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Huntsman Update and Patch Notes #55

Hello everyone!

Finally the Huntsman is here!

We hope you'll enjoy the experience, and please let us know if you find any bugs or issues and we'll fix them as soon as possible. ;)

Let's get straight to the content:


[h2]Pre-Made Characters:[/h2]

The game now has, in addition to custom characters, something we call the Fates and Ways.

[h3]Fates:[/h3]
Fates are pre-made characters like the Huntsman, which come with their own stories and content, they're the closest to what the premade characters were in Tropical Island. For now, only the huntsman is available, but we'll be releasing at least 3 more (the witch, the tourist and the beast).
Fates come with their own quest tree and victory conditions and can be won.

[h3]Ways:[/h3]
Ways are something between a challenge and a tutorial. Basically they're simpler premade characters that are build around a certain playstyle, such as trapping or farming. They don't really come with unique content other than that, but they do offer players with different challenges or playstyles and also come with their own quest tree, which consists of lists of profession related tasks to complete. Just like fates, ways can also be won.
We will be tweaking and improving the ways over the following weeks as the huntsman took most of my time and they still need a lot of love. There was an issue that we still need to solve, for which we had to temporarily lock the wildman and the spirit speaker, but we will unlock them with a hotfix soon.
In total there are the 4 ways: Wildman, Trapper, Farmer and Spirit Speaker.
- Wildman: Someone specialized at being tough!
- Trapper: Someone specialized in trapping.
- Farmer: Someone specialized in growing crops.
- Spirit Speaker: Someone specialized in magic and spirits.

As always, we will be tweaking both the Huntsman and the Ways based on feedback, and any issues we find.



[h2]The Huntsman:[/h2]

The huntsman is the first premade character. It's a good starter character that comes however with some difficult challenges. It can technically be beaten in 3-4 seasons but I think it will take 1-2 years to complete for most players.
The huntsman quest revolves around hunting a mythical Forest Beast he seems to have some grudge with. This creature is very strong and requires some preparation to find and defeat.
While doing this, he's simultaneously dealing with some issues from his past, in the form a recurring dream, that can actually end up helping him.
He starts by the lake during spring and his strength lies in hunting (and trapping). As he progresses he'll have to gradually arm himself with the right equipment, learn to find the beast, and finally fight it and defeat it. His recurrent dreams hold clues and potential help and he also comes with a good, bad and best ending.



[h2]Other Content:[/h2]


[h3]Moontouched:[/h3]
There is now a special wolf/spirit that comes during full moons and wanders through the pine woods near the moonstone. It's stronger than normal wolves and can be dialogued with under special circumstances. Its spirit is a wolf/moon hybrid and its skin can be used to make a nice white wolf coat!

[h3]Leather Cordage[/h3]
A new type of cord that can be made out of leather scrap.

[h3]New Perks:[/h3]
Leatherworker, Butcher, Mystic, Farmer, Woodworker, Archer, Weaver, Fisher.

[h3]Balance Tweaks and Fixes:[/h3]
This update also contains a good amount of balance tweaks to nutrients, courage, filth, animal behaviour that should help improve the overall experience. :)





[h2]Future Steps:[/h2]

With the huntsman out of the way we'll now be focusing on the human NPCs as our main background task, while still working on performance and continuing to add content through our regular updates every couple weeks.

Here are some of the things you can expect from the updates we have planned for the next 6 months or so:
- Leather armor and additional leather clothes.
- Cooking improvements and additions.
- Progressively more difficult yearly challenges (Colder years, wilder weather, blights, dangerous NPCs, spiritual and psychological dangers)
- Southern Map expansion (swampy alder woods with paths that flood, have peat, bog iron, new diseases and blights, leeches and new fauna and flora).
- Northern Map Expansion (very mountainous and steep colder areas that often require climbing and eventually lead to perpetual snow areas, with some new fauna and flora, and lots of mining potential)
- Metal and Mining Improvements (mining picks, improvements to the mining system, iron tools, steel, silver and gold, gemstones)
- More spiritual and psychological content (including house spirits and haunts, new unique charms, familiars, rituals for warding and for pacts, and lots of unique new spirits including unique animal spirits , aggressive spirits , location spirits and ghosts).
- Trading Improvements (including trader requests, investments, different specialized traders, and a lot of exclusive trader content like cows, chicken and new crops)
- Automated structures (Mills!) and water travel including rafts and boats.


And now, let's go to the patch notes.



