Sorry for the delay on Sons of the Forest Patch 12, which dropped on Friday, September 29!
Patch 12 includes a new cave that contains a pick axe to be used to mine a new mineral: Solafite! The mineral can be use in a new buildable structure. There’s a new ??? item, AI improvements on cannibals (they can ask for help now!), and new emotes and reactions to Virginia and Kelvin.
Full patch notes for Sons of the Forest Patch 12
Features
- Added pick axe
- You can now mine the Solafite mineral found in caves
- Added new cave
- Added second ??? item
- Added 2 new findable book items allowing you to build two new structures
- New upgrade system for weapons
- New hanging cross, gore props and cave roots added to cave A and cave F
- Added hanging skeletons to some trees in world
- Added Ranged aiming sensitivity option
- Cannibal leaders or village guards once alerted to player can now call for quick backup from others in area
- Implemented more Kelvin emotes : Nod, Thumbs up, Confused, Shake Head, Hit Head, No, Happy, Sad (If player quickly nods at Kelvin he will nod back)
- Implemented more Virginia emote actions : Laugh, Nod, Shake Head, Happy, Confused, No, Sad
Improvements
- Animal heads now can be hit with golf putter
- Virginia will now laugh if she sees an animal hit a spring trap or a full health Kelvin get hit with a small rock
- Kelvin will now react to animal heads
- Improved look of volumetric light from sun and work lights
- You can now carry up to 3 Turtle Shells
- Spawn location for skinned animal heads will now be at head of the body
- Burning player, torch, molotov and spreading fire now react to sprinklers
- Improved sprinkler performance in bunkers
- Sprinklers will clean blood off player and held weapons
- Improved positioning of free wires extremities when placing on beams and pillars
- Electric wires can now be placed on three quarter high pillars
- Moved ramps placement arrow up slightly so that it is easier to see when targeting from the bottom of the ramp
- Player no longer slides when standing on ramps
- Placing planks on ramps is now easier to target when standing close to it
- Physics collider cleanup and optimization on a few Items
- Various environment fixes
- Food Bunker tree base collisions synced in multiplayer so AI interact with them
- Lighting transition improved in food bunker water
- Improvements to driftwood physics
- Some optimizations to characters and AI update
- Kelvin Finish Structure order will no longer stop after one structure, will now finish everything he can before completing order
Balance
- Creepies are more resistant to bullets and have slightly increased general health
- Puffies when high health won’t get dismembered
- Add a 2 second hit react cooldown to lower stun lock on Puffies
- Fingers and Twins now have more aggressive behavior
- Reduced max late-game outside creepy count by 20%
- Reduce the likelihood of creepies taking over populated villages
- Spear melee stab damage reduced 15->10
Fixes
- Fixed Frank sometimes trying to do revenge attack on himself after lighting himself on fire
- Player can no longer be killed during any cutscenes
- Fixed missing spittle in bunker entertainment
- Fixed small rock not spawning when digging
- Fixed some issues with Sluggy sound in cave C
- Fixed light bulb getting visually culled too early
- Fixed supported screw structure getting destroyed when adding a strut to a beam
- Fixed sharpening a defensive wall log playing audio of player swinging his weapon
- Fixed corner ramp beam on ground placement able to place against off grid structures which would typically create degenerate corner ramps
- Fixed placing strut underneath leveled beam unlinking the forward support in some case
- Fixed placing strut underneath leveled beam inverting the beam visually sometimes
- Fixed pressing shift while placing stick or rock path leaving player in a broken state
- Fixed lifting beams causing the renderer rotation to pop after lifting it
- Fixed case where beams supporting a concave corner ramp beam would block placement of floors on the wrong side of the beam
- Fixed case where placing a strut under a leaning beam wasn’t possible
- Fixed issue when placing walls over floors that would break floor linking with its support beam
- Fixed own shadow leaking slightly on wall and pillar logs
- Fixed issues with grass and leaves from the fake ground covering up some items in the inventory
- ??? pieces will no longer respawn if the player already collected them
- Added missing equip UI to wire in inventory
- Fixed bug where other players would stash items when networked player triggered Puffton cutscene
- Fixed missing knife in tree crash cutscene
- Fix for molotov smoke alpha clipping
- Fixed Armsy sometimes not setting off traps
- Fixed Greg’s carried effigy type not matching on clients
- Fixed floating spittle sometimes appearing on destroyed huts
- Fixed bullets fired from ultra close range sometimes going through the enemy
- Fixed issue with player block and parry where hits got through during animation transitions
- Fixed player held severed head scare not working properly when done by clients
Audio
- Updated fire events for built fires and standing fires
- Retimed skinning animals sounds
- Tuned audio on burning stick and molotov events
- Added new physics interaction sfx object for small batteries
- Changed a sluggy event to be 3d
- Changed distance settings on sluggy emerges event
- Turned down vista sting a little
- Added some sounds for skeletons and falling rocks
Sons of the Forest Patch 11
Features
- Added new large battery item and revised the electricity system, which now requires them to power lights and electric fences at night. We also added limits to how many objects individual batteries and panels can power before they overload the grid
- Solar panels can now be placed freely without relying on a support structure and can be connected to power grids with wires
- Added new spear throwing cannibal type Eddy
- Added new effigy placing cannibal type Greg
- Added new cave A extension area
- Added new ? item to new cave A extension
- New cutscene added to the food bunker
- Added some new hanging gore props
- Fires will now be put out by sprinklers
- Added new concave corner ramp placement option
Improvements
- Babies can now be exploded into gibs
- There are now some cannibal nomad families lead by Frank the fire cannibal starting after 8-12 days
- Hanging skeletons and new hanging gore added to fisherman huts
- Corner beams now contribute to beams structural resistance, making it less likely to break easily if only corner ramps are there
- Beams can now be placed leaning on another leaning beam, allows stacking one level of leaning beam
- Corner ramps no longer use a full plank for each placement, placing full planks will split it to a smaller size when appropriate and drop a pickup matching the rest of the quarter log planks
- Placing free wires on a solar panel now forces the position of the wire to the connector position on the model
- Free wires connected to beams & pillars now use a wire model instead of a zip-tie for the supporting ring visual
- Burning living cannibals will now update the burn amount on their material
- Made volumetric fog more visible in bunkers
- Improved bunker food and bunker residential lighting
- Puffy increase walk speed by 20% and attack speed by 10%
- Cave C entrance groups reworked to have less active objects above ground
- Adjusted near plane on Flashlight Mod to prevent cutout shape when reloading shotgun with flashlight attachment
- Updated Holosprings logo
- Added new tutorials for using electricity
Fixes
- Fixed a bug where the slingshot would not animate when cancelling a shot
- Fixed visual glitch in the loading screen when loading in a saved game
- Fixed Holosprings video keeps playing in single player while game is paused
- Changed Holosprings video looping behavior so that it doesn’t restart every time
- Fixed holes in quarter log planks
- Player cannot be knocked down when holding hang glider while in air anymore
- Player being knocked down while on ground and holding the hang glider will now drop the hang glider
- Fixed various multiplayer synchronization issues with the Cave B and Cave C Sluggies
- In multiplayer, if any player in the game has high sentiment with Virginia, the Virginia gold room variant cutscene will be playing for all, in order to enforce proper multiplayer sync when entering the final boss fight
- Fixed cave shark not spawning on low animal setting
- In rare case of actors found in invalid position on load, they will be removed or restored to a fixed position (for Kelvin and Virginia)
- End boss is now forced to stay above terrain to avoid possible bug falling under terrain
- Fixed issue where cannibals hitting some village structures wouldn’t play audio
- Clients will now hear dropped ragdoll impact audio
- Fixed heavy cannibal always transitioning to walk after various auto-jumps. Fixed sometimes double taunting when entering combat.
