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The Last Plague: Blight News

Hotfix v0.11.9

[p]Pushing out a small hotfix to resolve a crafting issue that came up relating to certain recipes[/p][p][/p][p]Fixes[/p]
  • [p]Fixed certain crafting recipes like fish meat from fish not functioning properly[/p]
  • [p]Fixed cooking skill progressing too quickly[/p]
  • [p]Fixed missing localization for new show skills/show health menu key inputs[/p]

Q3 Update v0.11.8

[p]Hey all, as mentioned in the recent news post, the Q3 update will be a bit smaller today. Along with skills/proficiencies, there are a small number fixes and additions.[/p][p][/p][h3]Skills[/h3][p][/p][p]Skills are now finally in the game, showing up as a tab in the new "Status" window that combines skills with the existing injuries list as tabs.[/p][p][/p][p]The skills will show what they affect in a tooltip when hovered over. They increase every time the related action is performed, making your character slightly better at it the more it's done.[/p][p][/p][p]This is an initial list of skills, with plans for more to be added in the future. The current set of skills may require some balancing, so please feel free to provide feedback around them and which skills you'd like to see. And also, I know there one of the most requested new structures is a an indoor fireplace for the new advanced building system, rest assured that this will come soon![/p][p][/p][p] Hope you enjoy![/p][p][/p][p]Additions[/p]
  • [p]Skills - a list of actions that your character can become proficient in with more practice[/p]
  • [p]Added the Outer Corner Lumber Rafters building piece to allow for more roof configurations[/p]
[p]Balance[/p]
  • [p]Reduced default fire ignite chance for sticks and flint to better integrate new Firetending skill[/p]
[p]Fixes[/p]
  • [p]Fixed "click-to-move" control type not working at all within caves, as well as greatly improving behavior on multi-level buildings[/p]
  • [p]Fixed injuries not being prevented when fully blocking an attack from a hostile creature with a shield[/p]
  • [p]Fixed game breaking when leaving a co-op game and then attempting to load a singleplayer save without restarting the game[/p]

Roadmap Updates

[p]Hey everyone, as September is coming to an end and after having a detailed look at where the game is and where it's heading, I wanted to share my short and long term plans for the game.[/p][p][/p][h2]Q3 Update[/h2][p]The Q3 update will be a bit smaller than originally planned unfortunately. Aiming to still get skills/proficiencies out, but NPC survivors and glass blowing need a bit more time to get right as its a lot larger of a feature than I was originally planning. The original plan was possibly a bit too ambitious, apologies for that.[/p][p]Expect a smaller Q3 update with skills and a few other enhancements by the end of September.[/p][p]Here is a quick preview of the new, often-requested outer corner roof piece coming in the Q3 update (was a lot harder to implement than the inner corner piece!)[/p][p][/p][p][/p][h2]Q4 Update[/h2][p]Pushing NPC survivors and glass blowing to this update. Working and trading with NPCs will be critical to the game's story and the eventual curing of the Blight.[/p][p][/p][h2]1.0 Release[/h2][p]Not planned out in detail yet, but I'd like to get the 1.0 release out once all of the requisite features are in place (most features released this year as well as NPCs). I imagine this will for sure be in 2026, and ideally in the first half of the year. [/p][p]The game was released into Early Access almost a full year ago now (wow!) and I'm so appreciative of all the amazing feedback, support, and bug reports over this time. The list of content/feature requests is incredibly long now and I want everyone to know that I read every one. My goal is to find a good balance of what to include that improves the gameplay and experience the most while not pushing the 1.0 launch back too much.[/p][p]But know that even after 1.0 release, I plan on continuing to work on the game and keep free updates coming many years into the future. There are so many cool things that can be added to the game to make it one of the most interesting realistic-focused survival games out there. Thank you for being here and being part of the The Last Plague's journey![/p][p][/p]

