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Mist Survival News

New Build Update (Test Branch) – v0.7.0.13b

[p]*This update is available on the coop_test_branch.[/p][p][/p][h3]New Patch Update : 0.7.0.13b[/h3][p][/p][p]Hello everyone, [/p][p]Here’s the latest patch update for the coop_test_branch (v0.7.0.13b). Details below 👇[/p][p][/p][h3]Environments[/h3]
  • [p]Zone 0 - Playable Area Update[/p][p][/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed : an issue where the game could get stuck on the pause screen if you pressed Esc too quickly after saving.[/p]
  • [p]Fixed an issue where some furniture actors (movable objects and decorative props) did not appear correctly after loading a save.[/p]
[p][/p][h3]Features[/h3]
  • [p]Added : undriveable cars to all locations in Zone 0, and all of them are now lootable.[/p][p](Engine and wheel dismantling are not available yet and will be added in the next patch.)[/p]
  • [p]Collectibles and key items system are now implemented and available.[/p][p][/p]
  • [p]Added : an example key item (V.I.R.A Medic Card) for testing purposes.[/p][p][/p]
  • [p]Added : some new decorative props (including chairs).[/p]
  • [p]Added : Seeker Nests to various locations (currently placeholders). Full functionality will be implemented in the next patch.[/p]
  • [p]Added : chairs and placed them across most of Zone 0.[/p][p](Full functionality will be added in a future update. For now, they can only be moved.)[/p]
  • [p]Improved interactivity for buildings and shelters.[/p][p]All interior objects are now interactable, and electricity support (generator mechanics) has been added to these structures. (More features and interactions will be implemented for these buildings in future updates)[/p][p][/p][p][/p][p][/p][p][/p][p][/p]

New Build Update (Test Branch) – v0.7.0.12b

[p]*This update is available on the coop_test_branch.[/p][p][/p][h3]New Patch Update : 0.7.0.12b[/h3][p][/p][p]Hello everyone, [/p][p]Regarding localization: I’ve added test languages for now, but there are still some issues where certain localization functions don’t work correctly in the packaged build (they work fine in the editor).[/p][p]I’m actively working on fixing this and aim to have it resolved in the next patch.[/p][p][/p][p]And.. Here’s the latest patch update for the coop_test_branch (v0.7.0.12b).[/p][p]Details below 👇[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed : an issue where the camera could freeze and lock when carrying certain items.[/p]
  • [p]Fixed : infected enemies not moving due to their state not being applied correctly.[/p]
  • [p]Fixed : cases where some ladders could not be climbed due to overlapping objects.[/p]
[p][/p][h3]Features[/h3]
  • [p]Weapon display mounts and storage are now available. You can craft them via Structure Building → Furniture → Weapons.[/p][p][/p]
  • [p]Added a new Laundry Hamper (a storage type used to store rags). You can craft it via Structure Building → Household items → Storage. (More storage items for materials will be added in future updates.)[/p][p][/p]
  • [p]Pet revamp is now fully functional.[/p][p][/p]
[p][/p][h3]Environments[/h3]
  • [p]Zone 0 - Playable Area Update[/p][p][/p]

New Build Update (Test Branch) – v0.7.0.11b

[p]*This update is available on the coop_test_branch.[/p][p][/p][h3]New Patch Update : 0.7.0.11b[/h3][p]Hello everyone,

For the language switching feature and undriveable car loot, I’ll need to move them to the next patch. And, Here’s the latest patch update for the coop_test_branch (v0.7.0.11b).[/p][p]Details below 👇[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed : raw animal guts not being accepted by the drying rack.[/p]
  • [p]Fixed : debug IDs and numbers still appearing above NPCs.[/p]
  • [p]Fixed : blinds save state not updating correctly when loading a game.[/p]
  • [p]Fixed : an issue where the blacksmith station could craft items without consuming required components.[/p]
  • [p]Fixed : an issue where components could not be melted.[/p]
  • [p]Fixed : repeated deaths when respawning at a save point while infected enemies were still present (infected enemies are now removed on respawn).[/p]
  • [p]Fixed : missing floor texture in the Zone 0 mine.[/p]
  • [p]Fixed : garden soil bags spawning with 0 kg of soil.[/p]
[p][/p][h3]Features[/h3]
  • [p]Ore mining is now available.[/p]
  • [p]Added more windows and blinds to various buildings, including houses and shops at the gas station.[/p]
  • [p]Added more interactable objects, such as refrigerators and service rooms (small utility buildings at the local power facility).[/p]
  • [p]Added more decorative items and props across the world.
    [/p]
  • [p]New mechanic introduced – Hatch:[/p]
    • [p]Hatches can randomly spawn in different areas.[/p]
    • [p]You can enter them to find loot and special rewards.[/p]
    • [p]For now, this mechanic is added for testing purposes.[/p]
    • [p]A test hatch is currently placed behind Camp Carol (loot not implemented yet).[/p]
    [p] [/p][p][/p]
[h3]Work In Progress[/h3]
  • [p]Pet rescue quest is currently under a revamp.[/p]
    • [p]The dog cage (German Shepherd) remains in the same location.[/p]
    • [p]Puzzle elements have been added to this area, including a wallet clue, the dog cage, and a keypad lock.[/p]
    • [p]The dog is currently usable with limited functionality.[/p]
    • [p]Full functionality and polishing are planned for an upcoming patch, likely next week.[/p]
    [p][/p]
[p][/p][h3]Environments[/h3]
  • [p]Zone 0 - Playable Area Update[/p]
    • [p]A gas station located across from the old school.[/p]
    • [p]A Local Power Facility near the sawmill.[/p]
    • [p]The mine is now accessible and supports ore mining (Loot is not yet implemented and will be added in a future update.)[/p]
  • [p]Zone 1 - Envinronment update :

    For Zone 1, I’ve added new levels and areas (listed below) and completely reworked the biome to better match Zone 0. Foliage and materials have also been optimized as part of this update.