[h2]Version EA_0.60 and hotfixes since the last announcement:[/h2]

- Menu changes for fates and ways.
- Huntsman implemented.
- Moontouched implemented.
- Added 4 ways.
- Using Firewater and Garlic water on Gardens now spends way less liquid than before for the same effect making it more efficient.
- Meat Hook now reduces duration of skinning actions by 15 minutes.
- Traveling with Snow shoes now costs less Stamina.
- Pine needles no longer give mosquito protection when burned.
- Funnel traps can no longer catch frogs.
- Fixed a bug where some caves would not have improvements or work properly with Smoke Mechanics.
- Fixed bugs which prevented some blueprints such as the leaf bed and some leather crafts from being available for research.
- Courage now has a greater effect in combat and has been generally rebalanced (including pain, alcohol and blessings).
- Boars now drop tusks.
- Wolf Cave now has some leather scraps, tusks and bones at the start of the game.
- The bear will now get angry if you fight it and will chase you around the map for a while afterwards.
- Chasing down an animal after a fight will now consistently put you in melee range so you can attack it at least once before it escapes again.
- Independent Cellars now have a Door improvement and appropriate smoke and steam mechanics.
- Structures which lead outside now need a Door improvement to keep the Steam inside.
- Removed forest caps from the Rocky bank forage action.
- Pine nuts are now dryable in the Oven. Dried Pine nuts last much longer.
- Fixed the bug which caused witchstone and greenstone spawned on the floor at the start of the game to have 0 quality.
- Added some of the missing art for heated blanks and shapes that were missing.
- Empty Clay Bowls can now be carried inside Containers.
- Fixed a bug which caused Partridges to eat big carcasses.
- Added more interactions to the Stew (Kidney, Liver, Wood Sorrel).
- Knife Sheath can now hold blunt knives.
- Fixed a bug with small clothes having some outdated mechanics. They no longer have an inventory slot and can now stack.
- Billberries and Springberries now last longer before spoiling.
- Drinking alcohol now gives a bit of satiation.
- Bones are no longer millable, so you have to break them first.
- Foraging in Sacred Grove now gives Spirit Acorns instead of normal ones.
- Digging roots can now be done even when encumbered.
- Bellows now take 1 day to research.
- Fresh Berries and Fat interaction now works both ways.
- Being in Windy areas now gives some wind affinity over time.
- Blood no longer coagulates when in an inventory of a bleeding carcass.
- Metal tools now have their own blueprint tab.
- Rapids no longer freeze.
- Ice skates now work between southern lake bank and heather marshes.
- Tourniquets can now be dismantled.
- Pulling logs out of river now have a minimum stamina requirement.
- Ice blocks are now in construction/materials tab.
- Long sticks now take much longer to dry.
- Tree logs and planks now also have a drying durability and take a good amount of time to dry.
- Flatbow is now made from planks and its quality goes up the drier the plank is, and needs to settle before it can be used.
- Updated descriptions of various room constructions to be more precise.
- Staff filled with Earth Spirit can now also increase the care of Fields same as it already could with Gardens.
- Wind needles location no longer has a stream.
- River Pass Cave now starts with some stone and Flint.
- Mining copper veins now has a sound effect.
- Tables now have an inventory and a preservation effect similar to those of a shelf.
- Wolves can now eat carcasses from inside traps.
- Reduced the heating strength of Fireroot effect.
- Filth inside structures now accumulates more slowly.
- Changed the amount of iron you get from eating bugs.
- Made it so that you still get mud when digging from frozen bodies of water as long as the temperature is not too low.
- Dirt and crushed dirt can now be combined with water inside Ice Holes.
- Iron, Proteins and Vitamins now go down slower.
- Animals now take a bit longer to do some of their actions which should make them a bit easier to hunt.
- Making an ice hole is now a bit faster.
- Fun Actions now give a bit more gratification.
- Removed Forest caps from some inappropriate places.
- Confusion goes down a bit slower now.
- You can now fix your leaf bed in the dark.
- Fixed a bug where the Flooded Tunnel would make players wet even when not at the location.
- Fixed a bug which caused cooking a brain with a lot of spoilage to rot in the process.
- Showering at Waterfall Caves now removes Wolfsbane Exposure
- Added ambient sounds for areas with rapids.
- Added ambient sounds to mark the presence of mosquitoes.
- Visual tweaks to dialog texts when talking to NPCs.
- Fixed a bug where the combat window would be completely empty when starting a fight with animals.
- Removed Quest and Mixed modes.

- Fixed a bug where a Fox would not properly disappear after killed.
- Cellars and Cabins now smoke up with a Campfire inside.
- Fixed a bug which caused certain clothing items not to dye properly. (old items might experience some issues and need to be redyed)
- Fixed a bug which caused leather items requiring a leather skin on board not to unlock in research mode.
- Reduced Frogs and Crayfish in Funnel Traps.
- Fur Mittens now properly get Fur value from the leather they are made of.
- Fixed a bug where animals would not drop carcasses.
- Fixed a bug that was causing campfire smoke to appear in open caves after entering and exiting them enough times.
- Wood Shaving Blueprint now gives a lot more wood shavings.
- Fixed winter art for inner cabin and mudhut rooms.
- Fixed the Bones description. They no longer mention bone carving.
- Fixed juniper berries description and spoiled notification.
- Brick Mold Mudbrick recipe now accepts wheat straw.
- Fixed a bug which was causing issues when dyeing the Fur Coat and Cloth Underwear, Coif, Trousers, Dress and Shirt.
- Torches now appear in Camp Filter.
- Billberry and Springberry Pulp can now be soaked in River Water.
- Fixed a bug which caused some caves on old save files to not have copper or flint veins inside them.
- Wheat straw can now be used as a temper in blueprints.
- Metal Wires can now be heated up in Furnaces.
- Caves now give Cabin Fever.
- Hideout now provides the same protection as the improvised Shelter.
- Fixed Caves giving global discomfort.
- Fixed a bug where Animals would sometimes get stuck in their burrows.
- Fixed a bug with Animals that sometimes caused animals to show up again right after you killed them, made them unkillable and stopped them from dropping Carcasses.
- Fixed a bug where sometimes an Animal would keep fighting forever in combat.
- Fixed a bug that was causing Squirrels to drop dead as soon as a fight starts.



