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Animal Update and Patch Notes #50

Disclaimer: This announcement was translated using machine translation. Apologies if some of the terms are incorrect.

Animal Update and Patch Notes #50

Hello everyone!

I hope you are all well.

Today we're releasing an important update. One that was quite needed and was a necessary stepping tone for the future introduction of human NPCs. :)

Here's the content:

[h2]General Changes:[/h2]

[h3]Moon Phases:[/h3]
The game now features moon phases. For now it is mostly only used for some magic and for the purpose of night light calculations but it will later also have additional effects.

[h3]New Areas:[/h3]
The map has been expanded again in preparation for the Huntman update. These areas are in the northwest of the map and introduce a new shrine, a couple caves, a new windy area and a water stream that is not always available. These areas add more pine woods as well as some oak ones.
They will also be receiving some extra love in the next two updates.

[h3]Moon Spirits:[/h3]
A new spirit that grants stealth blessings and protection from wolves. It can be summoned from the moon stone shrine, which can be find in the new areas, and will play an important role for the Huntsman character.

[h3]New Perks:[/h3]
We've added many new perks.
Including some new starting locations as well as modifiers for temperature, rain, cabin fever modifiers, and animal populations.

[h3]Hare:[/h3]
We have introduced a new animal: The hare.
It has fur, like foxes and wolves and gives a bit of meat.
While it is quite weak, if you miss your first attack it will be hard to catch it because of its great speed.
It also comes with a new spirit which can be used for stamina recovery and alertness, as well as some other features that will only become available in the future (fertility and luck!).

[h3]Trap Spells:[/h3]
Traps can now be blessed with a fox spell to increase their hunting chances. A similar thing can be done with pike spells, to improve fish traps.


[h2]Animal Intelligence and Behaviours:[/h2]

This is the most important addition for this update. A complete revamp of animal behaviour that has many effects on the game.
We did our best to catch bugs and we believe it's working relatively well. The next update we will be introducing further tweaks and features related to animals too. For example, traps are still working with the old system right now, but starting from the next update, animals will be start interacting with them as real agents.

[h3]Duty System:[/h3]
Animals no longer go on rails and have now have more realistic behaviours.
They will go and feed themselves when hungry, go drink at the closest body of water when thirsty and go to sleep when tired. They will also more realistically escape from you, and take breaks to catch their breath.

[h3]Active Hunting:[/h3]
Another big difference is that animals no longer interrupt the player just by being in the same location. The player now needs to actively approach them if he wants to interact with them. Of course animals that do want to interact with the player (like hungry wolves) will still initiate.

[h3]Sounds:[/h3]
Animal sounds have been improved. So you can now hear their unique sounds easily when they're near you. You can even hear them from inside your mudhut, and you can also hear wolves in the distance. ;)

[h3]Wolves:[/h3]
Wolves are no longer killing machines. They now behave more realistically and will generally leave you alone. They will usually be busy hunting other animals (actually chasing them around and attacking them) so you will sometimes find some eaten animal remains in the woods.
There are some circumstances though were wolves can still attack though, like if they get too hungry and they can't find any prey (because you've been overhunting for example) they will then still go and hunt you.
The wolf perks have also been updated to make them work with the new wolves. So there's that option if you miss them!

[h3]Bears:[/h3]
Bears are also no longer killing machines and will generally leave you alone unless you approach them or overstay your welcome by staying for too long in the same location as them. So should still be careful around them, but you will no longer be in danger if you just bump into them.

[h3]Badgers and Foxes:[/h3]
These animals now have burrows in which they can hide to rest and recover. There is no way to get them out of their burrows once they go in for now, but we will change this is the near future.



And that's all the content for now.
Let's go the patch notes:

[h2]Version EA_0.55 and hotfixes since the last Patch Notes:[/h2]

- Implemented duty system for all animals.
- Added animal burrows.
- Added wolf woods and primeval woods region.
- Added moonstone and moon spirit.
- Added hare and its spirit.
- Added moon phases system.
- Added improved animal sound system.
- Added trap spells.
- Added new perks.
- You can now make pine needle tea (great for vitamins).
- Tweaks to the flavour system.
- Fixed some issues were fat was not behaving properly in the flavour system.
- Frogs, Mice and Minnows now also give iron.
- Carcasses no longer show enchantments when their spirit has left.
- Weakest Fever Status now properly shows up in stats screen.
- Removed the Fire Ambience sounds from the Frost Shrine.
- Metal Axe now also unlocks Path Improvement In Research mode just like Flint Axe does.
- Added Iron Striker to the Camp Filter and updated the description to match that it now works 100% of time.
- Fish Scraps can now be eaten off plates.
- Ritual pyre now accepts Firewood as fuel.
- Wood Shavings Blueprint now accepts a drawknife.
- Carcasses will now open on their "Info" tab by default and otherwise on their last opened tab.
- Fixing a bug that would sometimes break the game when trying to drag and drop items in environment improvement blueprints.