    And some paths and walkable areas are not fully polished yet. I’ll be polishing all of them once all Zone 1 levels have been added.

    Please note that the newly added levels and areas currently include only structures and props. Loot will be added later, after all Zone 0 areas are fully completed.

    you’d like to explore Zone 1, you can use "*" or "-" to teleport directly to Zone 1.
    [/p]
    • [p]Added : Cave, Farm And Barn Area, Survival Camp, Old Mine (Berserker Mine), The tunnel connecting Zone 0 and Zone 1 is now fully connected[/p]
    • [p]Reworked and optimized Zone 1 biome.[/p]
    [p]

    [/p]
[p][/p]

New Build Update (Test Branch) – v0.7.0.10.1b

[p]*This update is available on the coop_test_branch.[/p][p][/p][h3]Hotfix : 0.7.0.10.1b[/h3]
  • [p]Fixed: Unable to collect soil using the shovel.[/p]
  • [p]Tuned: Thirst, Hunger, and Stamina degeneration and regeneration values.[/p]
  • [p]Tuned: Stamina consumption for melee weapons.[/p]
  • [p]Added: Window Blinds can now be crafted via Structure Craft → Household → Curtains.[/p][p][/p]
[h3]New Patch Update : 0.7.0.10b[/h3][p]
Hello everyone,[/p][p][/p][p]Here’s the latest patch update for the coop_test_branch (v0.7.0.10b).[/p][p]Details below 👇[/p][p][/p][h3]Engine Update [/h3]
  • [p]Engine Update (UE 5.7)[/p][p][/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed: Key binding issues.[/p]
  • [p]Fixed: Time Advance not correctly affecting some processes, such as meat drying, alcohol distillation, and meat cooking.[/p]
  • [p]Fixed: Equip animation sometimes not playing when selecting items via hotkeys.[/p]
  • [p]Fixed: Infected not spawning during Mist Events after around 3 in-game days.[/p]
  • [p]Minor improvements to memory handling and save system stability.[/p][p][/p]
[h3]Environments[/h3]
  • [p]Zone 1 Environment Update : New environment props and structures have been added to Zone 1, including the Ranger Station, Radio Station, Sawmill, Store, and Hunting Cabin.

    If you’d like to explore these structures, you can press "[c]*"[/c] to teleport to Zone 1.
    Please note that loot is not available yet. Loot and gameplay systems will be added in a later phase[/p][p][/p]
[h3]Features[/h3]
  • [p]Crops System now available [/p]
  • [p]Windows and Blinds system now available : The Blind and Window system itself is being redesigned from the ground up. Windows are being reworked to support destructible behavior. You can currently test window interactions in the White House area and the Military Camp zone across from it.

    [/p]
  • [p]Fortification System added.[/p][p]A new Fortify system for windows and doors has been introduced. (For now, window fortification only is available)[/p][p]You can test it via Structure Craft Menu → Fortification → Window.[/p][p](Only Basic Window Fortification is available at this stage.)

    [/p]
  • [p]Infected Behavior Update : Infected can now see through windows and break windows or blinds to enter living areas.[/p][p][/p]
[p][/p]

Progress Update - coop_test_branch 0.7.0.10b

[p]Hello everyone,
[/p][p]I’m currently in the process of updating the engine from UE 5.4 to UE 5.7. So far, the results look promising in terms of performance, but I still need some additional testing before pushing it to the "coop_test_branch".
[/p][p]For this version, the features currently in development include reworks of existing systems (such as the crops, farming system), and new mechanics related to windows and blinds. You can find more details in the list below.[/p][p][/p][h3]Progress Update (WIP Features)[/h3]
  • [p]Zone 1 Environment Update : New environment props and structures have been added to Zone 1, including the Ranger Station, Radio Station, Sawmill, Store, and Hunting Cabin. (Loot and gameplay systems will be added in a later phase).

    [/p]
  • [p]Crops & Farming System : The Crops and Farming system is currently being reworked. This update introduces fertilizer support and plant health (HP), laying the foundation for adding crop-related threats in future updates. This system is planned to be available for testing in version 0.7.0.10b.
    [/p][p]
    [/p]
  • [p]Infected Behavior : Infected will become more aware of their surroundings. They’ll be able to see through open windows or broken glass, and can now enter houses and shelters through windows. This means exploring buildings will require much more caution, especially during Mist Events, where infected can pose a serious threat even indoors.

    Also, Infected Stage 2 is being reworked and will be added to this branch for testing at a later stage.


    [/p]
  • [p]Blind and Window : The Blind and Window system itself is being redesigned from the ground up. Windows are being reworked to support destructible behavior, but you will also be able to reinforce and fortify them. This system is being reworked from the old version 0.1.x, but the new implementation is more flexible and will allow for further expansion and balancing in future updates.


    [/p]
  • [p]New Pet Model And Animations Update : New pet models and animations are planned. The Rottweiler will feature a unique takedown ability different from the German Shepherd. It will be added after the German Shepherd is fully completed.

    [/p]