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Metal Casting, Alloys and Patch Notes #40

Hello everyone!

I hope you are well.

Today we are releasing the following features:


[h2]Metal Casting:[/h2]

You can now build crucibles to alloy metals and cast them into molds.
Metal casting is more practical and efficient than simply forging tools from lumps of metal and can save you a good amount of time and calories.

The metal system has also received some improvements under the hood with regards to sharpness, and some other features that will become more relevant in future updates (metal beauty, malleability and weight).

Oh, and you can now also craft metal shovels!


[h2]Alloys:[/h2]

We have implemented the alloy system. For now there's only one copper alloy, but 2 more bronze types will become available once tin is introduced.

In the end we decided not to go with a completely free system as we had originally planned, as that would have mostly led to the creation of useless alloys and the loss of valuable materials that can't be recovered. Instead, new alloys will be unlocked with the acquisition of new materials or at higher skill levels.


[h2]Witchstone and Ghost Bronze:[/h2]

We have a added a few new areas to the northwest region of the map. These areas include a sterile clearing with a new toxic cave which contains a poisonous material called witchstone (In-game name for realgar).

Witchstone is highly toxic, and becomes more so when exposed to sunlight. It can be mined from this new cave, and used to create a copper alloy called ghost bronze.

You should be very careful when working with witchstone (or when mining it) as it can seriously poison you. It is recommended that you take breaks and wait until your toxicity levels have dropped before continuing with your work. Otherwise you could very well die!

Ghost bronze is harder than copper, which gives it greater durability and sharpness, but also makes it harder to work.


[h2]Version EA_0.45 + Hotfixes since the last patch:[/h2]

- Added Metal Shovel.
- Added 4 new pine areas to the north west region of the map.
- Added a new cave with witchstone veins.
- Added metal casting system.
- Added alloy system.
- Metal system overhaul.
- Added medium and large sized crucibles.
- Added witchstone, witchstone poisoning and ghost bronze tools and weapons.
- Eating feedback now takes the "Visual Effects" option into account and doesn't show flashes when the option is ticked off.
- Fixed some bugs with the new construction menu (overlap between cards).
- Added a button to cancel the construction of new room/cellar/enclosures.
- All animals now heal over time and most show tired behaviours when appropriate.
- Peas can now be planted in gardens.
- Fixed a bug which turned Berries milled in Quern into their fermenting version instead of Pulp.
- Reed Tunic now increases Stealth Profile.
- "Build a Hideout" quest now displays a proper message when completed.
- Fixed a bug which prevented the building of a nesting box inside enclosures built outside of a Mud Hut.
- Crafting Wooden Plates now properly gives Woodworking Skill.
- Green Tangle Flora section now properly lists Springberries.
- Large cloth now drops the appropriate amounts of materials when ripped apart.
- Milling Rye Grains in Querns now properly calculates the Flour Quality.
- Fixed a bug which allowed the player to urinate with too little vesical pressure.
- Simple bow can now be trashed.
- Washing yourself with unsafe water leaves you a bit dirty, just like washing in Pond does.
- Fixed Fresh Rye Stalks durability and icon not properly representing Hydration/Wetness.
- Frostleaf powder can now be added to stews.


That is all for now!
As usual we'll be fixing any issues we find and tweak things throughout the week. ;)

See you all next week!


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/

Peas, Fields and Hunting Improvements and Patch Notes #39

Hello everyone!

Hope you had a good week.
Here's what we've added for today's patch:


[h2]Peas and Field Improvements:[/h2]

First we're adding a new crop: Peas!
Peas can be purchased from the trader, are a pretty good source of calories, last quite a bit when dry, act as a source of proteins and can restore nutrients to the soil.
Peas cannot be planted in garden plots as of now, but we'll be pushing a hotfix for this tomorrow. ;)

We've given a balance pass to all fields and made many tweaks to make crop rotations work properly now that we have enough different crops. Planting crops in the right order will reward you with better yields and health for your plants.
We've also made field crops a bit more robust and made their yields also get affected by seasons and nutrient levels.



[h2]Hunting Improvements and Rebalancing:[/h2]

Animals now slowly heal their wounds over time, making the "death by a thousand cuts" tactic no longer viable.
In addition to this, animals will now also stop treading their usual paths when wounded.
This will change the dynamics of hunting large game making hunts more realistic. Ambushing and pursuing your wounded prey should now be the only viable way of hunting.

