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Card Survival: Fantasy Forest News

Exploration Update and Patch Notes #20


Hello everyone!

I hope you're all good.


[h2]Exploration Update:[/h2]
Here's a list of all the new content we managed to add!



[h3]Wood Types:[/h3]
We've added 3 new tree species, all with their different uses and wood types. We're hoping they will help make different areas feel more unique.
Different woods have a different weight, hardness, fuel and fragrance (for comfort) and most trees also come with their own unique uses.

[h3]Oak Trees:[/h3]
Oak wood is heavy and hard to work, but provides good fuel and can usually be turned into higher quality objects. Oak Trees can be found in most of the map and as you know produce acorns during Autumn and have bark that can be used for tanning.

[h3]Pine Trees:[/h3]
Pine wood is light and easy to work. It provides less fuel than denser woods and its crafts are usually of a lower quality. Pine trees can be found in some of the northern areas of the map.
Pine Trees produce resin when cut and give acorns during Autumn, which can be used as fuel or harvested for pine nuts.

[h3]Birch Trees:[/h3]
Birch wood is of moderate weight and hardness and is more fragrant than other woods.
Birch trees can be found in clearings and their sap can be drank, condensed into syrup or fermented into sap wine. All these liquids can also be used for seasoning food.

[h3]Willow Trees:[/h3]
Willow wood is of low weight and hardness and generally low quality.
Willow trees can be found in the wetland forests to the south. Their twigs are special and can be used for weaving and their bark can be used as an analgesic.



[h3]Movement Aids:[/h3]
We've added multiple things to help people move around the forest.
The Travois has made a return and can let you transport heavy object like logs or carcasses at the cost of some speed.
Snow shoes can now be crafted and help you move faster through snow.
We've also made it so that carrying a long stick, staff or spear in hand will help you walk more efficiently, causing you to spend less stamina.
The old rope "climbing aid" has also made a return.

[h3]Pond:[/h3]
There is now a pond in the deer grove which should be useful for those who want to live further from the river. It can be used as an alternate source of (unsafe) water and it has frogs!

[h3]Torches:[/h3]
Torches can now be properly used as weapons and have their own special moves when lit. They're specially good at making animals flee, making them a very good weapon against wolf packs.

[h3]Location Help:[/h3]
Locations now have a help section which describes their soil conditions, their fauna and their flora.


In addition to these things we've also added a new pine grove, nest events when foraging, tree climbing which can be used to survey your surroundings (to get your bearings) or commune with the the wind, some improved art, wolf balance changes, frogs, a new tree landmark with a cool gimmick and a couple secret things.

We had a lot more things planned for this update but as usual we tried to bite more than we could chew and had to push some things for later! We will be releasing the remaining content we had planned in the near future. Mainly additional landmarks and some travelling interface improvements/experiments.



[h2]Future Content:[/h2]

We've been thinking, and have decided to change the way in which we approach some things during this Early Access, at least temporarily.

Instead of releasing content packaged as specific updates like we had originally planned and have done just now, we have now decided to try releasing new content independently of any update. We believe this more flexible approach will work better with us and will not only allow us to push content at a faster pace, but also also allow us to adapt our priorities to feedback better.

The next updates we had planned were Archery, Farming and Hygiene so you can expect some of that content to start arriving throughout the month of April. ;)

And of course you can expect some new content, performance improvement and lots of balance tweaks and bug fixes to come next week!




[h2]Patch Notes:[/h2]

Version EA_0.25:

  • Fixed a bug that was causing floods to happen in autumn.
  • Made Spring temperature changes more gradual.
  • Wolf balance tweaks.
  • Torches can now be used as proper weapons and have a strong effect on animal morale.
  • Implemented Wood overhaul.
  • Added Pines, Pine Cones, Pine Nuts and Resin.
  • Added Birches, sap, sap syrup and sap wine.
  • Added Willows, willow twigs and bark..
  • Added Old Sleeping Tree, Pond and Frogs.
  • Added Travois.
  • Added Snow Shoes.
  • Implemented walking and climbing aids.
  • Added location help tab to all areas.
  • Added climb tree feature.
  • Improved some old art.



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


Patch Notes #19

Hello everyone!

I hope you're all well.

New patch notes here as we wait for the new update.