- Fixed case where beam collapse could propagate through pillars instead of stopping at it
- Fixed missing sound when placing struts
- Fixed case that could break corner ramps
- Fixed corner ramp placement arrow not positioned correctly
- Fixed corner ramp not placeable if on of the beam was supported by a leaning beam on the forward end
- Fixed pillars not placeable above beams that are supporting a corner ramp
- Fixed damaged corner ramps not visually distorting
- Fixed pillars added to the top of a wall in a specific order could prevent placing ramps above
Audio
- Added Electrical Grid Sounds
- Frank on Fire sound improvement
- Added new place light sound
- End boss battle music will now stop while player is dead
Sons of the Forest Patch 10
Features
- Added Holosprings introduction video to screening room of bunker entertainment
- Reworked gold room cutscene adding new animations, effects, audio and music
- New helicopter flyover moment added (leaving bunker residential)
- You can now build corner ramps, enabling ramps (or roofs) to be joined when placed at a 90° angle
- You can now build stone floors
- You can now build wooden railings
- Added large log holder
- Added placeable decorative deer hide rug
- Added subtitles which can be toggled from the gameplay menu
- Changed the timed explosive item into a sticky bomb and modified its visuals
- New multiplayer cheat allow option – will block clients from using Console when off – hosts won’t be blocked from using Console. The option will be saved along with the other game setup settings. Accessible via multiplayer player menu
- Added electric particle and lighting effect when electric fence is triggered
- Added some new emotes for Kelvin
- Added a new aggressive cannibal enemy type ‘Frank’ who pours vodka on himself and sets himself on fire when near the player
- Cannibals will now sometimes carry fire torches
- Increased variety of enemy raids
- Some villages will now have cannibals chosen as gold mask leaders, and other cannibals will now sometimes follow them
Improvements
- Destroying structures is now far less punishing, if supported structures have other valid supports still standing it will no longer get destroyed and fallback to the other supports instead
- Placing stairs or ramps between a wall and a beam no longer requires the beam to cover the full height of the wall, which allows for a variety of slopes
- Significantly improved construction processing cost when joining a multiplayer game with a large amount of structures to help clients getting disconnected sometimes
- Creepies on fire will now more often rush and attack players
- Increased likelihood and range of cannibal distant yell, mainly at night
- Raised the player camera higher off the ground when falling from a stake, so the camera is less likely to clip through snow
- Adjusted player’s final death animation so hands don’t clip through the ground
- Polish and improvements on Large Female locomotion animations
- Prevented creepies instantly appearing after loading game at night
- Prevented creepies from taking over village on load when player is in village
- Player can now dismember the larger blue Puffies after they die
- AI pooling improvements and optimizations
- Converted some colliders to primitive colliders to improve performance
- Automatically disable and hide fog options when not supported by GPU
- Optimized spawn pool logic to remove unnecessary CPU cost
- Name card pickups in the food bunker no longer sound like coins when dropped
- Added a north direction to the GPS tracker screen
- Player no longer falls all the way to the bottom of the water when knocked back. The knockback is now ended once the player enters the water
- Various improvements to story item pickup visuals
- Various localization improvements
- Entertainment bunkers curved stairs collisions updated to be smoother to walk on
- Mountain cliff material adjusted to use moss and have more gradual transition to rock texture, and mesh modified to resolve some harsh geometry
- FX optimization for standing fire and skull lamps
- Cleaned up some harsh terrain
- Some layout cleanup on standing fire sticks and wrap
- Removed particle controller component from wall torch particles ( improved performance in saves with hundreds of wall torches )
Fixes
- Fixed water shader causing crashing on some AMD GPUs
- Fixed issue with structures sometimes not linking together after saving and loading
- Fixed an issue where enemies could fall from the sky
- Fixed bug that allowed placing pot on standing fire and sanitized saves with fires that have pots
- Fixed issue where player would get into a bad state after interacting with a standing fire while holding a pot
- Setup loader 3d audio blocker system to prevent audio playing from world during loading screens
- Fix for cooking pot being destroyed in MP games when the fire burns out or is destroyed
- Fixed issues with the 3d printer and the client not getting correctly updated when loading into a save game
- Fixed issue where player could get stuck if they opened their chat window right after bringing up quick select
- Fix for player getting into a bad state if they block with a weapon at the same time as pressing a hotkey to equip another item that does not support blocking
- Fixed issue when adding strut under a leaning beam supported by a pillar on the forward end
- Fixed some cases where ramp placement didn’t work properly
- Fixed taking pot on fire after all sticks are burnt out not working properly
- Fixed defensive wall spike orientation on the spawned pickup when collapsed
- Fixed case with an error when destroying combined LOD walls
- Fixed combined LOD floor not working as expected in old saves with elements in wrong order
- Fixed skewed floor getting turned into combined LOD version which looks wrong
- Fixed wall spinning issue in specific context
- Fixed leaning beam supporting a forward pillar allowing to lift it with a strut
- Fixed place strut animation perfect finish system no longer working with LOD version
- Fixed gaps in floor of “Lean to” screw structure
- Fixed dismantling stone wall that was switched to combined LOD
- Fixed opening grab bag on a fire that’s about to completely burn out allowing player to relight the stick
- Fixed own shadow visible on some logs placed in constructions
- Fixed merging super structures not registering it for all linked structures when merged, solves some issues with interior space warmth and path finding not calculated correctly after combining separate super structures
- Fixed side ramps not preventing the dismantling of walls
- Fixed some issues with repairing structures in multiplayer
- Fixed top section of wall being remove-able while it is supporting leaned beams
- Fixed super structure integration calculation tolerance being overly strict
- Fixed merging super structures which have a quarter log height offset instead of full height
- Fixed issue causing some construction placements to fail if starting a game as multiplayer host after going back in game from title screen
- Fixed case where placing structure on ground could cause it to become invalid
- Fixed repairing grounded stone pillars or non full height stone pillars not replacing its elements at the correct positions
- Fixed rope stretch script not filtering out non water triggers + fixed rope not stretching down all the way if placed too high above, it will now stretch up to its max length
- Fixed stick path dismantling
- Fixed Creepy Virginia idling after some electrocutions and idling too long while exploring
- Fixed Armsy sometimes getting stuck in loop with taunt hitting electric fence, and long idle while exploring
- Fixed issue with deer sometimes not doing their alert and move away, and increased run speed slightly
- Fixed Kelvin able to pass outside of enclosed walls to get fish
- Fixed issue where throwing dead bodies against collision while moving forward could launch player super far
- Fixed an issue where player getting hit and dropping a body could send the body flying
- Fixed gibbed creepies coming back intact after load
- Fixed an issue where killing a female cannibal holding a log didn’t remove the attachment right away
- Prevented eagles from stealing fish from cooking fires, which caused issues with cooking system
- Fixed a bug where the flashlight would remain in an incorrect pose when hotkey switching between shotgun and rifle
- Fix for the player getting into a completely broken state when trying to place a structure from the book when they have not yet retrieved their inventory after dying
- Moved cave rocks, in entertainment bunker epic view room, out of work scheduler and setup prefabs with LODS, fixes them vanishing on low view distance settings
- Enabled alpha clipping on newspaper cutout to resolve visible edges
- Fix for ‘Stream I’ underwater rendering flickering off near large lake
- Light probe proxy volume adjustments to resolve bright ceiling in entrance of luxury bunker
- Fixes for some open edges on cliffs
- Fixed issue with held items being able to be equipped via hotkeys when a table card is picked up
- Fixed smooth snow and wetness fade in effect only applying to LOD0 construction elements, resulting in visible pop when moving back & forth and lod switches levels
Audio
- Added new rock/stone drop audio events
- Added season parameter to rain on metal objects for winter
- Improvements to pre crash opening sequence audio
- Tuned distance setting on mutant feeding events
Sons of the Forest Patch 9
Features
- Radio alarm trap added
- Creepy enemies can now be exploded into chunks
- Held radios can now be placed
- Returning creepy added to endgame
- New large female cannibal type added
- Added an option to the controls options page that allows the player to adjust the speed at which the inventory camera pans, tilts and pivots
- Added new “batch place” input, pressing left shift (or left stick with gamepad) while placing ghosts now leaves the blueprint active so that it may be placed again without going through the book each time
Improvements
- Ducks can now land on the ground and walk around in some areas, such as the golf course
- Loot pouches can now be opened even if they player is full on some of the items in the bag. Items that the player is full on are dropped when cleared from the mat
- Night Vision goggles and the rebreather can now be toggled if mapped to a hotkey
- You can now hold ‘Take’ to equip skulls directly from the pickup
- Added jumping capability to Armsy
- Kelvin should now be able to find stones when player is not around
- Enemies killed by player traps now count as killed by player
- Traps will now cause damage to larger enemies and sometimes knock them down
- Plants growing in plots can now be harvested when they are at 70% of their full grow size. The grow time of plants has not changed, only the scaling of the plant will be different with this change
- Added a change so that Items can not be stored in inventory when the player does not have their backpack. They are instead immediately dropped
- Added Localization on Multiplayer death respawn timer
- Added Tutorial Visibility setting to options page
- Added Vitals Hud Visibility setting to options page
- Added Global GUI Visibility setting to options page
- Improved visual transition when getting onto zipline
- Set up LODS for the golf bag and putter, Grenade, Time Bomb, Molotov, Vodka Bottle, Pills, Wristwatch and Money
- Adjusted the positioning of the pendulum on Hokey Pokey trap so that the end of the rope would not look disconnected at the anchor point
- John2 will now properly set off traps
- Radio music events are now updated with both position and rotation
- Improved the positioning of the UI interaction for ropes
- Climbing Ropes now stop at the surface of the water rather than go to the bottom
- Scaled down the 3d printed sled a bit while it’s in the printer
- Added an option to allow players to set if traps will trigger on players. This is off by default but on in hard survival. (Spring traps always trigger)
- The Fly Swatter and Bone Maker traps will now do some damage to the player if they set them off
- All traps have been adjusted to be able to be placed on steeper slopes to make placement less restrictive
- Added dedicated server direct connection via <ip>:<game port> in the multiplayer menus. You can now connect directly to a specific server without waiting for the entire list of servers to refresh
- Cooking pot lid will now properly update its cooking animation for clients
- Added the ability to override the pickup audio event so that we can have the berries plucked from bushes use the correct sound
- Updated LODS on the traps
- Hard to select items in quick select such as herbs are now easier to select
- Added the Q button to the printer UI to show people they can also cycle backwards
- Added LODs to animals
- Shooting dead bodies with rifle will now impart more force
- Freeform placed structures such as fire or fence post placed on floors are now linked with the supporting floor. It will properly prevent dismantling of the floor as well as propagate the collapse in the event the floor gets destroyed
- Reinforced fire rocks now stay in place when fire runs out of fuel, and a stick can be added to refuel it
- When damaging effigies, now only the first stick gets distorted and repairing it brings it back in position
- Small structure links are now synced with multiplayer clients so that restrictions can be calculated locally instead of getting their invalid actions rejected by the server when attempted (i.e. dismantling a floor supporting a chair)
- Tree stump LODs added
- Floating driftwood range increased and LODs added
- A few more light blockers for Food Bunker (fixed light leaking in) and added Distance Activated Groups
- Various environment cleanup and fixes
- Bunker Entertainment spittle moved to work scheduler, missing LODs added
- Bunker Entertainment sections now enabling and disabling by area
- Food Bunker dining room tables and couches with collisions are now active for bosses when host is not in bunker
- Cave rocks in Bunker Entertainment moved to work scheduler
- Setup LODs for door planks, stick path, defensive wall spikes, stone fake pillars, stone struts, defensive walls, log and stone beam, electric wire elements, wires, wire zip ties and lightbulbs
- Optimized setup for shadows in freeform elements LOD hierarchies
- Added combined LOD system for walls and floors, cuts down rendering cost significantly for full walls without windows or floors without holes
- Wall torch particle optimized
- Cliff Rocks LOD2s optimized
- Rock LOD2s optimized
- Rock A LOD2 improved visually
- Bunker Entertainment light blockers adjusted and added Distance Activated Groups
- Changes to convert directories to zips for save games means much less files to sync to steam cloud
- Set Male Puffy, Female Puffy and Heavy Heads to use primitive colliders
- Defensive wall three quarter LOD improvements
- Added displacement toggle to water quality setting
- Improved look and usability of debug console (cheats menu)
Balance
- Creepies will no longer be focused around cave entrances in late game after loading a save. They should now be distributed around a larger area
- Reduced the number of creepies wandering outside in lategame
Fixes
- Fixed some issues that could occur after network disconnects
- Fix centering on some UI elements
- Fixed bug where left hand items would disappear while using repair tool
- Player no longer gets stuck when holding crossbow and picking up new items in quick succession
- Hokey Pokey trap should no longer get in to a broken physics state where the pendulum would freak out and start spinning
- Fixed issue that caused items to not be removed from a layout group if the item was defined as a unique item, but displayed in the layout group as a non onetoone representation
- Fixed animation issues and stuck states when grabbing a rope while swimming.
