Burning is a condition that can affect the player, as well as wild animals, the environment, weapons, and even the cannibals themselves.
Gameplay[]
Burning is what happens whenever a valid entity makes contact with fire.
Things like Basic Fire, Fire Pit, flaming arrows, Molotovs and Flare Gun are all capable of causing the burning condition.
Most of the axes and other melee weapons can be combined with cloth to allow the player to set them on fire. This is achieved by pressing and holding L
while the weapon is equipped. Swinging the weapon will reduce the burn time.
If the player gets caught on fire, he will flail and have a hard time attacking. To immediately remove the burning condition, the player can go deep enough into water to swim or be exposed to the rain.
Fire Types[]
Fire Type | Can Set Creatures on Fire |
Can Set Yourself on Fire |
Can Ignite Certain Buildings** |
Notes |
---|---|---|---|---|
Lighter | No | No | Yes | |
Hairspray | Yes | No | Yes | It will destroy already burning fire structure |
Molotov | Yes | Yes | Yes | |
Flare Gun | Yes | No | No | When walking into a flare shot out of this gun, both enemies and players will get set on fire |
Flare | No | No | No | |
Incendiary Spear | Yes | Yes | Yes | |
Fire Arrow | Yes | No | Yes | Will ignite leaf pile traps |
Tennis Ball | Yes | Yes | Yes | * it will burn player after igniting |
Fire Upgraded Weapons | Yes | No | No | * Upgraded Rock will burn player after igniting |
Basic Fire | Yes | Yes | Complicated | Will ignite leaf pile traps |
Fire Pit | Yes | Yes | Complicated | Will ignite leaf pile traps |
Bonfire | Yes | Yes | Complicated | Will ignite leaf pile traps |
Standing Fire | No | No | No | Standing fires found in caves will ignite creatures and the player |
Molotov Wire Trap | Yes | Yes | Yes | |
Leaf Pile Trap | Yes | Yes | Yes | |
Small Effigy | No | No | No | |
Large Effigy | No | No | No | |
Arm Effigy | No | No | No | |
Custom Effigy | No | No | No |
** Certain buildings can be set on fire or ignited, these include: Basic Fires, Fire Pits, Bonfires, and Standing Fires. Some buildings will be destroyed such as Hunting Shelters and Temporary Shelters. Trees and Bushes will also be destroyed. Leaf Pile Traps, Explosive Wire Traps and Molotov Wire Traps will be triggered, which will cause the trap to perform its function though they are one use only, use this to your advantage.
Burning Time[]
Fire Type | No Rain | Rain |
---|---|---|
new Basic Fire | 06:40 | 04:00 |
new Fire Pit | 10:00 | 05:00 |
new Standing Fire | 08:20 | 03:20 |
new Bonfire | 20:00 | 13:50 |
used Basic Fire | 00:33 | 00:20 |
used Fire Pit | 00:50 | 00:25 |
used Standing Fire | 00:50 | 00:20 |
used Bonfire | 01:40 | 01:05 |
Fire Type | Burning Time |
---|---|
Leaf Pile Trap | 00:20 |
Small Effigy | 10:00 |
Large Effigy | 20:00 |
Arm Effigy | 10:00 |
Custom Effigy | 10:00-20:00 |
Changes Between Difficulties[]
Burning will damage player's health or armor (depending if wearing any) in 4 "ticks", meaning that the player will receive damage 4 times after being ignited. On normal mode every tick will deal 4 damage, on hard mode 8 and on hard survival mode 20 damage. Player has to be very careful near a fire, especially on the hard survival mode as it deals 80 damage in total.
= Normal = Hard = Hard Survival | |||||||
---|---|---|---|---|---|---|---|
Mechanic | Description | to | to | to | |||
Fire Damage Ratio | 1 | 2 | 5 | Damage Amount from Fire | 100.00% | 400.00% | 150.00% |
Fire Damage Mutant Ratio | 1 | 0.5 | 0.5 | Fire Damage Received by Mutants | -50.00% | -50.00% | 0.00% |
Fire Damage Creepy Mutant Ratio | 1 | 0.35 | 0.35 | Fire Damage Received by Creepies | -65.00% | -65.00% | 0.00% |
Fire Upgrade[]
Fire upgrades were originally added in v0.08 with cloth only upgrades. In update v0.32, players were able to add cloth and booze, which increases the benefits by up to 3x times the burn length and swing amount, however this was removed without notice or reason.
You can combine a weapon and cloth for a temporary fire upgrade, which can make the upgraded item serve as a light source, a heat source to prevent cold damage, and a way to set enemies on fire.
The weapons you can grant the temporary fire upgrade with cloth.
Include the Modern Axe, Upgraded Stick, Crafted Club, Rusty Axe, Plane Axe, Club and Crafted Axe.
When pressing and holding the hotkey to activate the lighter (default L
), you can light the upgraded weapon or tool on fire.
IMPORTANT: If you apply 30 upgrades to any of these weapons, you will no longer be able to attach booze for a fire upgrade.
