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Update Details (Alpha 46 - 20th January 2019)


Hi all! I hope everyone had a great holiday and new years. The first of the updates for 2019 is now live, here are the full details:

Moose:

A deadly (and non-predatory) new animal now roams the wilderness. Moose are more rare than any of the other animals and will also avoid encounters with humans. However when provoked can deal extreme damage by goring players with their huge antlers.

You can view footage of Moose goring here (warning graphic violence):
https://youtu.be/QvfsvKu2LGI
Hunting and killing Moose now provides an additional source of sinew, as well as yielding antlers, fat, cloth, a guaranteed liver and a rack of ribs (a unique item to Moose).
Slow Roasted Ribs and Veg:

Providing you have an Oven and Baking Pan, the ribs can be slow roasted with vegetables to create a meal that provides the highest boost to max health and stamina currently in the game.
Recurve Bow:

A new high-tier bow can now be crafted at the workbench.

The Recurve Bow is intended for later-game and offers the following pros/cons over the standard bow:
  • Deals slightly more damage per shot.
  • Higher velocity arrows (so easier for leading shots).
  • Less arrow drop.
  • Quicker handling.
  • Slightly better zoom while aiming.
  • Arrows have a greater chance of breaking.

Unlike the standard bow, the Recurve Bow can have it’s fire-power upgraded at the workbench.


Flashlight Attachment:

Heavily requested by the community since launch, players can now craft a flashlight attachment for their firearms at the workbench.

The Flashlight will attach to all the firearms and, while the weapon is equipped, can be toggled using the “L” key. This key can be rebound in the in-game controls menu.


Batteries:

The flashlight operates on batteries that can be crafted at the workbench.

A single battery will give a total charge of 12 minutes (real-world time), meaning each should last a couple of nights of continuous use.

You can charge a battery powered item by dragging and dropping a battery onto the item.
Charge Indicator:

Battery powered items (currently just the flashlight) will display a charge meter on the item.

When attached to an equipped weapon (and the flashlight active) the charge indicator will display on the weapon, so you can easily see the charge remaining on your hotbar.

In-Item Storage:

It is now possible for inventory items to be stored within other items. Left clicking any item will open a display of the item details at the top of the hud. For firearms you will see two slots designated for attachments.

Adding in-item storage required a fairly drastic overall of the inventory system code, and I did question whether I should spend the time on it. However, I see many other uses for this functionality for future features so I feel it was worth the effort.

Player Cleanliness:

Butchering an animal (or using the axe on humans) will now leave the player’s hands persistently bloody until washed. You can also see this bloody state on your co-op team-mates.

Neglecting to keep yourself clean will eventually result in an infection which then must be cured using the antidote.

To wash your hands, you can either:
  • Submerge yourself in water.
  • Press “use” on a water surface (if you want to stay dry).
  • Use a full canteen or water bottle (option is in the right-click menu).
New Animal Butchering:

There is now a much easier, quicker and smoother butchering process. Previously the player would have to crouch and move around to find the correct spot. Now butchering can be triggered by looking at any part of the animal while close to it. The camera will transition into the correct spot and begin the process.

I feel this will actually have a big impact on gameplay pacing. Having to watch a slow animation after each animal kill was immersion breaking and took control away from the player. Gameplay during hunts should now flow much better. Let me know what you think.

Harvesting Animals In Water:

I’ve fixed the issue of hunted animals being lost to lakes. Previously animals would sink to the depths, preventing the player from harvesting them.

I’ve now tweaked the physics so that animals should come to rest allowing them to be processed.

Sitting On Chairs:

Players can now sit on the sofa and armchair. I haven’t tied this in with any gameplay mechanics yet, so this is purely for visual immersion at this point.


More Shift-Click QOL Additions:

You can now shift-click items in/out of your toolbelt. This should be handy for quickly managing weapons, buildables, etc.

You can also shift-click into the weapon attachment slots.

Generator and Fabricator Auto-Shut-Off:

Generators and Fabricators will now automatically shut-off once the power/mass storage tanks reach full capacity.

This means you’ll be able to leave them running without fear of overflowing the tanks and losing the excess.

Glass Door:

Now craftable from the player craft menu under “Doors”.