- Fixed incorrect scaling on one of the mushrooms in quick select
- The laser sight mod pickup no longer shows the laser beam
- Fix for broken sticks while crafting arrows causing mesh collider error spam
- Item Hotkey UI no longer displays on items that are on the crafting mat
- Fixed issue with resin volume and percent complete readouts being incorrect when loading into a game
- Fixed audio issues with the 3D printer after loading into a game that had a print in progress or a completed one still on the plate
- A 3D print will now resume from the visually correct height once loading in from a save game
- Fixed issue with “Collected” UI notifications comping up every time a held item was stashed
- Fixed batteries item clipping through the inventory mat and reanimated their shuffle
- Set multiplayer lobby as non joinable if connection count is maxed out, in case someone tries to join a game while a client is timing out
- While cooking, the prompts are better placed and will no longer go off the screen
- Fix for the 3d printer not showing the correct readouts for clients when loading into the game
- Fix for players being able to lose their equipped combat knife when they do not have their inventory and hold to equip multiple items and then stash them
- Fixed a rare case where items being equipped would loose its Item Instance data if its equip sequence was canceled for some reason
- Fix for client audio not working in multiplayer games when cooking directly on the fire
- Clients will no longer get an extra drink after a cooking pot has been emptied
- Fix for clients always seeing arrows being printed when loading into a save game that has an active print on the printer
- Fix to prevent the Hokey Pokey trap from resetting but still thinking it was disarmed
- Fix for not being able to drink from a pot that has clean water after it has been placed back onto a fire
- The Flashlight will no longer emit light when held by other players that have run out of battery
- Fix for 3d printer beeping for out of resin after the item is removed after loading a save game
- Added a delay to trigger when stashing quick select to hide all the renderables rather than hiding it on destroy which shows the gimbal issue on the last frame
- Fixed issue with some actions using different inputs when interacting with a structure ghost compared to when not interacting with one
- Fixed serialization issue when loading into a game where a 3d printer was not actively printing anything
- Fix for growing plants being able to be interacted with when they should not be
- Fixed white tracker antenna in inventory
- Scaled down the horsetail and aloe vera layout items on the grab bag
- Fixed issue with rain not showing up in the opening crash cutscenes
- Fixed issue with the player rain audio sfx playing in the opening helicopter scene
- Fixed issue with non clients not getting the correct printer bed height set when loading in from a save game
- Placed paper targets now save
- Fix for the cooking pot lid animation and cooking audio not working when loading into a game that has a pot actively cooking on a fire
- Fix for radio not syncing correctly on other players when the local player is in their inventory
- Fixed issue that was causing some structures to take more damage than intended when hit with melee weapons
- Fix for some cases where explosives in network game caused extra damage or didn’t cause damage
- Fix for AI trying to path through wall of LeanTo.
- Fix UI jumping around when attached to player (eg. speared fish)
- Fix skinning prompt being delayed before showing on creepies, and fix some cases where skinning prompt didn’t show up on animals
- Fixed case where dead bodies could regrow limbs when player returned to them
- Fixed case where small birds would land on objects under water
- Fix loading with final boss dead but before ending not showing him in dead state
- Fix a case where seagulls could get into an odd animation state when landing interrupted
- Fix an issue where John2 wouldn’t play a death or hit animation
- Fixed placing fence on cliffs not working
- Fixed fence detached placement allowing to snap towards an existing fence
- Fixed placing on cliff UI not visible
- Fixed quitting to title screen while looking at a ghost structure causing some issues after returning to the game
- Fixed dismantling free wire preventing from dismantling supporting structure
- Fixed dismantle attempts on fence wire moving the renderer
- Collisions on light blockers for cave entrances removed (could block actions)
- Fixed repairing floors when supporting beams are inverted
- Fixed placing fire in fireplace not working as a client while in fence placement mode
- Added some failsafe checks to electric wire and power grid so that it will be less likely to break in the event of a bad linking state
- Fixed destroyed floors and doors not leaving behind log planks
- Fixed being able to cut a pillar that is supporting a wire (both regular or a free)
- Fixed being able to cut floor hole while supporting free form structure such as fire
- Fixed case where window shutter wouldn’t toggle properly
- Defensive wall gates no longer allow partial collapse
- Placement of defensive wall gates now checks if logs are contiguous, prevents cases where weird placement of defensive walls could make broken looking gates
- Fixed delay between placing first stone of a beam and the following ones
- Fixed sharpened stick defense not spawning a stick when destroyed
- Fixed breaking doors not spawning the correct amount of planks
- Fixed case where stone pillars would use non LOD versions
- Fixed case where lifting a beam with a pillar too short to level the beam wouldn’t link those structures together properly
- Fixed case where damaged UI would not show up
- Fixed context where dismantling logs placed on uneven terrain leaves a fake pillar
- Fixed fence detached placement prompt able to overlap existing fence posts
- Fixed fence detached placement blocked when trying to place on slopes in contexts where player can move to the place position
- Fixed repairing beams not syncing element transform
- Fixed cutting window out of wall failing at the end of the animation if wall is supporting a shutter, it now properly doesn’t show the prompt at all when there is a supported shutter
- Fixed destroying stone pillars, beam or walls spawning 1 stone for complete lines instead of the amount that was required to create it
- Fixed some sounds not getting synced to clients in multiplayer such as damaging structures
- Fixed destroying quarter log variation pillar not yielding the corresponding item pickup
- Fixed transforming single log wall into an apex by adding a shorter log not working
- Fixed placement preview 3D arrow not centered when placing log on an apex
- Fixed zipline controller not cleaning itself up if it gets destroyed while it has player focus, resulting in errors when pressing E afterwards
- Wall log rotation is no longer affected by the seeding of the Random system and consistently uses random value for the Z rotation of the log
- Fix for light leaking in maintenance bunkers on Ultra Low Shadow setting
- Fix for light blockers visible in inventory view when inside maintenance bunkers hallways
- Fix for default error when initializing tree wind audio
- Fix for collider initialization delay
- Limited max characters in multiplayer chat box and fixed auto formatting to prevent overrun
- Fix for glider / knight V duplicating bugs
- Fixed linked collider issue causing error spam on suitcases
- Fix for logic toggling wall torch particles
- Fix for underwater controller thinking it’s still in a water volume when trigger is disabled fixes underwater rendering that could happen in lava cave under certain conditions
- Fix for multiplayer client stomping bunker hatch / door open state when loading in
- Fix initializing time of day from server fixes seasons not switching when first connecting
- Fixes for radio playback bugs in bunker entertainment
- Fix for light popping when entering Luxury Bunker with flashlight held and SSR disabled in quality settings
- Fixed error in thread runner causing game to lock up in credits in some cases
- Cave B dead wakeup inventory bag locations fixed
- Fix for Lava Streams not damaging players
- Converted Math.Eplison to Mathf.Eplison fixes error on some hardware
Audio
- Hitting structures with weapons will now make an impact sound
- Added missing impact combinations with an event so that there is at least some sound playing for all possible material types
- Updated impact sound effects for the glider as they were missing. Also added a sound for when the glider is detached from the player because they hit something
- Added audio to demons burning from cross
- Setup new damaged sounds for defensive walls and stone structures
- Added golf cart Impact audio events
- Tweaked speeds of golf cart ‘traction’ audio smoothing
- Fixed some network audio bugs with golf cart
- Radio panning improvement
- Tuned distances on Armsy VO and Footsteps
- Added 3d printed GPS case to mouse over and pickup events
- Added audio event for wood structures being destroyed
- General ambient audio mix improvements
- Added Defensive Wall Gate open and close events
- In Game mixing of current audio squirrel footsteps, player footsteps on leaves, berry pluck
- Fixed missing audio when placing reinforcement rocks
Sons of the Forest Patch 8
Features
- New found footage video added
- Hokey Pokey trap added
- Electric fences
- Freeform electric wire placement added
- You can now carry and play radios
- GPS Locators can now be 3d printed and crafted in the inventory
- Golf cart lights added
- Golf cart can now seat up to 4 players in multiplayer
- Added reduced ammo difficulty level option
- Added returning creepy enemy, will appear after endgame
- Added new vocal announcements to some bunkers
- Virginia and Kelvin can now swim if they end up in deep enough water
Balance
- There will now be less frequent enemy raids depending on how many regulars or creepies you have killed, this amount will increase over the days unless you kill more enemies
- Defensive walls can now take 4 times as much damage
- Reduced health on the special glowing puffies
Improvements
- Animal heads can now be shaken when held
- Angry moose now sometimes kick a nearby player
- Fixed some bugs that could cause too many or too few enemy search parties on loading or restarting a game
- Fixed various save/load and syncing issues for endgame boss cutscenes and battles
- Fixed issue where Ai actors couldn’t see a player sitting in a golf cart
- Improved getting in and out of golf cart animations
- Kelvin will visually refuse an order that requires trees if none are nearby
- Turtles can now be electrocuted
- Fixed turtle eggs not spawning for multiplayer clients
- Rabbit footsteps sound different in snow now
- Improved putter hitting golf ball
- Various asset memory optimizations
- Various UI, pickup and audio optimizations
- Blueberry bush berries now deform with bush
- Ocean patch optimization
- Various environment layout fixes
- Basalt rocks added to caves merged collision meshes
- Moss LOD ranges optimized
- Optimized LOD2 for cliffs
- LOD groups optimized
- Starfish LODs added and group assignment changed
- Stream LOD ranges optimized
- Bunker and Cave entrances optimized
- Small rock pickup optimized
- Added missing LODs to some legacy rocks
- LODs setup for KnightV, hang glider, and golf cart
- LODs setup for Lakes
- Lake audio emitters optimized
- Spruce tree meshes optimized
- Seaweed Dry Cluster LOD2 optimized
- Optimized Berry meshes
- Fix for some waterfall particles that were always on
- World collisions optimized, reduced number of active colliders
- Rocks and stones now have collision in the log sled
- Added play visual for action camera
- Fixed faked GI slipping over surfaces when rotating the camera
- Improved mask maps for snow and wetness
- Optimized fallen log LODs
- Optimized lily pads
- Moved dead tacti with action camera in bunker entertainment to easier to see position
- Dead stumps and rock billboards now draw further
