V0.43 - Stick and rock bags, super meds, building improvements, bug fixing and more

Hey Everyone,

 

For this patch we've added new craftable stick and rock bags. Once crafted, these will increase the amount of rocks and sticks you can carry in your inventory. Along with this we've also added new craftable super meds, which will restore more health and stamina than regular meds. Recipes for these can be found in the survival book.

 

We've added autofill preview to procedural walls so they work similar to placing floors. Responsiveness when building on top of platforms/floors has been improved, and should result in less cases of structures snapping underneath you instead of on platform. On foundations, walls will now attempt to auto fill the entire floor area, not just the foundation shape as was previously the case.

 

For mutant a.i. we've added the ability for them to attempt to eat food from drying racks, or if there is no more food hanging to destroy these racks. We also fixed some issues with a.i. running to targets  they couldn't get to and animal a.i. spawning inside player structures.

 

Along with this we added some new sounds, more props to cave camp sites, fixed a ton of bugs for both single and multiplayer and more, the full list can be viewed below.

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

 

V0.43 changelog:

 

 

  • Audio - added sounds to book opening on plane
  • Audio - fixed timing of meat eating to fit new animation
  • Fixed some structures not getting cut out of nav mesh correctly on loading save game
  • Mutants will now attempt to eat food from drying racks, once there is no meat left they will destroy the rack
  • Fixed some cases of enemies running somewhere when there was no path to the target
  • Prevented animals from spawning inside player built structures
  • Added new craftable item: Meds+. Craft with 1 marigold, 1 aloe and 1 coneflower, restores 100 health points
  • Added new craftable item: EnergyMix+. Craft with 1 coneflower, 1 chicory and 1 aloe
  • Fixed 2d filling cog not functioning properly in specific cases, i.e. upgrade recipe matching some ingredient with a recipe which currently has all its ingredient on the crafting mat but not valid amounts yet (like arrows & speed+ upgraded stick)
  • Clamped garden plants scale to prevent it from ever going into negative
  • Caves - Camping garbage added to cave 10 and 2
  • It is no longer possible to be brought under terrain by the climbing down top of rope animation.
  • It is no longer possible to use the top rope trigger to initiate rope climbing from below it, bottom trigger should be used instead. This prevents playing the climbing down rope animation when not effectively trying to climb down
  • Fixed greebles switching from regular to snow when standing right on the edge in between
  • New craftable item: Stick Bag. Combine 2 ropes, 3 cloth and 1 rabbit skin. Increases stick carry capacity by 10
  • New craftable item: Rock Bag. Combine 3 ropes, 3 cloth and 3 rabbit skin. Increases rock carry capacity by 5
  • Updated meds crafting page in survival book
  • Fixed repair building trigger position not calculated properly, causing icon to possibly be inside the building depending on its orientation
  • Moved shelter's icon a little bit more outside structure
  • Eating marigold now gives 5% fullness (same as other plants) and plays eating sound when used
  • Increased cooked meat trigger size, should make it easier to target meat over the fuel fire trigger
  • Unlit molotov thrown at lit fires now fuel it (but still doesn't light unlit ones)
  • Increased duration collapsed building pieces remain to 5s (from 2.5)
  • Fixed collapsing foundation not releasing its logs individually and instead staying glued in oddly shaped chunks of several logs
  • Improved look of Pine Tree Top Heavy - straighter trunk, removed lower branches.
  • Fixed glowing mutant leader straps
  • Fixed wrong uv's on back of some magazines and pickups
  • Fixed missing backfaces on dropped lizard and rabbit skin prefabs
  • Caves - better collision on rockground rock type
  • Caves - fixed holes in cave 6
  • Fixed repetition of female head on stick art placed around the world
  • Improved responsiveness of weapon when attacking while recovering from a swing
  • It is no longer possible to place a defensive wall reinforcement on gate chunks
  • (Multiplayer) Fixed fish trap resetting when there's a fish trapped remotely
  • (Multiplayer) Fish trap no longer syncs its sprung state, since fishes are local to each player it allows traps to catch fish on each player side independently. Resetting fish trap is still common to all players
  • Fixed player collision getting stuck on enemies standing directly below player
  • Life buoy now make sound when pushed and now float in water
  • Player blood map seams fixed
  • Fixed ghost roof default visual not centered and weirdly offset
  • Fixed resetting fish trap not having a delay allowing currently caught fish to escape
  • Fixed all types of maple trees not blowing up when within an explosion happening mid range from a player
  • Fixed some tree/tent intersections
  • Revamped procedural wall auto fill: in the same fashion as floors & roofs, walls now show a preview of the result of "auto fill" feature. By default it tries to guess what mode is desired and toggles between manual and auto fill depending on ghost touching terrain or a player made structure, holding the "Craft" button (C by default) allows to toggle between modes manually. After doing so it no longer switches mode automatically until a new wall is being made
  • Placing a procedural wall on a foundation with floor will now cover the floor area instead of matching the foundation shape (so if foundations have an open side the ghost wall will cover that part as well instead of leaving it open, note that as all constructions it can be cancelled if not wanted)
  • Now checking against existing wall chunks (or derivatives such as fences) when placing a ghost wall (or derivatives) and skip placing new chunks over existing chunks that share exact same position and size (for example, after autofilling a wall and cancelling a chunk, autofill can be used a second time to fill the gap without spawning doubled up wall chunks overlapping the existing ones)
  • (Multiplayer) Fixed cave pre-placed fires not being lightable
  • Better lod for sinkhole base lowest lod and matched to latest layout
  • (Multiplayer) Fixed gamepad not having same restrictions as keyboard when using chat, causing issues such as allowing to double jump and possibly breaking all input
  • Increased chance of enemies dodging thrown molotovs and other projectiles
  • Enforcing trigger validation while paddling raft to ensure driver unlocking when landing
  • Defensive wall gates are now considered dynamic buildings which doesn't allow nesting other structures to it (not retroactive)
  • Vertically snapping structures (like decorative skulls) can no longer be parented to dynamic buildings which do not allow it
  • Timmy drawings can no longer be attached to dynamic buildings which do not allow it
  • Fixed excessive distortion when damaging gardens
  • Fixed logs thrown into the sinkhole staying floating mid air, they now properly go all the way down !
  • Fixed screen sometimes shaking randomly when walking around the world
  • Fixed meat clipping into player body while eating
  • Fixed player crouch getting stuck sometimes when moving through shallow water
  • (Multiplayer) Reduced some jerkiness in squirrel animation as client
  • (Multiplayer) Fixed player slowly rotating to the side and ending upside down when using chat box while swimming
  • (Multiplayer) Fixed flickering on back of tabloid magazine when viewing another player holding it
  • Fixed player getting thrown up in the air if standing on top of an explosive
  • Added screen distortion effect to plane tv screens when plane begins to crash
  • (Multiplayer) Fixed game freezing when closing inventory after adding more items than shown using metal tray on the crafting mat (i.e. add metal tray and 40 leaves to crafting mat then close inventory without combining)
  • (Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave
  • Fixed lizards and other animals not falling from trees that are cut down
  • Lizards will no longer try to climb trees that the player is chopping
  • (Multiplayer) Fixed interaction distance with item holder trigger of sled being really short
  • (Multiplayer) Fixed cutting stumps away from host not not blowing up
  • New memory and performance optimizations added to pathfinding
 

