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Alpha 52 Update (27th March 2020)


The Alpha 52 update is primarily focused on adding substantial performance improvements, however there are also many new gameplay features and mechanics that I’ll detail first, as many may be less interested in the technical breakdown.

[h2]Lathe:[/h2]The Lathe is a new high-tier item that can be crafted at the BCU. It can be viewed as a high tier workbench and allows crafting of advanced mechanical base items.

It is fully animated, with the tailstock sliding back and forth and physic-based sparks flying as each new item is crafted.

There are currently 4 items the Lathe will craft (continue reading for details):


[h2]Elevators:[/h2]Elevators can now be crafted at the Lathe and used to move between floors of your base at fast speeds.

The are intended as late game items and are pricey to craft. The take up the same space as a half ceiling.

There is a panel on the elevator platform allowing the players to choose which direction to move. The elevator will stop on any floor where there is a walkable floor to alight from, so if there is no floor to move to, it will not move. It draws a small amount of power from the base each time it's used.
[h2]Elevator tracks:[/h2]Elevator platforms must be attached to elevator tracks.

Tracks will only snap onto foundations and full ceilings (wooden or metal), and can then be stacked on top of one another.
[h2]Elevators switches:[/h2]Elevator switches allow players to request the elevator platform to their corresponding floor.

They can be placed on any wall, however must be close to an elevator track.
You can view a video of the elevator in action in this video:
[previewyoutube][/previewyoutube]

[h2]Animal traps:[/h2]Animal traps can now be crafted from the player default crafting menu, and allow players to procure small game meat without having to actively hunt.

Traps can be baited with a range of items (which show while accessing). Some item types require more than others to "bait" the trap. A checkbox indicates when the trap is baited.

Placing many traps in close proximity will reduce the chances of luring an animal. Also spending time nearby the traps will deter animals, so best to leave them and check back in intervals. Traps will slowly deteriorate over time (however can be repaired).
[h2]Fish traps:[/h2]Also crafted from the default player crafting menu, fish traps allow players to catch small fish without needing to use a fishing rod

They can currently be baited with tree grubs and rotten meat. One fish trap can catch up to 2 small fish, however when one fish is already in the trap, the chances of the second are reduced.

Similar to the small animal traps, overcrowding an area with fish traps will reduce the chances of catching fish, so try to spread them out. They will also slowly deteriorate over time.
[h2]In-game Map![/h2]A heavily requested feature from players, there is now an in-game map that can be brought up at any time (the keybinding can also be changed in the control settings). I've implemented a shroud/fog-of-war, whereby the shroud will slowly uncover as the player explores the map. This style of map was largely influenced by the original Command & Conquer strategy series that I grew up playing. Holding the right-mouse button allows the view to be moved around.

A blue icon will show for the local player, and co-op players that share a base will show as white icons (only after they are added to the player list in the BCU). The in-game map has been on the roadmap for a long time, and it's functionality and purpose will continue to evolve to support upcoming features in the future.

[h2]Inventory HUD overhaul:[/h2]
I've overhauled the crafting menus, scrapping the previous text list and implementing a grid view (allowing many more items to be displayed at once). Text will still show when mousing over items. I've also done away with the radio checkboxes on the craft window, which previously allowed switching between variants of an item (full wall, half wall, etc), and instead simply display all items in the grid view.

I've also added drop-shadows to all item images, menu buttons, etc, so HUD elements pop more off the screen for a cleaner aesthetic. I think this looks a lot nicer, while also being more functional.
[h2]Rug:[/h2]Purely a cosmetic item at this point, rugs will give bases a better sense of comfort against all the hard wood/metal/glass surfaces (and I think look pretty cool too).

It will also soften footsteps for better immersion when spending time in your base. I plan to add more decorative items in the future.

[h2]BCU Range Extender:[/h2]BCU's can no longer be placed within range of one another. Using multiple BCU's as a means to extend the build radius of a base was always a placeholder.

The BCU Range Extender can be crafted at the BCU and used to extend the range at which powered (and other specific) items can be placed within your base. Note: They currently cannot be moved once placed.

[h2]New graphics for sun:[/h2]I've been meaning to make improvements to the sunsets/rises for a long time, as I've always found the sun rendering to look rather flat. The new rendering looks much nicer (imo), using parallax flares to give a sense of depth to the effect.