New Supported Languages:
  • Polish (by Daniel Lokietek & Tomasz Samulski)
  • Swedish (by Mattias Gustavsson)


Other Notable Changes:
  • Increased spawn rate of locked crates.
  • Fixed bug where the BCU marker sometimes wouldn’t show after BCU is first placed.
  • Fixed hunters getting caught on the dropped kit when being killed in water.
  • Crafted weapons are now added directly to the toolbelt.
  • Reduced time to disassemble items.
  • Fixed exploit of being able to add items to unallowed slots by swapping with item currently in the slot.
  • Fixed bug of grenades being lost when throwing one with a stack size greater than 5.
  • Slightly reduced ambient sound volume.
  • Fixed cougar suspicious animation not playing for clients of co-op games.
  • Fixed bug with host of co-op game not seeing the cougar “dragging-human” killing animation.
  • Fixed cougar not dropping corpse when attacked during kill animation.
  • Increased the time it takes for chasing predators to reach top speed.
  • Increased the size of the lines indicating max health and stamina for better visibility.
  • Fixed bug where player would go into falling animation when taking damage while asleep.
  • Added fallback for rare bug where items can become invisible for clients. Now dragging another item into the slot will correct the slot.
  • Fixed bug where clothing items were still clickable after closing the HUD.
  • Workbench now defaults to the “Craft” tab.
  • Fixed bug where ammo-type icon was not showing while switching for hosts.
  • Fixed bug of clients not being able to view the correct model for alternate arrow types being used by other players and hunters.
  • Fixed rare bug where 1st person arms get stuck in sprinting anim after aiming down sights.

Just want to give my thanks to everyone in the community for your support through 2018. Helping report bugs, giving feedback/suggestions and participating in the discussions helps a tremendous amount and I try my best to follow all discussions. I’m excited to continue evolving the game through 2019 I have a long list of goals I plan to achieve with the project!

Have a great Sunday!
All the best,
ColdGames

Discord invite: https://discord.gg/zyy4jQs


Translation Support Credits (in no particular order):

Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Jazz Jay, Sebastian Künzel)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Czech (Dílna U mnicha)
Polish (Daniel Lokietek, Tomasz Samulski)
Swedish (Mattias Gustavsson)
* Please let me know if I missed anyone.

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Update Details (Alpha 45) - Hunter Fortresses, Indoor Combat, and a LOT more!


Hi all, hope everyone is doing great! This new update is largely focused on bringing greater depth to the hunters and their behavior in the world. As well as expanding on later-game activities and an assortment of other features and fixes.

Hunter Fortresses:

In the later-game hunters will now start constructing giant fortress bases. These monster bases are multiple stories high and heavily defended. They are also prime for looting if you can get inside.

You can see some raw video footage of a lone-wolf fortress raid here:
https://youtu.be/oOX01-P278g
The hunters will eventually start armor-plating the base to secure it, so players will have to use greater force to gain entry.

New Indoor AI System:

Hunters now have an entirely new AI system allowing them to operate and function indoors. This has been a goal since the hunters were first introduced, and by far the most challenging technical aspect of this update.

Typically games use pre-baked navigation meshes to implement pathing for AI controlled NPC’s. This usually requires a predetermined/fixed map layout, and be generated in advance due to costly performance.

Due to the free-form modular building system in the game (where buildings can constantly change shape and grow/shrink over time), using a traditional nav-mesh approach seemed problematic (and possibly why I’ve never seen indoor AI-pathing within dynamic modular structures in an open-world base-building game).

I instead built a custom indoor pathing system, designed to allow hunters to calculate paths at run-time through dynamically-built modular structures. I’ve done a lot of bench-marking and the system has a very low performance impact. It’s still in a prototype phase, so please report any issues.

The implications of this new system (and a key motivation for the approach) is to open the possibility of hunters entering player bases during attacks, which would offer some interesting depth and tactical gameplay when defending your base. This would be something to explore in a future update however.

Hunters now go fishing:

Hunters will now venture away from their camps to fish the lakes on the map. This is actually not just a visual facade. They go through the exact same process that players must; from casting, waiting for bites, striking and reeling in.

They won’t always choose the same fishing spots and sometimes travel large distances to reach water. This can introduce some unexpected, emergent hunters encounters as they travel around the map.