That's all for now!
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/

Pre-Huntsman Update and Patch Notes #54

Hello everyone!
Update time!

This is the last update before the huntsman. Hopefully this time for real!

Next update will be introducing the first pre-made character, as well as a few premade character bases for new players to use and the first batch of some performance improvements we've been working on.

We will also be disabling the current quest mode.
As many of you know we like experimenting and trying new things. Sometimes these things work, sometimes they don't. We feel that while the quest system has some advantages, it also has many disadvantages, and is costly for us to maintain. So starting from the next update this mode will no longer be available and all quest mode player saves will be converted into research mode ones.

We feel the huntsman (which has his own mixed quest tree) and the premade character bases will take the tutorial-like role the quest mode was taking.



Now let's get to today's update!


[h2]Performance Improvements:[/h2]

With today's update we're pushing the first batch of a series of performance improvements we are working on.
Among other things, we have optimized the way the game looks for existing cards as conditions to trigger various effects, which is something that should improve overall performance, especially in the late game, which was quite necessary.
We have also optimized the way the game handles environments, improving NPC pathfinding among other things.

[h2]Hunting Improvements:[/h2]

[h3]Burrows:[/h3]

Foxes and badgers can now be hunted out of their burrows by smoking them.

[h3]Hunting Fences:[/h3]

Fences can now be built as location improvements, just like paths can. Animals will avoid Fences and path around them whenever possible. This makes them very useful for steering animals into heavily trapped areas and for making hunting easier.

[h3]Partridges:[/h3]

Partridges have been improved and can now eat player food (albeit very little) and interact with traps the proper way. As a result, snare traps should no longer trigger mysteriously on their own when no agents visit them.

[h3]Wolves:[/h3]

Wolves now lower their aggression if there's a fire in the area. This prevents them from attacking you while you have a lit campfire, unless they're really starving, making it a bit easier to deal with them while camping outdoors.

[h3]Ducks:[/h3]

Ducks now migrate when the water freezes. So they'll no longer be available during winter.

[h3]General Animal Behaviour:[/h3]

Animals now move slower while wandering, making it easier to catch up to them while following their tracks. They still move faster when fleeing however, but will now bleed to death on their own, and leave blood trails if hurt enough.
By the way. Because of a retro-compatibility fix, tracks from old saves will look like blood trails for a few ticks but should fix themselves after that.

[h3]Trap Tweaks:[/h3]

Traps are now more realistic and interact differently with different animals. Most animals will be able to eat from most traps, but only some animals will be able to trigger some traps, and only some will be affected by them.

[h3]Fishing Improvements:[/h3]

A new animal, the crayfish, has been added. It can be spearfished during the night or found in funnel traps. Funnel traps can also catch frogs now.
Pikes can now also contain other fish in their stomachs, and you can now also make fish pasties by mixing fish meat with fat and combining it with grease dough.




[h2]Additional things[/h2]


[h3]Moving in the Dark:[/h3]

It is now possible to travel during the night, even without light sources. This will however have the chance to get you lost and end up in a different place accidentally.

[h3]Cauldron Iron Fix:[/h3]

We've made some tweaks to the cauldron so it can finally hold iron. So eating from a cauldron should no longer lead to iron deficiency!

[h3]Plaster Improvements:[/h3]

We changed the system in which slaked lime is made, making it a lot easier to make in bulk. Basically you can now make "milk of lime" in any container, by saturating its water with quicklime.
We also changed the plaster blueprint to make it more efficient. This should make making plaster less of a pain! :)

[h3]Cave Improvements:[/h3]

Doors, earthen floor, shelves and drying racks can now be built in caves. Making them a bit more viable as homes.
Caves can also be smoked now, giving them some additional uses as smoking rooms.

[h3]Smoking Improvements:[/h3]

Campfires now only produce smoke in rooms that have doors, or have no exit to the outdoors. So basically, a mudhut without a door will no longer need a fireplace as urgently as before.

[h3]Ice Hole Tweaks:[/h3]

Ice holes now take only 3mins to make when temperature is not too cold.


[h3]Mines:[/h3]
Completing a mine now gives dirt, stones and heavy stones as a byproduct.


