V0.45 - Armor mannequin, improved animal navigation, carryable dried meat, new story pickups, bug fixes and more

Hey Everyone,

 

This patch adds a new armor mannequin, making it possible to store different armor types for retrieval later. We also added a new alternate log and rock holder which can be toggled by hitting the R key, these store double the amount of each item.

 

Dried meat can now either be eaten directly off drying rack by holding the eat key, or taken into inventory by tapping the key. This allows you to carry dried meat with you and eat it when you like.

 

We worked on improving animal a.i. navigation, so deer should hopefully not run through rocks anymore. We also fixed some enemy navigation issues that should reduce cases of enemies running against walls and rocks endlessly.

 

Almost every item you can hold in your right hand can now be used as a weapon! So if you want to hit someone with raw meat you now can. We also added a tiny amount of damage to thrown rocks, so if you want to throw them at each other in coop games you'll now do a point or so of damage.

 

We did a bunch of improvements to controller usage especially in menus, making it much easier to select options, start games and more using just a controller.

 

Climbing axe can now be used on outside world cliffs again! There are a couple new bits of art added, including new gore models for caves, new mud models for after it rains and new mud on arm textures which should look more realistic. Items should no longer fly up into the sky when player approaches them!  Some new story items and pickups have been added, along with this we also fixed a ton of bugs and more all listed at:

 

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

 

V0.45 changelog:

 

  • Fixed rock path keeping last autofill setting instead of disabling it, resulting in a state where rock path cannot be used after placing another wall or fence in autofill mode
  • Fixed repaired anchor version of tree structures having a rope
  • Fixed shutting down upgrading system before having applied all 5 views of a single glass shard upgrade leaving crafting system in a partially broken state
  • Fixed disassembling upgrades not properly clearing up bonuses (100% retroactive)
  • Fixed disassembling upgraded stick upgrades breaking it
  • Fixed disassembling upgrades causing burning upgrade cloth to no longer show up in inventory
  • Fixed material icons not visible when building a structure nested with a dynamic one (like houseboat) that has moved after ghost was placed
  • Interacting with docking trigger is now exclusive so that it is no longer possible to interact with other nearby triggers at the same time
  • Improved gamepad menu navigation, currently selected menu element highlighting should now be consistent when going back and forth in menus
  • (Multiplayer) Fixed invite popup not usable with a gamepad
  • Fixed some dynamic objects sometimes flying up into the air when approached
  • Fixed missing collision from some cannibal art props around the world
  • It is now possible to nest small buildings in both treehouses (considered dynamic, so it has same limitations as the houseboat)
  • Several small buildings like rabbit skin decoration and snack holder can now properly be nested to dynamic structures (like houseboat or tree structures)
  • (Multiplayer) It is no longer possible to equip items that are added to the metal tray directly from it, it needs to be moved back on crafting mat or inventory first (this is to prevent a duplication exploit)
  • New building: Large Log Holder ! Once placed, the ghost regular log holder can be toggled into a large holder. Holds up to 12 logs
  • New building: Large Rock Holder ! Once placed, the ghost regular rock holder can be toggled into a large holder. Holds up to 40 rocks
  • (Multiplayer) Fixed issue with missing buildings for clients when loading a saved game with lots of structures (instead of attaching all buildings at once they will instead be attached to the networking system up to 100 at a time per frame, this delays just a little the time it takes for everything to show up on clients and should likely be unnoticed)
  • (Multiplayer) Sped up time it takes to attach all trees at start of game
  • (Audio) Added impact sound for when hitting tents with weapons.
  • (Audio) Added impact sound for when hitting cannibal camp fires with weapons.
  • (Audio) Added new sound event for spear throwing.
  • (Audio) Added new sound for bone fence weapon impacts.
  • Optimized cpu usage on enemy ai routines
  • Fixed high cpu usage when survival book was open
  • Improved collision on old white tents, lowered wind distortion and added stipple effect when they become visible
  • New mud art
  • New muddy arms textures
  • New mud now stipples in instead of popping on
  • New bloody gore cave models added
  • Fixed nav mesh not updating correctly when some structures were destroyed
  • Viewing passenger manifest can now be cancelled by pressing attack
  • Fixed passenger manifest being activated at inconvenient moments such as when enemies are nearby
  • Fixed player weapon sometimes becoming unresponsive for a moment when near trees
  • Fixed shell attack not responding during jump
  • Fixed shell attack clipping with player camera
  • New building: Armor mannequin ! Stores a total of 10 Lizard Skin, Deer Skin, Stealth Armor or Bone Armor in a suited shape
  • Fixed case of wrong weapon stats being used after upgrading a weapon and closing inventory with escape (without selecting a weapon)
  • (Performance) Fixed unnecessary CPU usage from metal doors
  • (Multiplayer) Adding more items to a holder than its maximum capacity now attempts to return it
  • (Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave
  • Added Storage page 3 tab in book
  • New story item added to (spoiler, removed)
  • New story pickup added to (spoiler, removed)
  • New story pickup added to (spoiler, removed)
  • New story item added to (spoiler, removed)
  • (Multiplayer) Fixed tree structures vanishing instead of visibly collapsing for clients when supporting tree is cut down
  • (Multiplayer) Fixed a case of fake drop causing duplication in MP, fixes duplicating animals meat when full
  • (Multiplayer)Fixed cave fires doubling up visually when lit
  • Improved popon of some rivers in parts of world
  • Fixed player able to glitch through houseboat collision under some circumstances
  • Hand icon will now point towards the selected menu item when navigating title scene and in-game menu with a gamepad
  • Software cursor shown when using gamepad in book now has a more reasonable size
  • Fixed some gamepad navigation issues in options
  • Disabled prev/next action icons shown when using gamepad in book
  • Grabbing sled is now hold "Take" action instead of simple press
  • Increased max amount of rocks in sled to 26 (from 15)
  • Fixed sled rocks using sheen material instead of regular one
  • Arrow basket, bone basket, drying rack and skull light can now be nested with dynamic structures (ie: houseboat)
  • (Performance) Turned off some additional cave floors that were on even when player was above ground
  • Deer should no longer run straight through walls and structures
  • Climbing axe can be used on above ground cliff faces again, (except for sinkhole)
  • Fixed broken glitchy waterfall particles in sinkhole
  • Fixed player sometimes surviving fall into sinkhole
  • Fixed some cave entrances popping on too close
  • Dried meat on rack can now be collected with a simple press of the 'Take' action (instead of holding it for 0.5s which will still eat it)
  • It is now possible to eat dried meat in inventory
  • Player can now attack with held items such as fish, dead rabbits and generic meat
  • Picking up small rocks/tennis balls when holding logs no longer drops the logs
  • Fixed player animation breaking sometimes when picking up a spear while doing a downward axe chop
  • Small rocks will now deal damage when thrown at player or enemies
  • (Performance) Fixed star system having high CPU usage when in caves
  • Fixed placing several buildings ghost with the Batch feature blocking opening inventory
  • (Multiplayer) Fixed meat client gets on drying rack always fresh regardless of actual decay state meat had for host
  • (Multiplayer) Fixed client adding edible/spoilt meat on rack turning to fresh meat
  • Improved texture resolution on cave corpses in cave6
  • Fixed incendiary upgrade on spear not saving
  • (Multiplayer)Optimized mutant transform cpu usage for clients
 