[h2]Largemouth Bass:[/h2]There is now a new large fish that can be caught by rod-fishing. The Largemouth Bass currently produces double the resources than a Salmon. However these are not yet unique items, so the yield is somewhat placeholder at this point until a later update.


[h2]Major Performance Overhaul:[/h2]Please skip ahead unless interested in the technical details. Please note that this is where the majority of effort was invested during this update cycle. I treated it as two separate projects; base rendering (built structures) and world rendering:

[h3]Base (built structures) rendering performance:[/h3] I've always been aware that building very large bases had a noticeable impact on performance. This hampered gameplay, especially for players with modest hardware, so I've always been planning to tackle this.

Below is a performance test, comparing the Alpha 51 update to Alpha 52, rendering an excessive number of buildables in a single scene and showcasing a massive boost to performance:

The largest performance hit was due to every building piece being individually drawn each frame, leading to large volumes of draw calls and bottlenecking the rendering pipeline. The new system renders only a single mesh per building piece and creates multiple instances from these single meshes to render the visible scene.

When building pieces want to display their own individual visuals (such as damage skins), they seamlessly swap-out between the shared instanced mesh and their own individual mesh (so no compromise in terms of dynamic visuals).

Animated base items: For the majority of base items that animate (such as doors, windows, etc) I use skeletal meshes to play the various animations. These meshes have a much higher performance cost due to their vertices being considered for motion/morphing every frame.

I've added separate static meshes for all of these items (that can also use the same instancing system previously mentioned), and will now switch over to use the static mesh whenever not in motion. This change will give a big performance boost for players that have large bases with lots of windows and doors.

[h3]World rendering performance:[/h3]Foliage: Grass, bushes, flowers, shrubs, etc all use the engine foliage system, which batches nearby foliage into clusters and renders them in/out based on proximity to the player.

Due to a bug in the foliage system, clusters that were outside the player proximity were still causing draw-calls, even when they were not being visibly rendered (especially taxing when viewing large open vistas). I've now added a system that will cull these distant clusters, greatly reducing the volume of excessive draw calls.

Trees: I use speedtrees to render the variety of trees in the world. Due to their implementation, they cannot be instanced, so eat up a lot of performance when many are in view (even when they are using their low-poly LOD models).

Because of this, I've created new low-poly meshes for all trees, and a new manager that swaps-out distant trees to use these new models. The new models utilize the foliage system, meaning they can be instanced and are as cheap to render as grass.

[h2]Improved shadow falloff[/h2]Previously shadow falloff would show noticeable banding at sharp angles from a light source (especially on flat walls etc). I've made some changes to reduce this artifacting:


[h2]Smoother butcher camera transitions:[/h2]Previously there was animation hitching when entering and leaving the butchering camera anim. This is now been smoothed out and I think feels much nicer.


[h2]High FPS native support:[/h2]You can now configure the max frame-rate in the in-game graphics menu. So if you have high refresh (or adaptive sync) monitor, I highly recommend increasing this setting.


[h2]New Languages (Japanese and Korean):[/h2]This brings the total supported languages to 20.

[h2]Other notable changes:[/h2]
  • Fixed migrating bird not showing for clients of co-op games.
  • Move the hammer to the default player crafting menu (previously crafted in BCU).
  • The hammer now takes low usage damage over time.
  • Fixed bug that could cause hardcore profiles to be reset to normal (and on rare occasions being lost).
  • Fixed bug that could cause moose and deer to despawn during a hunt (or attacking players and hunters).
  • Fixed issue whereby cooked or burnt meat could switch to raw while shift-clicking singles from a stack.
  • Fixed bug where a URL in a hosting players Steam name would prevent the co-op profile from launching.
  • Reduced the default master volume.
  • Fixed bug that was resetting max health and stamina progression on death. Now death will result in a reduction of 2/4/6 across easy/normal/hardcore respectively.
  • Fixed long-standing issue whereby inventory items could lag behind the mouse pointer when dragging quickly.
  • Fixed underwater lighting caustics effects not showing for clients of co-op games.
  • Fixed performance-hogging AI pathing bug, which could occur in hunter bases. This was a small fix, but was causing some big performance drops on large co-op servers. Thanks to the players who sent me their save files that allowed me to isolate this issue!
  • BCU Cracker recipe has been moved to the Lathe.
  • Added gentle flicker to lighting from campfires, woodburners and molotov fires.
  • Fixed rare glitch that could cause the player to die when crouching while entering shallow water.
  • Prevented player from using sprinting stamina while swimming. This will also stop the player from sprinting when running into water.
  • Fixed occasional random weapon reloading sounds for clients of co-op games while nearby other players.
  • Fixed exploit allowing hunter storage crates to be accessed through doors.