[h2]Version EA_0.59 and hotfixes since the last Patch Notes:[/h2]

- Greatly increased Steam Cloud storage capacity to fix an issue where save data was being lost.
- Optimized Environment handling.
- Optimized trigger conditions.
- Added the ability to get animals out of burrows.
- Partridges have been improved and now interact with traps through the new system.
- Wolves  now become less aggressive when a fire is present.
- Ducks now go away during winter.
- Tweaks to animals escaping behaviour.
- Blood loss and blood trail for animals implemented.
- Trap behaviour tweaks.
- Crayfish added.
- Implemented a system for moving in the dark.
- Cauldrons can now hold iron nutrients.
- Improvements to plaster production.
- Fixed a bug that was causing Copper Veins to respawn after being mined.
- Juniper Berries can now be added to the stew.
- Added help section description for the Drying rack.
- Tweaked the bps for Crucibles and Quivers, making them cheaper.
- Smoke no longer accumulates inside areas connected to outdoors unless you have a door built.
- Caves can now accumulate smoke and be used for smoking items on a Drying Rack.
- You can now build Earthen Floors and Door Improvements inside Caves
- Last step of making a barrel now takes in any Hammer but still benefits from using a mallet.
- Making an Ice Hole now takes only 3 minutes if temperatures are not too low.
- Eating minnows now takes 3 minutes.
- Completing a Mining shaft now gives dirt, stones and heavy stones.
- Applying Brain Mush to Leather Scraps is now done faster than before.
- Added Bait Missing message to traps that need a bait to work.
- Flint Mine is now properly buildable inside the River Pass Cave.


- Fixed a bug where some items would disappear when being moved around the house with a drag and drop.
- Fixed a bug with self triggering actions. Floods, Frostbites, Sleep deprivation and other actions which depend on this feature should now work properly again.
- Fixed an issue which caused Raw Rye Billberry Pasty to display the wrong name.
- Fixed a bug which caused Levees to transform into Log Booms. (all existing Active Log Booms will now turn back into Levees). If you lost your levee permanently please let us know and send us your save and we'll try to fix it for you.
- Fixed a bug with leather skins not being cut into smaller pieces when interacted with a cutter.
- Fixed more issues related to moving cards inside houses by drag and dropping.
- Fixed an issue with the Stretcher only accepting leather of small size.
- Bread Loaf Blueprints now show up with the research requirements in the list even before being unlocked.
- Fixed a bug which would cause leather cards, fireplaces, campfires and other cards to disappear.
- Fixed a bug where the blueprints menu would be empty
- Fixed a bug which allowed for springberry fat cake to be mashed into springberry pulp.
- Fixed a bug which caused springberry and billberry fat cakes and berry pastiesto have too many nutrients.
- Cellar blueprints and improvements now use the new leather items.
- Fixed a bug which caused the frost spirit blessing to last forever.
- Picking up and placing down nesting boxes no longer destroys their contents.
- Wheat stalks that finish drying now show a proper message.
- Updated Turnroot descriptions.
- Making Fat Chunks now properly applies ingredient quality to the final result.
- Fixed a bug with the Log Boom blueprint.
- Malting Rye and Reeds can no longer be dried on a Drying Rack.
- Fatty Fish meat can now be used for making fishing Bait, added to the stew and shows up in the food filter.
- The Levee card now tells you when you can't repair it because you're too tired or it's too dark.
- Fur Coat and Fur Mittens now display their Fur Durability.
- parchments and frame drums can now be crafted with the new reworked leather.
- Greenstone Powder smelting durability is now hidden if its 0.
- Updated Skinning Quest to make it work with the reworked Leather System.
- Updated Wood Sorrel description.
- Bone Hooks no longer have trading value.
- Trader now pays more for Leather with more Fur.
- Trimmed leather with high amount of Fur now displays Fur Leather art.
- Fixed a bug which prevented Flintclaw from attacking the player.
- Fixed a bug that would sometimes get the game stuck when drag and dropping fat from inside a container onto something in your hand.
- Basic Tanning Quest now works with the leather rework.
- Fixed a bug where Tanning water was increasing tannin percentage even after bark had run out.
- Fixed a bug which prevented new reworked leather clothing from being enchantable.



That's all for now!
See you all for the huntsman 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/

Mining, System Improvements, Main Branch Update and Patch Notes #53

Hello everyone!

Time to update the main branch and release a new update for the beta one.
Animal agents should now be available for all players, as well as all the latest features such as farming and garden improvements and the lake area overhaul.

Now, to the new update:


[h2]Mining:[/h2]

You can now build mines in some caves. With the type of mine dependent on the types of vein you can find there.
These mines consist of tunnels that can be further expanded and contain their own veins. In the future these will be improved further.
At the moment the 3 available types of mines are Flint Mines, Witchstone Mines and of course: Copper Mines. So you'll no longer have to spend hours clearing the rapids for greenstone if you don't want to. :)
Copper veins have been added to bear cave and the cave in the Pine slopes. A new cave with flint has also been added to the river pass area.


[h2]Leatherworking Improvements:[/h2]

The leatherworking system has received a significant overhaul to make it work better.
First. skins will no longer all go into one confusing pile but will instead be separated by size.
Second, furs are no longer considered a separate class of skins. Now all skins have a fur stat that affects how good a skin is at insulation.
Here's a list of worse to best skins when it comes to fur (for insulation):
- Boar
- Deer
- Badger
- Squirrel
- Hare
- Fox
- Wolf
- Bear

Lastly, cured skins are no longer a separate class either, and are just considered as leather with low softness and quality.

There have been some changes to brain tanning too. First, all mammals with the exception of tiny ones (squirrels and mice) give brain mush when you butcher them, based on their size. So brain tanning should now be more available than before. That said, the process now takes considerably longer and is based on the size of the skin.