= | + | |||
---|---|---|---|---|
Fire Upgrade |
Cloth | One of these weapons |
Plane Axe |
Crafted Axe |
Rusty Axe |
Modern Axe |
Crafted Club |
Club | Upgraded Stick |
---|
Fire Upgrade Guide[]
Fire Upgrade Mechanics[]
To attach fire upgrades to an applicable weapon (see the below table), right click on that weapon, this will place it on the crafting mat. Right click on cloth, then click the cogwheel to combine. If you wish to upgrade it further, right click on one booze, then click the cogwheel to combine.
- It doesn't matter how many times a weapon with cloth or cloth and booze gets extinguished. Extinguished meaning, going into water, standing in rain, or putting it into your inventory the timer will keep getting paused and it won't remove the upgrade.
- Adding cloth to a weapon, once it is lit, adding cloth will restart the timer and swing count
Fire Upgrade Stats[]
- Swinging weapons reduces the time they burn for. Each swing takes a percentage off the burn length, based on how long it burns for combined with how many swings it can make before being removed.
For example, a modern axe with cloth only will swing 7 times or burns for 110 seconds before being extinguished. Based on this information, 110 divided by 7% is 14.2 which is the percentage each swing will take off the burn time which is around 15 seconds in this case. If you add cloth and booze to the modern axe, it will swing 21 times or burns for 300 seconds. 300 divided by 21% is 4.7. Therefore, each swing removes 4.7% off the burn time. Which is around 14 seconds. This is around the same amount of time as cloth only but you have an extra 190 seconds to play with. Basically, the higher the percentage number, the worse it is. For example, the rusty axe with and without booze has the highest percentage. Making it the worst weapon for burning or fire upgrades.
Weapon | Burn Length Seconds | Swing Amount | Swing % off burn time |
---|---|---|---|
Modern Axe | 110 | 7 | 14.2% |
Upgraded Stick | 240 | 8 | 12.5% |
Crafted Club | 110 | 9 | 11.1% |
Rusty Axe | 80 | 3 | 33.3% |
Plane Axe | 50 | 4 | 25.0% |
Crafted Axe | 90 | 4 | 25.0% |
Upgraded Rock | * | * | * |
- The Upgraded Rock can accept fire upgrades though it will set you on fire. It is pointless to test the lengths for this reason.
Pros[]
- When on fire, cannibals will take burning damage, as if the player was still hitting them with a weapon. They will also flail and not attack the player as they attempt to put the flames out, though their flailing can damage the player.
- If a tree takes enough burning damage it will fall down.
- Creates light, especially in dark caves.
- Can be used as a way to obtain bones, if you dropped some deceased cannibals on a fire. After a few moments, the cannibal will disintegrate into bones for you to use for early armor.
Cons[]
- While it deals low health damage, it burns off lizard skin at an alarming rate.
- Causes a burning player to flinch as if hit, leaving them vulnerable to another attack if engaged in combat with cannibals.
- Rarely, cannibals can throw flaming tennis balls at the player, which will result in the player burning.
Tactic[]
It is wise to have your favorite axe wrapped in cloth just in case the player is ambushed by a group of cannibals, as merely running into a cannibal with a burning weapon is enough to ensure they are either killed by the fire or, at the very least, extremely weakened.
Gallery[]
Using leaf pile trap underneath noose traps
Update History[]
Version | Changes |
---|---|
v1.11 | (Multiplayer) Players can now set each other on fire with fire weapons |
v1.10 | Fixed fire damage audio getting stuck on sometimes when killing end boss
Optimized cpu usage on fire warmth system |
v1.09 | (multiplayer) Fixed issue with flame thrower not always setting enemies on fire for clients |
v1.08 | Fixed stashing a weapon while lighting it on fire possibly breaking the burning upgrade and also possibly leaving lighter in a state it cannot light any weapon on fire anymore |
v1.0 | Burning weapons are no longer extinguished when entering caves and climbing ropes
Molotov's and held burning weapons are no longer extinguished by rain Fixed scale of headless burnt bodies Burnt bushes and plants now spawn the cut version with same material look/effect after burning down Burning plants are now considered as destroyed immediately and fire can no longer be cancelled by walking away to trigger a LOD change New base fire effect. New molotov fire effect. Replaced also player on fire and enemies on fire with new fire effects! Improved look of held weapon fire and added distortion effect |
v0.73 | Fixed end boss not appearing on fire for clients |
v0.71 | Fixed partially burnt plants that are returned to the pooling system after going away before it finished burning not resetting the burn effect properly and looking partially burnt when reused
(Performance) Plant burning system no longer needs to duplicate materials Fixed enemies being difficult to set on fire when caught in a HBD trap |
v0.70 | Fixed burning bodies in sled causing body to burn forever
Fixed bodies on fire not blowing up from explosives |
v0.69 | (Audio) Polished audio events for molotov, flare and dynamite when holding and then throwing. Flares also now emit a burning sfx after thrown. |
v0.68 | (Multiplayer) Fixed fire not visible on burning animals for clients
