Sons of the Forest Patch Notes Update 09

Sons of The Forest Patch Notes Update 09

Features

  • Radio alarm trap added
  • Creepy enemies can now be exploded into chunks
  • Held radios can now be placed
  • Returning creepy added to endgame
  • New large female cannibal type added
  • Added an option to the controls options page that allows the player to adjust the speed at which the inventory camera pans, tilts and pivots
  • Added new “batch place” input, pressing left shift (or left stick with gamepad) while placing ghosts now leaves the blueprint active so that it may be placed again without going through the book each time

Improvements

  • Ducks can now land on the ground and walk around in some areas, such as the golf course
  • Loot pouches can now be opened even if they player is full on some of the items in the bag. Items that the player is full on are dropped when cleared from the mat
  • Night Vision goggles and the rebreather can now be toggled if mapped to a hotkey
  • You can now hold ‘Take’ to equip skulls directly from the pickup
  • Added jumping capability to Armsy
  • Kelvin should now be able to find stones when player is not around
  • Enemies killed by player traps now count as killed by player
  • Traps will now cause damage to larger enemies and sometimes knock them down
  • Plants growing in plots can now be harvested when they are at 70% of their full grow size. The grow time of plants has not changed, only the scaling of the plant will be different with this change
  • Added a change so that Items can not be stored in inventory when the player does not have their backpack. They are instead immediately dropped
  • Added Localization on Multiplayer death respawn timer
  • Added Tutorial Visibility setting to options page
  • Added Vitals Hud Visibility setting to options page
  • Added Global GUI Visibility setting to options page
  • Improved visual transition when getting onto zipline
  • Set up LODS for the golf bag and putter, Grenade, Time Bomb, Molotov, Vodka Bottle, Pills, Wristwatch and Money
  • Adjusted the positioning of the pendulum on Hokey Pokey trap so that the end of the rope would not look disconnected at the anchor point
  • John2 will now properly set off traps
  • Radio music events are now updated with both position and rotation
  • Improved the positioning of the UI interaction for ropes
  • Climbing Ropes now stop at the surface of the water rather than go to the bottom
  • Scaled down the 3d printed sled a bit while it’s in the printer
  • Added an option to allow players to set if traps will trigger on players. This is off by default but on in hard survival. (Spring traps always trigger)
  • The Fly Swatter and Bone Maker traps will now do some damage to the player if they set them off
  • All traps have been adjusted to be able to be placed on steeper slopes to make placement less restrictive
  • Added dedicated server direct connection via : in the multiplayer menus. You can now connect directly to a specific server without waiting for the entire list of servers to refresh
  • Cooking pot lid will now properly update its cooking animation for clients
  • Added the ability to override the pickup audio event so that we can have the berries plucked from bushes use the correct sound
  • Updated LODS on the traps
  • Hard to select items in quick select such as herbs are now easier to select
  • Added the Q button to the printer UI to show people they can also cycle backwards
  • Added LODs to animals
  • Shooting dead bodies with rifle will now impart more force
  • Freeform placed structures such as fire or fence post placed on floors are now linked with the supporting floor. It will properly prevent dismantling of the floor as well as propagate the collapse in the event the floor gets destroyed
  • Reinforced fire rocks now stay in place when fire runs out of fuel, and a stick can be added to refuel it
  • When damaging effigies, now only the first stick gets distorted and repairing it brings it back in position
  • Small structure links are now synced with multiplayer clients so that restrictions can be calculated locally instead of getting their invalid actions rejected by the server when attempted (i.e. dismantling a floor supporting a chair)
  • Tree stump LODs added
  • Floating driftwood range increased and LODs added
  • A few more light blockers for Food Bunker (fixed light leaking in) and added Distance Activated Groups
  • Various environment cleanup and fixes
  • Bunker Entertainment spittle moved to work scheduler, missing LODs added
  • Bunker Entertainment sections now enabling and disabling by area
  • Food Bunker dining room tables and couches with collisions are now active for bosses when host is not in bunker
  • Cave rocks in Bunker Entertainment moved to work scheduler
  • Setup LODs for door planks, stick path, defensive wall spikes, stone fake pillars, stone struts, defensive walls, log and stone beam, electric wire elements, wires, wire zip ties and lightbulbs
  • Optimized setup for shadows in freeform elements LOD hierarchies
  • Added combined LOD system for walls and floors, cuts down rendering cost significantly for full walls without windows or floors without holes
  • Wall torch particle optimized
  • Cliff Rocks LOD2s optimized
  • Rock LOD2s optimized
  • Rock A LOD2 improved visually
  • Bunker Entertainment light blockers adjusted and added Distance Activated Groups
  • Changes to convert directories to zips for save games means much less files to sync to steam cloud
  • Set Male Puffy, Female Puffy and Heavy Heads to use primitive colliders
  • Defensive wall three quarter LOD improvements
  • Added displacement toggle to water quality setting
  • Improved look and usability of debug console (cheats menu)
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Balance