[h2]Log Booms:[/h2]

In preparation for river transportation (rafts and boats) and mills a new feature has been added.
Logs can now be dragged to the river, which will cause them to float downstream.
Log booms are structures that can be built in river areas, and will automatically catch any logs flowing downriver.


[h2]Food Preservation Improvements:[/h2]

Food preservation has received another overhaul and it now uses a more robust system. This should allow different preservation methods to stack much better and in stronger ways as well as fix existing bugs with the previous system (like items losing spoilage rather than gaining it in some cases).


[h2]Additional Things:[/h2]

You can now make Berry Fat Cakes by mixing fat and bilberries or spring berries.
You can now also make pasties by mixing grease dough with with different ingredients, such as fat berry cakes, meat filling and blood filling.
Fish meat has also been divided into lean and fatty fish meat. Flavour distribution and interactions have been further tweaked to be more realistic and intuitive.
Lastly, a new Pine Salve can now be made and used as a cheap, less effective healing salve that should be available to those living in the lake areas..


[h2]Version EA_0.58 and hotfixes since the last Patch Notes:[/h2]

- Implemented mining system.
- Added a new cave to river pass and some copper and flint veins in different caves.
- Implemented river log transportation and log booms.
- Implemented berry fat cakes and different pasties.
- Leatherworking system overhaul.
- Food preservation overhaul.
- Added pine salves.
- Multiple Flavour tweaks, especially to meat, and fish meat is now divided into lean and fatty fish meats.
- Bracket Fungus can now be cut into stripes using sharpened stones too.
- Fixed a bug with Juniper Mosquito protection not working properly.
- Adding Pine Or Juniper Needles to Campfires and Fireplaces now produces some fragrance.
- Fireplaces can now be dug using a stick or an antler, while the shovel will speed up the process a bit.
- Hardtack now lasts much longer than before.
- Clearing Lake Island or Lake banks now has a small chance to drop a birch long stick.
- Cutting Fat chunks into Fat pieces no longer spends tool durability.
- Pine nuts no longer turn into rotten remains after expiring.
- Tweaked bellows bp.
- Fixed a bug which prevented malting wheat from being dryable in ovens, campfires and fireplaces.
- Bracket Fungus can now be lit on campfires and fireplaces.
- Tracks can now be trashed.
- Butchering a wolf now gives at least 1 meat scrap on each step.
- Updated some description texts.
- Food filter now shows cattails roots in all stages of processing.

- Sleeping and Napping now restores more focus than before.
- All areas upstream from greenfalls are now safe from floods.
- Fixed a bug which prevented Mosquito Repellent effects from diminishing.
- Reduced the Earth Spirit Summoning Spirit Acorn cost from 3 to 1 and fixed a typo in Earth Spirit Calling Blueprint.
- Fixed a bug where harvesting spirit mushrooms from the Garden using a Sickle gave Forest Caps instead of Spirit Mushrooms.
- Eating Wood Sorrel now gives you a bit of Wood Sorrel Effect. (for more effect drink as tea)
- Fixed a bug which caused the Fireplace to count twice for Sanctuary.
- Wheat Flour can now be added to the Stew.
- Dismantling a Snow Shelter now gives items it was built from.
- Lighting Dry Juniper Needles on Fire now gives Juniper Mosquito Protection effect.
- Improvised Shelter, Improvised Bed, Log Stool, Sawhorses, Soaking Reeds and Soaking Nettles are no longer safe from floods.
- Wood Sorrel Patches should now apear in older save files as well.
- Fixed a bug with top quality arrows not properly applying their clash and damage bonus.
- Fixed description when adding Clover to the Stew.
- Shapes and Blanks can now be forged inside the furnace.
- Wheat in Garden now grows as fast as in the Field.
- Fixed a bug which caused wheat to require medium nutrients instead of high when recovering from dormancy.
- Removed the ability to micromanage the soil of tilled and fallow fields.
- Game now displays the time required to perform Eat All Actions.
- Fixed a bug which required high hydration instead of medium to high for billberries to quickly recover from dormancy.
- Dormant and Mature Garden planted Fireroots are now immune to Mites just like Growing ones already were.
- Animals can no longer eat food from containers equipped by the player.
- Rye and Wheat Syrup Spice now gives a tiny bit of Iron.
- Balanced the amount of Calories you get from Syrup Spice to be consistent with how much you get if you directly drink it as a syrup.
- Fixed a bug where drying malting wheat would turn into malted rye instead of malted wheat.
- Gastrointestinal, Upper Respiratory, Lower Respiratory and Systematic Infections now have proper alerts on the status pane.
- Fixed a bug which caused Wood Sorrel Patch, the Water Cistern and the Tanning pit to pulse every tick.
- Fixed a bug which caused Dried Juniper Berries to last very little.
- Fixed some issues where Wolf Packs would come back to fight shortly after fleeing.
- Fishing in Ice Hole no longer has a chance to catch Minnows when using Minnows as bait.
- Fixed a bug which prevented adding Bones to a very thick stew.
- "Wash off Tannins From Leather" subquest now completes properly when using the river to wash.
- It is now possible to put empty clay bowls, vases and cooking pots onto sledges.
- Cauldrons with liquid inside can no longer be put on Travois or Sledges.
- Fixed a bug which caused sleep deprivation to affect comfort rate instead of value.
- Added a Cattail Patch to Lake Island, Northern Lake Bank and Southern Lake bank for older saves that didn't already have it.
- Fixed an issue where Juniper Needle protection effect would go invisible at high levels.
- Improved how Fly Agaric and Juniper Needles mosquito repellent effect works.
- Updated Moon spirits descriptions.
- Fixed a bug where Moon Stone would give stamina recover instead of Moon Blessing.
- Updated Bear Urge description with information on how to keep it in check.
- All the Pine locations now give a tiny bit of Herbalism when Foraged.
- Wheat Straw can now be used to repair damaged roofs.
- Doing a Cut Tree directly on a Sap or Resin tap now spends same amount of durability like the original cut does.
- Increased the altered mind state potency of Boiled Fly Agaric.
- Fixed a bug that was preventing Dry Juniper Needles from giving Bug Protection when turned into lit tinder.