Killing a hunter after he’s caught a fish will mean you can steal his catch and take it home for your own dinner.

Hunters cooking food:

You will now notice hunters sitting by their campfire to rest and cook food.

Kill the hunter and you can steal his dinner for yourself.
New system for hunter base placement:

Due to the large size of the fortresses, the old system for choosing locations for bases was not suitable. The entrances wouldn’t align correctly with the ground, trees would obstruct the structure, terrain would poke through the ground floor, and exploitable nearby ledges would compromise the base security.

There is now new system in place to handle this. There are no preset base locations (and never have been). This is all decided during gameplay and means there will almost never be two bases on separate profiles in the exact same location.

Hunter base operations:

Hunters now have a new system to using the various utilities in their base. Prior to this update, loot would just be spawned in various base items.
  • The woodburner gets topped up with fuel and lit.
  • Fat is added to the woodburner and rendered down.
  • Ores are added to the refinery and refined (drawing power from the main base).
  • Power generators are topped up with fuel and set to run when low on power (also put into overdrive if the power-draw is high).
  • Meats are cooked on the woodburner.
  • Perishable food items are stored in the fridge (and the fridge turned on when food is inside).
  • Base lights are switched on/off depending on the time of day.
  • Cooked meals can often be found in the oven (no pans however).
AI target switching:

Previously AI (animals and hunters) would only switch targets if they took damage from another player while in combat. This led to some odd moments of AI not responding to player’s right in front of them.

There is now new logic to handle switching targets based on the current scenario. I think this will make a big difference to combat in co-op.

Breaching Charge:

To combat the armor plating of the new fortress bases, players can now craft a Breaching Charge at the workbench to destroy doors during raids.


Rogue Transceiver:

The “Rogue Transceiver” is a new loot item that can be found in hunter base loot chests.

They are single-use items and, when used, will place a beacon on a rogue camp somewhere in the world.

In co-op, all team-mates will also see this beacon. Only one beacon can be placed at a time and will last for 15 minutes (real-world time). If all rogues are killed at that camp by the pursuing team, then the beacon will end and another one can be activated.

New hunter aiming and combat:

There has been a lot of fine tweaking of the hunter combat. Previously their accuracy did not decrease with distance, leading to some frustrating long range shots for the player.

They are now less accurate (which diminishes further with distance), however their movement is more precise and focused. With this and the new target-switching, I hope that this will balance out into no difficulty increase, but you’ll have to let me know your thoughts.

Hunter bases will spawn further out from player bases:

I hadn’t updated this since several map expansions ago, so this should give players a bit more breathing room.

Hunter bases will spawn further out from other hunter bases:

This should give players avenues to sneak past enemy bases, and avoid extreme hot-zones.

Defensive walls handling:

Hunters would previously get stuck if encountering a wide perimeter wall around a player base. I’ve now added handling for this, so that they’ll either try to move around or blow a hole in the wall with force!
Hunters start moving into the world earlier:

Regular hunters will now start moving into the world 2 days after a BCU is placed (previously 3).

Rogues also start moving in much earlier, as they were previously mostly a later game addition.

Hunters drop less food items and more munitions:

Previously hunters would drop a lot of food items. Typically players are able to keep themselves fed through hunting, fishing and farming. Now they instead drop more casings and gunpowder, so players can keep up with the demand for ammo.
Hunter squad-mates will not aggro if their teammate engages in combat far from their base:

This means if you kill a hunter who is fishing (and they are some distance from their base), it will not aggro the whole squad and remain as a stealth kill.

Solar panels power production reduced during storms:

This hopefully creates a better balance between solar and wind power.


Time to unlock crates has been reduced:

Down to 2.5 seconds per unlock.
Time to upgrade buildables to armor-plated has been reduced:

Reduced from 5 seconds to 3.
Reduced predator count in certain hot-zones:

I ran some heatmaps on predator roaming locations and have dialed back a couple of the zones.

Many more item types added to the hunter loot drops:

More than 10 new items added to potentially spawn in hunter loot drops.

Armor plated door:

The wooden door can now be upgraded to armor-plated. The will significantly increase it’s hit-points and make repairs cheaper after attacks.

Hunters will also upgrade their entrance doors to armor-plated (for fortresses only).

