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

Hey Everyone,

 

For this patch we've made a bunch of improvements to the custom building systems. Visual feedback when placing custom foundations or walls should now be much clearer. For custom walls we have also removed the minimum length requirement and walls will place vertical logs if below the length to place horizontally.

 

Advanced building of custom floors and roofs has had a total re-work and the new gizmos should make it much easier to build advanced structures. We've also improved how hole cutter works, both visually and allowing it to remove items placed above what you are cutting out.

 

For combat we've made enemies more agile with the ability to dodge away and then counterattack immediately after getting hit by players.  Parrying enemy attacks is more reliable to pull off now, and parried enemies stagger for longer to give more time for a follow up attack.  Clients in multiplayer sessions can now parry enemy attacks as well.  Large axes now also have a heavy attack that can cause smaller enemies to be knocked to the ground in one hit.

 

We've also added a new profile button to the multiplayer player list so players can see each others steam profiles, added some new particles, fixed a bunch of bugs and lots more, all listed at:

 

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

 

V0.47 Changelog:

 

  • Enemies can now dodge away from player attacks immediately after being hit
  • Improved parry hit detection, should be easier to consistently perform parries on enemies
  • Fixed enemy attacks sometimes still registering after being parried
  • Increased length of stagger animation on parried enemies
  • (Multiplayer) Clients can now parry enemy attacks
  • (Multiplayer) Fixed bug where clients could be kicked from game if attempting to chop shark head
  • (Multiplayer) client player body and skin materials are now correct during opening plane crash
  • Fixed incorrect stamina drain when doing heavy attacks
  • Fixed camera rotating upwards slightly when exiting survival book
  • Fixed some cases of buildings placing bellow terrain while player isn't in caves
  • Fixed ghost procedural stairs trigger not matching shape and environment well enough to always be reachable.
  • Improved ghost building placer staying above floors instead of constantly snapping to terrain
  • Fixed floor hole cutter rendering on wrong layer
  • Fixed floor hole cutter not properly showing wood particles at all rotations
  • Procedural walls/foundations and fences can now be placed after the first locked point and reaching the minimum length requirement
  • While placing a ghost wall or fence, parts that cannot be locked and wont be placed by pressing the place button now have a red tint to differentiate it from the rest of the structure
  • Placing a procedural wall with a short chunk places logs vertically for that chunk, instead of not allowing placement. These vertical chunks cannot be made into window or doors
  • Lowered min angle requirement for procedural walls and fences
  • Removed all ghost procedural buildings placement legacy gizmos (round half circle, grid)
  • Procedural foundations, floors and roofs now have a new dot and line gizmo when placing it in manual mode to fully visualize what is going on within
  • Revamped procedural floors & roofs manual placement in a similar way to bridge anchor locking, except that instead of targeting a single point it is possible to slide along the supporting structure shape (ie edge of wall)
  • It is now possible to place bridge directly when targeting it's second anchor instead of having to first lock the second anchor and then place the bridge
  • Fixed ghost bridge being red after locking first anchor
  • Fixed red ghost material visibility
  • Added edge intersection check when placing floors and roofs
  • Floor hole cutter now also removes (some) overlapped structures
  • Optimized calls to nav mesh update when opening and closing defensive gate
  • Improved large log holder repair trigger positioning
  • Fixed attacking with held meat items not doing any damage
  • Fixed cut snow tree trunks material
  • Fixed stick & rock holder icons positions
  • Fixed wrong material on ghost log holder sticks, ghost basket sticks, raft built sticks and wrong layer settings for ghost weapon rack and floor hole cutter
  • Fixed player/player_net held log still using old model and textures
  • Fixed a bunch of material numbers for buildings being incorrect
  • Fixed eat meat animation not playing while player was on fire
  • Fixed eat meat animation not playing when eating burnt meat
  • (Multiplayer) Fixed camera shake not working for client during fat creepy foot stomps
  • Added a slight offset to fake gamepad cursor in menu so it doesn't overlap texts so much
  • (Performance) Fixed unnecessary allocations in multiplayer games when in range of lakes or ponds
  • The escape key (on keyboard) or back button (on gamepad, either B or Circle) can now be used to navigate back to previous menu location
  • (Multiplayer) Added a "Profile" button in player list pointing to the Steam profile
  • Fixed broken transparency on coral and part of arrow feathers
  • Added heavy attack for large axe type weapons
  • (Multiplayer) Setup steal item feature to transport extra data such as meat decay state
  • Added new hit rock particle effect
  • Improved look of wood chunk particle effect when hitting structures (now uses 3d geometry)
  • (Multiplayer) Fixed case of dropped meat reverting to previous decay state
  • Fixed medicine cabinet using old log model/texture
  • Bone basket and arrow basket now have unique models and dedicated icons
  • Fixed rock and stick holder book pictures looking different than built versions
  • Fixed head cooking bug after using a decaying meat item
  • Fixed cooking head floating high above fires
  • Increased stipple range on some plants that were set wrong causing them to fade out too soon
  • (Multiplayer) Fixed dropping bodies sometimes being unpredictable/difficult to judge drop distance
  • Fixed cut fern texture not matching fern type
  • Fixed garden rotate seed type icon remaining visible after planting max amount of seed
  • New rain follow system that compensates player movement and time it takes particles to hit the ground
  • Improved look of dead mossy log
  • Fixed meat not set to back to the saved decay state after loading a saved game
  • Fixed eating oysters not working
  • (Multiplayer) Looting backpack now equips the plane axe if not already owned
  • Fixed a.i issue with enemies in caves sometimes not attacking players
 

V0.72b

Hey Everyone,

Here’s a hotfix to address to some issues that came up in last nights v0.72 release.

For the full list of yesterday’s v0.72 patch notes, please visit:

V0.72

Hey Everyone,

For this patch we focused on bug fixing and polish, as well as adding in a couple long requested tweaks (the log sled can now carry a full 12 logs!)

V0.71b

Hey everyone,

Here are some fixes and improvements to last weeks v0.71 release. Including some balance of the new calorie system.

V0.71

Hey Everyone,

This patch adds a new electrical tape pickup item. With electrical tape you can now craft the new slingshot weapon type, which uses the small rocks in world as ammo.

V0.70c

Hey Everyone,

Here is another hotfix for last weeks v.070 release fixing an issue with exiting caves in save games.

 

For the full list of v0.70 patch notes, please visit:

V0.70b

Hey Everyone,

Here is a small hotfix for some issues that came up in Friday’s v0.70 patch release.

For the full list of v0.70 patch notes, please visit:

V0.70

Hey Everyone,

This patch adds new recipes to the stew system.

V0.69b hotfix

Hey Everyone, For the full list of yesterday's v0.69 patch notes, please visit our announcement. Additionally here is a fix for some issues that came up since last night's release.

V0.69

This patch adds a new modern bow. It's hidden pretty deep in one of the cave systems. This bow will shoot longer and further than the crafted bow, and with more damage. To keep the crafted bow useful we've made it fire faster than the modern bow, but with shorter range and with less damage impact.

V0.68d

Hey Everyone,

Here is a hotfix to a couple new issues that were reported yesterday.