Updates

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**Updates** are changes to and developer information about *Sons of the Forest*. This page will also serve as a source of all the known trailers and interviews that Endnight has provided.
The exact date and time of the next update to the game is announced on the title screen, usually in a 2-3 weeks cadence.

## Changelog

### Patch 01 (Early Access)

#### Version overview

Hey everyone,
For our first patch we have added a new mini-boss battle, new binoculars pickup, hang gliders, defensive wall gates and door locks as well as lots more, for the full list check below:

Show/Hide changes

#### Features

* Added Binoculars
* Added Hang Glider
* Added Defensive Wall gate
* Added mid game boss fight into food bunker
* Added Settings Reset in the Options screen
* Added missing Virginia leather suit pickup to world
* You can now lock doors with a stick placed on the interior of the door
* Built small structures (furniture) can now be grabbed, while grabbed it can either be placed again somewhere or thrown to collapse it and get back its resources
* Some additional story elements added
* New headshot death animation variations added for cannibals
* Angry regular cannibals can attack now by jumping out of trees
* Small birds will now land and eat/gain fullness
* Added option to hide player name tags
* Added option to hide projectile reticle and trajectory
* Fish trap should now work and catch fish (every 5-10 minutes) as long as it's placed in water and the current season is not winter
* Added lookout towers to some cannibal villages
* Story Paper pickups will now show UI to "Zoom" in
* Added new structure type: One Sided Apex. Fills the space between a leaning beam and its supporting beam. Aligns automatically based on the leaning beam orientation. Fits quarter log variations to the right length automatically.

#### Balance

* Added sleep cooldown
* Set rest drain from hunger and dehydration to 0
* Muddy Cannibals will now get less angry (from player proximity and in late game)
* Added possibility of Player Sleep Interruption events from nearby enemies that can reach player
* Tweaked fire drain rate to make using firewood more important
* Tweaked berries to give slightly more fullness
* Tweaked energy drink to give half as much hydration and less energy buff
* Tweaked amount of fullness and hydration all herbs and mushrooms give
* Hard enemy health setting reduced to 1.25x health
* Increased cannibal armor health by 1.5x on hard
* Kelvin catch fish order will end after a time
* Fixed opening a cave in late game having too many enemies
* Adjusted some player melee events and ranges for better A.I. responsiveness
* Halved shotgun damage
* Boosted seat rest amount from 0.3 to 0.7
* Added regular Puffies to dining hall
* Increased health on creepies depending on amount of multiplayer players active

#### Improvements

* Improved red cannibal animation and blends
* Fixed sleeping animation for female cannibal
* Set up player effigy struggle/idle for multiplayer
* Fixed ‘bouncy’ logs when deep in water
* Performance speed up for world locators
* Added Logic to allow hatches and doors to be forced open when player is spawned inside
* Fix for some LOD’s sometimes not switching correctly
* Fixed error caused when quitting while in death wakeup
* Unique/Story items are now force equipped when they are collected
* Door orientation is now determined by the position of the player when placing it, the face in front of player is the interior face
* Adjusted Deer and Moose locomotion for better pathing
* Prevented placing bench so close to objects that player could be stuck when standing up after sitting on it
* Added more small prop setup for melee impacts and collision
* Added LODs/optimization for the wall torch
* Destroying screw storage now spawns stored items as dynamic pickups
* Beach greebles regenerated with coral rock sizes reduced
* Bunker food fixed some small lighting issues
* Added radio to bunker food
* Turned the table cards for Mr. and Mrs. Puffton into story pickups
* Updated DLSS dll to version 3.1.1

