The Forest v0.13

It came out sometime late last week, but another round of patch notes have gone live for The Forest, which is in its 8th or so month of early access. The developers have been hard at work adding in new features, squashing bugs and adding Steam integration, and the game is quite a bit different from the time it released last year. As has been habit to this point, I’m still covering the patch notes as they release, with some commentary. First, the notes:

Version 0.13 Changelog:
Armsy combat improvements – can now turn around quickly, attack to left and right and attack from further away. Will swipe at trees more often. Will react to explosions by staggering backwards.
Armsy will knock down walls and other structures near player, and will now interact better with dynamic logs/props pushing them away
Lowered throw force on bomb timed and added friction to rigidbody to reduce hockey puck feel
Added distance based camera shake when bombs explode!
Improved look of wood plank barriers – better textures, better break apart chunks
Wooden planks now have a health value and will take longer to be broken down by a stick versus an axe
(multiplayer)Added two new player character model variations
(optimization) Improved Experimental Foundations & Walls memory footprint
(building) Removed Manual Foundations 4 edges limit, improved visual feedback
(building) Added closure snapping to manual foundations
Improved log sled pushing – less jitter and glitches when pushing sled close to other objects
Changed gazebo floor collider so items can be built on top of it.
Player can no longer jump while pushing the sled
Lowered damage from un-upgraded rock weapon
Added extra checks to stop player falling through world when climbing ropes
Lowered damage amount molotovs do to Armsy. Setting Armsy on fire will cause him to become enraged, running around or attacking the player
New dying sound distortion added when player is in grey-zone state
(audio)rope climbing sound effects added
(audio)Falling Leaves sound effects added and tuned
(audio)Fixed bug where bush rustle sound effect would sometimes not play if player was running full speed and at an angle
Fixed a rare bug that caused the game to get stuck halfway in the loading process
Fixed trees initializing after black screen removal when loading a saved game
Slightly larger hit colliders on birds and stick weapon, makes it easier to kill grounded birds with a stick
Enemy bodies no longer explode when you hit the body after killing them! You can now chop off individual limbs!
Tree houses now require rope to build
Cave 2 crayon map drawing with shiny sticker stars on it added as a collectible item. (hint: try and find locations of stars)
(audio) Music sting added when player is woken up by enemies
(audio) New music sting added when an important item or location is discovered
(audio)First pass at Skinny enemy audio added
Fixed log wall breaking apart rotated incorrectly
Cave 1- major design re-work. More interesting areas, easier to navigate, more secret areas and items, improved collision.
Player is no longer able to pick up logs while jumping, swimming, sailing raft or pushing sled
Equipped logs are now dropped when beginning to swim, sail a raft or push a sled
Standard enemies can now attack built player walls
(hopefully) Fixed bug where enemies would sometime appear in t-pose in multiplayer games
Improved cave 2 entrance visuals
Random hint texts added to dead screen!
Removed starfish from caves and other strange places. Will now only appear on beach.
(multiplayer) New voice chat system! Using microphones/walkie talkies will no longer cause memory allocation and framerate stutters as memory is attempted to be cleaned out.
(multiplayer)Performance improvements!
(multiplayer)Fixed delay where log would remain visible for a short period of time even after being picked up by clients
(multiplayer)Fixed delay between tree falling and breaking into logs for clients
(multiplayer)Craft audio now plays for each player, you should no longer hear other players craft sfx play from far away
(multiplayer) fix a bunch more 2d sounds that could be heard by both players at wrong time
(multiplayer)Major lag improvements for enemies! Enemies will now visually update more often when close to a player
(multiplayer)Fixed fires not replicating
(multiplayer)All enemy types now show up in multiplayer games (distorted, pale creatures etc)
Fixed missing collision on orange tents
Fixed issues where after climbing rope, it would slightly reposition player making it very easy to fall back into hole or off ledge
New buildable item: Weapon Rack! Store up to 4 non projectile equipment items
New buildable item: Snack holder
New buildable item: Explosives/molotov holder
New buildable item: Medicine cabinet
Fixed flare gun not setting enemies on fire
Getting hit while blocking now drains more stamina
Block will fail now when hit if you have very low stamina
Birds are no longer active while inside a cave
Optimized all animal animators to save cpu performance
(single player only)New buildable item: Climbing Rope (needs to be hooked to a single Structure Anchor, a minimum distance with floor is required)
Added Structure Anchors to: Gazebo (2), Log Cabin (2), Platform (2), Extensible Platform (4), StairCase (2) and Wall (2) [retro-active] (you can now attach bridges or rope to these items) (Single player only)
New cheat code added: ‘vegetarianmode’ enemies only come out at night.
New cheat code added: ‘meatmode’ cancels the other cheats
Active cheats now saved locally (Hint: Type meatmode on title screen to cancel active cheats)
(single player only)New buildable item: (experimental)Procedural Floor (snap on top of foundations, or to procedural walls that are on foundation + floors)
Can now rotate tree structures while placing them !
Improved building placement near structures that can be built upon

