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/
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/