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The Last Plague: Blight News

Update v0.4.16

Small update with a few fixes and quality of life improvements thanks to all your great feedback!

All Changes:
  • Empty jug no longer slows you down when carried
  • Show all anvil-related crafting recipes when anvil is used even if not in inventory
  • Make item/building rotation fixed to 5 degree increments across all platforms for more control over rotations
  • Crafting output now heavily prefers to merge with other stacks rather than the slot that was right-clicked to select "Craft with..."
  • Auto-equip any tools crafted if handheld slot is unoccupied (to ease the experience of broken tools put back together)
  • Show inventory when crafting menu or building menu are opened, now making so hitting tab (or whichever key is mapped) will now close the crafting/building menu too
  • Reduce amount of fog a tiny bit
  • Widen scrollbar handles in various UI windows and remove W and S keys from affecting the scrollbar
  • Rework hostile creature spawning to avoid player camp much more, introduce respawn cooldown, and avoid clumping together
  • Stones also dropped when breaking off pieces of iron rich rock
  • Fix any equipped container items (bowls, jug, etc) set to a default position in the hand as they are getting filled
  • Remove delete buttons in save/load windows ingame to prevent issue with deleting the active save breaking the entire world completely
  • Add more helpful text to the various crude handle tooltips to explain better how the chisel fits in

Update v0.4.15

New update with a bunch of bug fixes, slightly lower camera angle when zoomed in, and a new way to bypass all tutorial tasks for new games.



All Changes:
  • Added checkbox on new game window to allow all tutorial tasks to be skipped. For those that are trying out new worlds as the game evolves and don't want the tasks to constantly bug you. Story based tasks will still appear at the right moment
  • New slightly lower angle when zoomed in. Given the new perspective, there will be a slightly higher chance of seeing unloaded parts of the world in the distance. The game will continue to be optimized so more of the world can be loaded at the same time to prevent this in the future
  • Different and slightly larger map player icon
  • Fix divide-by-zero issue with regards to various objects that collect rain. In certain cases the hunger value of water exposed to the rain would become "NaN" and break your hunger meter when consumed
  • Fix crucible furnace not forcing crucible to be present before smelting, resulting in lost output
  • Fix weird issue when clicking "Fill" on a container item from an external inventory suddenly breaking the state of your character's inventory. A side effect would be seeing metal objects suddenly start to heat up in the character's inventory
  • Fill item action now also works from player inventory to items in an external inventory such as the fire pit
  • Added "Empty Half" option for items like the bowl
  • Properly reset game state if player dies during sleep, for example from blight infection. Prevents weird player animation and breaking the UI so that you can't load or quit
  • Allow lake water and rain water mixture to still be boiled
  • Fix case where queued up forging would still work when the item cools down too much
  • Add "Toggle HUD" key to allow for better screenshots
  • Update some item tooltip text to make things a bit more clear in certain circumstances
  • More mass for log based items so they aren't kicked around as easily
  • Linux: updated linux toolchain to potentially fix issues with launching the game in certain environments

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