This new animal behaviour will only be available for the Doe for now, but we'll be pushing a hotfix tomorrow that will enable it for all other animals. (it's been a busy week!)

That said. We have introduced some things to make ambushes easier. In addition to the improvements to stealth from last week's patch, players can now further increase their stealth by building a new hideout structure which should make ambushes easier. We have also added some stealth bonuses to reed clothing and to applying mud to your skin.
Animals now also have some new behaviours when tired, which should make chasing them a bit easier, and give you more opportunities to strike at them.



[h2]Balancing Pass:[/h2]

We're in the process of going through a big balance pass. We have been adding a lot of content over the last few months and we're trying to make a push to get things to a better place in terms of challenge and reward.

Some of the balance changes we have done this week are:
- Made wounds consume more calories.
- Made immune system enchantments a bit weaker.
- Made hunting large game more difficult.
- Made ambushing and pursuing easier.

We will be balancing things further over the following weeks, making things easier if they got too hard and vice versa.


[h2]What's Next:[/h2]

We have been working on many new things lately and things have been coming along nicely,
Next week we'll be releasing metal casting, slag recycling and the first alloys along with a bit of new territory.

After that we'll start releasing swamp areas, improve the players physiological system (which is not in the best place at the moment), release an improved butchering system and the new system for storing food recipes.


And now let's get to the patch notes:


[h2]Version EA_0.44 + hotifxes since the last patch[/h2]

- The construction menu system (for expanding the mudhut for example) has been improved.
- Added a button linking to the instructions of how to play the beta in the news announcement screen of the main branch.
- Added Peas.
- Tilled fields now start with maximum structure.
- Tilled fields now take longer to craft and longer to dissappear.
- Tilled and fallow fields now recover nutrients faster.
- All crops have received a balance pass and now increase or decrease structure and nutrients at different rates.
- Crops are now a bit more resistant but their yield is more sensitive to both nutrient levels and season.
- Some crops have become considerably more resistant to winter (clover, meadowgrass, heather).
- Added Hideout structure.
- Reed clothes now add a bit of cammouflage.
- Applying Mud to your body now improves your stealth profile.
- Does can now heal wounds and will no longer follow their usual path when wounded.
- Does have a new tired behaviour when they run out of stamina.
- Wound durations have been standarized and their calorie consumption has been adjusted to better match the current weight system.
- Tweaked and balanced some enchantments to make their less overpowered.
- Single portions of Billberry and Springberry Syrups used as seasoning no longer taste too sweet.
- Fixed a bug which caused boiling dried turnroot to increase spoilage instead of reducing it.
- Fixed a bug which caused dried turnroots and some other food items to not work as omnivorous bait for Boars in pit traps.
- HandStone, Saddle Quern, Rottary Quern and Stone Mortar and Pestle are now safe from floods.
- Copper items can now be enchanted with Spirits.
- Urine, Nettle Solution and Dyes can no longer be used for cleaning Wounds.
- Urine, Nettle Solution and Dyes are no longer considered a source for Fresh water for things like watering Crops.
- Urine, Nettle Solution and Dyes are no longer considered a source of Safe water for things like making a Dough or Fermenting items inside Fermentation bin.
- Fixed a bug which caused nettle stems to gain quality under the wrong conditions
- Knife bought from trader now has 50% quality but its also more expensive as a result.
- Removed the tanning water blueprint. Tanning water can be instead made by soaking bark in water and then waiting 24 hours or boiling it for 1 hour.
- Fixed some issues with foxes and badgers being caught in traps in the wrong locations.
- Updated card texts related to dyes to make the process more clear.
- Wood carving direct card interaction now receives a workplace bonus and dexterity penalties just like the blueprint does.
- Fixed Flavours for Rye Flatbread and Rye Bread Slice.
-Leather and Fur clothing now loses colour faster than Fiber clothing.
- Fixed a bug which made the Hackler blueprint invisible.
- Willow Bark can no longer be put inside a Garden Plot
- Hoe no longer drops Flint when it breaks.
- Fixed Wolfsbane description to match the Help Section.
- Malted and Malting Rye can now be properly placed in the Smokehouse.
- Fur Coat now properly offers protection from rain.
- Fixed fireroot, turnroot and fairyweed descriptions to match the Help Section.
- Added Knife fighting moves to Copper Knife.
- It is now possible to wet soap on the River, Pond, Ice hole, Flooded Tunnel location card and the Waterfall.
- Fixed a bug which caused blizzards to spawn "winds are too strong" events after the blizzard is over.
- Fixed a bug which was causing Ash Waternot to boil into Lye if the player wasn't present.
- Appleweed now properly lowers grain saturation.
- Actions which reduce tool usage now also reduce tool sharpness.
- Significantly reduced the usage and sharpness loss when working with softer materials.