- Fixed Art for the Frame Drum.
- Updated Frame Drum water ingredient text to "Hot Water".
- Alcohol no longer turns back into syrup.
- Removed the Smokehouse Blueprint from Research mode.
- Food Preservation now unlocks Drying Rack in Quest mode.
- Saunas now work in Cellars.
- Campfires now create smoke inside Cellars.
- Fixed a bug where a Fermentation Bin filled with Birch Sap could be placed inside another fermentation bin.
- Workbench bonus now applies to making sinew cordage.
- Having low stamina now greys out the harvest meadowgrass seeds action instead of removing it.
- Blueprints made with a regular cutting tool now include skinning and butchering knife.
- Ghost Bronze Needle now has proper art.
- Added description to small crucible variants which were missing it.
- Putting solidified Ghost Bronze crucible into the furnace and smelting it now gives a bit of witchstone poisoning.
- Fixed a bug which caused Pea Fields to lose yield on medium nutrients.
- Firebrew can now be added to the Garden plot and has same effect as firewater.
- Fixed the art for the Drying Rack.
- Fixed an issue where the Frame drum was asking for sinew instead of sinew cordage.
- Harvesting a Rotten Partridge now gives Bone Pieces instead of needles and hooks.
- Fixed a bug that was preventing the Sledge from applying its downhill movement bonus.
- Added Fly Agaric and Boiled Partridge Eggs to the Food Filter.
- Added Sauna Stove Improvement to the cabin.
- Iron Striker now has 100% success chances.
- Making Bone Needles and Hooks now spends the Bone Pieces but you get 3 items instead of 1.
- Fixed a bug which caused the Frost Shrine to affect stats it was not intended to effect.
- Ice Block can now be made at the Frozen Pond if temperature is low enough.
- Boiled Cattail Root can no longer be used to make Firebrew.
- Fixed a bug with the stew which prevented cattails from being added if the thickness is 0.



I hope you will enjoy the update!
We'll be working hard on balancing and improving all the animals over the next few updates. Many new additional features will be coming for them soon, including interactions with food, crops, traps and domesticated animals!

See you all for the next update!

Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Winter Update and Patch Notes #49

Hello everyone!

Hope you're all well.
Time for another update!

This one is themed around winter. A season that definitely needed some extra love and activities!

Here's a list of all the new content:


[h2]Elevation:[/h2]
Locations now have elevation. This will have some effects to speed and stamina usage during travel. I.e.: Going uphill is harder than going downhill and has some fun interaction with some of the other new features we've added. :)


[h2]Skis:[/h2]
A new tool for fast downhill travel and entertainment, provided there's enough snow.


[h2]Sledges:[/h2]
A new winter-only contraption for carrying heavy loads like the travois. It moves faster across snow, especially when going downhill and can also be used for entertainment.


[h2]Ice Skates:[/h2]
A tool for entertainment and for moving across frozen river areas faster and more efficiently.


[h2]Cold Distillation:[/h2]
Alcoholic drinks can now be made stronger through cold distillation. Simply leave an ale or wine barrel outside during low temperatures and wait for it to freeze. Then simply remove the ice and you'll be left with stronger beverages. :)


[h2]Smoke and Drying Racks:[/h2]
First we're retiring the old smokehouses. Players who have them will keep them but no one will be able to build them anymore.
Food can now be smoke dried with a new more systemic mechanic. Basically there is a new simple device called a drying rack, which reduces spoilage, doubles as a decoration when herbs are hanging from it and starts drying its contents if there's enough smoke in the area.

Lighting a campfire in indoor locations will now fill up the area with smoke. Smoke reduces wellbeing and takes a bit of time to clear but will dry any items hanging from a drying rack in that room. This should let you build your own smoking rooms/houses if you want, or just temporarily convert your own living room into one when there's the need.
Fireplaces or Ovens will not fill rooms with smoke for now.


