)
  • Fixed jitteriness sometimes when driving raft/houseboat
  • Fixed player camera occasionally facing the wrong way during planecrash
  • (Multiplayer) Fixed destroying custom effigies leaving parts flying behind
  • Custom effigy parts now properly collapse along the effigy
  • Fixed opening book immediately after entering place ghost mode causing player camera to lock up
  • (Multiplayer) Fixed raft paddle getting stuck if player leaves the trigger right after engaging control of it
  • (Multiplayer) Fixed issue of remote non driving player falling off raft while moving it (not very noticeable on raft but was mandatory with houseboat)
  • (Multiplayer) Fixed red sphere showing under turtles for clients