I jumped into the game the day this patch went live, with the intentions of finally trying out the co-op, as now you don’t need IP addresses or any of that junk, you can just start up a game and leave it open for people to join, or invite friends directly from Steam. Unfortunately, I only know a couple of people with the game and none of them are really playing it so I just started a game leaving it open for random people to join. Apparently no one was playing (or wanting to join a random game) when I was playing. Maybe it was the hour of the day or the day of the week, or perhaps there aren’t as many people playing right now due to the early access, but people are obviously finding bugs in the multiplayer component, so someone out there is playing the game. Either way, I didn’t get to check out co-op so I just played around for a while with some of the new stuff I hadn’t seen, and then logged off. I know this game would be fantastic for people who enjoy a PvE sandboxy building experience, but I guess the horror aspects scare some people away. Who knows. One day I’ll get to try the mode out.

#theforest #patchnotes #earlyaccess

State of the Game: Week 8, 2015


Towards the beginning of this week I spent limited time playing games, mostly just making sure to get a game or two of League in each day, along with touching on a few other titles here and there. Over the weekend I spent some time with friends, and I ended up playing quite a bit of Grand Theft Auto V, a title I previously had no real interest in, but having played it for a while I did have a blast. More on that in a minute. We’ll start with League, as I spent most of my time there.

It’s Lunar Revel time, which is another holiday (I believe it’s Chinese New Year?) that closely follows Snowdown. This of course means a new event page, where you can read up on all the event entails, along with a new featured game mode: Nemesis Draft. There was also a new patch that came through, number 5.3.  You can read the full notes over here, but I’m not going to touch on them myself. I have made more progress in my mission to head up the ranks, and I have finally come back to the place where I started the season. You’ve already heard the story so I won’t repeat it, just know that I’m in Bronze 1 and moving up towards that promo series to get to Silver V. I’m not stopping til I hit Gold. I did try out the new featured game mode, and it was an interesting concept, but I can see where things can get messed up really quick.


My team on the left got to pick the champions for the team on the right, and vice versa. Instead of screwing us over, the opposing team gave us a pretty fairly balance team, and we just went ahead and gave them all tanks with little damage. They probably could have won late game after they got scaled up and used their CC to hold us down, but we ended up destroying them simply by picking a terrible comp for them. I’m surprised they didn’t do the same, but I guess they hoped we would suck with our picks. I’m not the best Twisted Fate, but I held my own:


They surrendered rather quickly. I don’t really think the mode is worth playing instead of ranked though, so I’ve gone back to that. I also dipped into Diablo III again, once again on my hardcore monk. He’s now level 62 and creeping ever so slowly towards 70. The 1st ladder season ended, and so I got items that were in the bank mailed to me, along with all of the gems from the Crusader I had made, so that was some extra coin and resources in my pocket. Now once I get some paragon levels that will benefit said Crusader (who is no longer a seasonal hardcore character) and the Witch Doctor I rolled a while back. Here’s what the Monk looks like after farming a little more new gear:


I’ve still been enjoying my time with H1Z1, but there have been two annoyances that are making me want to wait a little while for a few patches to change things up, or I’m going to have to change servers. As I said last week, you can’t call in Airdrops unless there are enough players on the server. For some reason the server I had been playing on seemed to have airdrops here and there, but suddenly every time I try to call one in there aren’t enough players on. I decided to try to play on a high population server, but I ended up logging in while an air drop was happening.


It’s hard to see, but it’s that black smudge in the middle. I ended up falling off a cliff and dying on my way over to it. I didn’t try again, but I know that I would be able to call one in on that server at least. I’m going to try and do that this week so that I can share the experience with you guys. Another issue I’m having is that I watched some videos of the Battle Royale mode, and I really want to try that out but the “play” button and the battle royale servers are all greyed out with it comes to that mode. I’m not sure when it’s going to be live, but I will share that experience once I have it as well. Here’s some more scenic shots for posterity:

2015-02-10_00001 2015-02-14_00001

So lastly, my old roommate came out to visit this weekend and I spent time with him and our mutual friend whom I described recently. We all hung out and played some video games and the last time, Grand Theft Auto V was on the menu on the PS4. As was a story recently, they added a first person functionality so you can actually play the game in first person mode with makes things a bit different, but like H1Z1, you can swap between 1st and 3rd on a whim. It really is the same type of game GTA has always been, but the PS4 made the game much better looking, and I like some things they did with the controls — driving felt smoother and the combat was easier to get a hang of. I felt like the missions were actually challenging and it was still fun to just run amok on the streets. However, I still don’t enjoy the story lines as much. I think I do like this modern day open-world almost MMO-lite experience, that the two games provide (including PvP aspects), but I think I’d enjoy a different franchise better. Even Saint’s Row got old fast. I think I’m going to give Yakuza 4 a spin and see if it can capture the spirit well enough. Anyway, that’s about all for this week’s edition. Will try to post a little more over the course of the week.

#stateofthegame #roundup