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Leatherworking Update and Patch Notes #46!

Hello everyone!


It's time for another surprise update while we wait for the Huntsman to be ready!

Here's the new stuff!


[h2]Leatherworking Improvements:[/h2]

Skinning animals now produces a single pelt or hide that is specific to them. This single piece can be processed much more easily than with the previous system, where you would get multiple hides and would need to process separately.

Animal hides come in different sizes depending on their type and can be can be trimmed to remove their excess bits, cut into smaller pieces or sewed together to create larger ones.
Leftover pieces are called scraps, and can be sewed together into small pieces too.

Full animal skins, once cured or tanned can also be used as rugs for your home or turned into animal coats with spiritual properties.

Oh, and Squirrels can now also be skinned for fur!



[h2]Perks:[/h2]

We've added a few new perks and 2 perk categories (Situational and Knowledge).
These perks will give you the option to start with specific gear (like clothes, survival , hunting or spiritual equipment), with knowledge (like skills, blueprints and insights) and some modifiers (like disabling wolves or making them even worse).
We will of course be adding more perks once the huntsman is out.



[h2]The Huntsman's News: [/h2]

We're not sure when the huntsman update is going to be ready but it's getting closer. :)
This update brings some big changes to the game, and these take time and need iterations and testing before we are ready to show them.

The main feature coming with the Huntsman (besides the first playable character and some UI graphic overhaul) is the NPC navigation and duty system. There won't be any human NPCs yet, but wild animals will be using the system to move around and decide what to do.

This will make animals a lot more realistic, and solve many of the issues we currently have with hunting prey, or with being pestered by annoying wolves.
And of course, it will set the path for Human NPCs to come. :)


And now, to the patch notes...


[h2]Version EA_0.51 and hotfixes since the last patch notes:[/h2]

- Skinning animals now gives you a skin or pelt of the appropriate animal type.
- Skins and pelts now have 5 different sizes.
- Skins and pelts can now be cut into smaller pieces and patched together into bigger pieces after trimming them.
- Added rugs and animal coats.
- Tannins are now completely washed away with a single 1 tick action.
- Temporarily removed the ability to scrape furs into regular skins.
- Killing wolves no longer increases blood spilled and the chance of wolf packs to spawn.
- Temporarily reset blood spilled counter for all players.
- Washing Stomachs, intestines and kidneys now takes 3 minutes instead of 15.
- Fixed a bug which caused the Furnace to sometimes turn copper or ghost bronze into useless generic metals which made useless weapons and tools.
- Knife Sheath now accepts blunt Metal Knives.
- Boiling dried Fly Agaric now properly reduces its spoilage.