[h2]Sauna Stove:[/h2]
There's a new type of stove that once heated can be doused with water to release steam.
Steam increases body temperature, gratification and immune system, while reducing filth and stress. Beware of overdoing it, as there's always the risk of having a heatstroke if you're body temperature gets too high.


[h2]Ice Pit:[/h2]
A new cellar that can be filled with ice or snow to help preserve the food stored in the area. If filled with enough ice it can keep working all the way to summer!
Ice can now be obtained from rivers, provided temperatures are cold enough.


[h2]Frost Spirit:[/h2]
A new spirit that is only available during winter and can be summoned from player-built frost shrines. The spirit can help players be comfortable at lower temperatures and help preserve food among other minor things.


[h2]Snow Shelter:: [/h2]
A new hideout structure that is more insulating and can be build from snow.
Ideal for winter hunts.


[h2]Frame Drum:[/h2]
A new instrument which uses the percussion skill. Basic rythms help with focus and gratification while some more advanced ones can help put the player into a trance.


[h2]Hide Stats Feature:[/h2]
Stats can now be manually hidden if you think they're not important and are just producing clutter. We've added a button to show any hidden stats too.


Version EA_0.54 and hotfixes since the last Patch Notes:

- Added elevation system.
- Added new winter transportation items: skis, skates and sledges.
- Added Cold distillation system.
- Added snow shelter.
- Added frame drum.
- Added frost spirit and shrine.
- Added sauna stove and mechanics.
- Added drying rack and new smoke mechanics.
- Added ice pit.
- Ice Holes are now easier to reopen (only 3 minutes) and doing any activity on them also reopens them.
- Bones now break into Bone Pieces and birds now drop bone pieces directly.
- Bone Needles and Hooks are now crafted from bone pieces. Milling or crushing bone pieces now produces bonemeal.
- Deployed funnel traps now prevent the fish caught inside them from spoiling.
- Windy locations now give a bit of Wind Affinity while the player is present in a location.
- Washing yourself with River or Unsafe Water no longer makes your clothes wet.
- Waterproofing Waterskins with fat or heated resin now maxes "waterproofness".
- Newly made Reed Coats now remember the twine type they were made from and the coat you get from the perk now properly drops ingredient on dismantle or destroy.
- Harvesting Wild, Garden and Field Plants now takes longer if you have a dexterity penalty.
- Tree logs are now cut into 8 log pieces and log pieces are cut into 3 firewood each.
- Mixing meat fillings with fat, flour and adding them to intestines now takes 3 minutes.
- Mincing meat with sharpened stone now takes 15 minutes longer.
- Improved the message displayed when plants are planted in the garden.
- Equipped Amulets now give a bit of sanctuary.
- Added a "hide stat" button in the stats list and stats details window to control what stats can appear on the left side of the screen.
- Fixed a bug with the game displaying a wrong message when being tired and trying to Spearfish.
- Fixed a bug with the "Jab" knife attack where coating effects would sometimes not apply.
- Fixed a bug where trying to fish when it's too dark would show the wrong text and other similar feedback issues.
- Butchering a Fox with a sharpened stone now properly uses Butchering Mats.