Foundation stair railings:

Requested many times by players. Now available under the “railings” craft options, which will snap onto foundation stairs.


Half wall (curved):

Players can now craft curved wall halfs. Wooden variants can be upgraded to armor-plated, and there is also a glass variant option.

I’ll continue to expand on the library of building pieces in future updates.

Toolbelt and clothing item-order restored when picking up death crate:

Players usually have a specific preference for how they position their toolbelt items. It’s always been frustrating to have to manually re-position these items (and re-add clothing items) after picking up your death crate.

Now when ”taking all” on a player’s dropped kit, all toolbelt and clothing items will be restored to the positions they were in when the kit was dropped.

Tool degradation:

The axe and pickaxe will now slowly take damage when used against base items (doors), indicated by the small health-bar on the inventory item.

This is to give greater emphasis on other means of breaking into bases, and decrease the incentive for chopping at doors for long periods of time (especially for fortresses that have several safe-rooms). They can still serve this purpose, but you might want to carry some spares.

They currently won’t take damage while logging and mining, although that may follow shortly.

Hunter dropped kit hud icons:

Many players reported difficulties finding hunter dropped kits after a battle, due to dense foliage. They will now show a faint hud beacon, which should remove this frustration.


New berry plant:

Finally the berry plant has its own distinguishable model. Previously it was confusingly similar to the fiber plants.
Base structure collision with ragdolls?

Previously when a player, hunter or animal was killed while in a base, they would clip through the base structure and fall out. This was very immersion-breaking and is now fixed! I think this makes indoor combat much more satisfying to see bodies slump into corners, or fly-over railings, etc.

Reduction of max health/stamina on death reduced:

Players will now lose less max health and stamina when they die. The new loss is 2/4/6 across easy/normal/hardcore respectively.


Older save-game compatibility?

Older save games will work fine, however the hunters will be reset in the world, meaning they'll need to build-up from scratch.

New Supported Languages:
  • Russian
  • Turkish
  • Dutch


Logs and sticks:

Crafted sticks now yield two sticks per log.


Other notable changes:
  • Fixed selected tab not highlighting when accessing the fridge.
  • Fixed bug where low-grade rabbit and chicken meat wouldn’t burn.
  • Fixed bug where you could accidentally use an inventory item at the end of the butcher animation.
  • Added contextual hot-key hint to the use action on item dropdown menus.
  • Gameplay now fades to black when exiting the game.
  • Now only possible to lose a max of one clothing item when dying (in normal and hardcore).
  • Only the bandage issued for free gets destroyed on death (previously a whole stack could get flagged as free).
  • Fixed glitchy AI movement (both hunters and animals) through water to now stay level with water surface (while roaming).
  • Added damage skins for the bed.
  • Added more performant LOD culling for fibers and pickable plants in the world (previously they were being rendered even if very far away).
  • New wind animation for medicinal plants.
  • Removed glitch where players could deal damage by jumping on another player’s head (some players may miss this… :) ).
  • Hunters now no longer use grenades if they’re attacking players who are taking cover in their own base.
  • Hunters will now react to grenades exploding new them at a greater range.
  • Solar panels and wind turbines can now be placed on glass roofs.
  • Many new (lower-poly) LOD models used for base items when viewing at range.
  • Medicinal fluid stack size increased to 100.
  • Fixed bug where loading a SP save game would load the player as the gender they were when the game was saved (rather than what they have selected in the character menu).
  • Fixed glitchy splashing when entering/exiting water while crouched.
  • Removed camera bob when rising or lowering in water.
  • Fixed exploit of producing mass quantities of biofuel from the woodburner (thanks to a community member for spotting this one).
  • Fixed bug with broken leg and bleeding icon occasionally not showing after loading a save.


Thanks for your patience while I worked through this one. I feel the new hunter behavior systems lay a good foundation for some interesting future updates. Also thanks to everyone that helped test the build on the experimental branch, it was a huge help.

Please let me know if you experience any issues with the update.

Hope you have a great weekend,
ColdGames

You can follow the official Twitter @playSubsistence and Facebook page.

Discord invite: https://discord.gg/zyy4jQs


Translation Continued Support Credits

Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Sebastian Künzel, Jazz Jay)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik)
* Please let me know if I missed anyone.