[h2]Version EA_0.24:[/h2]

  • Fixed a bug that would cause the game to get stuck when dragging some specific cards, like an enchanted amulet.
  • Fixed a bug where chasing animals after a fight didn't work properly (the trader fox bug!).
  • Fixed a bug where you could place planted crops from a garden into a hand basket.
  • Fixed a bug where the "Delete Character" button in the main menu didn't work.
  • "Payload Too Large" errors when sending bug reports should now be less common.
  • Fixed a bug with the digestion system. Eating calorie light foods such as soups and broths will now give proper amounts of calories.
  • Oaken Staff Blueprint now display a "Not enough Insight" message if you do not have enough insight to craft it.
  • Partridge Eggs can now be boiled.
  • Adding ingredients to brews now takes only 3 minutes.


That's all for now.
See you for the update!

Patch Notes #18

Patch Notes #18

Hello everyone!

Hope you're all well.

This week we've been working on fixing bugs, improving performance and on getting the Exploration Update ready (which we believe should be coming for our Wednesday night).

The patch should already be live in the beta branch and these are its highlights:

  • We managed to make some improvements to performance. (and more will come over the following weeks)
  • Stack sorting should now be more stable and properly sort according to spoilage.
  • Finally fixed the cellar bug.
  • Implemented a temporary fix for the disappearing river bug.



Here are the full notes:

[h2]Version EA_0.23[/h2]

  • Performance improvements to cards that affect their inventory content (like Garden Plots, Stretching Frames and Tanning Pits).
  • Fixed a bug where stacks of card were not sorting properly by spoilage.
  • Fixed a bug that was causing the cellar preservation effect not to work.
  • Implemented a temporary fix for the bug that is causing River cards to disappear from some areas (this should fix old river-less saves too). :)
  • Fixed an exploit where putting something perishable in a storage pot and picking up and placing the pot repeatedly would make the content gain spoilage over time.
  • Fixed a bug that was causing body temperature to drop too fast at the threshold between freezing and extremely freezing temperatures.
  • Improved Perceived Temperature stat so that its effect on Body Temperature is more gradual.
  • You can no longer wash wounds with frozen rivers unless there's an open ice hole available.
  • Storage Pot now fully fills up with water when interacted with River or Ice Hole.
  • Players can now store Fat inside Clay Jars.
  • Fat can now be placed on and eaten from a clay Plate.
  • Bone Needles, Bone Hooks and Bonemeal can now be added to stews.
  • Oven no longer dries reeds and clothing if the temperature is not at least drying.
  • Snowmen can now be renamed.
  • Removed Health stat from soaking nettle stems.
  • Sturgeon, Trout and Pike can no longer be placed inside cooking stations such as Campfires and Ovens.



That's all.
Have a good weekend everyone!

Branch Merge and Patch Notes #17

Hello everyone,

Today we're merging the research mode into the main branch.
Research and mixed mode are now available for all players. Free Mode has been removed as it was mostly a temporary feature while research was being worked on. We will be introducing more perks in the future for those who want to start with any specific blueprints available.

From now on we will only be pushing fixes on the Beta branch and merging back to main once a week or so, unless there's a serious bug of course.

Patch notes will slow down a bit now as our resources are being allocated mostly into fixing Performance issues, solving longer and more complex bugs and working on the Exploration Update.

Some of the next big fixes should be the sorting of stacks and the problem with the cellar not working.
We believe the Exploration Update should be ready at some point next week.

[h2]Version EA_0.22:[/h2]

  • Merged branches.
  • Plaster now needs less clay to be crafted.
  • Snowmen now give you some snow when you destroy them.


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

Patch Notes #16

Hello all!

Patch notes are here!

[h2]Version EA_0.21[/h2]

  • Fixed a bug that was causing players to get permanent dexterity penalties.
  • Clover leafs can now repair beds.
  • Cutting fat chunks no longer erroneously costs stamina and calories.
  • Fixed a bug where a strong appleweed dose would not reduce food saturation properly.
  • Flint Spear now shows its stats when enchanted.
  • Healing Ointment can now be put inside Clay Jars.
  • Large Cloth no longer makes you wet all the time.
  • Plants are now more resistant to dehydration.
  • Fixed a bug that was preventing leaks from the waterskin.


See you on the next announcement!