V0.23

v0.23 was the twenty-third major update released for the game. It was released on September 10, 2015.

Dev Notes
v0.23 – Stick fences, rock walls (experimental), better fire, passive skills, gameplay balance, improved audio, oysters. Posted on 1 September, 2015 by Anna

Hey Everyone,

We’ve added a bunch of gameplay tweaks and improvements this patch, including a first pass at passive skills that improve over time – run a lot and you’ll be able to run slightly further without running out of stamina, dive underwater a lot and your breath will last longer.

Two new building types have been added – a first pass at rock walls (although currently requires probably way too many rocks) and a new procedural stick fence!

More cave work has been done. For the overworld, a bunch of improvements including little paths, better ground textures and details. There’s also been a ton of new audio improvements/additions including the new ‘Player burning to death’ sounds.

We’ve also added oysters to the game, but so far no one on the team has been able to find them.

There are also more visual tweaks, multiplayer fixes, and lots more, check out the full list below.

Note! We’ve changed how molotovs work slightly. You now have to light the molotov by pressing L. However you can also throw unlit molotovs at enemies, dousing them in flammable liquid and increasing the damage further lit molotovs do to them! Let us know what you think of this and the other new changes and As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

Additions / Changes / Fixes
New features and gameplay tweaks
 * Added Run & Breath silent skills, reducing running stamina cost or increasing lung air breathing duration as player practices those activities
 * New building: Procedural Stick Fence ! (can be found in bottom right page of shelters)
 * New building: Procedural Rock fence ! (can be found in bottom right page of furnitures)
 * New building: Defensive wall reinforcement ! (can be found in the decoration page, but nevertheless increases the wall strength by 45%)
 * Light fire weapons animation added!
 * Lighting a molotov now requires “L” to light
 * Molotov dousing – throwing unlit molotovs at enemies will cover them with alcohol, causing increased damage when set alight

Multiplayer
 * (multiplayer) Game browser now displays amount of players currently in game
 * (multiplayer) Stick marker color is now synced
 * (multiplayer) Fixed client not properly waiting for building bellow to be loaded before removing black screen, thus causing to fall down below (when game was saved while on a player made structure)
 * (multiplayer) Fixed issues with fire replication
 * (multiplayer) Players can now see each other fire arrows and other burning projectiles properly
 * (multiplayer) Trees will now fall smoothly for clients
 * (multiplayer) Fixed several cases where mutant would switch clothes and weapons would switch for clients when killed
 * (multiplayer) Suitcases now replicate correctly between players! (previously would only work if players were close together and suitcase not not been physically moved)
 * (multiplayer) Fixed issue where logs could be duplicated by juggling them between two players (SORRY!)
 * (multiplayer) Fixed bodies sliding when dropped
 * (multiplayer) Increased volume of walky talky
 * (multiplayer) Fixed Lizards disappearing for client in traps
 * (multiplayer) Fixed Clients not getting cold outside of caves
 * (multiplayer) Fixed a case of foundation repair trigger vanishing for clients when it shouldn’t
 * (multiplayer) Fixed an issue where the body of skinny mutants would warp to regular mutants upon death
 * (multiplayer) Fixed an issue where cowman would knock clients over when they were outside of his targeting range
 * (multiplayer) Fixed Water level in water collectors not in sync between server/client
 * (multiplayer) Audio parameters will now replicate over the network to clients
 * (multiplayer) ‘Burn Damage’ animation will now properly play on mutants for client
 * (multiplayer) Alive rabbits dropped by client will now move aligned to terrain

Audio
 * (audio) Thrown objects will now distract enemies when hitting any solid object, rather than just trees and terrain
 * (audio) Dropped objects will now attract enemies in the same way as thrown objects
 * (Audio) Mutants sound clearer
 * (Audio) Added player on fire hurt sounds
 * (Audio) Fix jumping on ground when raining playing very watery sound
 * (Audio) New fireman idle, movement, attack and getting hit sounds.
 * (Audio) New female creepy mutant idle, getting hit and death sounds.
 * (Audio) Added doppler effect to fireman fire movement and attack sounds.
 * (Audio) Fixed missing flashlight flick on/off sound
 * (Audio) Added new freakout reaction sounds to regular female mutants.
 * (Audio) Increased volume of small boats/raft on water and raft paddling events.
 * (Audio) Tuned all aspects of swimming sound
 * (Audio) increased level of blood drips
 * (Audio) Fixed timing and tuned levels of bow and arrow
 * (Audio) Tuned levels of eating and drinking
 * (Audio) Added lighting molotov sound and improved its held on fire sound
 * (Audio) Optimized memory footprint
 * (Audio) Clifftop surf sound now audible
 * (Audio) Jumping on rocks plays rock sound
 * (Audio) Shipping containers play metal footsteps
 * (Audio) Geese have some sounds now