Update Details (7th September 2018) - Female Playable Character, Multi-Language Support, Wind Power and More!


Hi everyone! This new update has been focused on addressing some long-standing, big-ticket items that have been on my list for a long time.

Female Playable Character:

This is a feature that has been consistently requested since launch so I’m really happy to have it in place. I feel this will add greater diversity to the visuals during gameplay (especially for co-op) and finally give players the choice to play as their desired gender.

I attempted to repurpose the male skeleton for the female model but wasn’t happy with the results, so I rigged her model to a new skeleton. This meant I needed to redo/update all the existing animations for the new skeleton. Technically she's certainly not perfect, but I’ll be continuing to make improvements over time.
Clothing:

All of the existing clothing items in the game will fit on the female character, and each has been remodeled for her physique.
Hair Physics:

I initially implemented a static model for the female hair but the appearance was just too stiff. So I experimented with the Apex cloth physics engine, and managed to achieve a fairly convincing effect. The hair will sway with the motions and actions of the character. I was careful to ensure this is performant and should have a very low impact on system performance.

Custom Damage Skins:

There are all-new damage skins for the new character. I’m also now using normal maps to give injuries more depth to the geometry. It can look pretty gnarly if the character takes heavy damage during battles and attacks.
Gender Toggle Menu:

Players can select their desired gender from the new Character screen in the main menu. This can be done at any time and will take effect on all existing profiles (no restart needed). You can even update your gender during multiplayer games.
Character Customization?

Currently the only option is simply a gender-select. However, there is room for expansion here, such as skin-tones, face-types, hair-styles, etc., but I’ll wait to hear back from players to see how much interest there is in these types of customization before starting work on anything.

Multi-Language Support:

Finally Subsistence now supports several languages (10 now in total including English). This was where most of the effort this sprint was spent (and why the update is later than usual). I had to pay the price for years of rapid prototyping and neglect for a proper localization system.

Here are the newly supported languages (with more currently in the works):
  • German
  • Spanish
  • Italian
  • Portuguese (Portugal)
  • Portuguese (Brazil)
  • French
  • Norwegian
  • Hungarian
  • Czech

You can switch to your desired language at top-left of the main menu:

International players from many nations came together to help make this happen. I’m deeply grateful to all those who participated and for putting in the time and care. I was truly touched to see the response when I reached out about translation support. It was a true pleasure to work with you all! I will credit below the individuals who helped make this a reality.

This is just an initial launch, so I’m sure there may be issues with context etc in certain parts of the game. If you’d like to contribute with corrections, edits or to help support additional languages, please reach out to me at [email protected].

Wind Turbines:

Since the dynamic weather system was added, I’ve wanted to incorporate weather into base operations and to give an upside to stormy days.

Wind Turbines are now craftable within the BCU. They provide an alternative means of supplemental power (in addition to solar panels). While solar panels only generate power during daylight hours, wind turbines generate power during windy/stormy days, regardless of the time of day.

I think they add a cool aesthetic to base designs, and also give an visual indication of incoming storms by the increasing speed of the blades.

Extra Shift-Click Abilities:

I’ve added several new quality-of-life changes to shift clicking. Player can now shift-click:
  • Meats and canteens into the woodburner and campfire.
  • Water and fertilizer into plantbeds.
  • Seeds into plantbed grow-slots.
  • Fuel into the power generator.
  • Fat into the fat-renderer in the woodburner.
  • Animals into the animal housing.
  • Food and water into the animal housing.

This should remove some of the tedium in tending to regular chores around the base.

Menu Pause Screen (single-player):

Heavily requested by players; gameplay will now freeze when the player brings up the main menu during single-player. Sorry this wasn’t added sooner.

Character Camera View:

Pressing the “cycle-camera” key will now toggle a moveable camera view of your character. Player movement is limited during this view. The intention is so players can get a better view of their character while gearing-up. It should also give some flexibility when setting scenes for screenshots. I may add expanded tooling for content creators at a later date.