- Added LODs to stick and log storage, log windows, fences
- Energy drink item now uses a low level of detail when on shelves or a pickup
- Optimized the in world stick pickup
- Increased delay before boss cutscene
- Added countdown timer to back of gold room
- Setup streaming versions of the beached yachts to optimize memory usage
- Removed texture streaming on golf cart logo
- Window shutters are now animated when closing or opening
- It is now possible to place a beam on the forward end between 2 beams supported by struts
- Added Idle motion to Golf Cart driver and passenger so they aren’t static
- Rifle and other weapons no longer behave strangely during player hit react animation
- New idles for holding trophy heads
- Knight V now leans with player correctly when viewed in third person multiplayer
- Improved server browser filtering user experience
- Added server browser support for search by IP address in the server name search bar
- Added server browser filters: “not empty”, “public”
- Added ping to the server browser entries
- Added filters reset button to server browser
- Dedicated servers played recently will be refreshed first to improve responsiveness
- Dedicated servers on which you have a save will now be sorted first in list
- Improved server browser performance
- Improved server browser refreshing in bad networking conditions
- Server browser gamepad navigation fixes
- Dedicated servers won’t be detected as “game running” anymore by steam launcher, and game can now be started from steam launcher on the same machine as the dedicated server
- Added non verbose logging mode, which is now the default mode. Verbose logging mode can be forced by using the -verboseLogging command line argument (see dedicated server guide)
- Dedicated servers will now immediately save before shutdown to avoid data loss
- Updated dedicated server guide: Dedicated Server Guide
Fixes
- Fix for player drinking from a pot when they are holding a valid container to fill up
- Fixed issue where some items in the grab bag were hard to select due to the raycast blocker overlapping some items
- Set deer head in the grab bag to not be convex so that it does not overlap the duck head collision
- Fixed being able to add items to the cooking pot while its cooking clean water
- Fix for cooking pot lid popping off for clients every time someone drinks or refills from the pot
- Fixed issue with storage LODs not activating until the player is near them and then moves away
- If a GPS locator is trying to be added but does not have icon data, initialize default data
- Turtle shells are now properly dropped when skinned if the players inventory already has a shell
- Fixed pause menu being accessible during boss cutscene
- Prevented escape prompt from showing up early during get to the chopper cutscene
- Fix for Screen Space reflection not turning back on after turning it off/on
- Fixed sled hit react animation
- Fixed bug with Crossbow reload and idle animation
- Fixed some cases of cannibals prematurely dying while burning, and they now won’t catch fire from blocked torch hit
- Fixed player climbing cannibal lookout tower rope not being aligned with rope on some towers
- Fixed hanging skeletons on large destroyed huts reappearing in air
- Fixed multiple players being able to pickup the same dead body at same time, which could lead to several issues
- Fixed some visual issues on Puffies carried by other players
- Fixed wall not accounted for as a valid support when counting unsupported beams, it now provides the same benefit as having pillars supporting each end of the beam
- Fixed case where destroying struts was not properly propagating the collapse to its supported beam
- Fixed cutting pillar into a defensive wall spike not checking if it is supporting a SCREW structure, which would destroy it when applied
- Fixed selecting terrain conforming outlines breaking placement alignment for non conforming outlines selected afterwards
- Fixed missing snap point to place full log or stone pillars underneath second story beams
- Fixed dirt of planter furniture not affected by snow and wetness occlusion
- Fixed several issues with dismantling beams that could cause issues
- Moved up last line of Barb note to not overlap thumb
- Fixed an issue where dedicated server couldn’t be joined after the computer returned from sleep mode
- Fixed alpha on crosses burn demons note
- Fixed spreading phlox rendering 2 times
Audio
- Added SFX when placing electric wires and solar panels
- Added frog hop audio event
- Rifle audio distance tuned
- Flare audio distance tuned
- Reduced shrub hit sound level when driving a golf cart
- Fixed noticeable clifftop surf audio turning on and off abruptly
- Made cave entrance audio have random start times so they’re unlikely to phase
Sons of the Forest Patch 7
Features
- New end boss battle and cutscene
- Dedicated servers
- Drivable golf carts
- Rifle
- Decorative frogs
- Animal head trophies
- Stone doorways, struts, windows and pillar detached placement
- New stone holder structure
- Window shutters
- Updated environment on East side of the map with more streams, waterfalls, lakes, ponds, cannibal villages, rope bridges and more
- Some new story note pickups added
- Dirty/clean water system added
Improvements
- Stones now apply damage to things when thrown
- You can now attach stones or any length of log to ziplines rather than just full logs
- A held relocated structure is now thrown if the player opens their inventory
- Added new cat food visual
- Wall shelves can now store cooking pots
- Kelvin can now finish building stone fireplaces
- Improved look of burning sticks material
- Improved look of boiling water
- Improved performance of trees in winter
- Improved stone/rock text localization
- Cannibal winter clothes now burn when the bodies are burned
- “Collected” and “added to backpack” text when picking up items is now localized
- Added LOD support so that items in storage holders will disable when far away
- Fixed issue with armor pieces on shelves having expensive scaled mesh colliders
- Adjusted some duck landing spots on water that were over land
- Repairing floors no longer re-orders its planks
- Disassembling a Custom Effigy now takes the limb you are targeting instead of the last limb added
- It should now be easier to place furniture in crowded areas
- Improved player on fire visuals
- Added an idle variation to ducks and increased their drinking and eating rate when on lakes
- Added new stone building tutorials to book
- Added some small cannibal camps to cave D
- Light bulbs can now be used from the grab bag and can be added to shelves
- Player can no longer perform interactions when aiming their weapon
- Player can no longer open their inventory right at the same time that they trigger a hatch or security door interaction
- Fish on spears will now fall off when the spear is put away or thrown
- Set armor racks to only allow a single user to interact with them at a time
- Added some hot springs to some mountain areas
- Dismemberment blood splat optimized
- Visual fixes for cave entrances : shimmering density, seeing through entrance from distance
- Improved lava impact visual
- Setup stone beam & pillar electric wire elements
- Pillar detached placement now works with any combination of log quarters or stones
Balance
- Drinking dirty water will now cause a small amount of health damage, boil water or collect in rain collector for clean water
- Added custom game setting to allow players to toggle the pausing of the world sim when in inventory
- Pausing in inventory now defaults to false in hard survival
- Demon boss reduced health and damage it delivers. Some attacks have longer cooldown and increased it’s damage against structures
- Added additional ammo and health pickups to corridor before gold room
- Added rifle ammo chance to ammo cases
- Doubled strength of stone structures
- Gold Armor now reduces incoming non-demonic damage by 30%
Fixes
- Fixed Knight V’s and gliders vanishing in some save games
- Improved and fixed most cases of artifacts caused by having too many built lights
- Improved weather occlusion and added a quality option that can be turned up if needed to fix issues of occlusion visually breaking
- Fix demon boss in overworld rescaling during some attack animations
- Fix for idle heavy male cannibal audio being audible from far away
- Removed deprecated option to place wire on standing stick
- Fixed pillars placed at the corner of two connected stone beams shifting if a stone is removed from one of those beams
- Fixed incomplete stone beams allowing removal of sibling beams supporting a pillar
- Fixed dismantling first stone from a complete stone beam not cleaning up links to supported structures until the last stone was removed
- Fixed stone fake pillars remaining on when disassembling a grounded stone Beam in a specific order
- Fixed stones allowed to be added to quarter log pillars
- Fixed using a repair tool on a second story leaning beam causing it to clip into the pillar its leaning against in a specific context
- Tweaked stone beam visual so lightbulb fits under it
- Fixed placing a strut underneath a tarp causing the tarp to collapse
- Fixed dismantling and replacing ramps resulting in broken weather occlusion for those tiles until game was reloaded
- Improved weather occlusion inside of the beached yachts
- Fixed being able to remove a pillar supporting a strutted beam if there was a linked beam with a strut on the other end
- Fixed cut pillar calculations sometimes preventing cutting a half log high pillar into a quarter log high pillar
- Fixed invalid linking issue when adding a pillar bellow a beam that connects a pillar to a wall
- Fixed various small building issues with struts and beams
- Fixed being allowed to cut pillars that are supporting furniture
- Skinned animals now have head removed
- Fix player sometimes stuck sliding on ground while in knocked down state
- Fix “Take Item” Kelvin order causing player to try to equip previous item before opening grab bag
- Fixed placing a beam between two pillars with a full wall underneath not linking that beam with those pillars properly, which resulted in a beam impossible to dismantle while it has sibling beams linked to it
- Fixed half log spawned when cutting window sometimes staying stuck in the wall
- Fixed second stick placement failing when building a fire in a stone fireplace
- Fixed error spam when placing a leaning beam on beams supported by a wall in some context which would prevent the beam placement
- Fixed stone fireplaces getting destroyed too easily
- Fixed struts broken off of a structure not spawning a pickup
- Fixed picking up a held item while holding multiple stones causing player to only drop one stone pick up
- Fixed error spam on multiplayer client side any time a trigger touched a log pickup
- Fixed placing door not orienting it as the inside towards the player consistently
- Fixed stone structures not affected visually by snow and wetness occlusion volumes
- Fixed Defensive Wall Gate handles changing orientation when repaired
- Fixed cooking pots not always having the correct stew after save load
- Fixed adding the the first item to a storage holder being difficult in some cases
- Fixed issues with the cooking pot loosing its recipe in certain situations
- Fixed issue in multiplayer where the cooking pots current volume on the fire was not being updated when another player takes liquid from it
- Fixed pots with stew turning into water when moved from one fire to another
- Fix for erroring when trying to pickup any item that is a volume container but does not have a recipe
- Fix for empty cooking pots getting destroyed when a campfire burns out completely
- Fixed issue where dumping out the flask or cooking pot would also dump out the other if the other had been equipped before going into the inventory
- Fixed issue with shelves where some spots on shelves would not save properly
- Fixed standing fire UI interaction positioned too high
- Fix for getting into a broken state if the player tries to open the guide book when in inventory