Stand & rockpit fires are no longer destroyed after burning out and don't turn into a half built ghost after being hit when lit (Multiplayer) Fixed mutant babies and some enemies not appearing on fire when burnt to death Fixed players able to be set on fire while swimming |
v0.65 | Fixed standing fire doubling up after burning out/getting destroyed |
v0.63 | (DS) Fixed enemies sometimes getting stuck in burning animation on dedicated server games. |
v0.62 | Fixed birds not being set on fire when shot with flare gun
Effigies can now be repaired (preserving the on fire state) |
v0.57 | Fixed enemies sometimes ragdolling incorrectly when burning to death |
v0.53 | (Multiplayer) Fixed burning a shelter causing client to get kicked |
v0.50 | (Balance) Hard AI setting: fire damage ratio 50% of normal
(Balance) Hard AI setting: creepy fire damage 35% of normal (Balance) Hard survival setting: player fire damage x2 from normal |
v0.42 | When a bush is burning, its remaining berries are now removed
Fixed tortoises not dying when set on fire |
v0.40 | (audio) Fixed missing creepy mutant burning sfx for clients |
v0.39 | Fixed molotov/burning weapons sometimes getting put out when player has water at ankle level |
v0.38 | Burning weapons are now put out and can be relit for remaining burn duration when entering a water trigger
Burning weapons are now put out and can be relit for remaining burn duration when stashed (i.e. when climbing rope) |
v0.37 | Audio – Fixed player burning vocals not being synced in multiplayer
Audio – added squeal to burning babies when they die |
v0.35 | (Performance) Reduced allocations involved in the tree burning process
(Audio)Tuned volume and distance setting for mutant corpse burning on campfire |
v0.34 | (Audio) New burning bodies and bones breaking apart sound added
Player can no longer be cold and wet while being on fire |
v0.33 | Only fuel based fire weapons (such as molotov) will now cause enemies to flail around on fire, otherwise they will receive fire damage, stagger back but still remain able to attack |
v0.32 | Added upgrade recipes to all items with the burning weapon upgrade: Add booze (after cloth, as a second upgrade) to triple burn duration and slightly increase light intensity |
v0.31 | Fixed burning player not removing leaves of stealth armor
Burning body now yields 2 bones from torso Staying in a fire now properly keeps burning player until death or getting out (Multiplayer) Fixed burning trees |
v0.30 | Male and female bodies can now be burned by being dropped on a burning fire, after burning with provide 4 bones and 1 skull
Lowered weapon fire light intensity |
v0.28 | New building: Leaf pile trap ! (costs 50 leaves, once built can be set on fire for 20s
(Audio) added on fire, hurt and death sounds for Armsy |
v0.26 | Improved look of molotov burning cloth – now correctly uses 2 sided material
Improved accuracy of bonfire collision and its fire damage range |
v0.25 | (audio) Sigh relief sound effect is now played when the player extinguishes being on fire by entering a water volume
Fixed strange shading on fire built model due to wrong occlusion map Fixed weapon fire light having a really big range and lighting up entirety of caves! Fixed spamming the “Lighter” action with a fire arrow equipped creating several fires over time (could eventually cause fire to stay on forever and enemies to get caught on fire when poked with the fire arrow) |
v0.23d | Fix for burning arrows kicking clients |
v0.23 | (multiplayer) Players can now see each other fire arrows and other burning projectiles properly
New art added: Improved burning log (used for bonfire) Decreased fire damage to all mutant types (Audio) Added player on fire hurt sounds (Audio) Added lighting molotov sound and improved its held on fire sound Player can now set tennis balls on fire ! |
v0.22 | (multiplayer) Fixed bug where mutants could get stuck in burning animation (which could also be mistaken as disco-dancing) |
v0.21 | (multiplayer) Fixed enemy animation being buggy for client if they died when on fire. |
v0.20 | Burning stick now stays lit 4 minutes when not attacking
Improved burning weapon formula fire scale formula to look better with higher durations Overcooking arms or legs on fire will turn them into bones eventually |
v0.19 | Burning weapons & arrows no longer burn things when not attacking with it
Burning weapon stay up longer when idle but use fuel quickly when attacking Burning arrows no longer damage owner player when fired Fixed fires not being lightable after burning out once |
v0.17 | Fixed plants not burning away and instead popping off
Improved look of burning tree materials |
v0.16 | Fixed fire particles staying up after cutting down a burning tree |
v0.14 | Fixed issue that would eventually cause a massive lag after burning trees down
Enemies will now switch to a burnt material when set on fire |
v0.13 | Lowered damage amount molotovs do to Armsy. Setting Armsy on fire will cause him to become enraged, running around or attacking the player
Fixed flare gun not setting enemies on fire |
v0.08d | Fixed fire on effigies not burning birds or player |
v0.08b | Fixed missing audio on weapon fire |
v0.07 | Trees will tumble over if burnt now and added new burning material with embers
Tree leaves will now burn away correctly when on fire |
v0.06 | Raised player fire damage amount
Enemies should set themselves on fire less often |
v0.02 | Fixed shelter on fire spawning infinite logs |