1. The Last Plague: Blight
  2. News

The Last Plague: Blight News

Update v0.11.4

[p]Bringing some more bug fixes and requested content in this update today. Improved roof building processes, and doors are finally here along with a nicer way to close doors/gates.[/p][p][/p][p][/p][p][/p][p][/p][p]Fixes:[/p]
  • [p]Fixed roof pieces like rafters and clay tiles colliding with other nearby roof pieces, preventing placement[/p]
  • [p]Fixed item and building placement not taking the current visible floor into account, making the green placement outline snap to a higher floor than you were on[/p]
  • [p]Fixed raft collision calculation so that climbing on top of the raft out of the water is now possible in more cases[/p]
  • [p]Fixed cases where some planted mushrooms would decay and disappear due to entering a new growth stage that places them slightly out of the trigger range of the roof above[/p]
  • [p]Fixed bad calculation for the player character's active floor that would cause the 1st floor to be triggered when standing on the 2nd floor[/p]
  • [p]Fixed bad distance calculation that would prevent stick rafters from being placed between very far apart (but still valid) stick posts[/p]
  • [p]Fixed new games having a bunch of dried out plants in the starting area due to a bad temperature check in the first frame of the game[/p]
  • [p]Fixed leaves not disappearing for co-op joining players when trees are felled[/p]
  • [p]Dragging to medical items with controller no longer breaks health menu state[/p]
  • [p]Clove poultice no longer infinitely duplicates itself when used[/p]
  • [p]Knives no longer give a strange failure message when attempting to treat leeches through the item context menu[/p]
  • [p]Fixed "press key for attack mode" setting not preventing attacks when clicking on terrain[/p]
  • [p]Fixed "no injuries" text not disappearing when an injury appears in the health menu UI[/p]
  • [p]Fixed a bunch of internal errors that could slow down performance[/p]
[p]Additions[/p]
  • [p]Added door that can be placed in doorways[/p]
  • [p]Added new "close" interaction for doors and gates that will close them automatically without needing to push them closed physically[/p]
  • [p]Added straight stairs piece that aligns to the middle of beams, making stairs-to-doorway setups better[/p]
  • [p]Added "inner corner lumber rafters" that can connect 3 higher points with one lower point to make a corner roof piece[/p]
  • [p]Added stockpile support for lumber[/p]
  • [p]Injury UI now shows progress bar based on medical action progress[/p]
  • [p]Health information that was only viewable through tooltips is now viewable on controller[/p]
[p]Balance[/p]
  • [p]Reworked hostile creature spawning to have a shorter default delay (5 minutes -> 2 minutes), and extra logic to prioritize spawning hostile creatures if all have despawned due to the player walking around the world quickly[/p]
  • [p]Increased injury treatment rate and medical item effectiveness during sleep[/p]
  • [p]Decreased injury dirtiness accumulation during sleep[/p]
[p]Other changes[/p]
  • [p]Changed clay bowl making task so it can be skipped[/p]
  • [p]Placing walls now stretches the mesh along the same vertical level instead of snapping to terrain further away from the camera[/p]
  • [p]Added ability to burn spent pine leaf bandages[/p]
  • [p]Added a change to the current shown floor when placing a roof above the floor you are on so that the new roof will immediately be interactable[/p]

Hotfix v0.11.3

[p]Quick fix for a new bug preventing you from exiting to the main menu in certain cases[/p][p][/p][p]Fixes[/p]
  • [p]Fixed exiting to main menu breaking the game state when you have an injury-related tutorial task active[/p]
  • [p]Fixed a bunch of internal errors breaking injury processing if the game is loaded in a potential corrupted state[/p]

Update v0.11.2

[p]Got a ton of new fixes, quality of life changes and various other improvements in this update for everyone, thanks to all the great feedback and bug reporting![/p][p][/p][p]Fixes[/p]
  • [p]Fixed terrain flattening for building pieces tearing a hole in the terrain at chunk borders[/p]
  • [p]Fixed foundation sole plate pieces not being rotatable[/p]
  • [p]Fixed unbuilt building pieces losing their terrain flattening status on game load[/p]
  • [p]Prevented the ability to place & attach shelter building pieces to other unbuilt pieces - ex. placing a lumber post on top of an unbuilt foundation sole plate[/p]
  • [p]Fixed hand/carrying position for a few items[/p]
  • [p]Fixed player corpses appearing as standing after a game reload[/p]
  • [p]Fixed German translation for metalworking tasks mentioning mud brick kiln instead of clay brick kiln[/p]
  • [p]Fixed stone floor not snapping to sole plates like plank floors[/p]
  • [p]Fixed missing icons for poultice substances[/p]
  • [p]Fixed lumber beam placement on 2nd floor (or any "new" floor) not being interactable until reload[/p]
  • [p]Fixed non player related injuries (ex. for creatures) showing up as on-screen messages[/p]
  • [p]Fixed issue where dragging potable water to dirtied wound in UI wasn't considered a valid action - apologies to those who were confused by this inconsistency[/p]
  • [p]Creatures no longer receive fall damage related fractures to avoid an accumulation of creature corpses in the world[/p]
  • [p]Body location infection percentages are now saved properly and aren't reset after a game load[/p]
  • [p]Stackable treatment items can no longer be stacked while applied to an injury[/p]
  • [p]Applied treatment items can no longer be used to heal an untreated injury via the heal button[/p]
  • [p]Fixed hardened pine resin not appearing correctly for co-op players[/p]
  • [p]Fixed a bunch of internal exceptions that may be reducing performance[/p]
[p]Balance[/p]
  • [p]Reduced construction material requirements for new lumber-based shelter pieces[/p]
  • [p]Greatly increased clove plant generation chance[/p]
  • [p]Reduced dirt collection and sanitation loss rates of injuries across the board[/p]
  • [p]Treated injuries collect dirt and grime at a slightly lower rate[/p]
  • [p]Small increases to sanitation per unit of water and poultices[/p]
  • [p]Sanitized injuries now heal faster[/p]
  • [p]Reduced sanitation rate of polypore bandage[/p]
  • [p]Slightly reduced cost of stick splint[/p]
  • [p]Increased leech damage[/p]
[p]Quality of life[/p]
  • [p]Fully treated injuries no longer collect dirt or increase bodily infection[/p]
  • [p]Sanitation action has been given a more pleasant sound[/p]
  • [p]New tooltips added to cleanliness and infection bars in injury UI to display current and max values[/p]
  • [p]Improved injury tutorial text to be more clear about the system's mechanics[/p]
  • [p]Switched injury heal button text to "recover item" once treatment is applied to make it clearer that the item can be retrieved after the item wears out or treatment completes[/p]
  • [p]Removed spotted red mushroom and tall white mushroom caps from polypore bandage crafting recipes[/p]
[p]Other changes[/p]
  • [p]Removed season progression restriction for new realistic mode games[/p]

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]