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Alpha 0.7.0.4 Update Log

Warning: Due to our new furniture system, all items that stored in furniture will be lost after loading the save in this game version. So move all your items out of your furniture before updating!


Major Update:
• Placing and Building System:
We fully remade the placing system, all functions got upgraded and ready for future extensions
1. Switch to Origin: Now building marks or other deployable items can be switched back to its original item when placing on ground. And you can always switch between all the possible placing methods now, making the system more customizable.
2. Place Underwater: Most of the items now can be placed underwater.
3. More Walls: We designed a new algorithm to generate walls. Now all triangular walls can be generated no matter the shape or rotation of them. And all on-plane rectangular walls also can be fully generated. Walls can be rotated around its Z axis when placing allowing you to build horizontally aligned wood walls and vertical placed leaf walls.
4. Add Fuel through Placing: Now when you placing a fuel item near a campfire, it will automatically consider it as an Add-Fuel action.
• Remade Furniture System:
We also remade the whole furniture system. All furniture parts are made directly through Crafting System and using the new placing system to assemble them together
1. Added furniture planes, frames and boxes for all three sizes, and the recipes to craft them
2. Changed the furniture upgrade method, now you don’t have to use F key to choose the desired part and put materials in, all parts of furniture can be directly focused by looking at it. And when you are holding legit upgrading materials, you will be able to place the material on the furniture part and get one surface upgraded. You can use mouse wheel to change the surface you want to upgrade if there are multiple surfaces in one part, and each surface can be upgraded into a different material.
3. Furniture Storages: unlike the old system, this new system does not auto-calculate storages based on the shape of the furniture, instead you need to pre-make a storage furniture part (boxes) in the Crafting System and upgrade all surfaces of it to make it able to store items.
• Important New Items: More than 10 new items are added in this update
1. Fallen Trees: In Mangrove and Swamp biomes, we added fallen trunk, dead stump, rotten trunk and rotten stump these 4 kinds of scenery items to offer more wood resources and fungi growing places.
2. Fungi: On the ground of Mangrove and Swamp or rotten trees, there will grow several different fungi. Now there are 6 kinds of mushrooms and 2 types of polypore. 2 of the mushrooms are poisonous but the poison effects are not finished yet, they will come in future updates.
3. New Tools: Added Fish Spear and Coconut Canteen. The canteen can store water and get carried with you, it is sealed with a wooden cork so inner water won’t spill out when you drop it on ground. It also can be hung on your belt. The fish spear has a larger attack area and can deal more damage to its target, very good at spearing smaller fishes.
• Metabolism System: We adjusted many algorithms and data to make the metabolism system more balanced and realistic
1. Reduced digesting and nutrition absorbing speed to allow food provide energies in longer time range
2. Changed the algorithms of Bacteria growth in intestines to make intestinal diseases behave more realistically
3. Adjusted all nutrition, pathogen data for food items
4. Adjusted diseases’ duration and influences to make them more realistic

Added:
1. Added muscle texture for male character, it will blend in when your fat rate is getting lower
2. Added half thin stick, major material for furniture along with thin stick
3. Added confirmation window for deleting saves
4. Added confirmation window for loading old saves in new game version
5. Added recipe to cut green coconut into coconut
6. Incisors in mouth determine how much volume you can eat by one bite. When the teeth got broken, you may not be able to eat some hard food
7. We added an algorithm to transfer old walls data in the save files into the new walls generating system to make game saves back-compatible
8. Thin sticks now are stackable
9. Added fruit dropping function for coconut trees, now you’ll be able to find green coconuts around big coconut trees
10. Added pour/take water animations for the coconut canteen
11. Food items will adjust their edible volume based on their sizes
12. A preview will be shown when trying to add fuel into campfire, indicating the volume you are adding in.

Changed:
1. Changed the appearance of Dirt Pile, making it looks better.
2. Changed the appearance of Wooden Spear, making it looks more primitive
3. Changed fishes’ AI logic, making them be able to swim in shallow water

Fixed:
1. Fixed: when setting fire, the hands and arms are not animated correctly
2. Fixed: plowing ground with a hoe can enable scenery items’ physics
3. Fixed: camera position issue when crafting on a stump workbench
4. Fixed: water dripper cannot affect the water collecting speed for the storage under it
5. Fixed: food edible volume got reset after been roasted
6. Fixed: muscle can keep grow even if the character never used his/her stamina
7. Fixed an error message popping up when ficus fruit getting rotten
8. Fixed an error message popping up when adding stacked materials into building marks
9. Fixed: building upgrade related warning cannot be shown correctly

Alpha 0.7.0.2 Update Log

Added:
• Crafting: now in Creative mode, when you’ve put the correct items in the working space, there will be transparent previews showing where these items should be put, but this function will not be available in Hard difficulty.
• Crafting: now all items equipped by the character and all items inside equipped storages, belts and attachments will be added into the available surrounding items’ list for crafting usage. You can directly use them in Recipe Mode or choose them from the surrounding items panel in Creative Mode.
• Small and medium air root now can be stacked

Changed:
• Deleted the camera effect when going out of water
• Changed all seasonal weather percentage, now light rain will be much more often in spring; storms will appear more in summer, clear sky in autumn and overcast cloudy weathers in winter.
• In Creative difficulty, using G button to destroy items now will not produce remnants
• Now in the rivers of a Mangrove forest or ponds in the Swamp, the water will be fresh. You can throw containers into them to gather fresh water. But be aware that ponds that grow mangrove roots are still salty.