#### Fixes

* Should no longer be able to get through locked doors with a stick (Sorry speed runners!)
* Fixed Kelvin cutting down trees with player structures attached
* Fixed keycard guest not opening the two doors in bunker entertainment and not being needed to get into bunker residential
* Fixed ghost blueprints not rendering underwater (for example fish trap)
* Fixed some stream underwater rendering glitches
* Fixed some potential issues on multiplayer disconnect
* Fixed multiple issues with input bindings
* Fixed player stuck after dying while climbing rope
* Fixed being able to place paper target on tarp collision
* Fixed place defensive wall option available on non grounded pillars, often resulting in invalid placement that gets rejected
* Fixed placing a defensive wall log against a pillar made of log quarter variation causing an invalid placement that gets rejected
* Fixed destroying the small animal deadfall trap getting its resources yielded back twice
* Fixed some issues occurring when a fire is destroyed while interacting with it
* Fixed lifting tarp with stick sometimes not detecting stick being equipped properly when auto equipped resulting in a unnecessary delay before performing the action
* Fixed adding log planks to ghost blueprint structures by splitting logs automatically not consuming the log properly
* Fixed case where some elements from some unbuilt outlines could be removed
* Volume fix for cave visuals disabling when navigating into some corners of caves
* Fixes for various open rock / cliff edges in terrain
* Fixed case where Virginia grab bag interaction could trigger at same time as pickup, leading to bad player state
* Fixed case of player stuck attacking with spear after revive
* Fixed enemy armor setting not working
* Fixed animal count setting not working correctly
* Fixed player able to trigger actions while doing ground attacks, fixes some possible temporary stuck states.
* Fixed some cases of small birds not being scared of player
* Fixed some incorrect keyboard icons for keypad inputs
* Fixed music not playing in title screen after leaving a multiplayer game
* Autumn ground leaves shouldn’t pop on visually as much now
* Player will no longer get into a broken state when trying to equip an item that they are already holding and have maxed out in inventory
* Fixed a transition to move with Tactical Axe which was preventing attack/block/parry from activating during it
* Fixed case where removing a beam supporting a pillar wouldn’t re-link the pillar properly with its new support, resulting in wrong pillar position calculated after the cascading repositioning process
* Fixed wood stack loading from saves as an apex (non retro-active)
* Added player saving system for cutscenes
* Fixed the cave shark eating severed limbs looking broken
* Fixed some cave entrance bat scare spawn locations
* Fixed some eagle perch landing / takeoff issues. Add a perch spot to tall dead stump
* Fixed issue where walking over entertainment bunker could cause trees and other world objects to disappear.
* Cannibals should no longer snap long distances to climb into windows
* Fix for clients no longer loading into the correct season when rejoining a saved game
* Players held items at time of knockout are now remembered upon being revived
* Tutorials will no longer be force closed when opening the pause menu and are instead just visually toggled. This should fix some tutorials such as the pick up construction element tutorial from completing before the player has actually done it
* Player will no longer slide down slopes when either utility book is held or when the player is in their inventory
* Can no longer attach both the laser sight and flashlight weapon mods to the crossbow at the same time
* Fixed some cases of multiplayer client able to duplicate logs
* Fixed repairing wood stacks not putting its elements back in correct position
* Fixed floating log when chopping down a tree with tree shelter attached to it
* Fixed Screw Structures being broken apart have no audio
* Tagged auto jumps off on portable light
* Fixed Kelvin dropping radios destroying the radio
* Fixed weapons given to Virginia not being returned with correct amount of ammo and weapon upgrades
* Modified fade distance on icons slightly to make them more visible
* Fixed for player able to be pushed through terrain if another players stand on their head
* Fixed opening hatches removing weapon upgrades from currently held weapon
* Made sure player correctly aligns to death marker when dying at high height
* Removed floating life vest
* Fixed displacement digging visuals breaking on some quality settings

#### Audio

* Improved audio CPU overhead
* Improved some cannibal audio/vocals
* Reduced audio stuttering issues
* Reduced intensity of high wind audio to reduce performance impact
* Reduced max instances of footstep audio to reduce CPU cost and improve performance
* Changed the audio ringing effect on explosions and grenades to lessen as you are further from the explosion to avoid it cutting out with distance
* Spittle audio added to first spittle nest in entertainment bunker
* Added fadeouts to physics sounds
* Tuned player rock footstep when running, waterfall and surf levels
* Added gun fight audio before door opening to “Get down son” cutscene
* Updated triggered and reset audio events on flyswatter, bone maker and small animal traps
* Prevented repair tool from spamming SFX causing performance and audio issues
* Fixed audio loop not ending when climbing down ropes

### Patch 02 (Early Access)

#### Version overview

Hey everyone,

This patch adds a new cave to explore, and a new boss monster to the ending along with more lore and tons of fixes and improvements for the full list check below.

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.

Show/Hide changes

#### Features

* Added new demon boss to end of hell caves
* Added dead cultists to map
* New double story cannibal hut type added
* Added turtle shell rain collector
* Added new tougher puffy variation
* New surveillance room added to bunker residential
* New cave system added
* Added admin panel for admin clients
* Additional story elements added
* Added auto backup system when overwriting saves

#### Balance

* Increased fullness from eating MRE’s and decreased fullness from eating cat food
* Rabbits and Squirrels will now try harder to evade player and run faster
* Added unique hit reacts to dining hall bosses and replaced their knockdowns from shotgun with smaller staggers
* Player no longer takes survival stat damage while strung up on effigies
* Gold Armor now absorbs 70% demonic damage instead of 90%
* Increased burn time on camp fires
* Increased fire fuel amount provided by leaves & cash by x10
* Reduced chainsaw full charge duration
* The flashlight will now auto replace the battery sooner so that it happens before the light begins to fade

