V0.49 – New difficulty mode, wearable paint, new weapon type, improved caches and more

Hey everyone,

For this patch we’ve added a new weapon type. It’s in parts and constructable by finding the pieces in hidden caches around the world. We’ve also added new photo pickups to help you find these locations. You can find the photo’s hidden in caves and other areas around the forest.

Findable red paint can now be worn by players. Whilst worn enemies may act differently towards you however rain or going into water will wash this off. We’ve also added some cave paintings to help explain why enemies might be doing this.

We’ve added a new hard difficulty mode, and an option to choose from peaceful, normal or hard mode from the title screen. Hard mode is experimental, and we are hoping to get feedback from players if it’s too hard, or still too easy. Along with harder enemies that do more damage and will be around more often, this mode will increase the chance of the larger distorted creatures coming out, as well as making some basic survival aspects harder.

We’ve improved more of the storage this patch, it is now possible to add items to the weapon rack without going into your inventory, and snack and medicine cabinets can now use either meds or snacks. Note – medicine and snack cupboards built in old saves won’t have this functionality, but newly built cabinets even in old saves will.

There are also a bunch of other bug fixes, some balance tweaks and lots more, for the full list check:

A couple weeks ago we mentioned progress on the story, but today want to give a date for the release of that content. The door at the bottom of the sinkhole  will be openable next month, on December 14th.

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

V0.49 changelog:


  • New cave paintings added to some cave story spots
  • Red storage container company logo added
  • Storage container manifest pickup added
  • New photo pickups showing location to hidden caches added around world and especially in caves
  • Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you.
  • (Building) Ghost structures now prevent adding the very last ingredient until the player exits the premises – fixes players getting stuck inside foundations or flying into air when completing raft
  • (Performance) Fixed excessive overhead occurring when loading saves with huge amount of player made structures, possibly using 50% CPU for up to several minutes after black screen goes off
  • Fixed dried meat added to fire before eating it not yielding anything
  • (Multiplayer) Fixed houseboat oar not working
  • (Building) Meds & Snack holders have been replaced by the Small and Large food holders which let you choose which item you wish to store in each slot with the “Rotate” button
  • Improved animations for client during plane crash sequence and waking up on plane
  • (Building) Skin rack has been revamped to use the new storage control scheme, each slot can now hold any type of skin, which can be selected with the “Rotate” button when prompted on empty slots
  • (Building) Weapon rack & wall weapon rack have been revamped to use the new storage control scheme, equipment type to be stored can be selected with the “Rotate” button when prompted on empty slots, it will default to whatever is currently held when first interacting with the rack
  • Exploded state of caches is now saved
  • (Building) Drying rack has been revamped to use slots for each drying meat piece
  • Increased speed of animals and increased the rate that lizards will run away from player
  • Fixed placing bombs on explodable caches not working
  • (Building) Floor & Roofs ghost triggers now better conform with the visible model (prevents the new system from not allowing to complete it when standing bellow)
  • Slightly pull out inventory camera and tilted up to give a bit of space for upper items
  • Fixed a case of thrown spear not being possible to pick up (i.e. after hitting a rock)
  • (Building) Slightly re-positioned large food holder (former snack holder) triggers to prevent the 3rd one to be inaccessible when up close
  • Difficulty mode is now saved in the upper node of the save file and visible in title screen save slot thumbnails
  • Added Peacefull/normal/Hard mode selection with hover tooltip after clicking on new game
  • Fixed large raft stick requirement icon
  • Improved cut/not cut tree materials not matching
  • switched garden icon positions and replaced rotate icon with switch one
  • Fixed eating burnt meat not playing eat sfx
  • Added whoosh sfx when adding items to fire and drying rack
  • Fixed arrow basket icons on wrong layer
  • Switched all rotate icons to switch icon (except rotating buildings)
  • Hard survival setting: polluted water damage x20 from normal (which is 1)
  • Hard survival setting: polluted water thirst replenishment 50% of normal
  • Hard survival setting: frost speed x3 from normal
  • Hard survival setting: frost damage x3 from normal
  • Hard survival setting: defrost speed 50% of normal
  • Fixed north area slight constant snow not properly following player
  • Weapon rack & wall weapon rack now only accept weapon items
  • Ammo pickup added and added to cave spots
  • New pickup icons added for katana, bow and spears
  • Updated enemy layout and navmesh in cave 8
  • Improved look of cloud/sky at night especially if overcast



V048 – Custom wall angle snapping, Improved multiplayer combat, New large raft, bug fixing and lots more

Hey Everyone,


For this patch we’ve fixed a lot of animation timings in multiplayer, which should make combat and a.i. reactions a lot more consistent between host and client. Previously there were delays between animation states, now the timings and transitions are much closer to what you see in singleplayer, which should result in enemies and other players looking smoother and generally more responsive.