- Fixed a bug which caused the fireplace to transform meats from one type to another.
- Nettle stems and reeds can now be added to the Compost Bin.
- Heather Stems, Raw Clover, Meadowgrass Seeds, Dried Peas, Flax Seeds, Rye Grains and Turnroots now show field requirements inside their help section.
- Garden Turnroots now require high nutrients just like field ones do.
- Garden Heather now require any water just like the fields do.
- Lit Torch now has a different name from the unlit one so it can be correctly selected when combat starts.
- Liquid blood curd now cools down when removed from source of heat.
- Fixed the blueprint art for the forged spearhead to show the spearhead instead of a spear.
- Fixed the blueprint art for hunting spear to show the hunting spear art instead of a normal spear.
- Estrogen now gives a boost to your immune system.
- Improved some item descriptions.
- Fixed a bug which prevented the hunting spear unlock on ongoing saves in research mode.
- Fixed the description for Forged Shovel Head blueprint.
- Fungicide and Insecticide applied to garden plots now last longer.
- It is now possible to warm up on ovens and kilns after they run out of fuel as long as temperature is high enough.
- It is no longer possible find Frogs when foraging in Shady Grove.
- Log Bed can no longer be dismantled in the dark.
- Flint arrows now have a value for the trader. Reduced the value of simple arrows.
- Fibers, Yarns, Long sticks and Clay can now be toggled in and out of pile in middle row to more easily look for various qualities or types.
- Snow shoes are now researchable before winter if snow falls in autumn.
- It is now possible to fill a container with water at the Waterfall exit and entrance cards.
- Heather stems, meadowgrass and rye straw can now be added to the compost bin.
- Fixed a bug which prevented new leather tunics from being crafted.
- Leather clothing can now be made from soft tanning skins as well.
- Fixed a bug which caused directly consumed fat to give double amount of intended calories.
- Turnroots no longer get damaged on high hydration.
- Rope now remembers and drops the twine it was made from when unbraided but it can only be made through blueprint.
- Twine can now be unstacked so its easier to find different types such as Sinew Cordage.
- Domesticated Boars now periodically give Manure which can be used as Fertilizer.
- Moderate and Strong Dexterity and Movement Penalties now show up as alerts in the alert ( top ) part of status screen summary window.
- Newly crafted stretching frames now remember the ingredients they were made from and drop them on disasembly. ( Warning, this only works for the stretching frames created after this update. Old ones will not drop anything. )
- Northern and Southern Rapids now have a chance to drop heavy stones when being cleared.
- Fixed a bug which displayed some bleeding carcasses as bled carcasses.
- Fixed a bug which caused Cooking pot to transform meat into a different type when cooking it.
- Fixed a bug which displayed Cabin Room art when moving from Enclosure to a Mudhut Room.
- Cabin Room art now displays on doorways leading into a Cabin Room.
- Large objects such as Wolf, Deer, Boar or Bear Carcasses can no longer be placed inside Storage Pots.
- Fixed a bug which caused the stitch wound action to generate a new wound received message.
- Fixed a bug with hunting spear giving normal Spearhead when dismantled instead of a hunting Spearhead.
- Fixed a bug with stomach pouch blueprint consuming the cutter used.
- It is now possible to throw Brain Mush into the Compost Bin.
- "Not enough Derealization" player notification implemented for blueprints that need it when player does not have enough of it.
- Dried up Peas no longer start with 100 Temperature
- Fixed a bug with Ritual Pyre affecting player stealth ( and other stats ) even when not in the same area.
- "On the verge of starvation" weight level now negatively impacts immune system.
- Newly made simple bows now remember the type of cord they were made from and drop it when bow breaks. ( warning: only works on newly made bows, old ones will drop no twine at all. )
- Drinking fairybrew now counts for the "Drink some Fairy Tea" objective of the "Fracture and Sprain Treatment" Quest.
- Powders can no longer be directly put onto a Travois.
- Fixed a typo in Connection status.
- Reduced the threshold for minor wounds on all animals. It is now a lot easier to deal minor wounds and apply poisons to animals.
- Broadhead arrows and hunting spears will now more easily wound animals and apply their bonus damage to them.
- Simple bows can now shoot broadhead arrows.
- Broadhead arrows, flatbow and hunting spear are now enchantable.
- Fixed a bug with broadhead arrows transforming into normal arow heads (instead of broadhead ones ) when dismantled.
- Fixed a bug where the trader would give you back powder items.


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/

Merge Branch, Surprise Butchering Update and Patch Notes #45!

Hello everyone!

As some of you may know, our original plan was to release the Huntsman update on the first week of September. Unfortunately, as it often happens, we're starting to see we're not going to be able to reach our planned deadline on time. For this reason, we have decided to release a surprise update with some of the content that we felt could be released independently.
We don't want to give any dates for the Huntsman update, for fear of missing the deadline gain, but we'll keep you all updated and release more content before that if we see any opportunities. ;)

Now to the new content:


[h2]New Hunting Weapons:[/h2]

We have added a few new tools to make hunting large animals a bit easier.

[h3]Hunting Spear:[/h3]
You can now craft hunting spears. These weapons have special metal heads designed to cause deep bleeding wounds and are fitted with a crossbar that can help keep more dangerous game at bay.

[h3]Flatbow:[/h3]
The flatbow is a new, more advanced bow that is more complex to make.
It has greater draw strength than the current simple self bow and is therefore much better at hunting large animals.

[h3]Broadhead Arrows:[/h3]
A new type of metal arrows that is designed, like the hunting spear, to cause deep bleeding wounds, making it easier to kill larger animals.


[h2]Butchering Improvements:[/h2]

Butchering animals is a now a more realistic multi-step process when dealing with medium to large sized animals. This is similar to what we had in Tropical Island but it now comes with more features.

[h3]Blood: [/h3]
You can now collect blood from animals. This blood can be drunk, eaten as blood curds, bloodbread and blood sausages. You can also paint yourself with it!

[h3]Organs:[/h3]
You can now extract multiple organs from animals. Namely kidneys, liver, heart, brains, stomachs and intestines. Most organs are rich in iron and a few of them have special uses.
Intestines for example can be used to make sausages, while stomachs can be used to make pouches and waterskins, and brains to soft-tan animal skins and produce a softer more comfortable leather.

