1. The Last Plague: Blight
  2. News

The Last Plague: Blight News

Hotfix v0.11.1

[p]Thanks for the reports and apologies for the issues that came up with the new update! Quickly fixed a few of the larger issues, with more fixes and stability to come[/p][p][/p][p]Fixes[/p]
  • [p]Increased interaction range of all interactions to match the recently increased "use" interaction distance. This fixes things like harvesting or igniting kilns not working properly unless you are closer[/p]
  • [p]Fixed cave underground display not triggering when entering[/p]
  • [p]Fixed stick wattle and daub walls being invisible[/p]
  • [p]Fixed wrong sunrise estimate text (30+ hours) when using accelerated seasons[/p]
  • [p]Fixed pink squares appearing when igniting with flint when using the grass anti-aliasing graphics setting[/p]

Major Update v0.11.0

[p]After a bit of a delay, the Q2 update is finally here! Some big ticket features have been added as well as a host of various other fixes and optimizations. There may be a few things that have slipped through the cracks due to the extent of the changes so be sure to keep your previous saves to fall back on if there are fairly serious issues popping up.[/p][p][/p][h2]New Features[/h2][p][/p][h3]Injury System[/h3][p][/p][p]A few injuries can now appear during the course of the game. A new tutorial task has been added to help explain the mechanics of the new system.[/p][p]Generally for bleeding-based injuries you'll need to stop the bleeding with a bandage-type item, clean and sanitize the wound to fully treat the injury. Leaving injuries dirty risks infection and fever. Other injuries like fractures require splints to regain some use of the affected area.[/p][p][/p][h3]Advanced Building System[/h3][p][/p][p][/p][p]Multi-story building is finally here! The next tier of building uses lumber sawed from tall trees to use as posts and beams. To ensure things stay level, you need to place down foundation pieces called Sole Plates to define where the posts and walls will go. These foundation require the terrain to be level before they can be fully built.[/p][p]The system works mostly like before, but the roof and floor pieces are drawn from one beam to another rather than snapping to empty triangular or square areas.[/p][p][/p][h3]Weather and Seasons[/h3][p][/p][p][/p][p][/p][p][/p][p]And lastly, seasons have arrive in the world of The Last Plague. New season progression and starting season options have been added for new games. New clothing items have also been added to help with the cold.[/p][p]Given that days last around 2.4 real hours (1.6 with sleep), a faster season progression (2x speed, ~182 days/year) option was added so that Winter could actually be encountered and that it wouldn't last an overly long time. Otherwise each year takes 365 in-game days which would take around 650 real-world hours! Please let me know if these options make sense and if any others would be nice to have.[/p][p][/p][h2]Other Additions/Changes[/h2]
  • [p]Added max framerate setting in graphics options. Only one of vsync and max framerate can be enabled at the same time[/p]
  • [p]Allowed gamepad to quick move when dragging an item in the inventory[/p]
  • [p]Allowed gamepad to quickly drop an item in a hovered-over slot[/p]
  • [p]Added a "transfer all" context menu action to transfer all items of the same type to another inventory[/p]
  • [p]Added non-Apple keyboard support on Mac[/p]
  • [p]Added ability to add custom languages to the game's internal localization file (with ability to select in gameplay settings) rather than requiring English to be overriden[/p]
  • [p]Added more warnings in places when dragging items like bowls that would lose liquid when placed[/p]
  • [p]Added Liam Suter to programming credits. Thanks for the help this Summer![/p]
[p][/p][h2]Fixes[/h2]
  • [p]Fixed rare case of co-op joining players failing to join because of a world generation edge case that breaks during the join game process[/p]
  • [p]Fixed cases of wheelbarrow getting stuck in the ground[/p]
  • [p]Fixed character customization popup showing for co-op joining players every time they join rather than just the first time[/p]
  • [p]Fixed ranged attack toggle when pressing key in the UI[/p]
  • [p]Fixed task skip button not appearing for mouse and keyboard gameplay[/p]
[p][/p][p]As always, please let me know any issues you see and any feedback you have with the new systems in the game. I'm really excited to keep building out the game and get all these cool features out, so thanks for all the support so far since Early Access release! I hope you enjoy![/p]