  • Creepies will no longer be focused around cave entrances in late game after loading a save. They should now be distributed around a larger area
  • Reduced the number of creepies wandering outside in lategame

Fixes

  • Fixed some issues that could occur after network disconnects
  • Fix centering on some UI elements
  • Fixed bug where left hand items would disappear while using repair tool
  • Player no longer gets stuck when holding crossbow and picking up new items in quick succession
  • Hokey Pokey trap should no longer get in to a broken physics state where the pendulum would freak out and start spinning
  • Fixed issue that caused items to not be removed from a layout group if the item was defined as a unique item, but displayed in the layout group as a non onetoone representation
  • Fixed animation issues and stuck states when grabbing a rope while swimming.
  • Fixed incorrect scaling on one of the mushrooms in quick select
  • The laser sight mod pickup no longer shows the laser beam
  • Fix for broken sticks while crafting arrows causing mesh collider error spam
  • Item Hotkey UI no longer displays on items that are on the crafting mat
  • Fixed issue with resin volume and percent complete readouts being incorrect when loading into a game
  • Fixed audio issues with the 3D printer after loading into a game that had a print in progress or a completed one still on the plate
  • A 3D print will now resume from the visually correct height once loading in from a save game
  • Fixed issue with “Collected” UI notifications comping up every time a held item was stashed
  • Fixed batteries item clipping through the inventory mat and reanimated their shuffle
  • Set multiplayer lobby as non joinable if connection count is maxed out, in case someone tries to join a game while a client is timing out
  • While cooking, the prompts are better placed and will no longer go off the screen
  • Fix for the 3d printer not showing the correct readouts for clients when loading into the game
  • Fix for players being able to lose their equipped combat knife when they do not have their inventory and hold to equip multiple items and then stash them
  • Fixed a rare case where items being equipped would loose its Item Instance data if its equip sequence was canceled for some reason
  • Fix for client audio not working in multiplayer games when cooking directly on the fire
  • Clients will no longer get an extra drink after a cooking pot has been emptied
  • Fix for clients always seeing arrows being printed when loading into a save game that has an active print on the printer
  • Fix to prevent the Hokey Pokey trap from resetting but still thinking it was disarmed
  • Fix for not being able to drink from a pot that has clean water after it has been placed back onto a fire
  • The Flashlight will no longer emit light when held by other players that have run out of battery
  • Fix for 3d printer beeping for out of resin after the item is removed after loading a save game
  • Added a delay to trigger when stashing quick select to hide all the renderables rather than hiding it on destroy which shows the gimbal issue on the last frame
  • Fixed issue with some actions using different inputs when interacting with a structure ghost compared to when not interacting with one
  • Fixed serialization issue when loading into a game where a 3d printer was not actively printing anything
  • Fix for growing plants being able to be interacted with when they should not be
  • Fixed white tracker antenna in inventory
  • Scaled down the horsetail and aloe vera layout items on the grab bag
  • Fixed issue with rain not showing up in the opening crash cutscenes
  • Fixed issue with the player rain audio sfx playing in the opening helicopter scene
  • Fixed issue with non clients not getting the correct printer bed height set when loading in from a save game
  • Placed paper targets now save
  • Fix for the cooking pot lid animation and cooking audio not working when loading into a game that has a pot actively cooking on a fire
  • Fix for radio not syncing correctly on other players when the local player is in their inventory
  • Fixed issue that was causing some structures to take more damage than intended when hit with melee weapons
  • Fix for some cases where explosives in network game caused extra damage or didn’t cause damage
  • Fix for AI trying to path through wall of LeanTo.
  • Fix UI jumping around when attached to player (eg. speared fish)
  • Fix skinning prompt being delayed before showing on creepies, and fix some cases where skinning prompt didn’t show up on animals
  • Fixed case where dead bodies could regrow limbs when player returned to them