Thanks for everyone's patience while I worked though this one, and to all that helped test the build prior to release. The large focus on performance and scaling in this update lays foundations for many future plans, so please stay tuned as things continue to move forward.

We're all going through some tough times right now with everything that's going on in the world. I hope everyone's staying as safe as possible and taking care of those around them.

All the best,
ColdGames

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

Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)

Alpha 51 Update: Map Expansion (20th Dec 2019)


The Alpha 51 update brings a large expansion to the southern region of the world map.

South of the existing maple forest now opens-up into new meadows, forests, rocky mountainous terrain, rivers, waterfalls and lakes.

A new mountain valley cuts down between the two southern peaks, offering plenty of new mid-altitude terrain (and cougar hunting grounds).

Down at lower altitude, a vast lake opens up stretches of beaches and deep water (now the largest body of water on the map).

A new silver birch forest-type runs along the edges of much of the southern beach-front. This forest is dense with foliage and high saturated colors.

Other new tree types, foliage and rock formations have been added, to give a distinct visual difference to the new zones.

[h2]Cave Access?[/h2]The largest of the new lakes currently doesn't give access to any underwater cave systems. This is planned for the future. So (for the time being) players setting up bases in the new region will need to hike to the northern lake to mine crystal from the existing cave system.

Eventually I plan to interconnect the cave systems, such that players can traverse the map underground.

All of the new areas and assets have been hooked-up to the seasonal system introduced in Alpha 50 (including several foliage types I missed in the previous update).

[h2]Hunter Pathing Update:[/h2]The new large rock formations introduced problems for hunters pathing across the map, often leading to them getting trapped or lost. I've expanded on their pathing logic to negotiate the new geometry (whilst keeping the load on the CPU to a minimum).

This was actually a sizeable overhaul. I've run a lot of simulations with the new pathing logic, however there will certainly be room for improvement, so I'll appreciate reports of any issues.

[h2]Seasonal Bird Migration:[/h2]As a visual indication of the changing seasons, flocks of migrating birds can now be seen flying north in the late fall, and south in the spring.

A video of this event can be seen here: https://youtu.be/eqPt1EP3OT4

[h2]Bear Maulings[/h2]Similar to cougar and moose; bears now have their own vicious mauling animation.

The aim of this is to increase immersion and add a greater sense of threat to bear encounters. Some players may not be keen on this type of animation, so I've added an option to disable it in the game options:

The animation can be seen here (WARNING: graphic content): https://youtu.be/ZBK5ml8GX8M

[h2]Configurable Year Duration[/h2]After seasons were introduced, many players reported that they'd like to control the duration of seasons. There is now an option when launching a profile to configure this. The days can be as low as a single day per month, or up to a full 365 days for a full year.

When browsing the server list, this setting can be viewed in the info popup when clicking on a server in the list.

[h2]Foliage Collision[/h2]Due to the scale of the map, I've avoided using map-wide collision for foliage (such as bushes), due to its heavy demand on the CPU. I'm testing a new system (in this update, only with new bushes) whereby collision dynamically toggles around a given radius of the local player at a minimal CPU cost.

This means bushes will audibly rustle when walking/running through them (as well being able to hear predators, prey and hunters moving through them nearby). I feel this adds more immersion. Once tested on this build, I'll expand to include many more foliage types.

[h2]Fixed Hunters Disengaging During Attacks:[/h2]There was a fairly common bug, whereby hunters would suddenly disengage during base attacks and start casually returning to their base. This is now fixed.

[h2]Fixed Predator AI Failing To Attack Base Items:[/h2]Occasionally predators would stop moving after attacking a base structure, leaving them easy to exploit. This has now been fixed.

[h2]Updated AI Pathing on Frozen Lakes:[/h2]Since seasons were introduced, hunters and animals had issues navigating paths across ice, sometimes resulting in them failing to move on the ice at all. This has now been addressed for all AI.

[h2]Increased Number Of Rogue Camps, Moose and Deer[/h2]With the additional map space, I've increased the number of roaming moose and deer, and added new logic for having them space out more evenly while roaming.

