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The Last Plague: Blight News

Update v0.4.14

There's been a ton of feedback around how it continues to be too easy to get lost in the game, even after the added rivers, cairns, and item label visibility radius changes. Finally put some time into hopefully solving this issue once and for all: difficulty selection at the start of a new game and a region map



When you choose the "More forgiving" option, you gain access to a large region map (default key: M) that shows your position and direction, as well as the approximate locations of any fire pits you've placed in the world.



Those that like to explore more without worrying too much about keeping track of surrounding terrain features and cairns, you'll feel at home with the new map.

Those that prefer the old way can select the "More realistic" option for the same experience as before. All existing saves will be categorized as in the more realistic mode as well. Currently there's no way to switch modes in an existing game, but that may come soon.

All Changes:
  • New difficulty selection at the start of a new game. "More forgiving" and "More realistic". More realistic is exactly the same as the game was before this update
  • Region map (default key: M) added only in the "More forgiving" mode to help with navigation. Shows your location and locations of fire pits you've placed
  • Dim "Attack Mode" key binding if the attack style isn't set to use this key
  • Increase wild garlic generation chance by a decent amount
  • Firewood fuel efficiency increased by 50%. Now cutting logs into firewood is much more worthwhile

Update v0.4.13

A few fairly sizable changes in this update today, multiple save slots per game, and a new attack mode control style in control settings.



All Changes:
  • Ability to have multiple save slots per unique game. Autosaves are always saved in one specific slot, but you can create any number of your own saves as well. No ability to name the saves yet, but that may come later
  • Fixed a recently discovered bug where save playtime was incorrectly calculated. Many autosaves over the course of a session would cause the playtime to shoot up dramatically for the save file. You may have
    previously noticed a save displaying quite a few hours of playtime more than Steam shows for the whole game
  • New attack control style in control settings. If you select the new attack mode option, you need to hold down a separate key (default spacebar) to be able to attack with the left mouse button. When the key is held, you no longer can mistakenly interact with objects instead of swinging your axe
  • Fix shade canopy interaction position so it can be built much easier with the hammer
  • Update hide treatment task to make it clear how to obtain salt
  • Make directional stone larger on the cairn

Update v0.4.12

More feedback addressed in this small update! Colored item labels and better task auto-completion logic are the highlights

All Changes:
  • A ton of new colors added for the highlighted item labels. Most gatherable plants/resources are green, combustible items are tinted brown, mineable rocks are tinted blue, and some other additional colors. More/reworked colors will be added in the future
  • Building placement and item placement tasks auto-complete now if you've created the relevant building/item before the task is assigned
  • Fix issue with tasks not recognizing completion state if the amount completed was higher than the task's required amount
  • Fix issue where dragging a stack into unbuilt building slot would transfer the whole stack (and lose some items as a result) instead of just moving over the amount needed for the building blueprint
  • Increase chance that rabbits will wander into nearby snares. Multiple snares far apart will give the best results!
  • Fix issue where a stack of cairns would all be placed in one spot when using the place action. Now only one item will be placed out of the stack
  • Related to the above fix, now rabbit snares can be stacked in groups of 2 for easier transportation
  • Reduce salt percentage needed for coyote and wolf hides to somewhere inbetween the old value and the rabbit hides
  • Slightly increased tin rock generation chance
  • Slightly reduced time required for molten bronze smelt
  • Fix issue with Bloomery losing output iron blooms if there were too many iron ores smelted to fit in a stack

Update v0.4.11

Another small update to address some recent feedback! Making the rabbit snares a bit nicer to use, clearing up fire pit recipe confusion, and improving game start world generation balance

All Changes:
  • Improve resource distribution near starting area to make game start more balanced across all uniquely generated worlds
  • Rabbit snares can now catch rabbits passively, with a small chance of nearby rabbits walking directly them over time. Will continue to tweak behavior going forward, as well as adding bait ability in the future
  • Add new fire pit recipe messaging - a warning when no cooking surface is present, and a hint to empty the bowl of water before trying to cook meat
  • Opening UI like inventory while character is walking towards an object in click once interaction mode will no longer cause the character to keep moving indefinitely
  • Slow decay rate of all meat items
  • Fix dandelion roots item collider so it doesn't roll around all the time when dropped


Update v0.4.10

Small update with a new way of defining toggled actions, may need to update your controls!



All Changes:
  • Switch how toggle works for running and highlighting nearby items: new checkboxes in controls settings to turn on toggling behavior for these two actions, rather than a separate key
    • If you were using keys to turn on toggling, you'll find those keys aren't used anymore and will need to check the new checkboxes
  • Further reduce amount of coyotes early on for slightly more manageable start
  • New alert popup during autosave so that the experience is a bit better, rather than an abrupt stutter during the game
  • Hardening the autosave process to hopefully eliminate a very rare crash as autosave begins
  • Change how tracking works for messages shown on top of the character, removing the jittery look of the text as the character moves with high framerate