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Card Survival: Fantasy Forest News

Q&A #3 and Patch Notes #41

Hello everyone!


This week we are releasing a small update while we work on some important features and try to catch up a bit on some of the things we are behind on. Next week's Update is going to be about magic improvements and will be coming sooner than usual.
By the way, this announcement contains our Q&A #3, so make sure to scroll down if you're interested!

First, here are the Patch Notes:

[h2]Version EA_0.46 and hotfixes since the last announcement:[/h2]

- Slag Recycling: New way to acquire additional greenstone powder out of slag.
- Whetstone: New tool for sharpening more efficiently.
- Pottery Improvements: Pottery now has a skill and clay and some clay objects now have quality (jars and crucibles for now).
- Doors built inside your hut will show different art depending on what type of room they lead to (an indoor room, cellar or enclosure).
- Added some new wound types for the bear.
- Hideout can now be used for sleeping.
- If you max out your rectal pressure while having loose stools you no longer expel solid excrement.
- Clothing Equipment Research now unlocks after making cloth of any size.
- It is now possible to prepare ghost bronze crucibles with ghost bronze nuggets.
- Fixed a bug which let the player mix and match nuggets of different metal types in the same recipe.
- All Path building actions should now reduce sharpness of metal Axe or Shovel used.
- Dying of wolfsbane poisoning now displays the proper message.
- Furnace can now heat up Lumps of Metal.
- It is now possible to use Mortar and Pestle to grind Malted Rye into Rye Grist.
- Fixed Bug which caused Tools and Weapons to lose their enchants when sharpened.
- Metal Shovel blueprint now shows the proper picture.
- Boars should no longer be pushed out of triggered pit traps.
- Typo fixes.
- Fixed a bug which caused 3 minute actions not to spend any ingredients.
- Fixed a bug which would sometimes incorrectly calculate metal nugget and metal lump quality.
- Crucible Research mode unlock condition now has proper text.
- Dead Witch Stone can now be ground into dust.
- Added a Blueprint shortcut for the "Bake a Breadloaf" Quest.
- Flax seeds can now be used as trap bait.
- Dying of Witchstone Poisoning now displays the proper message.
- It is now possible to wash dressings in River Ice Holes.
- Peeling and cutting a fireroot now takes a minimum of 3 minutes.
- Soothing Ointment now displays the correct message when it spoils.
- Fixed dyed underwear's name.
- Building an outside enclosure now also finishes the "Build an Enclosure" quest.


[h2]Q&A #3:[/h2]


1) Will we getting any kind of 'wooly' animal in the future? Like wild sheep/mouflon since FF has much more focus on proper clothing?
Yes we will be adding them along with spinnable wool and clothes. A wild woolly animal is planned for the more mountainous regions of the map and the trader will also be bringing sheep in the future.

2) Will TI cooking pot recipes make a comeback? Or with there be some new system for making new 'special' dishes?
We will be adding more special recipes like the ones in tropical island but it won't be the main system like before. We want these recipes to be mostly used for more specific things like breads, pastries or candy. As we want to give players more creativity and choice when it comes to cooking.
The flavour system is a step in that direction and the cauldron stews are another. We will soon be adding an important feature that lets you create your own recipes from plates. So you can store and name your favourite dishes, and easily access them later.
Oh, and this feature will include customizable pies!

3) How are yall feeling about the games progress so far? So many new things added in such a short while since launch!
We are very happy with our rate of progress so far. It's been intense but very rewarding!
Here are some of the things in the works that will hopefully be released over the next couple of months:
- Magic Improvements: Including spirits for all existing missing animals, rebalancing tweaks for all types of magics and spiritual awakening events and rituals.
- Recipe Making: Giving you the ability to create your own food recipes in plates, bowls, flatbreads and pies.
- Butchering Improvements: introducing a butchering skill, blood, organs and sinew among other things.
- Swamp Areas: Introducing alder trees (red dyes), leeches, peat, mosquitoes, more diseases, paths that flood and freeze and more.
- More Metal Stuff: Tin Bronze, White bronze and Jewelry.
- Cabin: A sturdier, larger and more comfortable home that can support a second floor.
- River Action: Log river transportation, log booms and Water Wheels for automated milling.
- Lake Area: Introducing ducks, cattails and a lake island.