[h2]Fixed Bed Spawn Bug:[/h2]Previously, if a bed was obstructed by other base items, spawns would be consumed but players would be dropped elsewhere on the map. This is now fixed.


[h2]New Language Support: Simplified Chinese:[/h2]Thank you so much to Tony Lee for helping to provide this support.

[h2]Other Notable Changes:[/h2]
  • Fixed bug/exploit where burnt meat could be converted back to raw when adding to the fire.
  • Fixed item dropdown menus sometimes getting stuck on screen.
  • Fixed occasional crash when accessing certain base items (such as solar panels, turbines, radiator, etc).
  • Reduced Depth of Field Blur at Distance. I've dialed back the aggressive depth of field blurring over distance. This results in an overall cleaner presentation and image quality.
  • Fixed edge-case bug where fortresses would sometime not reconstruct elsewhere after being destroyed.
  • Fixed bug where dropped kits would sometimes float in the air after being killed by a predator.
  • Fixed item pickup messages not showing the item name for clients of co-op games.
  • Disabled gamepad input by default, preventing the issue of new players turning in circles when first playing the game. This can be re-enabled by setting AllowJoystickInput=1 in UDKEngine.ini.
  • Fixed diving gear exploit, where it was possible to refill the oxygen meter by switching out the diving gear while underwater while no O2 tank was present.
  • Reduced tree shake while chopping wood.
  • Fixed issue whereby 9mm stacks would be removed on death if stacked on top of freely issued rounds.


As the game world is now becoming substantial in size, I have plans to add more reasons and mechanics to venture out far and make large journeys. Please stay tuned for further updates.

I hope everyone has a great holiday period. Thank you for all the continued support. Please share your thoughts/suggestions/critique on the various social channels below (I do read it all).

Cheers,
ColdGames

Discord invite: https://discord.gg/zyy4jQs
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Chinese (Tony Lee)

Alpha 50 Update - SEASONS (9th October 2019)

SEASONS:

Alpha 50 finally brings seasons to the game. The world will now dynamically transition through all 4 seasons, affecting both the visual aesthetic and many gameplay mechanics.

Seasonal Visual Transitions:

Almost every type of foliage and tree has been hooked-up to a new system to handle smooth visual transitions through the various seasons.

Spring:

In early spring, grass will start to grow and sprout an assortment of flowers across the various meadows, woodland and mountain slopes. Trees that have shed their leaves will regrow their canopies. Rivers and lakes will thaw as the daily temperatures rise.

Summer:

During the summer months, as temperatures rise, the spring foliage recedes and much of the grass will go to seed.

Fall:

As fall settles in and the heat subsides, the trees and foliage will transition to autumnal shades of reds, oranges and browns. Dead leaves will blow in the wind as the moose enter their rutting season.

Winter:

Winter brings harsh cold temperatures, snow and blizzards. The rivers and lakes will freeze and many species of trees will become bare of leaves. Much of the grass will die or be buried by snow. The severity of the cold temperatures (and heat during summer) are adjusted for easy/normal/hardcore modes. This short video shows an example of a winter blizzard:
[previewyoutube][/previewyoutube]

Snowfall:

Ground snow accumulation is based on snowfall, meaning as winter rolls in, it is the weather that will dictate the buildup of snow on the ground and rock formations.
Seasonal Trees:

Many of the tree canopies will change throughout the seasons. Below shows an image of the same forest scene across summer/autumn/winter.


Heat Hydration and Cold Protein Depletion:

Getting too cold will now slowly deplete protein levels, and while too hot will deplete hydration levels faster then usual.

A new “heat-tolerance” meter now shows in the player’s clothing profile. Different clothing items will affect this level. If the temperature rises above this level, the player will start losing hydration at a faster rate (and this will be indicated by a “HOT” status icon).

So carry extra fluids on hot summer days, or take a swim to cool-off.

Radiators:

Players can now craft radiators from the BCU craft menu.

Radiators kick-out more heat than campfires/woodburners (allowing for higher altitude base-building). They also have a much greater range, so can get better coverage through the base. Being within range of Radiator heat, gives a slight increase to health regeneration speed.

Radiators draw power from the base when active. While active, the heat elements will light up and emanate heat waves. Heat generated by radiators is affected by interior insulation properties (see below).