- Fixed a bug which caused the Bellows blueprint to consume the hammer used to make it.
- Butchering mat now needs to be placed to work and it takes a lot longer to become filthy and unusable
- Low proteins stat now properly shows up in the warning section.
- Fixed issue with fat not having the proper flavours when used to season food.
- Mature Meadowgrass Fields can now be destroyed with a Hoe.
- When the refined Copper Crucible breaks it now drops 2 nuggets instead of 6.
- Fixed a fresh wolfsbane bug which made it "pulse" in players hands.
- Oak Bark can now be soaked in River Water.
- Fleshing beam now makes parchment scraping faster and can be picked up and moved.
- Fixed a bug that was causing the fleshing beam to also affect carpentry actions.
- Workbench can now be dismantled and rebuild just like the Rustic Table, only provides the benefits when placed in a Location Row and provides some Sanctuary as well.
- Sawhorses now takes 3 minutes to pick up and place.
- Metal Hook can now be picked up and moved but only provides benefits when placed in a Location Row.
- Drawknives now apply their effect to parchment.
- Placed sawhorses, fleshing beams, meathooks and rustic barrels now give a bit of sanctuary.
- Fixed a bug which caused resharpened tin bronze items to have more sharpness than intended.
- Fixed the bug which required 2 hammerings tool in 2nd step of the Bellows Blueprint.
- Fixed a bug where the cabin/mud hut appeared in the tutorial area when using the perks that spawn them.
- Both Good and Bad Food combinations now have a higher impact.
- Rebalanced focus effects on gratification.
- Extinguished Fireplace now accepts Firewood.
- Eating boiled, cooked or dried peas / sausages no longer reduces gratification directly ( taste combination reductions and similar will still apply ).
- Basic Smithing in Quest Mode now unlocks a blueprint for forged version of Metal Meat Hook.
- Fixed a bug which caused Wash off Tannins from Leather Quest to complete on non leather washing actions.
- Leather can no longer be washed if tannins are 0.
- Heal Plant Spell can now only be cast on plants inside Garden Plots and Mushroom Beds.
- Final Flatbow BP step now shows proper art for sinew cordage.
- Fixed a bug that was causing Stagsto mostly escape in Autumn instead of fighting the player.
- Bear Spirit no longer encumbrances the player.
- Cooked, Dried and Boiled Sausages now give more calories.
- Flint knife is now enchantable.
- Halved the penalty for gaining Climbing Skill for climbing actions that were repeated many times.
- Unsealed Storage Pots now have the list of items that can seal it in its description.
- Spindle and Hackle now show up in crafting filter.
- It is no longer possible to Urinate into Sealed Storage Pots
- Fixed a bug that let you interact with the food and liquids inside a sealed storage pot.
- Fixed a bug which made Flint Knives not usable on Unfinished Wood Carving.
- Cellar now has stronger Spoilage reduction effect during Summer.
- Shaving Wood and Firewood with Drawknife now takes less time and gives more Wood Shavings.
- Workplace bonus from Rustic table and Log Pieces is now properly removed and replaced by the bonus from the Workbench.
- Removed the ability to add things to a field to change its water, acidity or nutrients level (as it was confusing and not meaningful).
- Rye Fields no longer lose yield on medium nutrients.
- Clover, Heather and Meadowgrass Fields are now more resilient to damage and will last longer in wrong conditions and heal in right ones.
- Fixed issue with meat hook art.
- Fixed a bug that was destroying partridges inside when their cage was dismantled.
- Alcoholic drinks now give less alcohol when drunk.

That's all for now.
Hope you like the new features! :)


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Tools Update, Branch Merge and Patch Notes #48

Hello everyone!

Hope you're doing well.

Today we're updating the main branch and releasing a new update on the beta one!


[h2]New Tools:[/h2]

For this update we have retired the old crafting bonus and replaced it with many new tools and equipment that should help make many tasks easier.

Many of these tools are not necessary, but can replace knives on some tasks, granting quality and speed bonus when they're used.

Here's a full list of all the new additions and Improvements:

[h3]Drawknife:[/h3]
A specialised knife that is great at shaving and working wood and can also be used to flesh skins faster.

[h3]Chisel:[/h3]
A tool for carving wood faster and better, ideal for carving figurines or more detailed woodwork.

[h3]Spoon Auger:[/h3]
A specialised tool for drilling holes more precisely and efficiently.

[h3]Butchering Knife:[/h3]
A specialised knife for butchering animals with greater efficiency and precision.

[h3]Skinning Knife:[/h3]
A specialised knife for skinning animals faster and better.

[h3]Mallet:[/h3]
A specialised hammer that can help with most construction and furniture blueprints among other things.

[h3]Meat Hook:[/h3]
A device that helps you butcher and skin animals better and faster.

[h3]Butchering Mat:[/h3]
A straw mat that helps minimise area filth when butchering animals.

[h3]Fleshing Beam:[/h3]
A device that helps clean skins faster.

[h3]Sawhorses:[/h3]
Devices that can help with many construction and carpentry actions.

[h3]Workbench:[/h3]
A working station that helps increase the quality and speed of many crafting blueprints.

[h3]Storage Pot Changes:[/h3]
Storage Pots are now harder to move around and preserve food a bit worse by default. However, they can now also be sealed with fat, mud or clay, in which case they become stronger at preserving food than they were before!

[h3]Rustic Barrels:[/h3]
Rustic barrels are storage containers for preserving food and drinks. They are larger than storage pots, easier to transport and preserve better than unsealed pots (but are still weaker than sealed ones).
In the near future, these containers will also gain some new special features.

