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Alpha 0.8.0.0 Major Update

Please select the Alpha 0.8.x.x Unstable branch in game properties to play this update!

Major Update:
1. Terrestrial and Amphibian Animals:
· We’ve improved the AI system to let it support land animals and amphibian animals. Added new action types to let each species to have their own unique behaviors.
· Combat Memory: Unlike fishes, land animals now have the abilities to remember the ones they are fighting with, and can accumulate threats based on the damage they’ve received. Then they’ll react to the highest threat according to their Fight or Flight test.
· Fight or Flight: Land animals will not simply run away when you approach them. Some aggressive animals like coconut crabs will run a fight or flight test base on their current injuries and mood.
· Alert System: Some animals like rabbits and snakes will raise their alert level when they sense a threat. And will try to spot it by looking around, some animals will also move towards or away from the threat. You’ll see a triangular indicator to show their alertness.
· Projectiles Carriage: Now some medium sized animals can carry your projectiles away on their body if you throw one on them. If you can catch up to them, you can still get your weapon back directly from their back.
· Item Interaction: Some land animals can interact with items. For example, coconut crabs will start to get hungry in afternoon, then they’ll look for nearby coconuts. When they find one, they’ll go crack and eat it.
· There are four land/amphibian animals added in the game in this update: Rabbit, Mangrove Snake, Coconut Crab and Sea Turtle. More will be added in future update.
· All animals locations, body part status are saved into game saves, and they can’t respawn now.

2.Body Parts:
· The player now contains 6 body parts: head, torso, left arm, right arm, left leg and right leg.
· Injuries: Body parts can be damaged by weapons or hitting hard items with your fists. When a body part got severely injured, it may constrain some of your abilities, like an injured left arm will make your left hand unable to carry anything nor swinging a punch.
· Damage Types: There are four damage types: blunt, slash, crack and puncture, each depends on different item properties to calculate, and one body part can only take certain amounts of these damages. Each damage type will generate its own effect when got accumulated to higher levels.
· Body parts will heal over time when damaged, but you can also apply treatments to them to accelerate the healing speed. But for now there is no item to be used for the treatments, medical items will be added in future updates.

3.Cooking System:
· We’ve totally reconstructed the storage system to make them be able to be used as cooking tools.
· Storage Types: There are three storage types, loose storage which can only store items, dense storage can store items and particles(salt, sand or dirt) and solid storage that can store water.
· Boiling: Currently there is only one cooking method: boiling. When solid storage with water and items got heat up on fire. The inside items will get tested by cooking recipes, if there is a suitable one, the cooking progress will increase.
· Dissolution and Distillation: solid particles can dissolve into water in a storage, and when you boil too much water out of the container, the substance will precipitate too. The easiest example is to get solid salt by boiling sea water.
· Using the cursor in inventory panel can transfer water or particles between storages.

4.Building Model Upgrade:
· We’ve recreated all building foundations’ models. Better looking stone foundations and dirt foundations.
· Tessellated stone walls for better looking.
· All building colliders are clamped to standard shapes to avoid bumping when running between building parts.

5.Bow, Arrow and Archery
· Added functions to bow, arrow and quiver items.
· You’ll need a bow in hands and a quiver with arrows in it to perform archery.
· The shooting speed of the bow is determined by the the wood you used to make the bow and its final quality.

6.Stackable Inventory Items:
· We’ve added stackablility for items in inventory panel. The stack count is determined by the depth of the container and the depth of the item. Like an 8 depth container can carry 16 items with 0.5 depth.
· Use left mouse button to pick up the whole stack of items
· Use Ctrl + LMB to pick up one item from a stack
· Use Shift + LMB to pick up half of the stacked item.

7.Attack animations Revamp
· We’ve remade all standing and moving melee attack animations.
· Implemented new methods to invoke attack events to avoid minor glitches in the attack motion.
· Added an IK method to bend the character’s back trying to follow the point the camera is looking to perform better aiming.

Minor Added:
· New heat transfer algorithm to allow more realistic temperature changes and more possibilities on creating temperature related functions
· Restrictions on picking hot items with bear hands, you can now no longer to directly pick up items in fire.
· Added wood pliers to pick items with high temperature. Will be used heavily in metal smelting functions in near future.
· Added an icon on storage to directly open the backpack panel.
· Added an animation for opening doors.
· Added an animation for eating with two hand carried items.
· Added bleeding symptom when body parts got high slash or puncture injuries.
· Added an extra raycast to check solid item colliders to let players be able to pick up small objects under big fallen trees.
· Added struggle behavior for stranded fishes. And they’ll lose oxygen when out of water that can eventually cause their death.
· Added various crafting recipes for newly added items.
· Added a button in the time control panel in Creative Game Mode to allow you directly change the weather.
· Added shortcuts for left shoulder, right shoulder and back slot items. They are shown beside belt slot icons when equipped with items
· Added small animal torso, small animal leg, coconut crab torso, big crab pliers, big crab leg, snake meat, meat slice and the roasted, burnt, rotten, boiled states for each of them. And the transformation logic for them to transform from one another.
· Added new recipes for coconut canteen.
· Added toxins and screen effects when different toxin level got too high or too low.

Changed:
· Raised the probabilities on bark producing when destroying trunks
· All animals are driven by physics, which means we can have more animals in one scene.
· Attack moves now can change the standing stance.
· Remade animal local avoidance behavior to make it more efficient and reliable.

Fixed:
· Fixed: when starting a new game, the weather is always foggy.
· Fixed the colliders for stone spear and flint spear to let them be thrown straightly.
· Fixed the issue where when roasting an attached item on a spear, when picking up the spear the roasting effect is not removed from the attached item.
· Fixed: when putting down an empty pottery jar, it will automatically get filled with water.
· Fixed: when trying to drink from coconut meat with water inside, you eat the meat instead of drinking the water.
· Fixed: flat roof can be upgraded to stone surface.