#### Improvements

* Moved gold armor to new cave system
* Removed keypad entrance to bunker luxury, will now need to open it an alternate way
* Container items will now save their state in single player, so if they are opened or broken, they stay that way
* Improved lit fire torch brightness when viewed in first person
* Removed instant season switch logic from sleeping
* Adjusted the min/max turbulence of wind to prevent extreme mesh distortion at highest intensity
* Firewood now crumbles when it’s fuel is used up on fires, and can then be replaced with new firewood
* Furniture or ziplines can no longer be attached to doors and gates
* Repositioned dead sluggy in bunker residential making it possible to come back inside bunker
* Player is now able to use most left hand items while gliding
* Closing save menu will go back to game rather than pause menu
* Changed face on maintenance keycard to not be player character
* Improvements to Finnish and Traditional Chinese text
* Improved look of old paper pickups
* Added books to bookshelves in bunker luxury
* Removed shotgun pickup from bunker luxury
* Gold armor pickup visual is now the full armor and is positioned to fit on skeleton burnt model
* Improved held location of flashlight and lighter when sliding
* Added additional wakeup locations in hell cave

#### Fixes

* Fixed Item Duping using storage holders
* Custom day length settings will now work correctly
* Fixed multiple cases of enemies able to spawn inside player built bases
* Fixed pops on machete block animations
* Fixed bloom on tech armor blowing out visually
* General navmesh improvements
* Fixed issue where leaving save menu would bring back HUD and leave menu state in pause menu
* Fixed locking player movement when starting to dig to fix alignment issues
* Floors no longer allow placing walls if there is a leaning beam above
* If a held item is set to require both hands, the equip will now also drop any logs the player was holding, fixes glider disappearing when player attempts to equip it while holding a log
* Can no longer drink water while swimming
* Fixed missing cleanup of the player out of breath audio
* Fix for players dying instantly if jumping in water and rebreather was out of air
* Camp Fires will no longer set off fire sprinklers until the fire has been lit
* Fixed issue with the player getting in to a bad state if they died while performing an interaction in their inventory, such as eating or crafting
* Fixed issue where the player could get stuck in a bad state when equipping, stashing and equipping items very quickly
* Fixing issue with the player sometimes being able to begin eating by using hotkeys while starting other actions
* Fix for binocular visuals getting stuck on screen if the player opens the pause menu while using the binoculars
* If the player is not grounded while the tutorial book is out, the tutorial book will be stashed
* Items can be equipped while not grounded again, excluding books
* Fix for campfires becoming interactable when the player is in another action if the player previously backed away from the fire while trying to light it
* Fix for having to look away from the fire after lighting it before it would be interactable
* Turtle Eggs will no longer hatch on shelves or on the players grab bag
* Fix for GPS locator not being cleared after being picked up and loaded from a save
* Fix for clicking anywhere in the grab bag taking an item back from Virginia if the player closed the grab bag while hovering over the missing item
* Fix for items not being able to be equipped from within inventory if they were not left or right hand items
* Tactical in coffin GPS locator will no longer show up after loading a save where the player has already picked it up
* Fix for clients not being in sync with the host for season duration if the starting season was spring
* Fixed issue with player out of breathe audio not following the player unless they are running
* Fixed hovering over crafted items on the mat not showing the total number of owned items including the ones on the mat
* Fix for player getting stuck in falling pose if quick select is opened at the same time as jumping
* Fix for the player always triggering the logic to dismount from a rope when dying; This was causing issues with incorrect items being equipped after death
* Fix for player being able to pull out their grab bag on fires when they do not have the grab bag
* Fix for survival damage not working in save games
* Multiplayer clients are now synced with the hosts stat damage and consumable effects settings
* Fix for breaking unfinished tree cabin giving infinite logs
* Fixed placement prompts staying behind when placement changes from valid to invalid in some cases
* Fixed beam supported by walls not propagating destruction properly to linked strutted beam
* Fixed some open edges on cliffs around world
* Fixed some cases of trees vanishing when walking over some parts of map above caves
* Fixed firewood giving different amounts of fuel for Host and client in multiplayer games
* Fixed snow appearing on some indoor plants in winter
* Blood reveal on Demon should now match the body part hit
* Fixed cut ferns flying up into air
* Fixed Kelvin being able to burn to death from fires
* Fixed some cases of A.I. actors getting into invalid states
* Improved A.I. navigation in structures
* Prevented some cases of animals and enemies able to spawn on player built structures
* Prevented some cases of enemies attempting to move to stimuli they can’t reach
* Fix For grab bag still being able to be equipped on garden plots even when the player does not have their inventory
* Fix for player clothing blend shapes not applying correctly in certain situations in multiplayer
* Fixed issue where other interactions would still be possible while the look animations were playing on equipping the book pickups
* Planting seeds in gardens will no longer consume two seeds at a time
* Item Crates and containers will no longer look closed if the player opens them, runs away and then comes back to them in single player
* Fix for players held items not being re-equipped if the player is wearing the rebreather and exits the water but the mouthpiece was not actively up
* Fix for players not getting their items back if the end game cutscene is triggered before they have picked up their dropped inventory
* Fix for all items always doing their first look action after the walkie talkie has been equipped
* Fixed player stuck with open grab bag if campfire is destroyed while they're adding something to it
* Fixed defensive wall placement UI rendering underneath cliffs
* Fixed pillar building decal drawing over hands
* Fixed Interacting with light fire prompt multiple times while lighting a fire getting player stuck in falling state