Fixed:
• Icons can disappear when first time opened the inventory panel
• Going to swimming with two handed items in hands can stuck the character
• Fixed some null reference error related to fruits
• Fixed some null reference error when destroying items
• Fixed some null reference error when killing animals
• Restored the missing section texture of sugar cane chop
• Fixed scroll panels not functioning in crafting UIs when cursor hovered on certain elements
• Fixed a bug that can cause the character stuck when plowing with a hoe
• Fixed the bug that allows you to plow nearby trees
• Fixed a bug that turning salty water to fresh water when transported them to another container
• Fixed random weather when loading a saved game
• Fixed a bug that causes fruit not able to be picked on an item tree
• Fixed wrong fruits count when loading from saved games
• Fixed the raining sound pass over from main menu to game scene even if the game scene is not raining
• Fixed the wet terrain issue when going into the game scene from a raining main menu

Alpha 0.7.0.1 Update Log

Major Update:

1. New Crafting System
The crafting method shifted from Node Based to an Area Based System with brand new UI to let you assemble items in a 3D space and use different crafting techniques to create new items.
• Working Space: You can start crafting at any place, but not all area can be a good working space.
• Working Space Properties: Currently the working space has three properties: Hardness, Flatness and Area. You’ll need larger Area when crafting big items, clothes recipes mostly require higher Flatness and stone related recipes will likely require high Hardness.
• Recipe Mode: All known recipes will be shown here, you only need to gather the required materials and tools to fast craft them.
The left-side panel shows the known recipes. The details will be shown on the right-side panel when you choose one of the recipes. You can also select different recipes for the same product in this panel (if there are multiple ones).
Each recipe will require certain amount of material items and several tools, the system will automatically choose the nearest ones for you if there are enough items around. You also can manually select them by clicking the icons on the requirements.
• Creative Mode: In this mode you can put any items into the working space and change their positions/rotations. You'll have to place the items in correct locations and assign the correct techniques to craft.
The left-side panel shows all available surrounding items, you can either click in the panel or directly in scene to put items in & out of the working space. Right-side panel shows you the progress checking list, currently detected recipes and required techniques.
• Popup Tips: The new crafting system also comes with a rich information system. When you hover your mouse on an item, a button, a check list description or anything else, most of them will show you a popup box with detailed information. Read them carefully if you got confused by the new system. There also will be a detailed tutorial coming in the next update.
2. Game Difficulty: There are 4 difficulty options when you start a new game. Old saves will all be determined as Easy difficulty when loaded. These options now will dramatically affect your game experience.
• Creative Mode: As before, this mode offers all cheating tools, you can fly and use God-Mode. All recipes are known and can be fast crafted. Very good for new players to learn the mechanics of the game.
• Easy Mode: From this level, no cheating tool is provided, but all the recipes are still known so you can fast craft them in recipe mode. You'll be given a shirt and a pair of jeans to keep you warm and provide some storage from start.
• Normal Mode: Most of the recipes are partially known, which means you can see them in the recipe mode and check their details. But no fast craft, you'll have to assemble the items in the creative mode at least once to fully unlock the knowledge of a recipe. You'll only be given a pair of jeans in this mode.
• Hard Mode: Most of the recipes are unknown, you'll have to explore all of them in creative mode first. There also is no start-up clothes, everything will be created from bare hands.
3. Redesigned Metabolism System:
We've enhanced the metabolism system thoroughly. Divided the digesting system into three parts: Mouth, Stomach and Intestines. The nutrition transactions from food to body are also changed, a lot.
• Mouth: The gate for any food to get in the digesting system. Now there are chewing abilities determined by teeth counts. This ability can reduce the digest difficulties of the food, affecting digest efficiency and the health of the stomach.
• Stomach: When food is done by mouth, they'll come to this part to get digested, reduce their absorb difficulty. PH level and bacteria will affect the health of the Stomach.
• Intestines: Most nutrition from the food will be transformed into the character's body in this part. The absorbing difficulty of the food and the absorbing ability of the intestines will determine the efficiency. The intestines health can be affected by the amount of bacteria and the intestinal peristalsis.
• Excretion: now all the un-digested food remains will be counted as excretions. They'll be accumulated in the Rectum and the character will be forced to take a relief if it got full. The Bladder will also be filled through time when you are not dehydrated, so the character now will also need to piss from time to time.
4. Disease System:
Alongside with the new metabolism system, we implemented a disease system to let the character be able to get sick. Now it only contains digesting system diseases, but we'll add more into it in future.
• Disease and Symptoms: Unlike symptoms, diseases will not be shown directly to the player, but different disease can cause corresponding symptoms. Some symptoms can be caused by several diseases, but the combinations of symptoms from different diseases are almost identical, so players can diagnose themselves approximately.
• Disabilities: Some severe diseases can cause disability. Currently we only made one set of walking animations to reflect several diseases, but more are coming. While the character got these kind of diseases, he/she will not be able to run, but walk in a slow pace.
• Severe Symptoms: Some severe symptoms now will act more than a symbol shown beside your health bar. But can force you into actions like vomit. More action-symptoms will be added in the future.