Air Conditioners:

During the heat of the summer, bases can get very hot indoors. Air Conditioners (found in the BCU craft menu) can drop internal base temperatures by as much as -20°.

The fan blades animate and the cooling element will light up while the AC is running.


New Temperature and Base Insulation Mechanics:

Up until now, heat from a fire was either on or off, regardless of proximity to the source. Now the influence of fires (also radiators and AC units) falls-off as players move further away. It’s percentage of influence is now displayed over the status icon.

In addition to this, both the radiator and AC unit are influenced by insulation in the base. If you have an open-air base, heat from the radiator will be diminished greatly over distance. However an enclosed base will make much better use of radiator heat and AC cooling. I’m not using true volumetrics for this calculation, so leaving a door open won’t deplete the base of heat, however standing by an open doorway will be cooler.

Melting Snow:

During the winter months, while the rivers and lakes are frozen, players will need to melt snow in their canteens to acquire water.

Simply stand on snow and the “fill with snow” action will show under the right-click menu. You can also use shift-click.

Moose Rutting Season:

During mid-September through mid-October, moose will enter their rutting season. During this period they will become highly aggressive and instead of fleeing from players, will stand their ground and attack/chase.

When entering this period, all players will be notified. Also an additional icon will show next to the month reading in the top left for the duration. Players should be cautious of moose encounters during this time.
Frozen Rivers and Lakes:

Through the depth of the winter, the rivers and lakes will freeze over. This means certain resources such as kelp, clams, sandstone, fish will be unavailable. Also crystal, as cave access will be restricted. However traversal across lakes will be easier, as you can simply run across the ice.

I’ve seen many players comment on ice-fishing, so this is something I’m considering adding.

White Wolves (and Bear Hibernation):

During the winter months bears will go into hibernation and white wolves will emerge onto the landscape.

White wolves are more camouflaged to their environment, have higher hitpoints and yield more loot than standard wolves.

Pickable Cotton:

During fall months, cotton can be found and picked around the world. These plants will either give you one piece of cotton or a seed.


Water Temperatures:

Previously water temperatures were the same as world temperatures (apart from the -4°C wetness penalty). Water temperature is now treated separately.
Winter Jacket:

The winter jacket offers decent warmth during cold months. However, it offers little protection from physical damage. It also uses the chest armor clothing slot, so cannot be worn with combat vest or diving gear.
Sweater:

Sweaters provide better warmth than any of the existing shirts or hunter jacket, but offer less hit damage protection.


Weapon Usage Damage and Maintenance:

Firearms and bows now take usage damage. Once depleted of health, they will become unusable and require maintenance.

Broken weapons will show a red X over the item. Right-clicking will show a repair button, which shows the repair recipe as you hover over it. The recipe changes based on how damaged the weapon is.


Upgraded Weapons Repair:

Weapons with upgrades are more expensive to maintain. This increased cost is only applied for “increased damage” upgrades.

Clothing Damage and Repairs:

Clothing now also take damage and will need to be repaired.

Damage is caused to items depending on where the damage was inflicted. Once worn clothing is reduced to zero health, it will be moved into the main inventory. So if your inventory is full, be aware the clothing item will be dropped. There will be an audible “ripping” sound when a clothing item’s health reaches zero.

Clothing Stats:

The individual stats (damage and warmth) for clothing items can now be viewed in the craft menu, and in the hover-tip for the item.

Hunter Seasonal Clothing:

Hunters (including rogues) will now dress accordingly for the time of year.

During the winter months they will wear camoed variants of the winter jacket. This will substitute any combat armor, so generally they will be less protected from gunfire.

During fall and spring you will see them wearing sweaters and t-shirts.


Status Icons Update:

I’ve updated the status icons to also now display text. Also have a back shadow, so easier to see over the background.
Heat Packs:

Heat packs provide a short period of warmth (regardless of world temperature). Currently set for 2 minutes. While active a heat icon will show.

In normal and hardcore modes, players spawned in the wilderness during winter will be issued a free heat pack as part of their starting loadout (to help with their journey back to base).

Wolf and Bear Fur Update:

Difficult to display in the image below, but bears and wolves now have much denser hairs on their bodies.


New Fishing Line Simulation:

I’ve finally added a simulation for the fishing line, connecting the rod to the float.