We also fixed a bunch of the more visible multiplayer bugs, such as players spawning in the wrong pose on the plane or still seeing other players walking around in the wrong perspective in the dead screen. We also fixed trees cut down far away from clients causing sync issues and fixed weapon upgrades not always visible to other players.


We added a large raft model to the survival book. This larger boat has two rowing sections, designed to work in coop with multiple players where players will have to co-ordinate well to keep the boat moving fast and straight


For building systems, we’ve added a corner snap to walls, fences, stairs and foundations. When selecting the position of a second wall piece, you’ll notice a subtle stickiness when the wall is within 45 degree angle of the previously placed wall part. You can now also snap ghost walls to previously constructed wall sections.


We’ve improved how storage works for the drying rack, you can now add items without having to take each out of the inventory manually, and can switch which item is added by pressing the cycle item button. If you like to manually take items out however and place them, this will still work as the default item will be what you currently have in your hand. We’ve transferred this system to the fire cooking system also.


Along with this we’ve improved the look of some plants, further improved enemy a.i pathfinding, 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


V0.48 Changelog:


  • (Building) Procedural stairs may now be built both up and down in a single unit instead of being one way only
  • (Building) Fixed a bug with hole cutter causing some buildings to leave a broken ghost behind when targeted, increased amount of buildings it can remove, and fixed some errors/crashes with removing some structures
  • (Multiplayer) Fixed edible items shared with tray not always usable
  • (Multiplayer) Added support for syncing meat decay state when shared with tray
  • (Building) Building repair trigger no longer shows the “Take” action icon when not owning any repair material
  • (Building) Fixed dock not having a max point limit
  • (Building) Lowered max angle between dock chunks
  • (Building) Collapsed building parts now have an accurate collider so they don’t go half way inside other objects or ground and no longer spin on themselves
  • (Building) Fixed placing rock fence stub looking slightly different than placed version
  • (Building) Improved system that prevents autofilled walls and fences from placing over existing ones
  • (Multiplayer) Fixed coop players sometimes spawning on top of each other inside the plane
  • (Multiplayer) Fixed players spawning in wrong pose when first joining a coop session
  • (Multiplayer) Fixed other players and enemies visible during the player death sequence
  • (Building) Rock fence now breaks into individual rocks when collapsed
  • (Building) Added collision to defensive wall reinforcement spikes
  • (Building) Added angle snap when placing foundation, walls, fences and stairs!
  • (Building) Wall and fence chunks now attempt when placed to be nested with the support structure below if any. Fixes issue of destroying a single chunk possibly collapsing the entire upper row (not retroactive)
  • Fixed gamepad not automatically selecting the first UI element of opening panels (such as the received MP invite one or pause menu in game)
  • (Building) Fixed aiming back and forth between fences and floors breaking wall & fences placement in autofill mode
  • (Building) Switched walls and fences placement to a cast based system instead of trigger based, meaning that it will target whatever support is being looked at in autofill mode instead of having to bring the default log model (which isn’t always visible) in direct vicinity of the support
  • (Building) Revamped defensive wall reinforcement placement with the new cast based targeting system
  • (Building) Added snapping with other walls when placing procedural walls in manual mode
  • (Building) Each floor and roof now has a 20 holes limit, this works around an issue in multiplayer causing clients to no longer receive holes past a certain amount, also prevents escalating computation costs due to inappropriate use of the hole cutter
  • (Building) Added new way to interact with fires: it is now possible to cook meat without holding it, when prompted press the “Rotate” button to select which meat you wish to cook, you may also choose to fuel the fire this way. Holding the meat item you wish to cook still works, it will lock the targeted meat type to whatever meat is currently held
  • (Building) Added new way to interact with drying rack: it is now possible to store meat without holding it, when prompted press the “Rotate” button to select which meat you wish to add for drying. Holding the meat item you wish to add still works, and will lock the targeted meat type to whatever meat is currently held