  • Fixed case where small birds would land on objects under water
  • Fix loading with final boss dead but before ending not showing him in dead state
  • Fix a case where seagulls could get into an odd animation state when landing interrupted
  • Fix an issue where John2 wouldn’t play a death or hit animation
  • Fixed placing fence on cliffs not working
  • Fixed fence detached placement allowing to snap towards an existing fence
  • Fixed placing on cliff UI not visible
  • Fixed quitting to title screen while looking at a ghost structure causing some issues after returning to the game
  • Fixed dismantling free wire preventing from dismantling supporting structure
  • Fixed dismantle attempts on fence wire moving the renderer
  • Collisions on light blockers for cave entrances removed (could block actions)
  • Fixed repairing floors when supporting beams are inverted
  • Fixed placing fire in fireplace not working as a client while in fence placement mode
  • Added some failsafe checks to electric wire and power grid so that it will be less likely to break in the event of a bad linking state
  • Fixed destroyed floors and doors not leaving behind log planks
  • Fixed being able to cut a pillar that is supporting a wire (both regular or a free)
  • Fixed being able to cut floor hole while supporting free form structure such as fire
  • Fixed case where window shutter wouldn’t toggle properly
  • Defensive wall gates no longer allow partial collapse
  • Placement of defensive wall gates now checks if logs are contiguous, prevents cases where weird placement of defensive walls could make broken looking gates
  • Fixed delay between placing first stone of a beam and the following ones
  • Fixed sharpened stick defense not spawning a stick when destroyed
  • Fixed breaking doors not spawning the correct amount of planks
  • Fixed case where stone pillars would use non LOD versions
  • Fixed case where lifting a beam with a pillar too short to level the beam wouldn’t link those structures together properly
  • Fixed case where damaged UI would not show up
  • Fixed context where dismantling logs placed on uneven terrain leaves a fake pillar
  • Fixed fence detached placement prompt able to overlap existing fence posts
  • Fixed fence detached placement blocked when trying to place on slopes in contexts where player can move to the place position
  • Fixed repairing beams not syncing element transform
  • Fixed cutting window out of wall failing at the end of the animation if wall is supporting a shutter, it now properly doesn’t show the prompt at all when there is a supported shutter
  • Fixed destroying stone pillars, beam or walls spawning 1 stone for complete lines instead of the amount that was required to create it
  • Fixed some sounds not getting synced to clients in multiplayer such as damaging structures
  • Fixed destroying quarter log variation pillar not yielding the corresponding item pickup
  • Fixed transforming single log wall into an apex by adding a shorter log not working
  • Fixed placement preview 3D arrow not centered when placing log on an apex
  • Fixed zipline controller not cleaning itself up if it gets destroyed while it has player focus, resulting in errors when pressing E afterwards
  • Wall log rotation is no longer affected by the seeding of the Random system and consistently uses random value for the Z rotation of the log
  • Fix for light leaking in maintenance bunkers on Ultra Low Shadow setting
  • Fix for light blockers visible in inventory view when inside maintenance bunkers hallways
  • Fix for default error when initializing tree wind audio
  • Fix for collider initialization delay
  • Limited max characters in multiplayer chat box and fixed auto formatting to prevent overrun
  • Fix for glider / knight V duplicating bugs
  • Fixed linked collider issue causing error spam on suitcases
  • Fix for logic toggling wall torch particles
  • Fix for underwater controller thinking it’s still in a water volume when trigger is disabled fixes underwater rendering that could happen in lava cave under certain conditions
  • Fix for multiplayer client stomping bunker hatch / door open state when loading in
  • Fix initializing time of day from server fixes seasons not switching when first connecting
  • Fixes for radio playback bugs in bunker entertainment
  • Fix for light popping when entering Luxury Bunker with flashlight held and SSR disabled in quality settings
  • Fixed error in thread runner causing game to lock up in credits in some cases
  • Cave B dead wakeup inventory bag locations fixed
  • Fix for Lava Streams not damaging players
  • Converted Math.Eplison to Mathf.Eplison fixes error on some hardware
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Audio