This feature actually rolled out (unmentioned) with the previous performance hotfix, but it deserves a mention as I feel it makes fishing way more immersive, seeing the line tighten and jerk around as fish fight as you reel them in (also was a lot of work :) ).

Item Dropdown Menus Alignment Fix:

I’ve fixed the annoying alignment issue on item dropdown menus. Often then would render offscreen, requiring players to move the item to select actions (especially for toolbelt and clothing items).


Reduced Loot During Winter:

Crates and dropped hunter kits have slightly less loot during the winter months.


Dropped Kits Now Save:

Previously if a player exited the game while their dropped kit was yet to be collected, it would not save and be lost. This is now corrected and will still be there after reloading the profile.


Extra Server Details and Seasonal Warnings When Joining:

Selecting a public server in the server browser will now display the current time of year that server is in, and also the current version of the game.

When attempting to join a server that is currently in winter, the player will be prompted by a warning advising so.

Seasons Duration:

Currently each season lasts 6 in-game days, so around 14 hours of gameplayer per year. In the future I plan to allow players to configure this themselves.

Editing The Current Month:

It is possible to override the current month when launching a profile. Simply click the ‘Edit month’ next to the current month on the profile.

This should give players some freedom to exit from winter, or play any season of their choice without disrupting their progress.

Lightning Can Now Be Disabled:

Several players reported discomfort with the bright lightning flashes during storms, so I’ve added a toggle for these flashes in the in-game settings.

River Water Transitions:

Previously there was a jarring visual cutoff where river water would transition into lakes. I’ve now fixed this so the transition is blended smoothly.


New Language - Estonian:

Huge thanks to Streamerize for localizing this version!

Other Notable Changes:
  • Prevented infection from animal attacks during the first day on easy and normal modes (full day for easy and 0.6 of a day for normal).
  • Increased speed at which fish are reeled in when fishing.
  • Increased distance at which loot will not despawn near players.
  • Added subtle metallic reflections to base armor-plating.
  • Updated almost all foliage (grass, flowers, bushes) such that wind will only affect the upper part of the plants. Previously roots of grass would move in unison with the upper part.
  • The menu map will now display in the same season as the most recently saved SP profile save.
  • Fixed rare bug where wind turbines would not turn and generate power.
  • New sound for picking up plants.
  • Added one second delay preventing players from drinking from a canteen after filling with dirty water (to prevent accidental infection).
  • Reduced volume of the double barrel shotgun fire sound.
  • Slightly reduced the number of ore nodes in the world (and decreased their size).
  • Prevented edge-case where fishing tackle would fall through the ground if cast on to the ground or river.
  • Higher tier shirts and pants now require the lower tier as part of their crafting recipe.
  • A random clothing item is no longer deleted on death (in normal mode).
  • Starting M9 and low tier pants now start on low health.
  • Added lower poly LOD’s for all clothing and human meshes.
  • Fixed sudden lighting changes while transitioning into evening/morning during cloudy/rainy days.
  • Fixed bug where the light from a fire wouldn’t move for clients of co-op games if the fire was moved.
  • Alpha version number now displays at the top right of the hud.
  • Prevented edge-case in hardcore mode where premium weapons parts could be excluded from hunter base destruction crates.


Summary:

Please note that this is the first step in truly bringing seasons to life in the game, and lays a foundation for seasonal specific elements for future and existing features.

This one has been tricky to balance. In particular the temperatures, being influenced by time-of-day, time-of-year, weather, wetness, altitude, clothing, sheltered-amount, artificial heating/cooling. I imagine I will follow this release with some balancing hotfixes once players have given me feedback.

Thanks for everyone’s patience while I worked on this one. Please share your thoughts on the new changes and what you’d like to see in the game moving forward.

Cheers,
ColdGames

Discord invite: https://discord.gg/zyy4jQs
Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)

Windows version 1903 Performance Fix

Since Microsoft has been rolling out the new Windows 1903 update, many players have reported significant drops in game performance while playing Subsistence (even on high-end hardware).

This patch should fix the performance issues for those affected (not all hardware configurations have experienced the issue). Microsoft may patch the issue, but I didn't want to wait.

This is essentially a patched version of Alpha 49. It does include a few small tweaks of the upcoming Alpha 50 release, but the main features of A50 are still a work-in-progress (and thus are disabled in this build).

I'm working hard on the new update, so please stay tuned for the release.

Cheers,
CG

* Thanks to modder PredatH0r for help with this fix.

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