Update v0.11.7

[p]Here's another update with fixes and improvements! As always, greatly appreciate all of the bug reports and feedback over the past while.[/p][p]Work on the Q3 update continues but I will be putting up a quick post about this update and a revised roadmap for the rest of the year and beyond soon, now that there is a bit more clarity about where the game is and where it's headed. Thanks for being part of this early access journey![/p][p][/p][p]Fixes[/p]
  • [p]Fixed case of no hostile creature spawning caused by loading a save while in an active game, where the loaded save is an earlier day than the active game. For example, playing a game on day 7, then loading a save that's on day 4. Hostile creatures would then not spawn for at least 3 days[/p]
  • [p]Fixed positioning of held soft/hardened jars and pots[/p]
  • [p]Fixed some buttons in the UI (ex. body part buttons in the health status window) overriding the ESC key behavior while focused resulting in all windows being closed and the main menu opening, instead of just closing the current active window[/p]
  • [p]Fixed issue with roofs losing their "indoor status" (losing protection from rain/wind/storms) when removing a roof from rafters and and adding another roof back on[/p]
  • [p]Fixed missing localization of the header in the health/injury management window[/p]
  • [p]Fixed rain/snow appearing when in a cave[/p]
  • [p]Fixed objects like young plants breaking the auto-pickup functionality when they are the closest object out of other valid pickup-able objects[/p]
  • [p]Fixed stockpile placement colliding with lumber support beams underneath floors[/p]
  • [p]Fixed build/repair/take-apart interactions using the held item's stamina cost when it's not required for the interaction, for example when holding a wooden shovel while building a stone floor[/p]
  • [p]Fixed the "show discovery popup" gameplay setting not actually saving when it is disabled[/p]
  • [p]Fixed the interactions list overlapping the mouse cursor and making it hard to choose a spot to dig when holding a shovel and hovering over the terrain (in top-down mode)[/p]
  • [p]Fixed interactions list positioning when hovering over water to drink or fill containers (in top-down mode)[/p]
[p]Additions[/p]
  • [p]Bleeding-related injuries now result in blood drops on the ground when moving around with more severe bleeding causing more blood drops[/p]
  • [p]Added rotating autosave functionality. If using autosaves, the game now keeps three separate autosave slots, saving over the oldest one each time the autosave is triggered[/p]
  • [p]Added autosave when entering caves and an option to enable/disable this in gameplay settings[/p]
[p]Balance[/p]
  • [p]Reduced leech application chance when in water[/p]
  • [p]Reworked calculation of "indoor status" for roofed areas so that they will be more protected from the elements in various roof/wall situations[/p]
  • [p]Increased "indoor status" of area under lumber floor, it's not as much as a proper roof but can now be enough to block sunlight for mushroom growth with enough surrounding walls[/p]
  • [p]Reduced speed of raft[/p]
[p]Other changes[/p]
  • [p]Added tutorial hints for first injury task to make the process a bit clearer[/p]
  • [p]Adjusted polypore bandage tooltip to better describe its functionality[/p]
  • [p]Reworked player map marker text sizing to be more dynamic and easier to read when zoomed out[/p]
  • [p]Improved character idle animation when holding a wooden paddle[/p]
  • [p]Switched rain particles to use world simulation so that you no longer see the particles "stick" to the camera's position as you run around. This has a slight performance impact however[/p]

Update v0.11.6

[p]Further fixes and improvements in this update! Things are starting to look a lot more solid. I've noticed some great feedback around hunting/combat being a bit lackluster and will continue to tackle addressing that over the next few updates. Appreciate your patience![/p][p][/p][p]Fixes[/p]
  • [p]Fixed fish that die in inventory losing their blight infection level[/p]
  • [p]Fixed fish dying as soon as they are dropped[/p]
  • [p]Fixed fish meat harvested from alive fish not being 100% condition[/p]
  • [p]Fixed missing localization for body part buttons in the health status window[/p]
  • [p]Fixed text in the buttons on each injury UI element overflowing the button bounds in certain languages[/p]
  • [p]Fixed triangular walls not being able to connect with the bottom point of inner corner lumber rafters[/p]
  • [p]Fixed the "transfer all" item action not respecting construction material requirement limits (would transfer more items than required for a building, potentially losing the extra items)[/p]
  • [p]Fixed covered clay jar contents getting wet when held or dropped on the ground (not placed)[/p]
  • [p]Fixed "add materials" button for building upgrades (ex. raft -> raft with storage) not doing anything due to a wrong calculation of current materials on the building[/p]
  • [p]Fixed thick log -> short plank recipe not producing the stated amount of short planks (increase from 8 to 12)[/p]
  • [p]Fixed "planted" versions of certain plants (with 4 stakes around them) being spawned randomly in the world[/p]
  • [p]Fixed missing icon for melted pine resin in the journal catalogue[/p]
[p]Additions[/p]
  • [p]Added search functionality to journal catalogue[/p]
[p]Other changes[/p]
  • [p]Gameplay time text for saves is no longer capped to "100+" hours[/p]
  • [p]Reworked placement of short planks sawed out of logs and thick logs to look nicer[/p]
[p][/p]