New Experimental Update is coming!

Hello Survivors! The new update is here!

A brand new crafting system with Recipe mode and Creative mode, an overhaul for Metabolism along with the newly added Disease System, and a remake for animal behaviors (they now can attack each other and navigate themselves through pathfinding).

The detailed update log will come in the next two days, and this is an unstable version, so please report any bug you find through steam community or Discord.

Try it out by selecting the alpha 0.7.x.x version on the Test tab in game’s property today!

Super Trampers

Alpha 0.6.1.2 Update Log

Major New Features:
Animation Overhaul Part 1
• Advanced Locomotion: We have re-created all the locomotion animation clips and built an advanced new system for them.
Now the character can traverse with three types of gait: walk, jog and sprint. Walking and jogging only reduce stamina recover rate, only sprint will cost stamina. This largely increased the traverse speed of the character.
Furthermore, the moving speed now can dynamically change depending on the character’s situation: when carrying heavy items, or moving in water, the max speed you can reach will be reduced accordingly.
The character now will move with jogging gait by default and sprint when “Running” key is pressed, but you can use our new “Switch Walk” key (left ctrl by default) to change it to walking.
• Advanced Lower Body Stances: The character used to choose his/her standing stance by the item’s type in his/her hands. As a survival simulation game, we defined quite a lot stance according to real-life situations. But that system required a full set of locomotion animations for each stance, and a huge mess in our animation controlling state machine.
So we made this new stance system to simplify the structure, reduce animation amounts (less memory required in runtime), and build a flexible yet solid foundation for future features.
Now we only have 3 stances for the character: Neutral, left side forward and right side forward. These stances can cover all lower body movement situations, and let the upper body to have more forms to blend with these stances.
• Advanced Upper Body Forms: Now the character can have separated forms for his/her left and right arms when carrying items. This is enabled and empowered by the former two systems. Uses far less animation clips but can create smoother look and much more combinations for different items in hands.
For example: now taking an item that requires the “Holding” form, it used to force the character to turn into a battle stance(that stance needs 16 extra animations just for movements), but now it will only turn into the battle stance if the item is a weapon. Better, we can check the weapon’s length and which hand is it in to determine whether the character should turn his/her left side forward or right side forward (spear in right hand is left forward, but hatchet in right hand is right forward), and all these dynamic changes only takes 3 extra animations for the upper body, the lower body will still use the same stance movement animations from the former two systems.
With this robust system, we now can easily add any new carriage forms for new items or change form with conditions: we’ve added a bowl carrying form for opened water collectors, and a torch holding form for torches that only got lit.
• New Pick-Up Animations: We’ve made more than 20 new picking up animations to replace the old “Force Grab” animations. Now the character will bend down to pick things up if they are much lower than his/her waist. Also there are special dedicated picking-up animations for two-hand-carry form and shoulder-carry form.
• New Pass-Fire Animations: We’ve replaced the old pass-fire animations with new ones. And modified some logic in the motion to further avoid burning by fire when trying to light up something.
• More animations will be reworked in the next update, including jumping, sitting, sleeping, crafting and attacking animations.

Water Transfer:
• Water containers no longer got cleared out when picking up due to our new “Holding-Bowl” form. You can now take water containers with you and put them elsewhere.
• We also added new animations, particle effects, sound effects and interact buttons on water containers for you to take water from one container to another or pour water out.
• Now water containers that can be carried by a single hand can be drink from by pressing mouse buttons, just like eating other food or drink from coconuts.
• Any water container that got lower than sea level will be filled with sea water, you cannot directly drink it but it can be processed into fresh water in future.

Terraforming:
• The stone hoe just got upgraded into next level! Now use the hoe to attack on ground can dig a bit of it down, and digging to adjacent areas of it can flatten the ground to the same level (though if the adjacent area is 1 meter higher, it will not be flattened). Making this function a great method to form a building base, also can be used as farm land in future.
• In addition to the ground flatten function, the amount of dirt piles you can dig up is calculated by the depth of the terrain you’ve dug, so there can be multiple dirt piles generated from one spot on ground. Also, there is a small chance to find clay pieces by digging the ground, making non-mangrove-forest areas also can produce clay.

Minor Changes:
• Added water splash effects for step in water and wade in water movements.
• Added water wave and splash effects for swimming
• Changed tutorial side windows’ position