That's all for now. See you 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/

Pine Woods Improvements and Patch Notes #52

Hello everyone!

First update of the year.
This time we're improving the pine woods at the northern areas of the map.
Here's a list of the new content:

[h3]Pine Roots:[/h3]

Pine roots can now be obtained from Pine trees and used for making low quality twine. This method is considerably less efficient than using nettle but gives you a reliable option for players starting in the pine woods (also it doesn't cause a rash!).


[h3]Juniper:[/h3]

Juniper berries can now be found in pine clearings during the second half of autumn and the first half of Winter. These berries are considerably less nutritious than the other two, and don't really work for making syrup or wine. They are however longer lasting and easy to dry (in which case they last quite a bit) and are one of the few food items that can be foraged during winter.
They can also be used to season food in their crushed form (which also has a minor preservation effect).
Juniper Bushes can be grown in gardens, but take a couple years to grow so they are a bit of an investment. Their needles can be used to make a tea that can help a bit with diarrhoea, urination and respiratory infections. Lastly, they can also be burnt to produce a mosquito repellent effect.


[h3]Bracket Fungus:[/h3]

This new type of fungus can be harvested in any area where birch trees can be found.
While fresh it can be cut into strips that can be used as antiseptic and homeostatic dressing and when dry it can be used as very long lasting tinder. Ideal for carrying fire from one outpost to another.


[h3]Wood Sorrel:[/h3]

A new plant that can be found in pine clearings and near bodies of water. Less nutritious than clover but with a lot more vitamins and a diuretic effect. It can also be used as a source of sour flavours when cooking.


[h3]Fly Agaric:[/h3]

This mushroom has undergone some changes. It is a lot more toxic than it used to be so it can no longer really be used as an edible reliably. It can still be used as a psychoactive mushroom after boiling it, but it's not recommended in its raw or cooked forms (unless you want to throw up).
This mushroom can now also be burnt to produce another insect repellent effect, although it can also trigger nausea.


[h3]General Changes:[/h3]

The lake area has now become a lot richer, with cattails, wood sorrel, frogs and birch trees.
Flint can now also be found in these areas by clearing, as well as in the rapids to the south.

Nettles have been nerfed a bit. They now require the proper levels of acidity (low), hydration (mid to high) and nutrients (mid to high) to grow on gardens. Nettles now grow faster in spring, stop growing in autumn and as before, die in winter.

Clearing pine wood areas now also gives dry needles. More importantly, dry leaves and needles now rot so giant piles of them should no longer be a problem.

Syrups and Wines have been rebalanced and made more realistic and birch sap can now only be harvested during spring.

Squirrels can now also be found in Pine areas, although they're more rare there.

We've also added a few new perks: Cold resistant, Cold Sensitive, Bug Resistant and Callouses.



And now, to the patch notes:


[h2]Version EA_0.57 and hotfixes since the last Patch Notes:[/h2]


- Fixed a bug which caused the metal hoe blueprint to create a copper hoe regardless of metal being used.
- Fixed a bug which caused Spirit Mushrooms to transform into dormant Forest Caps when harvested with a Sickle.
- Fixed a bug which made Pit Traps trap live boars only if the first attempt is sucessful.
- Pine roots can now be acquired from pine trees and used to craft twine.
- Added Bracket fungus, Wood Sorrel and Juniper Bushes.
- Fly agaric has been made more toxic and can now be burnt for a bug repellent effect.
- Squirrels can now be found in pine areas but are more rare.
- Added new perks (cold resistance, cold sensitive, bug resistant, callouses).
- Flint now has a low chance to drop in lake areas.
- Changed nettle garden requirements and tweaked its seasonal growth rates.
- Added Birch Trees and Cattails to lake areas.
- Repair action on an Improvised Bed now fully repairs it.
- Clearing Pine areas now additionally drops some Dry Needles.
- Lake Island now starts the Player at the Southern Lake Bank.
- Cutting a Fat Chunk into pieces no longer requires Light.
- Hare no longer drops Fat.
- Dry Leaves and Needles now expire after 30 days.
- Birch Trees can now be cut for Sap only in Spring.
- Tweaked calorie and sugar values for berries.
- Wheat Flour can now be combined with Meat or Blood Filling to make rich Filling.
- Fixed a bug which showed quest complete in research mode when chopping a Tree Log into pieces.
- Fixed a bug which prevented the player from Urinating into Water Containers at low values.