4) Are there any plans to modify the map exploration? Will there be changes to provide higher exploration benefits to encourage players to explore? Exploration in the first game felt more like uncovering a world.
Tropical Island was a relatively small island and used a more conceptual and blurry approach to its different areas. With Fantasy Forest we wanted to capture the feel of an expansive forest that is large enough for one to get lost in. We also wanted a world with NPCs moving around, and proper hunting and tracking.
This meant we had to move away from the more conceptual approach to a more spatial one resembling an actual grid. As a result of these changes, we now have a lot more areas and content is more spread out among them.
In any case, as you know, we've been adding lots of new content and the map is gradually filling out.
Greenstone, Witchstone, different tree types and vegetation, animal territories and the addition of new landmarks have all been helping on this front, and we'll continue to add more and more of them over time.

5) More questions on npcs, will they be able to do most of the things the players will be able to do like tending gardens, cooking, taking care of the animals, etc.?
NPCs have a "duty" system that will let them take care of farming, cooking, animal husbandry, foraging, hunting, cleaning and wood gathering among other things. Provided they're on good terms with you of course. Their traits and relationship with you will determine how effective they are at those tasks.

6) Can NPCs die, either from age, death from animals or other means? It'll be cool if we also have an age stat, to incentivise us to have children with npcs. Once these children grow up, having an option to play as the children may increase the longevity of the game and add some difficulty as everyone eventually dies of old age.
NPCs can die from wounds or disease but death from old age is not planned at the moment.
Can't promise anything here for now, but we'll see. :)

7) Whats your plans for after CSFF is finally finished and satisfied with everything about it, would you create a new game again? there has been rumors and talk about how you guys been wanting to make a arctic survival game and if so will you do something like that in the future projects?
We have a few games in progress that we started after finishing Tropical Island but we had to put on hold to focus on Fantasy Forest. The next title we release is probably going to be one of those. :)
I'm afraid there won't be any artic survival in the foreseeable future though, as the winter survival game we were working on is what gradually mutated into Fantasy Forest!

8) Will we be able to destroy / dismantle a old hut - or rooms inside the hut? To build something better?
Yes, but unfortunately this feature will take some time to implement. It's probably going to be some time until we manage to get it in.

9) How did Gwim and Plissken met / or how Winterspring games was born?
Plissken and I have been friends for approximately 10 years. We met while working at a big mobile game company. I had been trying to go indie for years and failing at it and when Plissken started working with me we instantly realized we had chemistry and started producing game prototypes in our free time.
We slowly worked on developing ways to exploit our strengths and weaknesses and found our own unique way of developing games. Before we knew it we were quitting our jobs and going full time on Card Quest.
While we were happy with the game, it did not make enough money to keep us afloat. Plissken had to go back to live with his parents and I had to stay with a friend, but we were fortunate enough to find jobs again relatively soon. Over the following years we kept our friendship going and we kept working on side projects together until we felt we were ready to give it another try. That's when we went for Card Survival: Tropical Island.
The game did well enough that this time we were able to stay full time, and when our Chinese audience joined, we were surprised to see that suddenly we were now not only able to recoup our costs but also secure our development for the next few years. It was also during this time that Neomare joined us, as he had been supporting the game for a long time and we got along well.

10) What made you jump genre from Card quest to Card Survival? Was Card Survival something you had planned before Card Quest? Or the game idea was born while developing Card Quest?
We have prototyped games of many genres over the years, from shootemups to metroidvanias or first person exploration games so we were never really tied to any particular genre and the transition felt normal to us.
Card Survival's ancestor was one such prototype. A menu-based survival game that had definite Card Survival vibes. The initial idea was abandoned at some point for some new idea that had excited us at the time, but it was later resumed, this time as a "prehistoric" survival card game that eventually turned into Tropical Island.

11) While drawing the maps I do see a lot of "Aha, this makes a lot of sense" or "This fits perfectly", How do you design the maps? You draw them? Create each area on the go? How do you determine where each resource is placed? I picture in my mind Gwim in a room with hanging papers and colored twine connecting them.
Haha. Close enough! :P I usually keep a big graph with lots of interconnected areas. I try to make it make sense and situate things where they would naturally fit, while also trying to keep gameplay in mind.