Bugs
 * Fixed anchorable rope not getting destroyed with the building it is anchored to
 * Fixed player camera clipping through tree trunks after being chopped
 * Player can now set tennis balls on fire !
 * Reduced burning weapons memory allocations
 * Made underwater breath duration more consistent
 * Fixed Sleeping mutants stay frozen if killed before waking up
 * Lowered position of stick marker color trigger to make it easier to find
 * Player can no longer survive falls by using survival book or inventory
 * Holding the “Batch” button while placing a building now automatically brings up the same ghost building to be placed again
 * When items placed on the crafting mat match with upgrade recipes it will now be listed in the same fashion as normal recipes !
 * Fixed some bugs with fire particle size when fires were re-lit and stocked after loading a saved game
 * Fixed animal numbers never going down even when killing lots
 * Opening the book while in the air now delays opening till player is grounded again
 * New art added: Improved burning log (used for bonfire)
 * New art added: Improved bow and arrow
 * Improved look of pale cave mutants (resculpted normal map)
 * Improved shading of regular and skinny mutants (better sss, less orange skin diffuse, better spec)
 * Fixed seam on remote players head
 * New shader – toon outline for alpha textures – selecting feathers or other items with an alpha map will now have correct outline
 * Branches and leaves are now cut off trees with a built tree structure ! (only works on pine trees with moss currently – rest of trees soon)
 * Wood planks in caves can now be blown up with explosives
 * Survival book entry for skull lamp needed resources should match blueprint
 * Doubled rebreather air capacity
 * Can no longer open inventory while underwater
 * More underwater sea weed/coral placed. Underwater pickups placed and some hidden caches
 * Leaves are now required to build bonfire
 * New item added: Oyster. Can be found in ocean, can be stored in backpack and eaten but has limited shelf life
 * Terrain/world improvements, adding more detail to edges of some ponds, adding new paths, filling out empty areas, improving look of some areas
 * Improved fire particles on creepy mutants
 * Replaced/improved enemy necklace model, and enemy prop textures
 * Fixed flickering on small pine tree sapling!
 * Fixed normals on log spike tip
 * Grey zone health threshold now set at 10% (was 5% before)
 * While in grey zone, player weapon damage is increased by 30%
 * Improved terrain textures and shading
 * More plane crash animation added – more debris flying around, especially towards end as plane crashes
 * Cave 9 re-work
 * Fixed device placer (used by bomb & talky) showing icon too early and on colliders which nothing can be placed on
 * Fixed a rare case of weapon lock up after throwing projectiles
 * Fixed banding in sky especially at night (Unless on lowest material quality level, which will run slightly faster but still exhibit some banding)
 * Drinking a soda will now instantly restore some stamina along with energy
 * Improved shading on fat creepy mutant
 * Plugged in and fixed burnt materials for all cannibal types
 * Targeting a climbable wall now displays a sheen icon while not carrying the climbing axe
 * Dead bodies around the world now have a chance to appear as bloody, burnt and with limbs missing
 * Placing buildings near a raft no longer places it on top of the raft if it cannot be nested with it
 * Fixed issues with fat creepy mutant being able to damage player when not attacking
 * Fixed fat creepy able to stun lock player when knocked to the ground
 * Eating mutant limbs now hurts player slightly and gives less fullness replenishment
 * Halved soda thirst replenishment
 * Drinking from a dirty water source (like ponds) now replenishes only half of the total thirst
 * All regular mutants health increased by 25%
 * Decreased fire damage to all mutant types
 * Decreased bomb damage to distorted mutants
 * Decreased damage done to all structures by mutants
 * Decreased chance for mutants to attack structures
 * Increased chance of skinny mutants eating bodies
 * Arms & legs can no longer be picked up from exploded mutants
 * (performance) New lods made for: Cannibal hut, Cannibal fire details,Massive rock, Background mountains,Plane crash, waterfall, pinetree top heavy
 * (performance) Lowered mesh count on randomly placed dead wood and fixed orientation
 * (performance) Lowered rendering ranges for all lower draw distance settings (med/low/ultra low)
 * Fixed climbing wall icon not using the proper climbing axe icon
 * Improved terrain around cave 10 and fixed orange tent sitting crooked on rock
 * Fixed some areas where ocean trigger was missing/misaligned and would let you walk underwater or didn’t have fog visible
 * Switched wall experimental and basic wall positions in book. Wall experimental is now default wall.
 * Better matched cliff grass to terrain grass using planar mapping
 * Lowered intensity of skull light built
 * Small material tweaks: Darkened cave entrances to match albedo of surrounding rocks, brightened ghost experimental material to make it easier to see during day, tweaked clouds, fixed sheen on raft rowing stick, tweaks to plants material/spec settings. Improved look of held molotov. Improved shading on dead sharks and live sharks.
 * Tutorials are now hidden while in water
 * Rebreather bubbles activate only past 80% screen water coverage
 * Player cannot be burnt past 50% screen water coverage anymore
 * It is no longer possible to open book while swimming or diving
 * Can no longer light fires that are built underwater
 * Improved particle effect for standing fire, fire pit and basic fire and bonfire
 * Pause in inventory is now delayed by 1s to solve tone mapping issue
 * Fixed building not working in both tree houses
 * Fixed issue with weapon rack system allowing to duplicate items on rare occasions
 * Lowered chance of getting teeth when hitting enemies
 * Replaced circuit board spawners with dynamic laptops that need to be smashed open
 * Fixed issue where shelters page 2 could be skipped if shelters wasn’t viewed through survival book
 * Sharks attack player more often now
 * Sleeping and being woken by enemies should happen less often, and only when enemies are actually close
 * Fixed blood particle effects missing when hitting enemies
 * Fixed mutants not facing target sometimes when eating a body
 * Fixed some icons (like building repair) staying up when dying
 * Fixed issues with stamina calculations when running