- Tweaked smelling system so animals no longer get to smell eggs and small bait from afar.
- Additional tweaks to bear behaviour (less time spent roaming per day).
- Scythe can now be used to harvest wild reeds, meadowgrass, heather, nettle and clover faster.
- Fixed a bug where the urinate button wouldn't appear on very low vesical pressure.
- Fixed an issue with Frostleaf trading value.
- Cabin blueprint now accepts mixed roofing materials.
- Added a tooltip for wild patches and fields that regrow over time like clover notifying the player when there is nothing left to harvest.
- Bear behaviour has been changed to be more realistic and so that that they can spend less time roaming the forest and instead stay more in their area.
- Wolves feeing and hunger behaviour has been tweaked to make them less aggressive.
- Fixed one of the issues causing the game to get stuck "I can't do two things at once".
- Auto-filling materials for Improvised Beds now uses cheaper materials with priority.
- Sharp Axes now cut down small trees faster than rustic ones.
- Washing with hot water is now possible and it cleans better than cold water.
- It's now possible to add River Water to the Stew.
- Changed the name of the Knife and Squirrel Carcass interaction to "Skin" instead of "Butcher".
- It is no longer possible to catch Minnows when using Minnows as bait.
- Trimming Wolf pelts or bigger with a sharpened stone now takes 15 minutes longer than with a regular tool.
- Extinguished Campfires now accept lumps of metal.
- Changed the art for the metal crafts tab.
- Fixed the unlock cost for Drylands and Everdry Perks.
- Boars and Bears smelling range has been reduced, and they're now less hungry.
- Animals cannot eat straight from your hands anymore.
- Fixed a bug where the game would get stuck if you dragged a card while the Blueprint selection menu is open.
- Fixed some potential problems with mods.
- Fixed a bug with Wheat Grains turning into Rye when planted in a Garden.
- Fixed a bug where sometimes a hunted Partridge would not drop a Carcass.
- Fixed a bug where the vesical pressure quest would appear before the Urinate button.
- Tweaks to Hoe blueprints.
- Expired improvised bed now drops the resources used to make it.
- Pine nuts now inherit the quality from the pine cone they are harvested from.
- Fixed a bug which prevented turnroots from quickly recovering from dormancy even if all the conditions were right.
- Fixed a bug where heather marshes would not have enough room by default for a Campfire to be built.
- Added firewood to the Camp Filter.
- Newly made reed skirts now drop the ingredients they were made from.
- Fixed the butchering knife shape art that shows up in the Butchering Knife blueprint.


For any of you wanting to hear news about the huntsman. I'm currently playtesting it. With some luck this might be the last iteration and we can release it soon. Maybe two updates from now if things go well. No promises though! :)

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/

Animal and Farm Improvements, Branch Merge and Update #51

Hello everyone!
Time for a new update.

First. Today we're updating the main branch to the latest version before we introduced the new animal system. We will be merging the new system a bit later, once it has become more stable and balanced.

This will be the last update before the holidays, so we would like to take the opportunity to wish you all a merry Christmas and a Happy New Year! :)



Now, to the new content:

[h2]Animal Improvements:[/h2]We've made many improvements to animals and there are still more coming. We will be tweaking all these new features over the following weeks. So let us know if you have any feedback or find any bugs we may have missed! :)


[h3]Navigation:[/h3]Animals can finally no longer magically climb cliffs. Not even when fleeing!

[h3]Traps:[/h3]The old trap system is no longer active for the animal npcs. Animals will now fully interact with traps on their own and will have a chance to trigger them based on the type of trap, your trapping skill and their own cunning. Also, wolf packs can again interact with traps and lose some of their wolves to them.

[h3]Food:[/h3]Animals are now able to eat food from the ground if they're hungry. So be careful with leaving things on the ground.
Shy animals like hares or deer will generally avoid it unless they're very hungry, but more aggressive animals, like wolves, bears and boars, will usually don't mind you being around. They will not eat your food while you're there, but they will get progressively more angry if you don't leave.

[h3]Smell:[/h3]Some animals have a good sense of smell and can detect food from afar. This can be a problem, but can also be used to your advantage. At the moment this only works for smellier food items, such as meat, and doesn't work for vegetables. Boars and bears have a particularly good sense of smell, and the latter are specially dangerous since they can even open inventories and eat the food from inside.

[h3]Crops:[/h3]Some animals are now able to eat from gardens and fields; damaging your plants.
Boars can be quite dangerous for your crops so plan accordingly. At the moment, the best way to deal with them is to have you crops near home so you can hear the boar approaching and attack him before he causes any damage, or alternatively, setting enough traps in the area that he'll eat from them instead and hopefully get killed.



[h2]Farming Improvements:[/h2]
[h3]Levee:[/h3]This new location improvement is a difficult to build but will protect an area from floods, making it more viable for long term settlement. It slowly degrades over time, so it also requires a bit of maintenance.