That's all for now.
See you all for next week's patch!


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/

Flax, Dyes and Patch Notes #38 (and branch merge)

Hello everyone!


Today we're merging changes into the main branch (EA_0.42b) and releasing a new update for the beta branch (EA_0.43).


And here are the patch highlights for the new update:


[h3]Flax and New Textile Items:[/h3]

Flax can now be bought as seeds from the trader. It can be grown in fields and gardens and it can be used to make fiber more efficiently and of higher quality than with nettle. Flax seeds can also be eaten and used as seasoning,

We have also added a hackler tool for increasing fiber quality as well as a few new clothing items, namely: dresses, cloth pants, underwear and coifs.


[h3]Dyes:[/h3]

Most leather and fiber clothing items can now be dyed. For now only green (nettle) and brown (oak) dyes are available, but we'll soon be adding red and black dyes, and a few more will come in the future.

Some dyes will confer certain benefits to clothes under certain conditions. For example, white dyes confer a stealth bonus during winter, while black dyes confer one in the dark, or green ones in green environments.

Both tanning pits and cisterns can now be used for both tanning leather and dyeing clothes.



[h2]Version EA_0.43 and Hotfixes since our last patch:[/h2]

- Urine liquid has been added and can be used for multiple things.
- Players can now urinate in containers.
- Added new clothing items (dress, pants, underwear, coif).
- Added hackler item.
- Added dyeing system with green and brown dyes.
- Added quest for dyeing objects.
- Improved tanning system.
- Added flax crop.
- Stealth system has been improved and made more realistic.
- Repairing cloth and leather items now reduces their durability.
- Nettle patches are now only available in oak river banks and clearings.
- Improved the in-game news system so that news are up to date in the main branch too.
- Fixed a bug where copper things left inside fireplaces would disappear after loading.
- Fixed a bug which prevented the simple Bow from shooting copper arrows.
- Fixed fairyweed and fireroot powder prices.
- Dried nettle leaves can now be added to stews.
- Fixed Pond Ice Hole art.
- Fixed the Sharpness Icon on Copper Tools.
- Baskets now break when their spoilage reaches 0.
- Fixed a bug which caused copper tools to lose sharpness inside baskets, storage pots and shelfs.
- Fixed a bug which sometimes prevented firebrew from losing its temperature when outside of a fire.
- Dried turnroots can now be boiled.
- Fixed a bug which caused Springberries and Billberries to recover with only 10% HP when waking up from dormancy and they now also recover much faster in their dormant state.
- Fixed the general description and flavour description for salt.
- Fixed River Clearing Help section.
- Enclosure can now be built from the outside without the need to build a mudhut or enclosure first. Still requires poultry farming quest on quest mode to be buildable. On research mode it requires a tied wild animal.
- Researching MudHut blueprint on research mode now unlocks room construction improvements.
- Research mode: Fireplace, Door, Plastered Walls and Earthen Floors are now again unlocked as soon as you enter the Mudhut or MudHut Room Expansion.
- Fixed a bug which prevented powders from averaging their durabilities when added to a pouch or jar.
- Trader Pouches now stack with player pouches.
- Powdered Garlic can now be added to Stews.
- Demolishing a Smokehouse now gives Planks back but this only works on ones built after the hotfix.
- Building Paths now reduces Copper Axe sharpness.
- Tweaks to Wild Growth effect visuals.
- Dried Nettle Leaves now show up in food filter.
- Fixed a bug which made enchanted bow not display its usage durability.
- Adding seasoned food to stews now properly adds flavours from the spices used.
- Making Clay Bowls by directly combining temper with Clay now takes the same time as the Blueprint.
- Crafting Candles now takes a minimum of 3 minutes.
- Yarn can no longer be made by combining twine.


