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  3. Update Details (12th Nov 2017) - Hunter Base Destruction and lots more!

Update Details (12th Nov 2017) - Hunter Base Destruction and lots more!

Hunter base destruction:

Up until now, hunter bases would remain statically placed once they set-up camp. This could lead to some frustrating scenarios of players not being able to push the hunters out of their area.

Today’s update allows player to completely destroy hunter bases, forcing them to abandon their post and start building from scratch at another location in the world.

This change will hopefully allow players to truly influence the world and the situations they find themselves in.

BCU Cracker:

To destroy a hunter base, players can now craft the BCU Cracker at the workbench.

This device can be placed on any BCU. Once placed it will auto-activate and result in huge damage to the base (and ultimately destroy the BCU). Once hunter BCU’s are destroyed, they will abandon the base and need to find a new building location to start from scratch.

Hint: Destroying a hunter base does produce some additional loot, but it can also attract rogues so keep your guard!

Note: Remains of abandoned hunter bases will slowly decay over-time.

Crafting Materials and Rogues:

Up until now, there was little incentive to hunt down rogue hunters. However the BCU Cracker requires Gears (a new item type), that is primarily found on dead rogues.

The hope is this will provide more interesting and varied later-game goals. Rather than avoiding rogue squads, players will have meaningful reasons to engage in combat (when they choose to do so).


Grenade-tipped Arrows:

Players can now craft grenade-tipped arrows at the workbench. They can be extremely handy for base defence when dealing with groups of hunters, and also do significant damage to base structures.

Hunters are also now trained to use grenade-tipped arrows. They will favour using them when they feel they are unable to get well placed shots with standard grenades. Please let me know if this feels off-balance!

Power/Mass balancing:

Due to the heavy power/mass requirements of the BCU cracker, there are now some additional means to generate power.

Reared animals now produce higher quantities of fat, which can be rendered down into biofuel to power the base.


Growable Medicinal Plants:

Another new means of generating supplemental power, medicinal plant seeds can now be grown and harvested. Once harvested they can be crafted-down into biofuel.


Join Co-op Game By IP:

I’ve added an option to join co-op games via IP. I know that port forwarding has been an issue for many players, so I hope this offers more options for those wishing to host (LAN or VPN).

I know a lot of work is needed to make the hosting/joining process easier. This is high on my list and will continue to be worked on. Thanks for your patience while I continue to work on this.

Co-op text chat client:

I’ve added a basic chat client for co-op games. This can be opened by hitting ‘return’ while in game (which can be rebound in the controls menu).


Animal leveling health tweak:

During co-op games (and singleplayer), it can be frustrating (and unfair) when an animal levels-up after killing a player when on low health, leading to it becoming more powerful and having fully replenished health. Now when an animal levels-up, it only regains 30% of its health.


Base Item Damage Skins:

Previously it was difficult to identify when base items were damaged. This often led to critical items being destroyed during attacks (sometimes entire storage chests full of gear). I’ve added damage skins for nearly all base items so players are more aware of when items need repair.


Other notable changes:
  • The bow now costs slightly less cordage to craft.
  • Bed spawns now only cost 350 power (rather than 400).
  • Slightly reduced power usage of fridge (from 0.25 per sec to 0.20).
  • Power generator now uses ⅔ the fuel, but generates power at ⅔ the rate (so needs to be run for longer durations).
  • Ash stack count increased from 200 to 250.
  • Nails stack count doubled from 100 to 200.
  • Fixed bug where premium arrows would show as normal arrows for hosts of co-op games.
  • Added models for premium and grenade-tipped arrows to third-person perspective.
  • Slightly reduced the volume of the generator running.
  • Increased detail of Wellhead texturing.
  • Fixed bug that was causing single-player profile day-counts to be reset.


As always, thanks so much to everyone that has been supporting the project, and welcoming and helping out new players. I excited to continue moving forward with new features. I know there is a ton of work needed, and the road ahead is long, so thank you for your continued patience moving forward!

I’ll be on the forums so please do share and issues and feedback on the new changes. Have an awesome weekend!

CG