Expanded Hunter Build Zones:

You may have noticed hunters never set up base on the far western side of the map, on the shores and forest areas. This was due to some technical complications on their base-locating logic that I couldn’t address in time for the last map expansion. They can now utilize all of the new area (this includes rogue camps).
Loot Spawn Optimizations:

Previously I was spawning all loot items in crates around the map the moment the crate spawned. This led to needlessly increased item (actor) counts in the game at any time, resulting in memory overhead. I now only spawn the loot once the crate is opened. This means there is a lighter memory footprint.
Batch-extract for Seeds:

Prompted by a player suggestion, you can now extract multiple seeds when working with a stack of vegetables. Small change, but should save a lot of right-clicking while farming.
Other Notable Changes:
  • Optimized save-game logic to require less data be written to disk during saves.
  • Fixed progress bar not showing while upgrading weapons in the workbench.
  • Many minor tweaks to existing male character animations (this is ongoing).
  • Halved the craft time for bandages.
  • Death message now shows actual mapped keybindings.
  • New sound for accessing the refinery.
Summary:

I understand that some players (those that only play solo, English-speaking and as the male character) may feel disappointed by the main features on this release. I hope you will appreciate that these are necessary steps to move the project forward and fulfill promises made to players since launch. I’m excited that there is now a female character and I’m excited that players from other nations can now join our community while playing in their native language.

Thanks for everyone’s patience while I worked on this one, and another huge thanks to everyone who contributed to the translations. If you haven’t already, come and join the community on the official Discord (invite below) and steam forum. You can also follow the official Twitter @playSubsistence and Facebook page.

Hope you have a great Friday,
CG

Discord invite: https://discord.gg/zyy4jQs


Translation Support Credits (in no particular order):
    Spanish:
  • José Gabriel Rodríguez González
  • Toni Racing
    Hungarian:
  • Erb Ármin(Reaper)
  • Bodó Ádám (Dyxon)
    Portuguese (Brazil):
  • Marcos Lacerda
  • Thiago Schumacke
  • Robson Prioli
  • Luiza Gimenez
  • Rafael Ahab Squarça
  • Lucas Lima
    German:
  • Sebastian Künzel
    Portuguese (Portugal):
  • Sandrine Magalhaes
  • Claudia Rocha (Xena)
    Italian:
  • Federico D. Ravagli
    French:
  • Anthony Charrault
    Norwegian:
  • Sven Geissler
  • Svein Tore Stegemoen
    Czech:
  • Petr - Dílna U mnicha

(really sorry if I missed anyone)



Update Details (22nd July 2018) - Dynamic Weather and a lot more!

Dynamic Weather System:

Hi all! Today's update introduces a dynamic weather system into the world. This is something regularly requested/suggested by players since launch, and something I’ve been eager to work on for a long time.

The new system impacts both the world and player, and obviously provides much more varied visuals while exploring and living in the world, as well as extra survival considerations and consequences.
Weather fronts:

I’ve put algorithms in place to control when fronts move in/out, and at what strength and ferocity. Players starting out a fresh profile won’t experience any bad weather until they are past their second day. This is to give the chance to get basic shelter up.

Existing profiles that are many days in will likely experience a full weather front very soon. This is just because of the way the algorithm works, it will consider one long overdue.

Temperatures:

Even subtle changes in weather will affect the overall temperature within the world. Prior to the update temperatures would change based on time of day and altitude. Weather now adds an additional factor into that equation for the player to consider. A heavy weather front can drop the temperature by up to -8 degrees. Being caught up in the mountains, late in the day, with a storm front moving in could be costly if ignored. So dress for the occasion.
Shelter changes:

There is now a new system to calculate how sheltered the player is at any moment. Previously it was either fully sheltered or not at all. Please take note of the temperature changes from moving in, out and around your base. There is a fair amount of warmth given from a fully enclosed base (even one without a lit woodburner).

Getting wet:

Players will now get wet, either from swimming or being out in the rain. An icon will display to indicate when you are wet:

The impact of being wet is that it drops your tolerance to cold (by 4 degrees below what is listed in your clothing profile), which also reduces your strength regeneration rate. Once in the dry, the player will start drying. Being near a campfire or lit woodburner will accelerate the drying by 2x. Being wet is fine if the temperature is mild, but be careful when at high altitudes, at night or during weather fronts.

