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The Last Plague: Blight News

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

Update v0.4.9

A small update with a few fixes as work continues on the story update and Steam next fest demo

All Changes:
  • Fix super rare chunk generation issue, where 1-2 chunks will break while being generated and as a result show as giant holes in the terrain
  • Increase base size of UI
  • Add extra stone to cairn for an easier way to show a direction
  • Slightly increase cairn label visibility range
  • Add new hint at start of game to call out controls setting page
  • In click once interaction style, allow movement keys to cancel more interactions like creature harvesting
  • Add very simple rich presence feature for Steam (shown to your friends in their friends list) showing which day you've made it to



New rich presence text when playing the game:

Update v0.4.8

A few more quality of life changes based on some recent feedback! Now you can choose to click once to interact with objects rather than clicking and holding

All Changes:
  • New interaction style option in control settings: click once to interact. For players that simply want to click once instead of clicking and holding to pick up something or chop down a tree
  • Now possible to click/hold on water to auto-move towards it to interact like other objects
  • Completely new river generation algorithm that uses A* to prefer paths that have the lowest terrain elevation, should result in less "cliff" like riverbanks. Only present in new games
  • A sea is now generated in a random direction in new games. Preparing for the story update, which will include road and village generation, and a region map depicting all these new features
  • Compression disabled for game files - game now takes up around 3.2GB (vs. 1.8GB before), but future updates will hopefully be much smaller and no longer need a redownload of the majority of the data
  • Add error-checking around the game load process so that issues are caught and a warning box appears explaining the game can't be loaded, rather than an indefinite black screen
  • Fix issue in internal object position tracking where floating point precision issues would cause objects to be bucketed incorrectly in very rare cases
  • Increased hunger replenishment from meat, increased thirst replenishment from river/lake water and boiled water
  • Remove stacking from various forged tool blade and head items to prevent unintentional averaging down of stats

Update v0.4.7

Coyote numbers toned down a lot, and they now avoid lit fires!



All Changes:
  • Coyote numbers greatly reduced during first week
  • Reduce chance of hostile creatures approaching the player in camp
  • Coyotes avoid ignited fire pit during the day
  • Coyote aggression range and growling ranges made a bit more generous, increase growl volume
  • Fix player forged steel hammer not being able to take apart buildings
  • Reduce energy loss from chamomile tea
  • Fix capped stamina stat bar indicator missing when energy is low
  • Item consistency changes