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

Hey Everyone,

 

For this patch we've added a new skin animal animation. Now instead of the skin magically popping off, you'll see the player cutting and then retrieving either skin or meat depending on the animal type.

 

For co-op players, you'll now start the plane crash in your own seat. Host will see the same cutscene as in single player, however client players will be able to see this from a different angle.

 

We've tried to balance gaining weight too fast by adding a calorie burning stat to the eating system. Regular exercise, including carrying logs around will increase the amount of calories you burn per day.

 

For players using controllers, we've tried to make navigating the inventory and book easier. Using a snap system, you can flick across to choose either a weapon or book button, versus having to manually guide the pointer.

 

Additionally we've fixed a bunch of bugs, set enemies to drown if underwater for too long, added new table and chair buildable items. We've also added water running over terrain when raining sounds, improved some a.i. performance and some navmesh issues as well as improved the look of some plants and lots more all listed at:

 

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

 

V0.46 changelog:

 

 

  • (Multiplayer) Fixed client dried meat not being dried when taken by host
  • Fixed crouch toggle not working correctly on controllers
  • (Performance) Replaced all pickups with deferred shader version
  • (Audio) Added sound effect for running water on terrain when raining!
  • Rabbits and lizards now have collision when moving around the world
  • Improved ai navmesh around rocks and sinkhole area
  • Optimized physics calls on animals
  • Caves - Fixed some small holes and gaps in some caves
  • Caves - Fixed cave6 cut female legs not being dynamic
  • When using a gamepad, cursor now snaps to buttons instead of moving freely mouse style, thus making navigating book easier.
  • (Multiplayer) Clients now start the plane crash in separate seats from host, and watch timmy taken away from different perspective
  • Fixed logs flying up in the air when chopping down trees (hopefully)
  • Updated ReWired (input plugin), should fix the issue with xbox One gamepad drivers after the windows 10 update
  • (Multiplayer) Cloth, tooth, feather and booze weapon upgrades are now visibly synced to other players !
  • Fixed a bug when loading a save with ceiling skull lamps causing it to not be properly toggled on/off based on distance with player
  • Fixed the default "Map" gamepad mapping when not using the Advanced Input (X-Input) option
  • Added another way to batch items from inventory to the crafting mat, it is now possible to hold the "Combine" button to incrementally add more and more items
  • Fixed logs floating in water that get reused by the pooling system not getting their buoyancy properly reset (past 100 spawned logs, oldest ones gets reused for new spawns)
  • Optimized cpu/physics usage on enemies and animals
  • Mutant babies will now drown if submerged in water for too long
  • Fixed navmesh in cave 6 causing enemies to not find paths to player sometimes
  • Added second skull to two headed effigy when broken apart
  • Revamped crafting system to allow inputs when not hovering the cog
  • Hitting the "Jump" button while having a valid crafting recipe on the crafting mat will now fulfill it
  • Hitting the "Drop" button while having ingredients on the crafting mat will now return everything to the inventory
  • Now clamping item info tooltip so that it is always entirely visible
  • Fixed crafting guide page showing the "AltFire" action instead of the "Combine" action, causing it to show wrong buttons when using a gamepad
  • Fixed some navmesh issues in Cave 1
  • (Multiplayer) Reduced animation cpu usage as host
  • Improved textures on some bushes/plants
  • Improved/changed ugly plant like grass type with a more natural grass
  • Fixed some cases of enemies still able to glitch through walls
  • Fixed some item naming issues since the introduction of carryable dried meat
  • Fixed page link button highlighting not working in book
  • Caves - Fixed hole in Cave 4
  • Added skin animal animation to player!
  • Fixed some weird collision around islands where rocks were using a wrongly scaled collision mesh
  • (Multiplayer) Fixed a bug causing built logs from a ghost procedural roof to not be visible until structure is completed
  • Fixed next update part of title scene blurry at some resolutions
  • Fixed missing mud pickup icon
  • Fixed issues with survival book sometimes drifting away from players hands
  • Fixed player movement slowing down when trying to open survival book while carrying a log
  • Fixed enemies sometimes disappearing from noose trap  when sleeping
  • (Multiplayer) Fixed enemy movement appearing offset after being released from noose trap as client
  • Fixed player sometimes not able to paddle raft or houseboat
  • (Multiplayer) Fixed some logs flying for clients
  • Dried meat can now be properly put back on drying rack and retain decay status
  • Dried meat put down on a fire can now be eaten immediately
  • Increased range of catapult
  • Rotating ghosts buildings now speeds up after half a second
  • Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves
  • Fixed eating dried meat from inventory not yielding fullness
  • Moved bone & arrow baskets in book to the page 3 of storage
  • New buildable furnitures: table and chair
  • Floors & roofs no longer show the autofill/manual mode toggle action icon when not in direct vicinity of a supporting structure
  • Physical exercise is now taken into account in the character weight formula so that exercising a lot slows down gaining weight when over fed and speeds up loosing weight if underfed
  • Added home icon to bed structure
  • Fixed player sometimes sliding forward after a hard fall
  • Procedural floor no longer suggests and allow the autofill feature on a foundation (since it would just make a second floor matching the foundation embedded one)
  • Improved nav mesh around big lakes area
  • Tweaked inventory management to allow items that are both equipment and edible (such a pot filled with water) to be used with the combine button, thus leaving open the option to equip the item even when currently edible
  • Fixed wall/fence attempting to go up the the sky when placed on slopes with great height difference
  • Floor now shows a preview starting after the first locked point instead of after the second locked point
  • Fixed floor ghost color code not matching exactly rest of building system
  • Fixed fire arrow not lighting up leaf traps
  • (Multiplayer) Fixed arrow basket, bone basket, ceiling skull light, drying rack, rabbit skin, snack holder, meds cabinet, skull light, trophy, wall plant pot, explosive holder, catapult and water collector not following supporting dynamic structure for clients
  • Fixed building repair trigger not following dynamic structures movement
  • Slowed down enemy movement if underwater
  • Enemies will now drown if submerged in water for too long
  • (Multiplayer) Fixed placing a ceiling skull light as client leaving the place icon active
 

 

V0.51b

Hey everyone,

Here's a small hotfix to some issues that came up in last night's patch release:

 

V0.51

Hey everyone,

For this patch we focused on opening up the door at the bottom of the sinkhole cave. The door is locked and you'll need to find the keycard in order to get inside.

V0.50c - hotfix

 

Hey everyone,

Here's another small hotfix to the patch released earlier in the week, this time fixing an issue with water holders.

 

V0.50b - hotfix

Hey Everyone,

Here's a small hotfix, fixing some issues with clients loading into multiplayer games.

 

V0.50 -  Balance and bug fixing

Hey Everyone,

For this patch we've focused on bug fixing and some balance tweaks. It's a small patch as most of the team is working on the bigger December 14 story update

V0.49b - hotfix

Hey Everyone,

Here's a small fix to yesterday's patch release

 

V0.48b hotfix

Hey everyone,

 

Here's a small hotfix to this mornings patch release.

 

 

V0.47d - hotfix

Hey Everyone,

 

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