  • (Building) Not yet dried food on the drying rack can now be picked back up without waiting (it may be cooked on fire or relocated this way)
  • (Building) Centered drying rack repair trigger
  • (Building) New dynamic structure: Large Raft ! Features 2 oars that can be wielded by 2 players for greater speed and more accurate controlling
  • (Building) Added large stick holder storage option, after placing stick holder press the “Rotate” button when prompted to toggle to large version, cost 24 stick and stores up to 40 sticks
  • Fixed missing area not available message at end game door
  • Fixed fire mutants not aiming projectiles at target correctly
  • Improved far shadow and offscreen particles performance
  • most animals now collide with walls and other objects in the world
  • (Multiplayer) Improved accuracy of animation transitions for enemies and players as client
  • Fixed thrown rocks not dealing damage to animals
  • Fixed limbs not matching host body when chopped off.
  • Fixed a bunch of text ‘can’t carry anymore’ items missing correct pluralization
  • Fixed bunch of items having incorrect item name capitalization
  • Fixed dropped climbing axe floating
  • (Multiplayer) Fixed(again) snow trees turning into regular trees when cut
  • Fixed missing Combine prompt in inventory item tooltips for a bunch of items
  • Set bushes and small plants to no longer spawn under lakes/ponds
  • Improved look of small tree and added touch bending
  • New textures for bush08
  • Fixed cave fires incorrectly rotated
  • Fixed club selected material in inventory having wrong texture plugged in and a bunch of other selected materials looking wrong when hovered over
  • Added collision to beach log, and hollow log and wood sound when hitting or walking over
  • Plant 21 vertex colour fix
  • Caves – removed old map pick up
  • Fixed touch bending on Sapling 5
  • Caves- fixed angled magazines on cave floors
  • (Multiplayer) Fixed player switching to previous weapon after being revived
  • Fixed player camera getting permanently offset sometimes when skinning an animal very close to a wall
  • Fixed creepy mutants sometimes running away from player when in shallow water inside caves
  • Caves – removed doubled up magazine in cave 5
  • Fixed flares and tennis balls not having splash effect when hitting water
  • Fixed berry pop in for blueberry and snowberry bushes
  • Increased view distance on some cave climb down areas/surrounding rocks
  • Fixed cowman blood seams
  • Improved ai pathfinding around cliff edges and plane crash sites
  • Fixed bombs/dynamite/talky place on wall system interacting with invisible triggers, thus allowing to sometimes place the item mid air
  • Sheen billboards are now more consistent/brighter
  • Improved resolution on plane seats/tray
  • Increased meat on fire overcook duration to 90s (from 60s)
  • Fixed thrown rocks not dealing damage to enemies
  • (Multiplayer) Fixed weapon upgrades not showing on remote player if he hasn’t opened inventory once since starting game
  • (Multiplayer) Fixed defensive wall reinforcement possibly not loading for clients in bigger games or laggy conditions
  • (Multiplayer) Fixed excessive distortion when building receive damage
  • (Multiplayer) Fixed some issues with tree save states being different between host and client depending on where client was when trees were cut down or game was saved
  • (Multiplayer) Fixed severe lag when client joins a game that has garden with planted seeds located far away from all current player locations
  • (Multiplayer) Fixed and smoothed out world object sync sweep that occurs when a client joins a game


V0.47d – hotfix

Hey Everyone,


Here’s another small hotfix, this time solving some issues with saving and loading the new procedural vertical walls.



  • Fixed newly placed autofill walls not always saving correctly
  • Added fail safe to attempt recovering data loss in wrongly saved autofill wall chunks – Note: some walls will need to be rebuilt in game to function correctly

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

V0.47b – hotfix

Hey Everyone,


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



V0.47 – Improved custom building, combat/a.i improvements, bug fixing and more

Hey Everyone,


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


V0.46c – hotfix

Hey Everyone,


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



V0.46b – hotfix

Hey everyone,


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



V0.46 – Animal skinning, improved controller support, Co-op passenger plane seats, bug fixes and lots more

Hey Everyone,


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