- Fixed issue with multiplayer clients not being able to send objects on ziplines in both directions
- Fixed Kelvin sometimes able to get pickups far out of reach
- Fixed ducks sometimes getting interrupted while going to lake
- Fixed some activation and render distance inconsistencies on enemies and animals
- Fixed bug where it was possible to skin animals or creepies through collision
- In peaceful mode, villages will no longer have a chance to get covered in creepy spittle
- Chair inside bunker food will no longer show up in the inventory view
- Fix for having to look away from the zipline for its interaction UI to update
- Filling a held pot with stew that’s on the fire will now look like the correct stew
- Fix for opening inventory when the waiting for sleep interaction is active getting player into a bad state
- Fix for being able to eat from pot and light fire at the same time when loading into a game that had a cooked pot on an unlit fire
- Amount of stew remaining in a pot on a fire is now synced across multiplayer clients
- Fix for sometimes getting into a bad state with held items when equipping previously held item at the same time as performing another action like eating
- Fix for ziplines not getting destroyed when attached to trees that are not LOD 0 or other destructible world objects that are not trees
- Fixed missing visuals for one of the mushroom pickups
- Fix for boiling audio continuing to play if the fire that an active cooking pot is sitting on is destroyed
- Fixed cooking not always taking the satisfied recipe that has the most ingredients
- Fixed sporadic collision on laptops after they have been broken
Audio
- Added all the missing mouseover and pickup events (Action Camera, seeds, lightbulb heads)
- Updated distances on flare audio attenuation and tuned levels
- Impact sound effects are now also triggered when they hit other pickups so that a pile of pickups would make sound
Sons of the Forest Patch 6
Features
- Hard survival difficulty mode added
- Stone pickups added to world
- Buildable stone fireplace, stone walls, stone beams, and stone columns
- Custom effigies
- Advanced log sled can now hold logs, rocks, stones, sticks and bones
Improvements
- Countdown clocks added to dining area of food and dining
- Blown apart limbs added to exploded bathroom in bunker luxury
- The cooking pot and flask can now be dumped out with right mouse button
- Cooking pot will now be placed on the fire immediately if the player is holding the pot while interacting with the fire
- If a fire is broken while the pot is cooking, the pots contents is reset back to water. The recipe is retained if the pot was done cooking when the fire is destroyed
- Added some water movement to the pot when not boiling
- Visual and audio improvements to steady water drip FX in caves
- Improvements and fixes to Lava sound and visuals
- Adding thunder sounds to lightning strikes in space city view of gold room cutscene
- Rain catcher will no longer show the refill icon until there is at least enough water for one drink
- The pot can now be re-added to the fire even if it has a completed recipe in it
- The hotkey UI will no longer show up in quick select and grab bag menus and only be visible when in the inventory
- Added loading hints for Comfort rating and Sleeping indoors vs outdoors
- Added a loading hint for cooking bonuses
- Fish traps now run in game time instead of real time to work better with pausing and sleeping
- Fish caught in traps will no longer go rotten
- Added UI for current cooking bonuses
- Improved UI for cooking recipes
- Added a new equip/unequip animation for shotgun that is simpler and matches the idle held pose, so blending feels smoother and less awkward
- Cannibals will sometimes drag their dying friends away from the player
- General optimizations to reduce AI update cost
- Kelvin can now pickup stones
- Kelvin can now fill the log sled with sticks, rocks, and stones
- Reduced some oversaturated animal spawn areas and spread them out more
- Fixed dead bodies in beach cave floating in multiplayer games when host player is not in the cave
- Player effigies cause fear to cannibals based on number of body parts
- Spearing multiple fish will visually stack on spear instead of all overlapping
- AI are no longer blocked by defensive stick spikes, but still take damage
Balance
- Sleeping outdoors will now give less rest than sleeping indoors
- The amount of rest gained by the player is now modified by their current comfort rating (certain soups and clothing can affect comfort rating)
- Lowered chance of meds in crates
- Large Demons can now sometimes appear above ground after end game
- Lumberjack juice recipe has been reworked so that it’s easier to make in peaceful games
- Added hard survival to start difficulty settings
- Cooking buff durations changed from 8 hours to 4 hours in game time.
- Hard survival; Reduced food spawns in crates. No Item storage crate respawn on load in this game mode. Lowered fish and animal spawns. Decreased target health and stamina regen speeds while cold. Increased penalty for raw/rotten meats
Fixes
- Added some missing translations for cooking
- Fix for player not getting any effects from drinking the last bit of liquid from their pot or flask
- GPS locators placed on standing sticks now show the selected icon and retain it after saving and loading and improved positioning of 3d model on stick
- Fix for being able to interact with the cooking pot when refilling a container from the pot
- Fix for the grab bag opening rather than the player eating from the pot if the player was looking at the pot the entire time it was cooking
- Fixed utility page button color
- Changed the stick amounts needed in book from 48 to 60 for advanced log sled
- Fixed skinning on gold armor pickup
- Fix for some lake volumes poking out through terrain
- Fixed spelling of Protein Shake recipe
- Fixed lens flare occlusion not working if blood or cold post processing was active
- Fixed player getting stuck when quickly closing the grab bag after opening it on things such as storage, fires, and Virginia
- Fix for perishables getting desynced on shelves when a multiplayer client removes and fake drops them
- Fix for player getting into an unrecoverable state if they eat something in the inventory immediately after loading a save game
- Fixed issue with screen space reflection not always disabling correctly
- Various memory improvements
- Fixed issues with doors and hatches getting into a desynced state for multiplayer clients in some cases
- Fixed stumps not appearing outside after loading a save game inside a bunker or cave
- Fixed female cannibal broken neck and head gimbal flipping in hit with Molotov cocktail reaction animation
- Fixed a bug where equipping the lighter with the rope gun held looked odd
- Fixed some popping on crossbow animations
- Fixed Kelvin unable to pickup and drop arrows
- Fix for Muddy Cannibals stay near trees action only staying near the trees by player, and sometimes triggering too often
- Fixed case where audio on knight V could get stuck on
- Fixed audio when cutting tree with chainsaw
- Fixed navigation cutting when placing walls in ground that slopes up
- The players grab bag is now closed when interacting with a fire that has gone out
- After loading a save game, when drinking from a pot on a fire, the player will now receive the correct recipe stats instead of water
Audio
- Added audio for the pot lid bumping around when boiling
- Tuned some high max instances on ambient events and mutant footsteps
- Made water splatters max distance a lot shorter and edited volume curve
- New audio for Demon Boss sequence; more synced impacts and grappling sounds, and Demon Boss jump and vocals
- Better pot fill with water audio
- Added sound for hug in chopper leave sequence
- Made Knight V on mud and water not play water splash when stopped
- Added sounds of emptying cooking pot and flask
- Altered gold room vista lightning audio
- Fixed guitar playing audio stuck on when interrupted by crash or knockdown
Sons of the Forest Patch 5
Features
- Buildable basic and advanced log sled
- Tree regrowth (setting is on by default) with a 10% chance to randomly regrow when you sleep
- Findable cooking pots and new advanced cooking system
- Can now add tarps to log structures
- 2 new found footage clips added
- Beached sail boats location added
- 79 new ponds and 34 new lakes added to map
- You can now play the guitar
- Added Timmy mutated arm to demon battle scene
- New wearable clothing item added
- New Kelvin commands added to reset traps, fill log sleds and fill drying racks with fish
Improvements
- Days Survived now shows the correct readout if the player died during the final interactive cutscene by jumping into the propeller blades
- Cannibals in villages will now sometimes engage in a test of strength fight with another cannibal
- Cannibal fear is now affected by group size, single cannibals will have more fear, large cannibal groups will have less
- Shotgun rail is now on side of gun instead of top to avoid blocking vision
- Turtles will now only lay eggs on sand
- Muddies will sometimes get bored with the player and run away if not angry
- Added Timmy mutant arm visuals to demon boss cutscene
- Lowered priority for female cannibals stealing logs
- Eagles may now steal dead fish
- Throwing dead bodies on spring traps now sends them flying into air
- Moldy food and dead flowers added to banquet hall
- Timmy will now block the exit to hell cave until after you have defeated the boss demon
- Timmy’s jacket will now be ripped after demon boss battle scene
- GPS Map updated with latest lakes and rivers
- Dead small birds now float in water
- Fix for duplicating logs in storage triggers
- Knight V improved sheen on pickup
- Enforced max server name length
- Lobby list performance improved in preparation for an upcoming feature
- Improved support for loading into large multiplayer saves and help with structures vanishing
- Rotated the shotgun in the weapon case in inventory so that the mods are visible now that they are on the side
- Added localized display names for Points of Interest notifications
- Player no longer makes a drinking sound when refilling a container with liquid
- 3D Printer will once again update the resin volume readout when the printer is refilled
- If an item instance module fails to deserialize on load, it will no longer stop the rest the of the players inventory from loading
- Renamed bunker locations to be clearer when discovered
- Improved docks draw distance
- Added more tree moss/vines in areas of map
- Improved bunker food lighting
- Bunker luxury details added; More decorative items, vases, and more dead bodies
- Added cooking pot pickup to tech apartment in bunker residential
- Looking around now updates the target cut position when aiming at a log with an axe equipped (before it was only calculated when first targeted)
- It is no longer possible to cut off holes in floors supporting furniture or windows from a wall that is supporting wall structures
- Kelvin will now choose another tree to chop if a tree structure is placed on it
- Kelvin’s order will complete with the thumbs up if there are no more Arrows/Bolts, Berries, or Radios to retrieve and drop
- Kelvin will now have berries in his hand when eating them. On fishing will have fish on initial grab
- Added fail-safe protection against enemies falling through world and not deactivating
- Multiplayer clients will now see the proper GPS locator type on Virginia instead of default icon
- Current wetness on characters now replicates to multiplayer clients
- The chainsaw revved state will now be heard and seen by other players and rev will stop when knocked down
- Fixed small birds flying under the water surface when flying over deep lakes
- Fixed a fish bunching up issue
Fixes
- Can no longer drink lava
- Fixed under lava visuals
- Fixed snow and wetness occlusion volumes used in specific world locations not initializing properly
- Fixed a visual arm pop on player that appeared sometimes when landing from a fall or jump