[h3]Tendons:[/h3]
Tendons can now be extracted from animals, which after drying and pounding them can be used to make sinew cordage, which can be used as a twine replacement that is especially good for bows and will have some additional uses in the future.

[h3]Butchering Skill and Meat Cuts:[/h3]
There's now a new skill that allows you to get higher quality things out of carcasses the higher it is.
Meat now comes in different cuts of varying quality, namely: meat scraps, shoulder meat, loin meat and haunch meat.

[h3]Sausages:[/h3]
Meat can be minced, mixed with fat and stuffed into intestines to make sausages; a good meat source that keeps well. Sausage filling can also be enriched with flour to make sausages more nutritious.
Blood curds can also be used instead of minced meat to make blood sausages instead.

[h3]Iron:[/h3]
Tracked as a new nutrient in the game, it can be increased by eating meat (especially organs), nettle and rye. Having low iron will affect your mood, immune system and focus capacity.


And now, the patch notes!


[h2]Version EA_0.50 and Hotfixes since the last patch notes:[/h2]

- Implemented new butchering system.
- Added 4 meat cuts.
- Added tendons and sinew cordage.
- Added kidneys, liver, brains, hearts, stomachs and intestines.
- Added stomach pouches and water pouches.
- Added 4 sausages types.
- Added soft tanning system.
- Implemented iron system.
- Added flatbow, broadhead arrows and hunting spears.
- Fixed a bug where liquid containers would retain the flavours and spicing of the liquid they held after drinking it.
- Unsealed Fermentation Bins now count for "Craft a Fermentation Bin" quest.
- Equipping a Waterproofed Waterskin now counts for "Craft a waterskin and equip it" quest.
- Fixed Fear Urge description and status icons.
- Fixed a bug which prevented you from making a 2nd sieve in the same area.
- Fixed a bug which reduced the partridge spoilage when used as magic ingredient instead of increasing it.
- Fixed a bug which caused Northern Rapids to drop Heavy Stones.
- Boiling Birch Sap now reduces its spoilage over time.
- Fixed a bug where Attic was showing non attic art in winter.
- Cloth Shirt now gives a tiny bit of mental structure just like other clothing items do.
- Fixed a bug which gave high quality fibers when extracting them from nettles growing in the garden.
- Fixed the description for the Perch enchantment.
- Spear Carrier and Quiver blueprints now give leatherworking experience.
- Fixed a bug which caused disassembling a stretching frame to give too much twine.
- Fixed a bug where internal enclosures were missing some internal construction projects towards south even though they were possible.
- Fixed a bug which prevented fresh Healers Moss from completing the "Equip Healers moss in a wound" quest.
- Cooked mouse no longer uses squirrel art.
- Copper Knives the trader brings now have proper quality.
- Added trading value to several powders and dried herbs.
- Garden Nettles ideal soil condition description now matches the help section.
- Dismantling newly made log beds now drops the exact type of resources they were made from. (Caution, log beds made before the update will not drop anything.)
- Fixed a typo in Fishing Aid.
- Cutting open a Partridge Carcass is now considered a light action in terms of stamina
- 3 minute kill action on Partridges no longer consumes stamina.
- Fixed a bug which caused mixing fine dirt with water to make clay to randomly give too much pottery skill.
- Fixed a bug which caused making yarn to randomly give too much tailoring skill.
- Separated the Growth and Yield conditions in help and description sections for various Fields.
- Carve A Figurine subquest now completes even if you fail the carving.
- Fixed a bug which prevented Frog Blessings and Enchantments from showing up.
- Fixed a bug which prevented low Vitamins status from displaying on its own.
- Killing tied and free Partridges now always takes a mini tick and gives a Partridge Carcass as a result.
- Spirit Mushroom, Frostleaf and Fireroot powder stored in jars can now be added to stew by just drag and dropping the Jar.
- Storage Pots can no longer be stacked.
- Replaced the North Path upgrade with a West one in River Pass to match the available movement directions.
- Added Mosquito Bites Stat to Damage Status List.
- Reduced the weight of Dried Peas.
- Rye Eggbread and Rye cake now have Roundbread art and can be put on a plate.
- Fixed Fermentation Bin's description.
- Renamed Clay Jar Quality to Container Quality ( to avoid confusion with the Quality of powder stored inside ).
- Trees, Overgrowth and Plant Patches will no longer grow if an area weight is maxed out.
- Fixed a bug which caused Waterskins to sometimes still leak liquid even when waterproofed.
- Cabins are now a bit cheaper to make and have more space.
- Insect Protection ( Frog Blessing ), applying Mud to your body and wearing Clothes now reduce the - Mosquito stat protecting you a bit from their bites.
- Fixed a bug which prevented piglets to lose trust and to transfer their stats properly when growing up.
- Fixed a bug which caused extinguished Fireplace to provide its Sanctuary value even when player was in a different area.
- Butchering a Partridge now takes a minimum of 3 minutes.
- Frozen Pond no longer helps with Stealth.
- Fixed Expansion descriptions for Mudhut and Cabin constructions.
- Made it a bit easier to gain wellbeing from Comfort stat when wearing high quality clothes.



