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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.

Moving to the Main Branch: Alpha 0.7.2.6 Update Log

Added:
• Added 3 tinder related quests for 3 biomes
• Added Fire Making quest to guide you through the progress
• Added a Clear button in Crafting Creative mode to one-click remove all items from workspace

Fixed:
• Fixed: Newly baked pottery can be auto filled full with water after placing on ground
• Fixed: Pallets can lag the game drastically when loaded with a lot of bundled items while floating on water
• Fixed: Dragging food on fire in Crafting State can cause red line errors be thrown and stuck the game
• Fixed: Item can inherit wrong species data after been crafted
• Fixed: Drying progress not showing
• Try to fix some rare bugs that can cause intestine absorption got paused
• Try to fix transformation data inaccuracy when they are far away from the character

Alpha 0.7.2.5 Update Log


Added:
• Added a quest for making Stone Chisels
• Added a quest for making Chiseled Handle
• Added a quest for making Celt Axe

Changed:
• Changed the recipe of Braided Basket, now it cost less braided plate than before
• Changed the recipe of Leaf Skirt, making it more reasonable
• Changed the recipe of Leaf Hat, making it more reasonable
• Changed the recipe of Leaf Cape, making it more reasonable
• Changed pathogen data for all food to balance disease effects

Fixed:
• Fixed: items can lost data in equipment slots
• Fixed: coconut meat cannot be eaten
• Fixed the issue caused the player unable to jump
• Fixed a rare issue that can cause rectum and bladder volumes become NaN
• Fixed: calorie rapid drain every time you load a game
• Fixed an action conflict: when looking an item in water, it will ask you to drink water and pick up the item with the same key

Alpha 0.7.2.3 Update Log

Added:
• Added snap points for triangular slope foundations on many other foundations, to enable more combinations
• Added Direct Upgrade button on buildings in Creative Game Difficulty. Allowing you to upgrade any building without feed in materials
• Added Placing Snap function for Crafting’s Creative mode. Now when the item location indicators show up, cursor picked items will snap to the correct place and rotate to the correct rotation when you put them near an indicator. This function is disabled in Hard Game Difficulty
• Added three Setting Fire related missions: create a wood pile, craft a thin stick and craft a drill board.

Changed:
• Opened all recipes in Easy Game Difficulty, all recipes can be auto-crafted; under Normal Game Difficulty, you’ll not have the ability to auto-craft most recipes at first, but in Creative Mode you’ll have the ability to snap items to their correct locations; there will be no snap function in Hard Game Difficulty, and almost all recipes are hidden.
• Pallets will continue to check whether it’s flipped or not after you stopped dragging, this will allow pallets to drop on-board items when flipped without dragging.
• Added speed limits for pallets to avoid them getting launched into air.

Fixed:
• Fixed the issue where building colliders won’t stream, this will boost performance when there are a lot of buildings
• Fixed the issue where picking mid branch will force you to drop on-hand branch, but they should be stacked directly on hand.
• Try to fix pallet weird movement caused by stacked items
• Fixed: resources data can get lost if you quit game and reload when upgrading walls
• Fixed: Full stomach warning after attacking
• Fixed: Triangular Slope Foundation does not have a stone upgrade
• Fixed: Trees do not regenerate health 24 hours after player’s last attack(only when the tree is not fallen)
• Fixed: Red line errors when returning to main menu
• Fixed: The preview model was not reused while placing buildings, this caused extra memory cost

Alpha 0.7.2.0 Update Log

Major Update:
• Quest System: we remade the whole quest system to support more complex tips on UI and progress tracking
Multi-Quest: Now you can have multiple quests at the same time
Quest Panel: In this panel you can manage all on-going quests, add/remove quests to quest tracker or objective tracker etc.
Quest Tracker: Located in the left of the screen, can show up to 5 quests here with their quest name and current objective.
Objective Tracker: Located on the top of the screen, shows current focused quest’s objective with detailed information. It’s recommended to focus the most wanted quest on this tracker so you can follow the progress easily.
• Tutorial Quests: Due to the massive workload on quests editing, we’ll release the tutorial quests step by step.
Now there are four tutorial quests: Intro to Quests System, Intro to Basic Item Management, Intro to Crafting (Recipe Mode) and Intro to Crafting (Creative Mode).
More Quests will come in future updates.

Added:
• You can directly take water from the ocean, river or swamp ponds if you have storages that can hold water in your hands
• You can hold E to pour out all water in your hand-held storage now.
• When looking at water bodies, you can now directly press E to drink or clean your mouth with the water (fresh water can be drunk, salty water can only be used to clean the mouth). This action will clear all food remains in your mouth, preventing mouth diseases.
• Eating sugar cane now will clean the protein remains in your mouth, but sugar and starch remains will not be changed.

Changed:
• Reduced the changing speed of intestinal infection to make diseases happen less frequent
• When calorie is low, now will not burn actual muscle weight to provide energy, but the max muscle value. This will increase the actual muscle growth when there are enough exercise.
• Increased the transformation rate from protein to muscle
• Largely increased all building structure’s integrity, especially for foundations and straight pillars.

Fixed:
• Fixed: intestinal immunity and the stomach digesting ability can grow over 100%
• Fixed: the last bite of food will not have sound effects
• Fixed: pillars cannot be repaired
• Fixed: foundations cannot be repaired
• Fixed: projectiles deal too much damage to pallets
• Fixed: mass performance issue when a pallet with tree trunks is floating on water
• Trying to fix the item-stuck-in-hand issue, need feedbacks to see if it is fixed.