That's all for now.
See you on the next announcement!

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/

Basic Smithing, Copper and Patch Notes #37

Hello everyone!

Hope you're all well!

Let's go straight to the new content for this week:


[h2]Patch Highlights:[/h2]

[h3]Copper Smelting:[/h3]
When clearing the rapids in the bear area you will now sometimes find "greenstones".
These rare stones can be smelted in a new specialised structure called the Furnace, producing both copper nuggets and slag.
The furnace can reach higher temperatures than the kiln, but will only smelt copper if built in a windy location or if you are actively using bellows on it.
Slag has no use at the moment, but in a future update you will be able to use some techniques to squeeze some extra copper out of it.


[h3]Copper Forging:[/h3]
At this tech level we are not casting metals into molds yet but instead heating up copper nuggets and lumps on campfires and striking them into shape. This is more time consuming and requires some skill but is more than enough to craft simple tools and shapes.

The objects you will be able to craft at this point are:
- Copper Knives
- Copper Axes
- Copper Spears
- Copper Arrows


[h2]What's Next?[/h2]

For next week we are planning a textile update that will include some improvements and additions to this area of the game, including a new crop: Flax.

Other than that, over the next few weeks we will be implementing additional ways to get copper, more metal tools, parts of the swamp area and cooking and construction improvements.



[h2]Version EA_0.42 and Hotfixes since our last patch:[/h2]

- Added Furnace, Greenstone, Slag, Copper and smelting systems.
- Added smithing skill.
- Added Basic Smithing quest for quest mode.
- Fixed putting salt and powder into jars having a "Transfer Liquid" tooltip.
- Paths now allow you to travel in the dark too.
- You can now drag a whole stack of salt/powders into a container by holding the cards before dropping them.
- Fixed Jars inside chests or shelves not stacking/unstacking properly.
- Fixed some text overflow on some buttons.
- Fixed a bug which prevented Tanning pit to store the tanning liquor and leather at the same time.
- Fixed a bug which prevented enchanted items such as knife sheaths to hold items inside them.
- Fixed a bug which caused the enchants on items such as knife sheaths which had items inside them to fail.
- Fixed a bug which caused bound spirits to leave right away after being summoned.
- Fixed a bug which would use up all the powder in the pouch or clay jar when creating or interacting with a firebrew or fairybrew made inside a cauldron.
- Fixed a bug which would cause a travois left on the ground to sometimes take durability damage.
- Seasons now affect the spoilage rates of powders stored inside clay jars and pouches.
- Powders stored inside clay jars and pouches now get a proper spoilage reduction.
- Travelling actions now indicate if you have built a path.
- Using the "Empty" action on things like salt and powders in a jar will now give you the right amount of cards back instead of destroying the powder.
- Removed the alternate mudhut exists as the feature is not fully ready yet.
- Removed the North Path improvement from the Deer Grove.
- Rye fields are now properly increasing soil structure.
- Extinguished Oven no longer increases the ambient perceived temperature.
- Fixed a bug where the turnroot field blueprint would be stuck and never complete its second step.
- Fixed a bug which prevented the Sacred Spring from Generating Water.
- Fixed a bug which hid the Kill action for partridges when there was not enough light instead of informing you of the reason.
- Fixed a bug which would sometimes prevent the player from taking the last powder out of a clay jar.
- Temporarily disabled the player low muscle mass penalties until some issues with the system can be solved.
- Snow piles should now more consistently melt when player is away.
- Removed the North Path improvement from the Mysterious Grove.
- Fixed a bug which hid away the expansion options for an Enclosure.
- Updated Icons for the Rye Dough and Rye Sour Dough yeast durability.
- Fixed a bug which prevented enchanted tools from being used in blueprints.


That's all for now.
See you all for next week!


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/

Roads, Powder Containers and Patch Notes #36

Hello everyone!

First we wanted to give you some updates and news for the next few steps of development!
We have been refactoring our plans and we believe we will now be able to release some important features faster than we had planned.