That's all for now.
See you all for the Huntsman update, or for a new surprise update if the former is taking too long! :)




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/

Merge Branch, Cabin and Patch Notes #44

Hello everyone!!

Hope you're all well.


[h2]Branch Merge:[/h2]

First, today we're updating the main branch. So a lot of the content that was previously only available in the beta branch should now be available to everyone. :)


[h2]Cabin:[/h2]

A new late game structure that is expensive to build but brings a lot of benefits.
It increases cabin fever at a lower rate, has increased storage space, greater comfort and insulation, takes longer to get dirty and lets you build attic rooms, which are immune to floods.
Cellars and enclosures can also be connected to cabins, just like with mudhuts.
Windows can also be added, which decrease cabin fever rate at the cost of some insulation.


[h2]Morale Tweaks:[/h2]

We have been working on morale and wellbeing. There are a few new stats now which directly affect wellbeing. Namely Comfort (which is now gained through clothes and being at the right temperature mainly), Sanctuary (the old comfort, gained by being in a place that is meaningful and aesthetical), Gratification (gained by eating good food or having fun) and Connection (gained by interacting with people).
These 4 stats will affect wellbeing directly, and morale indirectly.

We have also reactivated Isolation and loneliness, which should start making things a bit harder as time progresses. For now you can talk to the trader to help with your connection and loneliness.

All these things will be tweaked extensively over the following weeks as we prepare for the addition of some new important features. :)



[h2]News and Future Updates:[/h2]

We are approaching an important milestone: our first premade character.
Our original plan was to go with the Witch, but after a few delays and complications, we have decided to go for a different character: the Huntsman.

Releasing a character however, is a big thing, and not something that we can release in our small weekly chunks.
For this reason we have decided that we will be taking a break from our weekly updates while we focus on finishing the character, putting more work into the NPC system, balancing the game, and adding a few other complicated features that wouldn't fit so well with our weekly patches.

We are aiming for a a big patch on the first days of September. So, like in a month and a week from now.
In the meantime, we will of course continue to push hotfixes and make a new branch merge once everything in the beta is stable enough. ;)



[h2]Version EA 049 and hotfixes since the last patch notes:[/h2]

- Spices and flavours will now properly dilute in the stew if you add more water.
- Added Cabins, cabin rooms, attic rooms and windows.
- Added the new House Building quest.
- Reorganized woodworking quests to give easier access to some blueprints.
- Reworked wellbeing stat, adding Comfort, Sanctuary, Connection and Gratification.
- Added Isolation mechanics.
- Gutting fish now takes only a minitick.
- Eating food spiced with sweet spices like saps, musts, syrups and sweet wines now gives sugar saturation.
- Fixed a bug where cards would disappear after being taken from a cooking pot.
- Fixed a bug where going West from Northern Rapids or East from Pine Clearing would lead to Lake Grove instead of Swaying Pines.
- Removed Path Improvements from Lake Island.
- Moving around the Death Crack Caves no longer requires a source of light.
- Added a Help Section to Dried Peas with information for their farming preferences.
- Gutting Fish with workplace bonus now takes 3 minutes instead of 0.



That's all for now.
See you for the big 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/



Lake, Custom Recipes and Patch Notes #43

Hello everyone!

Update time again!

Here are the features for today:


[h2]Metal Revamp:[/h2]

All metal weapons now last considerably longer than before, making them ideal for crafting lasting tools as an investment.
Flint weapons on the other side, are now sharper than the available metals, but break much easier.
It will take better metals to make them obsolete. :)

We have also given a pass to the effects sharpness has on combat, giving sharpness more weight when it comes to determining whether you managed to wound your target.


[h2]Lake:[/h2]

We've added a new lake area with multiple locations, including a lake island and a marsh.
We have also added a new fish (the char), ducks and cattails (a new type of reed that is also edible).

We haven't only added good things though. We've also introduced mosquitoes. These can be a pest in some areas, specially during summer, and can increase infection risk and get you swamp fever, a weaker, nordic variant of malaria (also known as ague).