[h3]Firewood:[/h3]
Logs can now be chopped into firewood, which is a much more efficient fuel source than the usual wood you can get by clearing areas.

[h3]Copper Refining:[/h3]
Copper nuggets can now be merged together and refined to produce higher quality copper nuggets at the cost of sacrificing some of them.

[h3]Trader:[/h3]
We've added two new requests for the trader: Additional tin and a Forge Hammer that helps with smithing actions (the same one you get from the perk).
We've also updated the prices for all metal tools and weapons.


And here are the patch notes.

[h2]Version EA_0.53 and hotfixes since the last Patch Notes:[/h2]

- Added new tools: drawknife, chisel, spoon auger, butchering knife, skinning knife, mallet.
- Added new devices: meat hook, butchering mat, fleshing beam, sawhorses, workbench, rustic barrel.
- Added copper refining.
- Added new requests to the trader.
- Tweaks to Storage Pots.
- Increased the amount of Wine/Ale consumed with drinking actions.
- Butchering and Skinning with sharpened stones now take longer and decrease quality.
- Updated trading prices for all metal tools and weapons.
- Rings and Torcs no longer encumber the player when equipped.

- Fixed a bug which caused metal needles and hooks to break down into Knife Blanks.
- Hooks now get damaged when a fishing line breaks and eventually get destroyed.
- Fireroot is now resistant to Mites.
- Garden Plot Bilberries ideal water amount interval expanded from high into mid to high.
- Crafting the Quill now takes at least 3 minutes.
- Ritual Pyre now drops enchanting materials if it gets destroyed.
- Fixed a bug causing issues with some blueprints that used multiple slots of the same item, (for example the mud hut with reeds).
- Fixed a bug where tin could be placed in slots meant for bronze in certain blueprints.
- Fixed a bug where after locking the old perks some would unlock themselves again.
- Fixed a bug where enchanting your spear would hide its Durability value.
- Removed the Partridge Enchantment from the Duck Carcass.
- Fixed a bug with metal arrows where the clash and damage bonus from quality did not properly apply.
- Grinding greenstones no longer gives herbalism skill.
- Planks blueprint no longer needs room in location to be placed down and worked on.
- Undamaged Mudhut roof should no longer collapse but get damaged first.
- Fixed Bear Pathing, it no longer goes to Lake Grove but to Swaying Pines instead.
- Fixed a bug which caused hooks, torcs and rings to turn into copper instead of their proper versions.
- Fixed a bug which caused ghost bronze torcs to turn back into heated nuggets when created.
- Fixed a bug which caused Map problems on older saves.
- Fixed a bug with tin bronze hunting spear receiving to much sharpness when being sharpened.
- Fixed a bug which caused Ghost Bronze Twisted Rings to smelt themselves right after creation.
- Fixed a typo in the Medium leather ingredient name in the last step of Cellar Blueprint.
- Fixed a bug with dyed Deer Coat. It will now display a proper name.



That's all for now!
We'll be pushing a few features we didn't manage to add in time over the next few days as well as hotfixes for any issues we find as usual. ;)
Hope you like the new tools!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below.
Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/

Fixing a Unity vulnerability

We are uploading a small patch to fix a recently discovered vulnerability affecting all Unity-made games.

Map and Bronze Update and Patch Notes #47

Hello everyone!!

I hope you are all well.

Today we're here with yet another surprise update! :)
Let's go straight to the content:


[h2]Scribing:[/h2]

We have introduced the ability to make parchment from animal skins, carve quills out of feathers and make ink. With these new tools you can now make your own maps and write texts on parchment.
Created maps will show all the locations you've visited so far, and you will be able to update them after visiting new locations provided you have a quill and ink.
Maps also show your location, as well as any mudhuts, cabins or crop fields you might have.


[h2]Bronze and Metal Crafts:[/h2]

Tin can now be bought from the trader and used to make a couple of new alloys: Tin Bronze and White Bronze.
Tin Bronze is the strongest metal so far, more durable and sharp than Ghost Bronze, but also more limited, as tin is expensive and can only be acquired from the trader.
White Bronze is a bit of a luxury metal. It's worse for tools, but ideal for decorations and ornaments, giving them extra value and beauty.

Rings and torcs can now be crafted and worn. These new items will give some wellbeing based on their quality and metal beauty and can also be enchanted. We will be adding more and more complex jewellery in the future.