[h3]Wheat:[/h3]A new grain crop that can be bought from the trader. As a crop it's a lot more delicate than rye and consumes and requires a lot of nutrients, while also growing faster and being tastier.
It will produce the most yield if planted during spring on fertile soil.
Its grain can of course be use to make all bread products as well as ale and syrup.

[h3]Thresher:[/h3]A new, relatively simple tool that makes the process of threshing rye and wheat faster.

[h3]Sickle:[/h3]A new metal tool that can be used to harvest plants at a faster speed.

[h3]Scythe:[/h3]Another new metal tool that can be used to harvest plants faster and more efficiently (lower stamina cost). This tool however can only be used in fields and not in gardens.

[h3]Metal Hoe:[/h3]As the flint hoe, but with much greater durability.

[h3]Field Improvements:[/h3]Fields now have double the yield, but double the harvest steps.

[h3]Garden Improvements:[/h3]Garden plots now lose acidity and nutrients a lot slower, making them easier to maintain.
Fertilizer now adds half as much nutrients, making it more practical and usable. It is also easier to make, as excrement and rotten remains now give twice as much value in the compost bin.
There is now also a new special action in gardens that allows you to "reset" the soil; restoring its default nutrients, acidity and hydration, at the cost of damaging its plants.


That's all the main new features for this update.
And here are the patch notes:


[h2]Version EA_0.56 and hotfixes since the last Patch Notes:[/h2]
- Traps now work with the animal npcs.
- Animals can now eat food items.
- Animals can now interact with crops.
- Bears can now interact with inventories.
- Added new farming tools (thresher, sickle, scythe, metal hoe).
- Added Levee improvement.
- Balancing tweaks to garden plots and fields.
- Added wheat and all of its derivatives.
- Tweaked the sanctuary values of some furniture and improvements.
- Bears will more frequently visit regions that have in-season berries.
- Animals spawning rates have been made slower.
- Hunting Spear now requires a metal spear before it can be researched.
- Fixed a bug which allowed players to skate on Frozen Water without Skates.
- Fixed a bug which caused medium or high snow to affect the Skate action.
- Being tired no longer hides the Southern Rapids dive into Green Falls action.
- Boiling durability is now hidden if its 0.
- Pond now has proper Winter art.
- Cutting down large trees now costs a bit more stamina.
- Pyre now burns through its fuel faster than before.
- Fixed a bug where saving and loading a game while having items in inventory blueprints such as Crucible would move items between slots or mess with their durabiities and type.
- Sledges can now be repaired using twine.
- Fixed a bug which prevented Springberries and Billberries from being placeable in Unsealed Fermentation Bin.
- Removed the Partridge Enchantment Blueprint from Duck Carcass.

- It is no longer possible to move items and liquids in and out of sealed Fermentation bins.
- Animals now get tired a bit faster when running away from the player.
- Frost Shrine now melts on temperatures above 0.
- Removed enchantment recipe from skinned squirrels.
- Fixed a bug which prevented metal skinning knife from being used in blueprints requiring a cutting tool.
- Fixed the art for Hare Urge.
- Fixed a glitch where a rustic barrel would permanently stay heated up.
- Dry needles are now considered bedding material and improvised bed can be made from them.
- Campfire, Rain, Frostleaf and Garlic now offer some mosquito protection.
- Fixed some typos and incorrect texts.
- Added description for Cattail Fluff.
- Ongoing saves which started outside of River Clearing should no longer get stuck when you enter River Clearing.
- Infection statuses are now visible and pinable inside the Internal Status Page.
- Rustic Barrels can no longer hold liquids and solids at the same time.
- Fixed a bug where the will o' wisp even would appear when you entered the river clearing if you had started from a different location.
- Mortar and Pestle can now crush edible acorns into flour.
- Fixed a bug that was causing the death of bears to affect other animals.
- Fixed a bug that was causing the animals (including the bear) not to die properly when poisoned.
- Fixed a bug that was causing the wolf to be too aggressive.
- Nesting Box can now be picked up and placed down. (if your partridge are not laying eggs, trying picking the box up and placing it again)
- New areas now have proper icons for the Parchment Map.
- Fixed a bug where carcasses would get eaten by wolves from the player's hands.
- Ducks and Partridges eaten by predators no longer drop hooks and needles but bone pieces instead.
- Hardtack now lasts a lot longer before spoiling
- Intermediate hunting now unlocks when both basic hunting and basic survival are completed.
- Dried nettle leaves now have a trade value.
- Fixed the weight of unfired storage pot and cauldron.
- Frost Shrine Blueprint now properly spends the water used.
- Fixed an issue where animals couldn't be attacked.
- Fixed a bug which caused nightvision to persist after moon blessing.
- Warming up by the Furnace no longer triggers fire spirit Summoning.
- Updated Chinese translation.
- Fixed duplicate texts in Chinese, Korean and Japanese.
- Hopefully fixed an issue with starting older save files on modded version of the games.
- Wolves will now get angry if you spend too much time in an area with them.
- Added starting resources to new starting locations.
- Sharpened stone can now be made in the Dark.
- Squirrel Carcass can no longer be eaten or cooked it needs to be butchered first.
- Fixed a bug which allowed the player to butcher the piglet carcass more than once.
- Fixed a combat window bug that would get the game stuck.



That's all for now.
See you all in 2026!

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/