- Fixed Twins not always turning towards player before taunting
- Fixed fingers stuck in standing idle after burning death
- Fixed projectile impact FX for flesh and hard surfaces not replicating to other players in multiplayer
- Fixed player sometimes being able to interact with other triggers when notepad was open, which could get player into stuck state
- Fixed cannibals not staying snapped to tree edge while shimmying around the tree
- Fixed bug where cannibals could take dismember damage while blocking
- Fixed muddy cannibal getting angry at player if hit by a rock thrown by another muddy
- Fixed some cases of cannibals getting blocked by collision at or above head
- Fixed muddies having standing collision instead of hunched over
- Fixed eating dead squirrels not increasing character fullness stat
- Fixed some cases of far snaps for Sitting and Jumping on Rock
- Fixed the cave shark sometimes being killed by creepies
- Fixed multiplayer client thrown logs not breaking foliage when far away from server player
- Fixed multiplayer client-thrown logs not causing a hit reaction on enemies
- Fixed multiplayer clients not seeing burning effects when dead puffies are thrown onto a fire
- Fixed multiplayer clients unable to put cannibals into the injured limb state and fixed some animation blending and smoothness issues in the injured state
- Fixed Kelvin radios deactivating when moved far from original location, and fixed carry positioning visuals for multiplayer clients
- Kelvin will no longer pickup broken radios
- Fixed Kelvin when moved far away from tree target unable to find another tree to clear automatically
- Kelvin Finish Structure command; Fixed some issues with counting logs needed. If he’s holding unused items they will now be dropped on ground
- Fixed a case where Kelvin stood carrying a single log instead of placing it then cutting a tree
- Fixed Kelvin getting stuck if the holder he was filling was removed or destroyed. Now he will drop the item and complete the order
- Fixed Kelvin trying and failing to fill item holders that are far above the ground
- Fixed case where a leaning beam could link a free pillar with a structure on an incompatible placement grid
- Fixed context allowing to place a beam with same support on both ends that isn’t an Apex or a Wall
- Fixed detached pillar placement creating degenerate pillar if it fails to find supporting ground, now properly prevents placement if there is no ground bellow (could happen when placing off a cliff for example)
- Fixed one case where quickly sharpening stick posts causes the cut animation to fail for subsequent cuts
- Fixed player getting stuck in carry log animation by rapidly placing and taking a log from the log holder
- Fixed cutting quarters off dynamic logs sometimes hard to target
- Fixed Repair Tool hitbox active while it is equipped
- Fixed some wrong settings for quarter log LODs (rendering performance improvement)
- Fixed Defensive Walls and DW Gates unable to be damaged by player melee hits
- Fixed leaned beams sometimes accepting pillars on top of the bottom end before planks are added
- Fixed cutting Defensive Wall spikes moving player too close which made subsequence cuts harder to aim
- Fixed some localized entries in the configuration menus not showing properly on Windows machines set to Turkish display language
- Cut down trees with axe tutorial should now only trigger the first time
- Battery indicator on the NVGs should no longer disappear after performing certain actions
- Fixed flickering/distortion that could appear for some players in late game saves
- Increased reflection probe atlas to 4096×2048 (should fix issues where reflection probes could break/show wrong probes)
- Burning Puffies should now look correct/not distort
- Fix for 3D Printer not showing the correct initial amount of resin
- 3D Printed Sled can no longer be placed on the crafting mat
Audio
- Improved player audio for other players in multiplayer
- Added some Timmy voice acting to Gold Room cutscene
- Made chainsaw transition to cutting sound faster
- Reduced fade time on intro helicopter crash music
- Made first look guitar sting 3d
- Added beeps to opening helicopter crash
- Improved demon boss audio
- Set some various small objects in bunkers/morgue to have surfaces tagged for impact sounds and get melee impact physics
- Added ragdoll impact sounds to deer and baby
Sons of the Forest Patch 4
Features
- Added new ‘Action Cam’ item and first found footage tape
- Added new point of interest discovery laptops
- Added ability to name save games
- Added kick and ban popup messages when kicked or banned from a game
Improvements
- Kelvin can now carry 2 logs at a time!
- Brighter night vision goggles
- Added snow impact effects to snow crash cutscene
- Longer Timmy fighting demon boss intro animation
- High sentiment Virginia should now visit player more often
- Added more spots in villages for cannibals to stand watch or sit around
- Muddies are now more likely to flee when scared
- Cannibals now sometimes look at each other when not fighting
- Cannibals have new animation variations for running and lunging attacks making them more evasive in combat
- Cannibal creepy and leaf armor will now be visually broken and knocked off when hit
- Female cannibals will sometimes drink blood from village troughs or from dead animals, cheer for other family members and occasionally dance to radio music
- Male cannibal will now sometimes bash dead bodies of enemies
- Skinned small animals now will have skinned visuals. Specifically the rabbit, squirrel, eagle, duck, seagull, land turtle
- Low health Deer and Moose will sometimes lay down and rest
- Add a wetness amount per character that increases when submerged in water or cleaning in water, and reduces over time when not
- Dead bodies now get washed (blood/dirt) in water
- Increased Deer bleeding and increased damage caused by hitting front body
- Bird flight speed increased by a small percentage
- Torn silver jacket added to end mutant
- Added some ducks on the golf course
- Added north arrow guide to mini map
- Ballistic impact effects from other players will now be visible in multiplayer
- Armor is now dropped if the player does not have available space for it if it’s cycled off being worn
- Grenades and bombs will now play a water explosion effect when thrown in water
- Dead cultists clothing is now bloody
- Added more flower wreaths on some dead cultists
- Added new binder prop to security rooms
- Improved some of the lighting in bunker residential
- Improved armor rack LOD
- Added binoculars, night vision goggles, wire and lightbulbs to quick select slots
- 3D Printer readouts should update more accurately now
- Fallen Log E scaled down to 65% size
- Some fixes for open edges on cliff above golf course
- New lake added to golf course
- Kelvin can now finish building shelves
- Setup LOD’s for logs in storage holders
- GPS map updated to include all current ponds and lakes
- Removed location pins from opening cutscene laptop screen
Fixes
- ‘I Dream of Sushi’ achievement is once again achievable
- Fix for players game hanging when switching from empty slingshot to another ranged weapon that has swappable ammo
- Player should no longer get into a bad state if they are spamming a weapon hotkey while opening a door with a keycard
- Animal Hide and tech mesh will now be greyed out on the grab bag when interacting with an armor rack
- Removed rebinding for back action
- Fixed lone life jacket floating in sky
- Fixed issue where option menu could be opened at the end of loading screen
- Fixed some missing player disconnected notifications
- Fix for not being able to drink from deep bodies of water
- Crafted spears no longer fall through cave floors
- When a storage structure is destroyed and stored pickups are spawned, it is now spread over multiple frames to ease the performance overhead and create less frame stutter
- Fixed issue where the left side UI notifications would stop showing up after the player has died
- Trying to equip your left hand item light is now blocked when the player is in another action
- Fix for collider not being enabled on dynamic pickups sometimes
- Fix for pause menu continuing to add force to players on ziplines
- Fixed some initialization issues causing DLSS to not be enabled by default / after reset settings
- Added harsh slope limitation to block riding knight V up steep slopes
- Added localization credit names and fixed font for fallback characters
- Fix for player crouching while riding Knight V
- Fixed being able to dismember dead cannibal without destroying armor on the limb first
- Fixed big hut destruction sometimes leaving a floating corpse and standing walls with no collision
- Fix for the quick select bag getting stuck in the players hands or getting stuck in a bad state if it is triggered at the exact same time as the player begins swimming
- Fixed Kelvin carry radio position
- Fix for clients in multiplayer sometimes seeing muddy cannibal hit reacts have standing glitch frames
- Fixed muddy cannibal leaf piles sometimes not showing for multiplayer clients
- Fixed multiplayer clients not seeing Kelvin carried arrows properly
- Fixed multiplayer clients sometimes doing first note long animation on first interact with Kelvin
- Fixed a case where clients could see and interact with a “ghost” Kelvin not at his real position
- Some fixes for Virginia washing in waterfall, and will now occur at more waterfalls around the map
- Virginias GPS will now retain the assigned icon when given to her
- Fix for Virginia or Kelvin sometimes getting stuck in sitting animation
- Fix thrown small rocks falling through ground when bouncing
- Fixed silenced pistol shot being heard as regular shot by other players
- Fixed case of player getting stuck in skinning action
- Shovel attack will now slow down when low stamina
- Fixed wrong ceiling panel in bunker entertainment
- Fixed destroying defensive wall log with spike not using the right model for the spawned pickup, also solved the scaling issue
- Fixed cutting defensive wall spike not working in some cases
- Fixed scaling of destroyed rock reinforcement pickups
- Fixed destroyed defensive wall spikes of quarter Logs not working properly
- Destroying ramps a solar panel is on now spawns a pickup
- Placed solar panels now have collision
- Fixed a specific case where connecting Electric Wires would not work
- Fixed bug causing incorrect count of light bulbs and solar panels received on pickup
- Fixed case that allowed placing a Beam connecting two structures from unaligned grids, resulting in a degenerate stretched or compressed Beam
- Fixed Lookout tower placement being blocked if there is a Defensive Wall underneath the overlook
- Fixed One sided apex blocking placing Pillars on top of Ramps
- Removed switch mode UI prompt that didn’t do anything when placing a Defensive Wall Gate
- Fixed an issue that would result in multiplayer clients unable to build anything or receive construction updates from the host
- Fixed case where snow & wetness occlusion as well as solar panel initialization didn’t work for tree structures
- Fixed case where removing an electric wire didn’t work properly and could prevent the underlying power grid system from splitting in two and behaving as expected
- Fixed case where a leaning beam snap point would be invalid (arrow in red) when it should be allowed
- Fixed issue when loading a save that could prevent other features such as placing ramps from functioning properly
- Fixed a case where a free pillar in middle of a grounded beam grid would cause degenerate leaning beam placements
- Fixed destroying solar panel support not cascading to the solar panel
- Fixed issue where drinking while holding multiple log planks could result in broken animation state
- Fixed case where non log items spawned by construction system would fall through the ground
- Fixed destroyed log pickups ending up with oversized collision
- Fixed destroyed non log element pickups not matching physics with the visual in some cases