  • Hitting structures with weapons will now make an impact sound
  • Added missing impact combinations with an event so that there is at least some sound playing for all possible material types
  • Updated impact sound effects for the glider as they were missing. Also added a sound for when the glider is detached from the player because they hit something
  • Added audio to demons burning from cross
  • Setup new damaged sounds for defensive walls and stone structures
  • Added golf cart Impact audio events
  • Tweaked speeds of golf cart ‘traction’ audio smoothing
  • Fixed some network audio bugs with golf cart
  • Radio panning improvement
  • Tuned distances on Armsy VO and Footsteps
  • Added 3d printed GPS case to mouse over and pickup events
  • Added audio event for wood structures being destroyed
  • General ambient audio mix improvements
  • Added Defensive Wall Gate open and close events
  • In Game mixing of current audio squirrel footsteps, player footsteps on leaves, berry pluck
  • Fixed missing audio when placing reinforcement rocks

Sons of The Forest Game

Sons of The Forest is a survival video game developed by Endnight Games, serving as the sequel to the acclaimed 2018 title, The Forest. Set in an enigmatic and dangerous world, players find themselves stranded on an island inhabited by cannibals, where survival is paramount. The game builds upon the foundation of its predecessor, offering a mix of familiar mechanics and innovative features.

In the game, players step into the shoes of a protagonist navigating the treacherous landscape, where resource gathering, crafting, and building shelters are essential for survival. What sets Sons of The Forest apart is the introduction of new gameplay elements, including 3D printing and the addition of friendly NPCs. Among these characters is Kelvin, a unique companion who communicates through written commands, bringing a cooperative dynamic to the experience. Players can also encounter Virginia, a character with a distinctive physical form that can be armed to aid in combat situations.

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The game boasts a vast island map, significantly larger than that of its predecessor, featuring diverse environments and challenges to overcome. Whether venturing solo or teaming up with friends, players can engage in cooperative multiplayer mode for up to eight players, amplifying both the strategic and social aspects of survival. Importantly, player choices drive the narrative, leading to multiple endings based on their actions.

Sons of The Forest promises an immersive blend of survival, exploration, and collaboration, making it a highly anticipated continuation of the franchise. As players traverse this perilous island, they must adapt, strategize, and forge alliances to conquer the dangers that await and unveil the mysteries hidden within this captivating world.

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Sons of The Forest Gameplay

In Sons of the Forest, the gameplay draws striking parallels to its predecessor, The Forest, as players once again find themselves taking on the role of a protagonist stranded on an island inhabited by cannibalistic adversaries. Survival becomes paramount, driving players to harness their resourcefulness and adaptability in order to endure the challenges that lie ahead.

Much like its predecessor, the gameplay is centered around key survival elements. Players must scavenge for essential resources, hunt for sustenance, and construct shelters to shield themselves from both the elements and the aggressive island inhabitants. Crafting an array of weapons and structures becomes crucial, empowering players to safeguard themselves and establish a foothold amidst the wilderness.

Beyond the familiar mechanics, Sons of the Forest introduces a host of novel features. Among these innovations is the implementation of 3D printing, providing players with the ability to fabricate an assortment of items and tools. Additionally, the inclusion of friendly NPCs introduces a cooperative dynamic to the game. Notably, players encounter Kelvin, a companion who is deaf and nonverbal. Through written commands on paper, Kelvin can be directed to perform simple tasks such as gathering resources and setting up fires, enhancing efficiency and collaboration.

Further enriching the gameplay experience are the distinctive characters that players interact with. Virginia, a unique three-legged, three-armed woman, can be outfitted with weaponry to bolster combat capabilities. Her presence adds strategic depth to confrontations with hostile forces.

Expanding upon the game’s world-building, Sons of the Forest offers an island map that is four times larger than its predecessor’s. This expansive environment encompasses diverse landscapes, from lush forests to enigmatic caves, each offering its own set of challenges and mysteries to unravel.

In terms of multiplayer dynamics, the game caters to both cooperative and solo preferences. Cooperative multiplayer mode supports up to eight players, allowing groups to collaborate in tackling the island’s trials. Alternatively, players can opt for a solitary experience, navigating the dangers alone.

An intriguing aspect of the game lies in its consequence-driven narrative. Player actions significantly impact the outcome of their journey, yielding different endings based on choices made throughout the game.

In summary, Sons of the Forest encapsulates the essence of survival, cooperation, and strategy within a compelling gameplay framework. With its familiar mechanics, innovative features, and immersive world, the game presents players with a thrilling challenge – to adapt, collaborate, and persevere amidst the unpredictable realm of a cannibal-infested island.

Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.

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