[h2]Custom Recipes:[/h2]

Plates, bowls, flatbread and bread slices now let you save your favourite recipes. You can give them a name, pick an image for them and autofill them easily when you want to have them.

We will make some additional improvements for these in the feature, so they can feature better art and even custom art too.


And now, to the patch notes:

[h2]Version EA_0.48 and Hotfixes since the last update[/h2]

- Added recipe saving system.
- Reworked material sharpness and durabilities.
- Tweaked sharpness effects in combat.
- Added new 8 lake areas.
- Added cattails.
- Added ducks.
- Added char.
- Added mosquito system and Swamp fever.
- Fixed a bug which caused harvested flax stems and seeds to have the wrong quality.
- Fresh Fly Agaric can now be stacked and unstacked.
- Wild Garlic Powder can now be trashed.
- Equipping boiled healers moss onto a wound now counts for Basic Wound Treatment quest.
- Shady Pines, Dead Hollow and Peaceful Grove now have proper Winter art.
- Metal shovel blueprint now requires a long stick instead of wood.

- Fixed a bug that was causing wellbeing to affect morale incorrectly.
- Bear Clawmarks and Bear Bite wounds now accept tourniquets.
- Growing Heather field now properly lists that it requires low to mid hydration.
- Fields which do not recover Yield over time will now allow you to harvest them even when on very low yield.
- Fixed a bug which caused heating up Springberry and Billbery Wine to turn into Birch Syrup.
- Corrected some issues with the metal knife stats.
- Fixed a bug where texts would be invisible in the dialogs and combat logs.


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/

Magic Improvements, New Spirits, Ritual of Awakening and Update #42

Hello everyone!

Hope you're all well.

Today we have a magical update!
Here's the content:


[h2]New Spirits:[/h2]

We have added a bear spirit in case you manage to defeat it. It should help you increase your strength, combat capabilities and immune system.

In addition to this, we have also added a lot of minor spirits. Now basically every animal in the game have spirits. With the exception of the poor minnows.
Trouts help with swimming, perches help with stress, sturgeons with cleaning, pikes with fishing, partridges with partridge farming and alertness, frogs with insect protection (which will come in handy soon), squirrels with foraging acorns and climbing and mice with escaping.



[h2]Magic Improvements[/h2]

[h3]Blessings:[/h3]
Blessings no longer have blueprints and they now cost focus instead. Shrines now have an internal cooldown, which prevents you from overusing blessings.

[h3]Enchantments:[/h3]
Enchantments are now cheaper too (they no longer cost fairyweed) but cost focus instead.
Enchantments now also produce spiritual noise: Wearing too many enchants (more than 7) will limit their maximum strength and drain some of your focus.

[h3]Summonings and Callings:[/h3]
Summons now last only 1 day, but they unlock a new "Calling" blueprint. This ritual allows you to call on a spirit you have previously summoned from anywhere in the forest at a reduced cost all without needing a carcass or shrine. This should make spell casting a lot more practical and accessible.



[h2]Ritual of Awakening:[/h2]

For those of you interested in practising magic more regularly, there is now a secret ritual that can let you awaken your soul and exist in a permanent altered mindstate. Be warned though, there's no way back once you go through it!

If you want a clue on how to discover the ritual you should try to find the Void spirit.



[h2]Version EA_0.47 and hotfixes since the last patch:[/h2]

- Added bear, squirrel, partridge, mouse, perch, trout, sturgeon and pike spirits, blessings and enchants.
- Blessings no longer use blueprints and now cost focus.
- Shrines now have blessing cooldowns.
- Enchant costs changed.
- Spiritual noise mechanic implemented.
- Callings implemented.
- New Void Spirit added.
- Ritual of awakening added.
- Rye Flatbread and Flour can now be added to stew.
- Fixed a bug which caused Crucibles to lose all durability when casting molten metal into molds.
- Fixed a bug which made Sieve made Clay have 0 Quality.
- Fixed a bug where sometimes the "Could Urinate" status appeared a tiny bit before you could actually Urinate.
- Anxiety attack now gets interrupted by low Hydration instead of Low Thirst.
- Drying Cooked Forest caps and Wild Garlic now shows proper message when done.
- Fixed a bug which caused the Snowshoes to not work under some specific circumstances when there's heavy snow.
- Fixed a bug with incorrect feedback on enchanted amulets that would let the player believe they could perform actions that they actually couldn't.


That's all for now!
See you all for the next announcement as usual!

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/