- Fixed structure collapse applying delay between elements even if it doesn’t spawn a pickup, resulting in weird behavior when destroying the fire wood stack for example
- Fixed some issues with Beams leaned down slopes from Walls, which were incorrectly displaying the lift preview prompt and placing awkwardly
- Fixed issue causing some missing Beam snap points after removing a pillar supporting a beam that is also supported by a Wall
- Fixed multiplayer issue where players enter a broken state if killed while starting to climb a rope
- Fixed multiplayer issue where placing a stick or rock path would wrongly show up for remote players while placing it, which could lead to game breaking issues
- Fixed multiplayer issue with physics doors that could prevent clients from locking it if it was stuck open on host side
- Fixed players able to remove chairs and benches from under seated AI or remote players
- Fixed destroyed defensive walls built with non-full Logs reverting to unsharpened state
- Fixed element collapse order for apex & one-sided apex, ensuring top elements break before lower ones
- Fixed one-sided apex behaving oddly when hit with a repair tool
- Fixed issue preventing placing a Beam from a Pillar to the top of a Leaning Beam if there is another Beam linked
- Fixed case where Leaning Beams were not being repaired properly
- Fixed issue with Beams supported by a low Ramp that would prevent removal of the Beam and add a degenerate Pillar placement
- Fixed multiplayer issue where players could dismantle a Log from a Wall and add a Wall Beam simultaneously, resulting in a floating Beam
Audio
- Fixed some sounds in multiplayer having a very low precision location
- Fixed other players hearing double impact sounds from shovel and repair tool
- Cannibal armor now has impact audio when hit
- Pistol no longer doubles up on its reload audio
- Tuned terrain and motor levels of Knight V
- Fixed fade time on gunshots in opening crash sequence
- Added gunshots to the Demon Boss sequence
- Demon Boss attack audio and hurt audio for intro and added new music sting audio
- Tuned waterfalls large and small, and water spots
Sons of the Forest Patch 3
Features
- Rideable E.U.C. ‘Knight V’
- Nightvision goggles
- Solar panels, light bulbs and wires added to construction system
- Ramps/Stairs can now be built between a beam and a wall
- Buildable spring trap
- Working armor rack (replaces mannequin)
- Added button / option to delete saves (also limited amount of save slots to 30 to fix issues with steam cloud sync)
Improvements
- Dead babies now have buoyancy in water
- Mr. and Mrs. Puffton clothes now burn up when they are burned
- Added security camera model to bunker luxury entrance
- Cannibal lookout towers and large huts are now breakable
- Adjusted navigation areas by lakes to fix issue with stuck animals/characters around edges
- Can now pickup and throw puffy dead bodies
- Dismembering dead characters with melee is now easier
- Adjusted creepy spawning logic in caves, should no longer visibly spawn and should not lead to over the top amounts of enemies in caves over time
- Improved some enemy base attack logic
- Enemy damage game setting is now properly replicated to clients in multiplayer
- Kelvin “return to shelter” command will also return to hunting shelters and beds
- Kelvin can now pick up all types of arrows, visibly carry them, and drop the proper type of arrow
- Fly Swatter and Bone Maker traps will no longer trigger on small animals
- Improved morgue lighting in bunker residential and added some dead cultists there
- Added flower wreaths to some dead cultists
- Added world position fixer to block player going outside the bounds of the world on X and Z
- Added quarter resolution mipmap limit option and set book pages to use it, to prevent them becoming unreadable at low texture settings
- Set rock, stick and small rock to disable colliders when not dynamic
- Fixed player clothing blend shapes not always properly applying visually to other players in multiplayer
- Tarp and turtle shell will now show their item count in inventory
- Renamed mannequin to armor rack
- Changed amount of duct tape required to build armor rack to 1
- Added shimmy area after boss fight in hell cave
- Made it possible to leave hell cave if reentering it after completing game
- Rope climb trigger for caves is now accessible from a wider angle
- Creepies will now be hidden if they manage to wander into any cutscenes
- Virginia will now stash guns when carrying a gift and drop gift when entering combat
Balance
- Cannibal ability to dodge heavy attacks increased
- Increased John2 damage to structures
- Enemies now flee further when scared
Fixes
- Fixed issue with nomad cannibal families spawning more than maximum allowed amount
- Fixed more cases of enemies and large animals able to spawn in player bases
- Fixed missing translation on find the Puffton tutorial messages
- Fixed slight delay when hovering over the exit confirm button
- Fixed some more cases of being able to glitch out of the world using a stick
- Fixed animation pop in puffy male walk aggressive loop
- Fixed some areas players could get stuck in hell cave
- Dropped backpack should now properly spawn if the player saves and reloads before picking it up
- Grab bag should no longer get the player stuck in a bad state if it is opened and closed quickly
- Player should no longer get into a broken state if they begin swimming while performing the refill flask action
- Added a safety measure that if the player somehow gets into a state where they are missing a vital item such as their lighter, tracker, combat knife, guide book or grab bag, they will be readded when a save game is loaded
- When the player’s dropped backpack is picked up, it double checks to ensure that the player now has the backpack item
- Player should no longer be able to lose their backpack from using their Quick select in some rare use cases
- Fish on drying racks will no longer despawn when their max pickup count is reached
- Items on the camp fire will no longer auto despawn
- Fixed heavy actor sometimes popping to standing when hit again during hit head reaction
- Fixed Kelvin not stopping trying to fill holder that player put final item in
- Fixed player getting into stuck state if machete ground attack was interrupted
- Fixed stun baton FX sometimes stuck on when interrupted
- Fixed issue with there sometimes being more fish than maximum allowed amount
- Improved logic to better prevent cases of seeing enemies pop in
- Fixed falling trees not hitting cannibals
- Fixed clients sometimes seeing extra GPS locators for Virginia
- Fixed multiplayer client’s taking gun with multiple mods from Virginia losing a mod
- Fixed visual issues decapitating heavy faceless cannibal and female puffy
Audio
- Applied logarithmic scale to volume sliders
- Add an audio event for animations where cannibals hits club against ground
Sons of the Forest Patch 2
Features
- Added new demon boss to end of hell caves
- Added dead cultists to map
- New double story cannibal hut type added
- Added turtle shell rain collector
- Added new tougher puffy variation
- New surveillance room added to bunker residential
- New cave system added
- Added admin panel for admin clients
- Additional story elements added
- Added auto backup system when overwriting saves
Improvements
- Moved gold armor to new cave system
- Removed keypad entrance to bunker luxury, will now need to open it an alternate way
- Container items will now save their state in single player, so if they are opened or broken, they stay that way
- Improved lit fire torch brightness when viewed in first person
- Removed instant season switch logic from sleeping
- Adjusted the min/max turbulence of wind to prevent extreme mesh distortion at highest intensity
- Firewood now crumbles when it’s fuel is used up on fires, and can then be replaced with new firewood
- Furniture or ziplines can no longer be attached to doors and gates
- Repositioned dead sluggy in bunker residential making it possible to come back inside bunker
- Player is now able to use most left hand items while gliding
- Closing save menu will go back to game rather than pause menu
- Changed face on maintenance keycard to not be player character
- Improvements to Finnish and Traditional Chinese text
- Improved look of old paper pickups
- Added books to bookshelves in bunker luxury
- Removed shotgun pickup from bunker luxury
- Gold armor pickup visual is now the full armor and is positioned to fit on skeleton burnt model
- Improved held location of flashlight and lighter when sliding
- Added additional wakeup locations in hell cave
Balance
- Increased fullness from eating MRE’s and decreased fullness from eating cat food
- Rabbits and Squirrels will now try harder to evade player and run faster
- Added unique hit reacts to dining hall bosses and replaced their knockdowns from shotgun with smaller staggers
- Player no longer takes survival stat damage while strung up on effigies
- Gold Armor now absorbs 70% demonic damage instead of 90%
- Increased burn time on camp fires
- Increased fire fuel amount provided by leaves & cash by x10
- Reduced chainsaw full charge duration
- The flashlight will now auto replace the battery sooner so that it happens before the light begins to fade
Fixes
- Fixed Item Duping using storage holders
- Custom day length settings will now work correctly
- Fixed multiple cases of enemies able to spawn inside player built bases
- Fixed pops on machete block animations
- Fixed bloom on tech armor blowing out visually
- General navmesh improvements
- Fixed issue where leaving save menu would bring back HUD and leave menu state in pause menu
- Fixed locking player movement when starting to dig to fix alignment issues
- Floors no longer allow placing walls if there is a leaning beam above
- If a held item is set to require both hands, the equip will now also drop any logs the player was holding, fixes glider disappearing when player attempts to equip it while holding a log
- Can no longer drink water while swimming
- Fixed missing cleanup of the player out of breath audio
- Fix for players dying instantly if jumping in water and rebreather was out of air
- Camp Fires will no longer set off fire sprinklers until the fire has been lit
- Fixed issue with the player getting in to a bad state if they died while performing an interaction in their inventory, such as eating or crafting
- Fixed issue where the player could get stuck in a bad state when equipping, stashing and equipping items very quickly
- Fixing issue with the player sometimes being able to begin eating by using hotkeys while starting other actions
- Fix for binocular visuals getting stuck on screen if the player opens the pause menu while using the binoculars
- If the player is not grounded while the tutorial book is out, the tutorial book will be stashed
- Items can be equipped while not grounded again, excluding books
- Fix for campfires becoming interactable when the player is in another action if the player previously backed away from the fire while trying to light it
- Fix for having to look away from the fire after lighting it before it would be interactable
- Turtle Eggs will no longer hatch on shelves or on the players grab bag
- Fix for GPS locator not being cleared after being picked up and loaded from a save
- Fix for clicking anywhere in the grab bag taking an item back from Virginia if the player closed the grab bag while hovering over the missing item
- Fix for items not being able to be equipped from within inventory if they were not left or right hand items
- Tactical in coffin GPS locator will no longer show up after loading a save where the player has already picked it up
- Fix for clients not being in sync with the host for season duration if the starting season was spring
- Fixed issue with player out of breathe audio not following the player unless they are running
- Fixed hovering over crafted items on the mat not showing the total number of owned items including the ones on the mat
- Fix for player getting stuck in falling pose if quick select is opened at the same time as jumping