#### Audio

* Fixed fire axe and modern axe hitting metal sounding like hitting flesh
* Waves on shore audio no longer set to streaming
* Added some additional mouseover and pickup audio events for arrows
* Widened speaker spread on mutant voice events
* Made near distance levels of mutant audio events more consistent
* Fixed the occasional very loud mutant cry in mid distance
* Tuned audio on wind, streams, player footsteps, mutants and more
* Fixed hard cuts on some regular male mutant praying audio
* Added audio volume slider for Walkie Talkie

### Patch 03 (Early Access)

#### Version overview

Hey everyone,

This patch adds a new rideable EUC the Knight V (pronounced knight five), a pair of night vision goggles, a new spring trap that will launch enemies, and brings a first pass of solar power and light bulbs to the building system, along with a bunch more fixes and other improvements.

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.

Show/Hide changes

#### Features

* Rideable E.U.C. ‘Knight V’
* Nightvision goggles
* Solar panels, light bulbs and wires added to construction system
* Ramps/Stairs can now be built between a beam and a wall
* Buildable spring trap
* Working Armour rack (replaces mannequin)
* Added button / option to delete saves (also limited amount of save slots to 30 to fix issues with steam cloud sync)

#### Improvements

* Dead babies now have buoyancy in water
* Mr. and Mrs. Puffton clothes now burn up when they are burned
* Added security camera model to bunker luxury entrance
* Cannibal lookout towers and large huts are now breakable
* Adjusted navigation areas by lakes to fix issue with stuck animals/characters around edges
* Can now pickup and throw puffy dead bodies
* Dismembering dead characters with melee is now easier
* Adjusted creepy spawning logic in caves, should no longer visibly spawn and should not lead to over the top amounts of enemies in caves over time
* Improved some enemy base attack logic
* Enemy damage game setting is now properly replicated to clients in multiplayer
* Kelvin “return to shelter” command will also return to hunting shelters and beds
* Kelvin can now pick up all types of arrows, visibly carry them, and drop the proper type of arrow
* Fly Swatter and Bone Maker traps will no longer trigger on small animals
* Improved morgue lighting in bunker residential and added some dead cultists there
* Added flower wreaths to some dead cultists
* Added world position fixer to block player going outside the bounds of the world on X and Z
* Added quarter resolution mipmap limit option and set book pages to use it, to prevent them becoming unreadable at low texture settings
* Set rock, stick and small rock to disable colliders when not dynamic
* Fixed player clothing blend shapes not always properly applying visually to other players in multiplayer
* Tarp and turtle shell will now show their item count in inventory
* Renamed mannequin to armor rack
* Changed amount of duct tape required to build armor rack to 1
* Added shimmy area after boss fight in hell cave
* Made it possible to leave hell cave if reentering it after completing game
* Rope climb trigger for caves is now accessible from a wider angle
* Creepies will now be hidden if they manage to wander into any cutscenes
* Virginia will now stash guns when carrying a gift and drop gift when entering combat

#### Balance

* Cannibal ability to dodge heavy attacks increased
* Increased John2 damage to structures
* Enemies now flee further when scared