You can now also craft metal wire, which is needed basic jewellery, and can also be used to make durable metal needles and hooks.


[h2]Perks:[/h2]

The perk unlocking system has returned. For every day survived you'll get a Sun, for every month a Moon, and for every year a Star. These resources can be used to unlock perks just like in Tropical Island.
If you would like to keep your old perks unlocked, you will of course be able to keep them unlocked. But the new perks we're introducing in this update and any future ones will be locked by default.
Here are some of the new perks we've added:
- Perks to start in Spring, Autumn or Winter.
- Perks to start with a Mudhut or a Cabin.
- A Perk to start with Weaving Gear (which includes flax seeds, copper needles and gloves)
- A perk to start with Smithing Gear (which includes tin and copper nuggets as well as a Forge Hammer)
- A perk to start with Scribing Gear (which includes a map, parchment, ink and quills)
- A couple fun perks to get night vision and to have your body covered in fur.


And now, to the patch notes:


[h2]Version EA_0.52 and hotfixes since the last patch notes:[/h2]

- Added unlocking system.
- Added new perks.
- Added tin and related alloys.
- Added rings, torcs, wires, metal needles and hooks.
- Added parchment, quills and ink.
- Added map and notes system.
- Fixed a bug which was resetting Fly Agaric growth progress if a Pine Tree was cut in the area.
- Log Bed now increases perceived temperature a bit.
- Fixed a bug with caused some spiced food items not to give their spice effect when eaten.
- Cooked, Fresh and Boiled Peas now give some Vegetable Saturation.
- Removed a bugged Waterproof interaction for Stomach Pouch. It should now be waterproofed by default.
- Fixed a bug with the blueprint for Cellars, Quivers, Mittens and Bellows.
- Fixed the Claw Marks Bleeding durability icon.
- Green Glade, Moss Clearing and Pine Meadows now have proper winter art.
- Fixed the typo with the Spear Poke move adding an extra the to the message.
- All Spirit Coat blueprints now display their proper ingredient art.

- Fixed the bug with the hardtack from the survival gear perk.
- Improved weight values for skins and furs.
- Completing House Building Quest now displays proper art.
- Fixed a typo in the Weaver Perk and the Leather Sack.
- Fixed a bug which prevented the transformation of some of the old leathers into their appropriate new size.
- Tweaked new skin and fur Trading prices.
- Patched Skin blueprints now unlock right away on research mode when conditions are met and no longer require research time.
- Cutting Fat Chunks now takes a minitick.
- Fleshing a Fresh skin or fur now takes less time for smaller and more time for bigger skins and furs.
- Drinking hot liquids and eating hot food no longer raises body temperature higher than sweating.
- Eating a Rye Bread Slice now takes 3 minutes.
- Trader now pays proper sizes for leather based on their size.
- Fixed the Art for the first Deer Coat ingredient and it now also requires 2 antlers to be made.
- Fixed a bug with containers losing liquid when dragged into the doorway to be placed in a neighbor room.
- Leather and Leather Clothing now display softness durability.
- Changed cold and hot tar art.
- Fixed the names of patched leather so they match with the names of their blueprints.
- Fixed the typo in the Flint Knife name.
- Removed Spirit from butchered Squirrel.
- Fixed a bug with the cut action on patched leather to sometimes just destroy the leather without cutting it into 2 smaller pieces.
- Fixed a bug which was causing Flax Fields to lose a bit of yield on medium nutrients.
- Skinned Squirrels can now be added to Stews.
- Snare Traps now have a higher chance to catch live partridges if there is a Cage Trap with a live partridge inside in the same areas.
- Eat some Roasted Mushrooms subquest not completes if roasted forest cap is eaten from a hardtack or a clay plate.
- Removed the blessing and release the spirit actions from a butchered Squirrel.
- Mincing the meat now takes 3 minutes instead of 0.
- Food Filter now contains all types of Carcasses, organs, fillings and sausages.
- Water Pouches made from Stomach are now always Waterproofed but they break apart after approximately a season.




And.... that's all!
I hope you enjoy the new content. We will continue to release new things until the huntsman is ready!
See you next time!


Reminder: All fixes and new content are added to the public beta branch first.
If you want to access them you can find the instructions on the link below.
Be warned though, things are less stable there and are likely to undergo balance changes quite frequently! :)
https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/