- Fix for the player always triggering the logic to dismount from a rope when dying; This was causing issues with incorrect items being equipped after death
- Fix for player being able to pull out their grab bag on fires when they do not have the grab bag
- Fix for survival damage not working in save games
- Multiplayer clients are now synced with the hosts stat damage and consumable effects settings
- Fix for breaking unfinished tree cabin giving infinite logs
- Fixed placement prompts staying behind when placement changes from valid to invalid in some cases
- Fixed beam supported by walls not propagating destruction properly to linked strutted beam
- Fixed some open edges on cliffs around world
- Fixed some cases of trees vanishing when walking over some parts of map above caves
- Fixed firewood giving different amounts of fuel for Host and client in multiplayer games
- Fixed snow appearing on some indoor plants in winter
- Blood reveal on Demon should now match the body part hit
- Fixed cut ferns flying up into air
- Fixed Kelvin being able to burn to death from fires
- Fixed some cases of A.I. actors getting into invalid states
- Improved A.I. navigation in structures
- Prevented some cases of animals and enemies able to spawn on player built structures
- Prevented some cases of enemies attempting to move to stimuli they can’t reach
- Fix For grab bag still being able to be equipped on garden plots even when the player does not have their inventory
- Fix for player clothing blend shapes not applying correctly in certain situations in multiplayer
- Fixed issue where other interactions would still be possible while the look animations were playing on equipping the book pickups
- Planting seeds in gardens will no longer consume two seeds at a time
- Item Crates and containers will no longer look closed if the player opens them, runs away and then comes back to them in single player
- Fix for players held items not being re-equipped if the player is wearing the rebreather and exits the water but the mouthpiece was not actively up
- Fix for players not getting their items back if the end game cutscene is triggered before they have picked up their dropped inventory
- Fix for all items always doing their first look action after the walkie talkie has been equipped
- Fixed player stuck with open grab bag if campfire is destroyed while they’re adding something to it
- Fixed defensive wall placement UI rendering underneath cliffs
- Fixed pillar building decal drawing over hands
- Fixed Interacting with light fire prompt multiple times while lighting a fire getting player stuck in falling state
Audio
- Fixed fire axe and modern axe hitting metal sounding like hitting flesh
- Waves on shore audio no longer set to streaming
- Added some additional mouseover and pickup audio events for arrows
- Widened speaker spread on mutant voice events
- Made near distance levels of mutant audio events more consistent
- Fixed the occasional very loud mutant cry in mid distance
- Tuned audio on wind, streams, player footsteps, mutants and more
- Fixed hard cuts on some regular male mutant praying audio
- Added audio volume slider for Walkie Talkie
Sons of the Forest Patch 1
Features
- Added Binoculars
- Added Hang Glider
- Added Defensive Wall gate
- Added mid game boss fight into food bunker
- Added Settings Reset in the Options screen
- Added missing Virginia leather suit pickup to world
- You can now lock doors with a stick placed on the interior of the door
- Built small structures (furniture) can now be grabbed, while grabbed it can either be placed again somewhere or thrown to collapse it and get back its resources
- Some additional story elements added
- New headshot death animation variations added for cannibals
- Angry regular cannibals can attack now by jumping out of trees
- Small birds will now land and eat/gain fullness
- Added option to hide player name tags
- Added option to hide projectile reticle and trajectory
- Fish trap should now work and catch fish (every 5-10 minutes) as long as it’s placed in water and the current season is not winter
- Added lookout towers to some cannibal villages
- Story Paper pickups will now show UI to “Zoom” in
- Added new structure type: One Sided Apex. Fills the space between a leaning beam and its supporting beam. Aligns automatically based on the leaning beam orientation. Fits quarter log variations to the right length automatically.
Balance
- Added sleep cooldown
- Set rest drain from hunger and dehydration to 0
- Muddy Cannibals will now get less angry (from player proximity and in late game)
- Added possibility of Player Sleep Interruption events from nearby enemies that can reach player
- Tweaked fire drain rate to make using firewood more important
- Tweaked berries to give slightly more fullness
- Tweaked energy drink to give half as much hydration and less energy buff
- Tweaked amount of fullness and hydration all herbs and mushrooms give
- Hard enemy health setting reduced to 1.25x health
- Increased cannibal armor health by 1.5x on hard
- Kelvin catch fish order will end after a time
- Fixed opening a cave in late game having too many enemies
- Adjusted some player melee events and ranges for better A.I. responsiveness
- Halved shotgun damage
- Boosted seat rest amount from 0.3 to 0.7
- Added regular Puffies to dining hall
- Increased health on creepies depending on amount of multiplayer players active
Improvements
- Improved red cannibal animation and blends
- Fixed sleeping animation for female cannibal
- Set up player effigy struggle/idle for multiplayer
- Fixed ‘bouncy’ logs when deep in water
- Performance speed up for world locators
- Added Logic to allow hatches and doors to be forced open when player is spawned inside
- Fix for some LOD’s sometimes not switching correctly
- Fixed error caused when quitting while in death wakeup
- Unique/Story items are now force equipped when they are collected
- Door orientation is now determined by the position of the player when placing it, the face in front of player is the interior face
- Adjusted Deer and Moose locomotion for better pathing
- Prevented placing bench so close to objects that player could be stuck when standing up after sitting on it
- Added more small prop setup for melee impacts and collision
- Added LODs/optimization for the wall torch
- Destroying screw storage now spawns stored items as dynamic pickups
- Beach greebles regenerated with coral rock sizes reduced
- Bunker food fixed some small lighting issues
- Added radio to bunker food
- Turned the table cards for Mr. and Mrs. Puffton into story pickups
- Updated DLSS dll to version 3.1.1
Fixes
- Should no longer be able to get through locked doors with a stick (Sorry speed runners!)
- Fixed Kelvin cutting down trees with player structures attached
- Fixed keycard guest not opening the two doors in bunker entertainment and not being needed to get into bunker residential
- Fixed ghost blueprints not rendering underwater (for example fish trap)
- Fixed some stream underwater rendering glitches
- Fixed some potential issues on multiplayer disconnect
- Fixed multiple issues with input bindings
- Fixed player stuck after dying while climbing rope
- Fixed being able to place paper target on tarp collision
- Fixed place defensive wall option available on non grounded pillars, often resulting in invalid placement that gets rejected
- Fixed placing a defensive wall log against a pillar made of log quarter variation causing an invalid placement that gets rejected
- Fixed destroying the small animal deadfall trap getting its resources yielded back twice
- Fixed some issues occurring when a fire is destroyed while interacting with it
- Fixed lifting tarp with stick sometimes not detecting stick being equipped properly when auto equipped resulting in a unnecessary delay before performing the action
- Fixed adding log planks to ghost blueprint structures by splitting logs automatically not consuming the log properly
- Fixed case where some elements from some unbuilt outlines could be removed
- Volume fix for cave visuals disabling when navigating into some corners of caves
- Fixes for various open rock / cliff edges in terrain
- Fixed case where Virginia grab bag interaction could trigger at same time as pickup, leading to bad player state
- Fixed case of player stuck attacking with spear after revive
- Fixed enemy armor setting not working
- Fixed animal count setting not working correctly
- Fixed player able to trigger actions while doing ground attacks, fixes some possible temporary stuck states.
- Fixed some cases of small birds not being scared of player
- Fixed some incorrect keyboard icons for keypad inputs
- Fixed music not playing in title screen after leaving a multiplayer game
- Autumn ground leaves shouldn’t pop on visually as much now
- Player will no longer get into a broken state when trying to equip an item that they are already holding and have maxed out in inventory
- Fixed a transition to move with Tactical Axe which was preventing attack/block/parry from activating during it
- Fixed case where removing a beam supporting a pillar wouldn’t re-link the pillar properly with its new support, resulting in wrong pillar position calculated after the cascading repositioning process
- Fixed wood stack loading from saves as an apex (non retro-active)
- Added player saving system for cutscenes
- Fixed the cave shark eating severed limbs looking broken
- Fixed some cave entrance bat scare spawn locations
- Fixed some eagle perch landing / takeoff issues. Add a perch spot to tall dead stump
- Fixed issue where walking over entertainment bunker could cause trees and other world objects to disappear.
- Cannibals should no longer snap long distances to climb into windows
- Fix for clients no longer loading into the correct season when rejoining a saved game
- Players held items at time of knockout are now remembered upon being revived
- Tutorials will no longer be force closed when opening the pause menu and are instead just visually toggled. This should fix some tutorials such as the pick up construction element tutorial from completing before the player has actually done it
- Player will no longer slide down slopes when either utility book is held or when the player is in their inventory
- Can no longer attach both the laser sight and flashlight weapon mods to the crossbow at the same time
- Fixed some cases of multiplayer client able to duplicate logs
- Fixed repairing wood stacks not putting its elements back in correct position
- Fixed floating log when chopping down a tree with tree shelter attached to it
- Fixed Screw Structures being broken apart have no audio
- Tagged auto jumps off on portable light
- Fixed Kelvin dropping radios destroying the radio
- Fixed weapons given to Virginia not being returned with correct amount of ammo and weapon upgrades
- Modified fade distance on icons slightly to make them more visible
- Fixed for player able to be pushed through terrain if another players stand on their head
- Fixed opening hatches removing weapon upgrades from currently held weapon
- Made sure player correctly aligns to death marker when dying at high height
- Removed floating life vest
- Fixed displacement digging visuals breaking on some quality settings
Audio
- Improved audio CPU overhead
- Improved some cannibal audio/vocals
- Reduced audio stuttering issues
- Reduced intensity of high wind audio to reduce performance impact
- Reduced max instances of footstep audio to reduce CPU cost and improve performance
- Changed the audio ringing effect on explosions and grenades to lessen as you are further from the explosion to avoid it cutting out with distance
- Spittle audio added to first spittle nest in entertainment bunker
- Added fadeouts to physics sounds
- Tuned player rock footstep when running, waterfall and surf levels
- Added gun fight audio before door opening to “Get down son” cutscene
- Updated triggered and reset audio events on flyswatter, bone maker and small animal traps
- Prevented repair tool from spamming SFX causing performance and audio issues
- Fixed audio loop not ending when climbing down ropes