#### Fixes

* Fixed issue with nomad cannibal families spawning more than maximum allowed amount
* Fixed more cases of enemies and large animals able to spawn in player bases
* Fixed missing translation on find the Puffton tutorial messages
* Fixed slight delay when hovering over the exit confirm button
* Fixed some more cases of being able to glitch out of the world using a stick
* Fixed animation pop in puffy male walk aggressive loop
* Fixed some areas players could get stuck in hell cave
* Dropped backpack should now properly spawn if the player saves and reloads before picking it up
* Grab bag should no longer get the player stuck in a bad state if it is opened and closed quickly
* Player should no longer get into a broken state if they begin swimming while performing the refill flask action
* Added a safety measure that if the player somehow gets into a state where they are missing a vital item such as their lighter, tracker, combat knife, guide book or grab bag, they will be readded when a save game is loaded
* When the player’s dropped backpack is picked up, it double checks to ensure that the player now has the backpack item
* Player should no longer be able to lose their backpack from using their Quick select in some rare use cases
* Fish on drying racks will no longer despawn when their max pickup count is reached
* Items on the camp fire will no longer auto despawn
* Fixed heavy actor sometimes popping to standing when hit again during hit head reaction
* Fixed Kelvin not stopping trying to fill holder that player put final item in
* Fixed player getting into stuck state if machete ground attack was interrupted
* Fixed stun baton FX sometimes stuck on when interrupted
* Fixed issue with there sometimes being more fish than maximum allowed amount
* Improved logic to better prevent cases of seeing enemies pop in
* Fixed falling trees not hitting cannibals
* Fixed clients sometimes seeing extra GPS locators for Virginia
* Fixed multiplayer client’s taking gun with multiple mods from Virginia losing a mod
* Fixed visual issues decapitating heavy faceless cannibal and female puffy

#### Audio

* Applied logarithmic scale to volume sliders
* Add an audio event for animations where cannibals hits club against ground

### Patch 04 (Early Access)

#### Version overview

Hey Everyone,

This patch adds a new system for finding bunker locations which are now not visible on your GPS tracker at the start. Along with this, we have made a bunch of A.I. improvements, tons of bug fixes, the ability to name your save games, and a new action camera that is used to view found footage videos, along with the first of these videos with more coming in the future.

Also, because we have seen a lot of people asking — the log sled will return! It is almost ready for release and will be included in the next patch.

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.

Show/Hide changes

#### Features

* Added new ‘Action Cam’ item and first found footage tape
* Added new point of interest discovery laptops
* Added ability to name save games
* Added kick and ban popup messages when kicked or banned from a game

#### Improvements

* Kelvin can now carry 2 logs at a time!
* Brighter night vision goggles
* Added snow impact effects to snow crash cutscene
* Longer Timmy fighting demon boss intro animation
* High sentiment Virginia should now visit player more often
* Added more spots in villages for cannibals to stand watch or sit around
* Muddies are now more likely to flee when scared
* Cannibals now sometimes look at each other when not fighting
* Cannibals have new animation variations for running and lunging attacks making them more evasive in combat
* Cannibal creepy and leaf armor will now be visually broken and knocked off when hit
* Female cannibals will sometimes drink blood from village troughs or from dead animals, cheer for other family members and occasionally dance to radio music
* Male cannibal will now sometimes bash dead bodies of enemies
* Skinned small animals now will have skinned visuals. Specifically the rabbit, squirrel, eagle, duck, seagull, land turtle
* Low health Deer and Moose will sometimes lay down and rest
* Add a wetness amount per character that increases when submerged in water or cleaning in water, and reduces over time when not
* Dead bodies now get washed (blood/dirt) in water
* Increased Deer bleeding and increased damage caused by hitting front body
* Bird flight speed increased by a small percentage
* Torn silver jacket added to end mutant
* Added some ducks on the golf course
* Added north arrow guide to mini map
* Ballistic impact effects from other players will now be visible in multiplayer
* Armor is now dropped if the player does not have available space for it if it's cycled off being worn
* Grenades and bombs will now play a water explosion effect when thrown in water
* Dead cultists clothing is now bloody
* Added more flower wreaths on some dead cultists
* Added new binder prop to security rooms
* Improved some of the lighting in bunker residential
* Improved armor rack LOD
* Added binoculars, night vision goggles, wire and lightbulbs to quick select slots
* 3D Printer readouts should update more accurately now
* Fallen Log E scaled down to 65% size
* Some fixes for open edges on cliff above golf course
* New lake added to golf course
* Kelvin can now finish building shelves
* Setup LOD’s for logs in storage holders
* GPS map updated to include all current ponds and lakes
* Removed location pins from opening cutscene laptop screen