12) Do you devs have real life survival knowledge or you research something before implementing? Did you really had to google "How to make home-made dynamite" at some point?
I'm afraid we don't have much practical survival knowledge, only theoretical!
I personally don't have any real life experience in these things, besides some silly experiments trying to start fires with hand drills or some basic camping experience.
The content you can find in our games is mostly the result of lots of hours of internet research. I do put special attention in trying to make sure things feel deep and realistic within the constraints of our game.

13) Are there any HUD changes planned or more or less what we see is what we have? What is the locked icon on the right side?
We are currently experimenting with an improved HUD with an artist friend. So it is possible that we will be releasing more aesthetically pleasing and readable UI in the future. Nothing too crazy, just overall prettier and clearer.
The locked icon on the right side is the zoom out/in button. It toggles between smaller and bigger cards. The feature is quite buggy however so we currently have it disabled.

14) Is there any chance for the popular QoL mods to be implemented? I see the mini-cards and the detailed number mod images in discord and I wish they were in the game.
The mini-cards mod is technically already implemented (the zoom feature), we just need to fix a few bugs before we are comfortable releasing it, so that one's definitely going in.
Regarding detailed numbers, we don't have any plans to implement that at the moment.
What we do have plans for is to setup steam workshop so that people can more easily publish and install mods. :)

15) Will there be any possibility for including controller support/mouse and keyboard shortcuts?
Keyboard shortcuts definitely. Controller support is less likely. Maybe if enough people want it?

16) Will there be animal riding like boar/wolf as a mount?
There's definitely going to be animal riding. There are no ridable boars/wolves planned at the moment, but we could look into it. Maybe if you find a large enough animal, or if your character is small enough. :)

17) What do merchants expect to sell? More animals, such as cats, dogs, sheep, cows? Or plants, such as onions, peppers, chili peppers, rice and wheat? Or blueprints, such as weapons, water wheels, automatic sprinklers, automatic fertilizer spreaders, people (slaves), robots?
We have plans to improve the trader system considerably. Here are some of the things you can expect.
- Trader wealth will increase as you trade and fulfill special requests, unlocking new content and options.
- Eventually trader will start coming with additional more specialized traders, unlocking more content and eventually turning into a caravan and trading outpost.
- Farm animals (cows, sheep, chicken) and pets (dogs, cats) will eventually be available.
- Prospective husbands, wives, friends or workers can also sometimes comes with the traders and can also be requested. (the system will generate them randomly or allow you to create them through perks, like when you create your own character).

18) Are sometimes seasons particular harsh or dry, and does the game communicate that to the player afterwards? (Brain is bad in statistics). Is it just statistical weather, or are there some small differences in other details or mechanics too?
At the moment seasons are quite regular when it comes to temperature and most of the random aspects comes from cloud formation and rain. Our weather system has the capacity to be a lot more complicated though. The game has a feature that allows different winds to interact with each other, moving temperature, humidity and clouds around. Unfortunately we had to temporarily disable it as it was just too chaotic and impossible to predict. Hopefully we can switch it back on before too long.

19) Will there be a way to use the river to move stuff - like floating logs (or big carcasses?) downwards?
We have plans to use the river for transportation. It's actually going to be the main automated way for transporting large amounts of cargo.
Here are some examples of the river transportation things we'll be introducing:
- Logs: Logs placed in the river currents will gradually travel downwards.
- Rafts: Mobile structures that can carry cargo or the player, and also flow downriver like logs.
- Boat: Sturdier than rafts, they serve the same purpose but can travel faster than rafts.
- Oars: Will allow you to go upriver with rafts and boats (not through rapids or waterfalls though!)
- Log Booms: Chained logs that help catch any log, raft or boat floating downriver.

20) Do you plan to have any trans-gender specific plans? Like NPCs with their opinion on the matter of your character not fitting into the expected range, or them having different organs than what they present? I also am curious if queer people and relationships will be present or included in the “relationships” that are planned with npc’s. Will NPCs be playersexual?
NPC's will not be playersexual as they are systems with their own likes and dislikes, dictated by their own specific traits.
That said, most NPCs will be introduced into the game through a character creator screen giving players the ability to shape what they like or dislike.
You could make NPCs that would really be attracted to your character's every trait, or indifferent to them, or even repelled by them. The choice is yours. :)


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/

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/