 

The Forest is out on PS4

Hey Everyone,

The Forest for PS4 releases today on PlayStation. It’s available to download right now on the PSN store, priced at 19.99 USD.

v1.09

Hey Everyone,

This patch focuses on performance and bug fixing.

We’ve also been working on a much larger content focused update and should have news we can reveal about that soon.

VR beta patch 3

Hey Everyone,

 

This patch adds multiplayer support to the VR version of The Forest and also adds some fixes and improvements to the regular 2d version of the game.

 

Patch 1.08

Hey Everyone,

This patch fixes an issue where some PC’s could hang for a long time on starting a new game.

VR Beta patch 2

Hey Everyone,

This patch implements some of the suggestions and ideas we’ve received since releasing the VR beta version last week.

VR Beta hotfix 1

Hey Everyone, 

Here is a patch for some of the issues that have come up in today’s VR beta release.

We also saw people asking for smooth rotation and so added that option in, and changed how to drop logs/bodies.

The Forest VR Beta

Hey everyone,

This release adds a first pass of VR Support to The Forest. This release supports both Vive and Oculus Rift.

V1.07

Hey Everyone,

This patch fixes an issue with crashing that could occur when building tree based structures. 

V1.06

Hey Everyone,

Today’s patch fixes some more issues that have come up since release.

V1.05

Hey Everyone,

Here’s an update, addressing some of the bugs that have come up recently and also adding in new brightness and contrast sliders.