#### Fixes

* ‘I Dream of Sushi’ achievement is once again achievable
* Fix for players game hanging when switching from empty slingshot to another ranged weapon that has swappable ammo
* Player should no longer get into a bad state if they are spamming a weapon hotkey while opening a door with a keycard
* Animal Hide and tech mesh will now be greyed out on the grab bag when interacting with an armor rack
* Removed rebinding for back action
* Fixed lone life jacket floating in sky
* Fixed issue where option menu could be opened at the end of loading screen
* Fixed some missing player disconnected notifications
* Fix for not being able to drink from deep bodies of water
* Crafted spears no longer fall through cave floors
* When a storage structure is destroyed and stored pickups are spawned, it is now spread over multiple frames to ease the performance overhead and create less frame stutter
* Fixed issue where the left side UI notifications would stop showing up after the player has died
* Trying to equip your left hand item light is now blocked when the player is in another action
* Fix for collider not being enabled on dynamic pickups sometimes
* Fix for pause menu continuing to add force to players on ziplines
* Fixed some initialization issues causing DLSS to not be enabled by default / after reset settings
* Added harsh slope limitation to block riding knight V up steep slopes
* Added localization credit names and fixed font for fallback characters
* Fix for player crouching while riding Knight V
* Fixed being able to dismember dead cannibal without destroying armor on the limb first
* Fixed big hut destruction sometimes leaving a floating corpse and standing walls with no collision
* Fix for the quick select bag getting stuck in the players hands or getting stuck in a bad state if it is triggered at the exact same time as the player begins swimming
* Fixed Kelvin carry radio position
* Fix for clients in multiplayer sometimes seeing muddy cannibal hit reacts have standing glitch frames
* Fixed muddy cannibal leaf piles sometimes not showing for multiplayer clients
* Fixed multiplayer clients not seeing Kelvin carried arrows properly
* Fixed multiplayer clients sometimes doing first note long animation on first interact with Kelvin
* Fixed a case where clients could see and interact with a "ghost" Kelvin not at his real position
* Some fixes for Virginia washing in waterfall, and will now occur at more waterfalls around the map
* Virginias GPS will now retain the assigned icon when given to her
* Fix for Virginia or Kelvin sometimes getting stuck in sitting animation
* Fix thrown small rocks falling through ground when bouncing
* Fixed silenced pistol shot being heard as regular shot by other players
* Fixed case of player getting stuck in skinning action
* Shovel attack will now slow down when low stamina
* Fixed wrong ceiling panel in bunker entertainment
* Fixed destroying defensive wall log with spike not using the right model for the spawned pickup, also solved the scaling issue
* Fixed cutting defensive wall spike not working in some cases
* Fixed scaling of destroyed rock reinforcement pickups
* Fixed destroyed defensive wall spikes of quarter Logs not working properly
* Destroying ramps a solar panel is on now spawns a pickup
* Placed solar panels now have collision
* Fixed a specific case where connecting Electric Wires would not work
* Fixed bug causing incorrect count of light bulbs and solar panels received on pickup
* Fixed case that allowed placing a Beam connecting two structures from unaligned grids, resulting in a degenerate stretched or compressed Beam
* Fixed Lookout tower placement being blocked if there is a Defensive Wall underneath the overlook
* Fixed One sided apex blocking placing Pillars on top of Ramps
* Removed switch mode UI prompt that didn't do anything when placing a Defensive Wall Gate
* Fixed an issue that would result in multiplayer clients unable to build anything or receive construction updates from the host
* Fixed case where snow & wetness occlusion as well as solar panel initialization didn't work for tree structures
* Fixed case where removing an electric wire didn't work properly and could prevent the underlying power grid system from splitting in two and behaving as expected
* Fixed case where a leaning beam snap point would be invalid (arrow in red) when it should be allowed
* Fixed issue when loading a save that could prevent other features such as placing ramps from functioning properly
* Fixed a case where a free pillar in middle of a grounded beam grid would cause degenerate leaning beam placements
* Fixed destroying solar panel support not cascading to the solar panel
* Fixed issue where drinking while holding multiple log planks could result in broken animation state
* Fixed case where non log items spawned by construction system would fall through the ground
* Fixed destroyed log pickups ending up with oversized collision
* Fixed destroyed non log element pickups not matching physics with the visual in some cases
* Fixed structure collapse applying delay between elements even if it doesn't spawn a pickup, resulting in weird behavior when destroying the fire wood stack for example
* Fixed some issues with Beams leaned down slopes from Walls, which were incorrectly displaying the lift preview prompt and placing awkwardly
* Fixed issue causing some missing Beam snap points after removing a pillar supporting a beam that is also supported by a Wall
* Fixed multiplayer issue where players enter a broken state if killed while starting to climb a rope
* Fixed multiplayer issue where placing a stick or rock path would wrongly show up for remote players while placing it, which could lead to game breaking issues
* Fixed multiplayer issue with physics doors that could prevent clients from locking it if it was stuck open on host side
* Fixed players able to remove chairs and benches from under seated AI or remote players
* Fixed destroyed defensive walls built with non-full Logs reverting to unsharpened state
* Fixed element collapse order for apex & one-sided apex, ensuring top elements break before lower ones
* Fixed one-sided apex behaving oddly when hit with a repair tool
* Fixed issue preventing placing a Beam from a Pillar to the top of a Leaning Beam if there is another Beam linked
* Fixed case where Leaning Beams were not being repaired properly
* Fixed issue with Beams supported by a low Ramp that would prevent removal of the Beam and add a degenerate Pillar placement
* Fixed multiplayer issue where players could dismantle a Log from a Wall and add a Wall Beam simultaneously, resulting in a floating Beam