Q2 Update Timeline

[p]Hey everyone, wanted to give you all some details on the awaited Q2 update. It's getting very close to completion but still needs a bit of time for polish, testing and final fixes. Given that Canada Day lines up with the end of this month (July 1st), I wanted to make sure an update this size has the time to be fully ready with minimal game-breaking issues, with resources available afterwards to make sure. A lot has been reworked and changed to support injuries, the new weather and advanced building systems.[/p][p][/p][p]With all that, I'm aiming to get the Q2 update out July 14th, 2025. I apologize that it's not really hitting the Q2 timeframe as originally planned, but it will be worth the wait to make sure things are as solid as can be![/p][p][/p][p]I'll try to get a smaller update out before then with a few fixes and UX improvements between now and then.[/p][p][/p][p]Here's an example of what will be possible with the new building system:[/p][p][/p][p][/p][p]Thanks for your patience! It will be worth the wait.[/p]

Update v0.10.3

Another set of fixes and improvements for the game! One fairly big change is a reworked sun position calculation across multiple frames to reduce amount of shadow "flickering" seen when the position is updated every frame. A completely new cloud rendering system was added as a result of this new sun position change to make sure the shadows continue to look right.

Additions:
  • Reworked sun position to only be set every few frames rather than every frame to reduce amount of flickering you may see around the edges of the shadows, especially at lower settings
  • Reworked cloud shadow rendering to take the new sun positioning into account
  • Added ability to chop up dead logs to receive scrap wood
  • Added new input to switch between top-down and third-person perspectives (only with keyboard/mouse, default key: H)
  • Added smoked fish recipes


Fixes:
  • Fixed third-person mode field of view (FOV) being incorrectly zoomed out after the character customization update (v0.10.0)
  • Fixed wrong terrain height calculation near chunk borders that would cause terrain levelling to creates spikes along these borders
  • Fixed smoked item tooltips showing "hardening" percentage instead of smoked percentage
  • Fixed female character dress behavior when walking
  • Fixed creatures getting into a state where they run around the player without being able to hit them
  • Fixed potential hang when starting or loading a game with large view distance on MacOS


Performance:
  • Removed superfluous texture sampling calls in terrain rendering to increase framerate a small amount


Balance:
  • Reduced stamina cost when using shovels


Other changes:
  • Increased environmental brightness in various cloudy conditions
  • Increased sky brightness below the horizon (if on a mountain or hill)

Update v0.10.2

More fixes and requested changes in this regular update while work continues on some of the big Q2 update features!

Additions:
  • Finally added ability to break up all large rocks/boulders with a pickaxe
  • Added new grass anti-aliasing graphics setting that greatly reduces "twinkling" of grass and other foliage as the camera moves around slowly. Note that this setting adds a decent performance impact due to the removal of a rendering optimization step related to grass-based surfaces


Fixes:
  • Fixed long-standing issue of the anti-aliasing setting not being loaded properly on game start-up
  • Fixed floor lengths not being updated to work with the new snap-to-grid distance increase for beams/walls
  • Fixed fish not triggering fish traps as much as they should
  • Removed "rabbit remains" for fish when they decay
  • Reduced bonus stack size for hearth furnace slots to avoid situations where you can't add enough fuel to complete the smelt
  • Fixed infinite splash effect when creatures die in fairly shallow water
  • Added speed reduction when the character is approaching a target position for an interaction such as piloting a raft to avoid jittering at the center
  • Fixed being able to walk into a raft's storage area to push it across the water
  • Fixed fish not properly passing on their infection level to their resulting meat items in certain cases


Balance:
  • Removed spawn chance of hostile creatures near camp at night
  • Greatly reduced chance hostile creatures wandering near camp


Other changes:
  • Increased depth that posts can be placed in water to better allow for protection against hostile creatures
  • Reworked creature disease state to be set when they spawn rather than when they die. Won't change things much now but will better set up the game for breeding animals and whatnot later on
  • Reworked how the far-away terrain is rendered to no longer rely on stencil masks but still nicely blend between it and the nearby detailed terrain