Spatial environmental sounds:

Previously the ambient sounds of the world would be unchanged as players entered their base. This always bothered me and hurt the feeling of immersion when entering your base from out in the world. You will now notice ambient sounds phase in and out, based on how enclosed you are. I think this makes a big difference in terms of immersion.

Interior weather fx:

From a technical perspective (in a world where players can build enclosed structures wherever they please) it’s challenging to handle weather effects (such as rain) transitions between interior and exterior. Some games simply disable the fx as players move inside.

However I really wanted players to be able to look out on a stormy day from the comfort and warmth of their base (especially with the glass structures). So I coded something to handle this. It’s not perfect, but I feel does achieve the “cosiness” effect I was after.


Base member invite system:

Previously players were able to add other players to their base without their consent. Due to other changes (keep reading), players now need to use the BCU to send invites to players.


Power/Mass auto generation:

Tying in with the new invite system; bases in co-op games will only auto-generate power and mass if all base members are not part of another base which is auto-generating power and mass. This is to prevent the exploit where co-op teams can create many satellite mini-bases to farm lockpicks/refine-ore/etc.
Water added to mining drill:

Many players were rightfully displeased when the removal of the Wellhead left water procurement difficult for bases in arid areas of the map. There’s now a water option to the mining drill.
Co-op joining connection error handling:

I’ve finally added proper error handling for clients joining servers. Now if the connection fails, the reason will display in a popup, allowing players to resolve the issue more easily.
Co-op hosting admin console commands:

Previously, players that chose to host public games had very limited control over their server. I’ve added a set of admin commands to give server admins more insight into their game-worlds and control to keep their servers clean and welcoming to other players.

The console can be opened using the “=” key. To list available commands type “help”. I also updated the visuals and color scheme (now transparent so admins see what’s happening when open).

Available commands:
  • ListPlayers (list all players currently on the server)
  • KickPlayer [player name/id]
  • KickBanPlayer [player name/id]
  • ListBans (list all active bans on the server)
  • ClearBan [player id] (clear a specific ban for a player id)
  • ClearAllBans
  • ListBases (list all player bases on the map, will show number of base members and how many currently online per base)
  • DeleteBase [base id] (delete a specific player base on the map)

There is also a new bindable key (available only to server host) to delete player built base items on the map (it's unbound by default).

The idea is to allow server hosts to clear abandoned bases in their world and keep things clean. I would kindly ask server hosts to be considerate when using these tools.

Other notable changes:
  • Dropped kit despawn time has been increased (10 mins in normal, 15 mins in easy).
  • Hunters will now switch bases that they are targeting based the status of the base.
  • Bottles of water can be used to fill canteens. I see this a temporary workaround to allow for drilled water to be used in the oven recipes.
  • Replaced place-holder model for player dropped kit (and new sound for accessing it).
  • Plantbeds get a small amount of water from rain (if they are not covered).
  • Fixed bug that could cause player’s dropped kit spawning inside rocks and trees (really sorry for anyone who lost upgraded weapons to this bug).
  • BCU and workbench now have extra inventory slots and larger craft list sizes.
  • Added new underwater particle fx.
  • When accessing player dropped kit, you can now see all slots.
  • Added ambient glow for floodlight faces.
  • BCU now has the option to disable it’s base beacon.
  • Alt-F4 now works for exiting the game.
  • Password fields in the co-op hosting and joining menus are now hidden (so streamers don’t need to worry about people crashing their servers).
  • Whole chickens can now be cut into smaller pieces of premium meat.
  • Random (non-bed) spawns will avoid spawning players at high altitudes during storms.
  • New death sounds for killing chickens in your inventory.
  • Eating when full now takes into account whether the proteins/fruits-veg bars can accommodate eating the food item. So if you’re hunger is full, but your fruits and veg are low, you can still eat tomato soup etc.


I think that covers all the main features and changes. Please know that the new weather system is almost certain to change. The frequency of weather fronts and the balance in terms of the effects on the player is something I’ll be listening heavily to the community about when tweaking.

Please let me know your thoughts on the new changes on the Discord (invite below) and steam forum. You can also follow the official Twitter @playSubsistence and Facebook page.

This one was quite a challenge, and a lot of fun to work on! I hope everyone’s having a great weekend!

Cheers,
CG

Discord invite: https://discord.gg/zyy4jQs