#### Audio

* Fixed some sounds in multiplayer having a very low precision location
* Fixed other players hearing double impact sounds from shovel and repair tool
* Cannibal armor now has impact audio when hit
* Pistol no longer doubles up on its reload audio
* Tuned terrain and motor levels of Knight V
* Fixed fade time on gunshots in opening crash sequence
* Added gunshots to the Demon Boss sequence
* Demon Boss attack audio and hurt audio for intro and added new music sting audio
* Tuned waterfalls large and small, and water spots

### Patch 05 (Early Access)

#### Version overview

Hey Everyone,

For this patch we added 2 buildable log sleds, a new advanced way to cook, an option for tree regrowth, the ability to strum your guitar, a new cove area with some beached sailboats, a ton of world detail and environmental improvements and lots more

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.

Show/Hide changes

#### Features

* Buildable basic and advanced log sled
* Tree regrowth (setting is on by default) with a 10% chance to randomly regrow when you sleep
* Findable cooking pots and new advanced cooking system
* Can now add traps to log structures
* 2 new found footage clips added
* Beached sail boats location added
* 79 new ponds and 34 new lakes added to map
* You can now play the guitar
* Added Timmy mutated arm to demon battle scene
* New wearable clothing item added
* New Kelvin commands added to reset traps, fill log sleds and fill drying racks with fish

#### Improvements

* Days Survived now shows the correct readout if the player died during the final interactive cutscene by jumping into the propeller blades
* Cannibals in villages will now sometimes engage in a test of strength fight with another cannibal
* Cannibal fear is now affected by group size, single cannibals will have more fear, large cannibal groups will have less
* Shotgun rail is now on side of gun instead of top to avoid blocking vision
* Turtles will now only lay eggs on sand
* Muddies will sometimes get bored with the player and run away if not angry
* Added Timmy mutant arm visuals to demon boss cutscene
* Lowered priority for female cannibals stealing logs
* Eagles may now steal dead fish
* Throwing dead bodies on spring traps now sends them flying into air
* Moldy food and dead flowers added to banquet hall
* Timmy will now block the exit to hell cave until after you have defeated the boss demon
* Timmy's jacket will now be ripped after demon boss battle scene
* GPS Map updated with latest lakes and rivers
* Dead small birds now float in water
* Fix for duplicating logs in storage triggers
* Knight V improved sheen on pickup
* Enforced max server name length
* Lobby list performance improved in preparation for an upcoming feature
* Improved support for loading into large multiplayer saves and help with structures vanishing
* Rotated the shotgun in the weapon case in inventory so that the mods are visible now that they are on the side
* Added localized display name for Points of Interest notifications
* Player no longer makes a drinking sound when refilling a container with liquid
* 3D Printer will once again update the resin volume readout when the printer is refilled
* If an item instance module fails to deserialize on load, it will no longer stop the rest the of players inventory from loading
* Renamed bunker locations to be clearer when discovered
* Improved docks draw distance
* Added more tree moss/vines in areas of map
* Improved bunker food lighting
* Bunker luxury details added; More decorative items, vases, and more dead bodies
* Added cooking pot pickup to tech apartment in bunker residential
* Looking around now updates the target cut position when aiming at a log with an axe equipped (before it was only calculated when first targeted)
* It is no longer possible to cut off holes in floors supporting furniture or windows from a wall that is supporting wall structures
* Kelvin will now choose another tree to chop if a tree structure is placed on it
* Kelvin's order will complete with the thumbs up if there are no more Arrows/Bolts, Berries, or Radios, to retrieve and drop
* Kelvin will now have berries in his hand when eating them. On fishing will have fish on initial grab
* Added fail-safe protection against enemies falling through world and not deactivating
* Multiplayer clients will now see the proper GPS locator type on Virginia instead of default icon
* Current wetness on characters now replicates to multiplayer clients
* The chainsaw revved state will now be heard and seen by other players and rev will stop when knocked down
* Fixed small birds flying under the water surface when flying over deep lakes
* Fixed a fish bunching up issue

