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Update Details (Alpha 46 - 20th January 2019)


Hi all! I hope everyone had a great holiday and new years. The first of the updates for 2019 is now live, here are the full details:

Moose:

A deadly (and non-predatory) new animal now roams the wilderness. Moose are more rare than any of the other animals and will also avoid encounters with humans. However when provoked can deal extreme damage by goring players with their huge antlers.

You can view footage of Moose goring here (warning graphic violence):
https://youtu.be/QvfsvKu2LGI
Hunting and killing Moose now provides an additional source of sinew, as well as yielding antlers, fat, cloth, a guaranteed liver and a rack of ribs (a unique item to Moose).
Slow Roasted Ribs and Veg:

Providing you have an Oven and Baking Pan, the ribs can be slow roasted with vegetables to create a meal that provides the highest boost to max health and stamina currently in the game.
Recurve Bow:

A new high-tier bow can now be crafted at the workbench.

The Recurve Bow is intended for later-game and offers the following pros/cons over the standard bow:
  • Deals slightly more damage per shot.
  • Higher velocity arrows (so easier for leading shots).
  • Less arrow drop.
  • Quicker handling.
  • Slightly better zoom while aiming.
  • Arrows have a greater chance of breaking.

Unlike the standard bow, the Recurve Bow can have it’s fire-power upgraded at the workbench.


Flashlight Attachment:

Heavily requested by the community since launch, players can now craft a flashlight attachment for their firearms at the workbench.

The Flashlight will attach to all the firearms and, while the weapon is equipped, can be toggled using the “L” key. This key can be rebound in the in-game controls menu.


Batteries:

The flashlight operates on batteries that can be crafted at the workbench.

A single battery will give a total charge of 12 minutes (real-world time), meaning each should last a couple of nights of continuous use.

You can charge a battery powered item by dragging and dropping a battery onto the item.
Charge Indicator:

Battery powered items (currently just the flashlight) will display a charge meter on the item.

When attached to an equipped weapon (and the flashlight active) the charge indicator will display on the weapon, so you can easily see the charge remaining on your hotbar.

In-Item Storage:

It is now possible for inventory items to be stored within other items. Left clicking any item will open a display of the item details at the top of the hud. For firearms you will see two slots designated for attachments.

Adding in-item storage required a fairly drastic overall of the inventory system code, and I did question whether I should spend the time on it. However, I see many other uses for this functionality for future features so I feel it was worth the effort.

Player Cleanliness:

Butchering an animal (or using the axe on humans) will now leave the player’s hands persistently bloody until washed. You can also see this bloody state on your co-op team-mates.

Neglecting to keep yourself clean will eventually result in an infection which then must be cured using the antidote.

To wash your hands, you can either:
  • Submerge yourself in water.
  • Press “use” on a water surface (if you want to stay dry).
  • Use a full canteen or water bottle (option is in the right-click menu).
New Animal Butchering:

There is now a much easier, quicker and smoother butchering process. Previously the player would have to crouch and move around to find the correct spot. Now butchering can be triggered by looking at any part of the animal while close to it. The camera will transition into the correct spot and begin the process.

I feel this will actually have a big impact on gameplay pacing. Having to watch a slow animation after each animal kill was immersion breaking and took control away from the player. Gameplay during hunts should now flow much better. Let me know what you think.

Harvesting Animals In Water:

I’ve fixed the issue of hunted animals being lost to lakes. Previously animals would sink to the depths, preventing the player from harvesting them.

I’ve now tweaked the physics so that animals should come to rest allowing them to be processed.

Sitting On Chairs:

Players can now sit on the sofa and armchair. I haven’t tied this in with any gameplay mechanics yet, so this is purely for visual immersion at this point.


More Shift-Click QOL Additions:

You can now shift-click items in/out of your toolbelt. This should be handy for quickly managing weapons, buildables, etc.

You can also shift-click into the weapon attachment slots.

Generator and Fabricator Auto-Shut-Off:

Generators and Fabricators will now automatically shut-off once the power/mass storage tanks reach full capacity.

This means you’ll be able to leave them running without fear of overflowing the tanks and losing the excess.

Glass Door:

Now craftable from the player craft menu under “Doors”.


New Supported Languages:
  • Polish (by Daniel Lokietek & Tomasz Samulski)
  • Swedish (by Mattias Gustavsson)


Other Notable Changes:
  • Increased spawn rate of locked crates.
  • Fixed bug where the BCU marker sometimes wouldn’t show after BCU is first placed.
  • Fixed hunters getting caught on the dropped kit when being killed in water.
  • Crafted weapons are now added directly to the toolbelt.
  • Reduced time to disassemble items.
  • Fixed exploit of being able to add items to unallowed slots by swapping with item currently in the slot.
  • Fixed bug of grenades being lost when throwing one with a stack size greater than 5.
  • Slightly reduced ambient sound volume.
  • Fixed cougar suspicious animation not playing for clients of co-op games.
  • Fixed bug with host of co-op game not seeing the cougar “dragging-human” killing animation.
  • Fixed cougar not dropping corpse when attacked during kill animation.
  • Increased the time it takes for chasing predators to reach top speed.
  • Increased the size of the lines indicating max health and stamina for better visibility.
  • Fixed bug where player would go into falling animation when taking damage while asleep.
  • Added fallback for rare bug where items can become invisible for clients. Now dragging another item into the slot will correct the slot.
  • Fixed bug where clothing items were still clickable after closing the HUD.
  • Workbench now defaults to the “Craft” tab.
  • Fixed bug where ammo-type icon was not showing while switching for hosts.
  • Fixed bug of clients not being able to view the correct model for alternate arrow types being used by other players and hunters.
  • Fixed rare bug where 1st person arms get stuck in sprinting anim after aiming down sights.

Just want to give my thanks to everyone in the community for your support through 2018. Helping report bugs, giving feedback/suggestions and participating in the discussions helps a tremendous amount and I try my best to follow all discussions. I’m excited to continue evolving the game through 2019 I have a long list of goals I plan to achieve with the project!

Have a great Sunday!
All the best,
ColdGames

Discord invite: https://discord.gg/zyy4jQs


Translation Support Credits (in no particular order):

Russian (FRAME)
Turkish (Çağla GURBET, Dogukan Yilmaz)
Dutch (Patrick Oostindjer, Damster_NL)
Spanish (David Lascasas)
Portuguese BR (Thiago Schumacke)
German (Jazz Jay, Sebastian Künzel)
French (Anthony Charrault)
Hungarian (Erb Ármin(Reaper))
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Czech (Dílna U mnicha)
Polish (Daniel Lokietek, Tomasz Samulski)
Swedish (Mattias Gustavsson)
* Please let me know if I missed anyone.