First, we will be releasing Basic Smithing next Sunday (June the 1st). This should include copper smelting and forging, and the making of some copper tools.
We will be releasing additional smithing patches after that, which we'll alternate with other types of content. These patches will bring metal casting, more metal tools and some new more advanced structures that are only practical after getting metal tools. And later, once there's enough of the mountain areas, more metals so that alloys can start playing a role, as well as the addition of iron and bloomeries.

Second, we have started to work on the first character for Fantasy Forest: The Witch.
Getting her ready will still take some time, but we'll be focusing on gradually releasing the different game pieces that her character requires to work. Starting with the beginnings of the swamp area to the south, some additional crops and animals and some spiritual additions and improvements.

And now, the highlights for this update!

[h2]Patch Highlights:[/h2]

[h3]Paths:[/h3]
Paths can now be built to connect to different locations and allow you to travel much faster between them. These paths are better than the ones in Tropical Island, as they allow travel in both directions.


[h3]Powder Containers:[/h3]
We have introduced a new leather container called a pouch. Both pouches and clay jars now act as powder containers, and can store a large amount of powders and use them directly on target items without having to get them out first. So basically if you have a clay jar or pouch with salt, you can just drag it to your cooked meat too season it.


[h3]Trader Improvements:[/h3]
We have rebalanced the prices for many objects, fixed many bugs and made it so that he will give you better prices depending on your character's traits. The trader was already altering his prices based on trust, but he will now gain trust faster based on traits such us how non threatening you appear, how socially compatible you are and how much he is willing to please you.


And now to the patch notes.

[h2]Version EA_0.41[/h2]


- Fixed a bug where crafting yarn in the spindle would yield results of inconsistent quality.
- Liquid quantity now affects the value of a trade.
- Fixed a bug where you could perform drag and drop actions with the trader's items on your hand's items.
- Most containers now cannot hold both a liquid and solid content at the same time.
- Fixed a bug where you would sometimes get stuck after building a room or an enclosure in your mudhut.
- Fixed a bug which made low quality bows trade for too much value.
- Fixed a bug which caused the Spindle to do incorrect quality value calculations when crafting Yarn from Fibers.
- Fixed a bug which allowed players to start a construction of 2 different rooms in a same direction and sometimes get stuck as a result.
- Fixed a bug which allowed players to move spirits inside Cisterns.
- Fixed a bug which allowed players to gut a fish while the Fish is inside a Funnel Trap placed in the River.
- Fixed a bug which made Rye grains transfer too much spoilage when ground into Rye Flour.
- Fixed a bug which would wrongly light up a River + Torch Interaction.
- Added workplace bonus time reduction to butcher actions which were missing it.
- Nettle stems can now also be used to make mud bricks.
- Added dry Pine Needles to the Camp/Fire filter.
- Wolfsbane maturity is now visible.
- The Basic Trading quest will now also display/complete if you interact with the trader in autumn and not just spring.
- Fixed a bug which prevented the wolfs packs from spawning.
- Fixed a bug which sometimes caused northern rapids to drop Pine Cones when foraging in Spring.
- Funnel Trap can now be built inside your mud hut.
- Rye planted in gardens no longer loses health on low hydration.
- Snow shoes now lose durability while equipped.
- Stretching Frame now drops its contents when its destroyed.
- Fixed a bug which caused the Rye Grains not to increase their hydration while the players is away.
- Simple arrows now unlock earlier on Research mode.
- Increased the research costs of most blueprints.
- Balance tweaks to trader prices and changes in which items can be traded.
- It is no longer possible to travel with more than one Travois in your hands.
- You can no longer make salt requests from the Trader, but he know brings more salt every visit.
- Clay Jar water capacity has been halved, allowing for more precise watering of Garden Plots.
- Added Pouches.
- Clay Jars and Pouches work as a new type of container that can hold some type powders and are ideal for seasoning foods or adding powders to make tea.
- The trader now gains trust at a faster rate depending on some of your traits.
- Added buildable paths that work in both directions.
- Grains saturation is now available in the player saturation status list.
- Splint no longer increases quality of baskets that store it.
- Fixed a bug which caused spirit enchanted weapons not to lose the enchantments over time.
- Boiling sacred water now turns it into normal water.
- Tweaked how quality is determined with cloth shirts.
- Flint arrows no longer drop twine when they get destroyed.


That's all for now.

Hope you all have a good week and we'll see you for the next announcement!


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/