#### Fixes

* Can no longer drink lava
* Fixed under lava visuals
* Fixed snow and wetness occlusion volumes used in specific world locations not initializing properly
* Fixed a visual arm pop on player that appeared sometimes when landing from a fall or jump
* Fixed Twins not always turning towards the player before taunting
* Fixed fingers stuck in standing idle after burning death
* Fixed projectile impact FX for flesh and hard surfaces not replicating to other player in multiplayer
* Fixed player sometimes being able to interact with other triggers when notepad was open, which could get the player into stuck state
* Fixed cannibals not staying snapped to tree edge while shimmying around the tree
* Fixed bug where cannibals could take dismember damage while blocking
* Fixed muddy cannibal getting angry at player if hit by a rock thrown by another muddy
* Fixed some cases of cannibals getting blocked by collision at or above head
* Fixed muddies having standing collision instead of hunched over
* Fixed eating dead squirrels not increasing character fullness stat
* Fixed some cases of far snaps for Sitting and Jumping on Rock
* Fixed the cave shark sometimes being killed by creepies
* Fixed multiplayer client thrown logs not breaking foliage when far way from server player
* Fixed multiplayer client-thrown logs not causing a hit reaction on enemies
* Fixed multiplayer clients not seeing burning effects when dead puffies are thrown onto a fire
* Fixed multiplayer clients unable to put cannibals into the injured limb state and fixed some animation blending and smoothness issues in the injured state
* Fixed Kelvin radios deactivating when moved far from original location, and fixed carry positioning visuals for multiplayer clients
* Kelvin will no longer pickup broken radios
* Fixed Kelvin when moved far away from tree target unable to find another tree to clear automatically
* Kelvin Finish Structure command; Fixed some issues with counting logs needed if he's holding unused items they will now be dropped on ground
* Fixed a case where Kelvin stood carrying a single log instead of placing it then cutting a tree
* Fixed Kelvin getting stuck if the holder he was filling was removed or destroyed. Now he will drop the item and complete the order
* Fixed Kelvin trying and failing to fill item holders that are far above the ground
* Fixed case where a leaning beam could link a free pillar with a structure on an incompatible placement grid
* Fixed context allowing to place a beam with same support on both ends that isn't an Apex or a Wall
* Fixed detached pillar placement creating degenerate pillar if it fails to find supporting ground, now properly prevents placement if there is no ground bellow (could happen when placing off a cliff for example)
* Fixed one case where quickly sharpening stick posts cause the cut animation to fail for subsequent cuts
* Fixed player getting stuck in carry log animation by rapidly placing and taking a log from the log holder
* Fixed cutting quarters off dynamic logs sometimes hard to target
* Fixed Repair Tool hitbox active while it is equipped
* Fixed some wrong settings for quart logs LODs (rendering performance improvement)
* Fixed Defensive walls and DW Gates unable to be damaged by player melee hits
* Fixed leaned beams sometimes accepting pillars on top of the bottom end before planks are added
* Fixed cutting Defensive Wall spikes moving player too close which made subsequence cuts harder to aim
* Fixed some localized entries in the configuration menus not showing properly on Windows machines set to Turkish display language
* Cut down trees with axe tutorial should now only trigger the first time
* Battery indicator on the NVGs should no longer disappear after performing certain actions
* Fixed flickering/distortion that could appear for some players in late game saves
* Increased reflect probe atlas to 4096x2048 (should fix issues where reflection probes could break/show wrong probes)
* Burning Puffies should now look correct/not distort
* Fix for 3D Printer not showing the correct initial amount of resin
* 3D Printed Sled can no longer be placed on the crafting mat
* Fixed One sided apex blocking placing Pillars on top of Ramps

#### Audio

* Improved player audio for other players in multiplayer
* Added some Timmy voice acting to Gold Room cutscene
* Made chainsaw transition to cutting sound faster
* Reduced fade time on intro helicopter crash music
* Made first look guitar sting 3d
* Added beeps to opening helicopter crash
* Improved demon boss audio
* Set some various small objects in bunkers/morgue to have surfaces tagged for impact sounds and get melee impact physics
* Added ragdoll impact sounds to deer and baby

## **Backlog of confirmed updates**

* Heaters, and battery chargers.
* Experimentation with ray tracing.
* Traps made using the shovel, digging into cave entrances, and burying bodies.
* A large variety of possibly custom-built traps. *(Some added maybe more.)*
* Peaceful and non-lethal interactions with natives.
* Tracking/tranquilizer darts, laser leveler, 3D printed knife, and icepick/climbing axe.
* One maybe more new mutants. *(Some added maybe more.)*
* Updated cannibal camps with new cannibal interactions and new buildings. *(Some added maybe more.)*
* Possibly new animals, and ideas for new survival and hunting mechanics, not yet confirmed what they are.
* New craftables, updated caves and climbing.
* Drone, and VR headset.
* Cave lights.

## Interviews and trailers

* Interviews
* Trailers