V1.07

Hey Everyone,

This patch fixes an issue with crashing that could occur when building tree based structures. 

V1.06

Hey Everyone,

Today’s patch fixes some more issues that have come up since release.

V1.05

Hey Everyone,

Here’s an update, addressing some of the bugs that have come up recently and also adding in new brightness and contrast sliders.

 

V1.0

Hey Everyone,

Today The Forest moves from early access into a full release.

Pre-release patch 04

Hey Everyone,

Here’s a fix for some issues that came up last night.

  • Put back in launcher to make switching resolutions easier and switching which monitor launches

Pre-release patch 03

Hey Everyone,

Here’s another pre-release patch fixing some issues that have come up since this mornings patch release along with some key binding and other fixes and improvements

 

Pre-Release Patch 02

Hey Everyone,

Here’s another pre-release update fixing some issues that came up in yesterday's patch.

  • Fixed some issues with repairing some structures

Pre-release patch

Hey Everyone,

This is our first pre-release patch, expect a few more in lead up to release as we try and fix up the last remaining issues.

V1.0 release date

Hey Everyone,

Today we are officially announcing April 30 as the release date of the PC version of ‘The Forest’

It’s been a long journey and we’re really excited to show everyone what we have in store.

V0.73 and Release Plans

Hey Everyone,

We wanted to share our plans for moving The Forest out of early access and into a full v1.0 release.