Subsistence - ColdGames
Hi there! Here are the notes for tonight’s update:

* Hunters can now be enabled/disabled for save game profiles. This will work for existing save games. Disabling hunters and loading an existing save will wipe them from the world. You can re-enable them again, but they will need to build up from scratch. Note: An autosave needs to occur before re-enabling them. I will be making further improvements to the menu system in the next few updates.


* Added a new system to provide contextual hints and guidance for new players starting out.
* Nails can now be crafted from the Workbench (Weapons bench has been renamed to ‘Workbench’).


* Remodeled foundation stairs so they can be snapped together without looking crooked (small thing, but this was just bugging me).


* Fixed bug where extra laser would temporarily show in the refinery when purchasing the power efficiency upgrade.
* Increased max-stack-counts of several items:
-- Logs: 50
-- Planks: 50
-- Scrap metal: 40
-- Weapon parts: 50
-- Bandage: 15
-- Berries: 50
-- Cloth: 50
-- Protein bar: 40
-- Sticks: 50

I know there are lots of other issues that need attention, in particular the overall balancing and hunter system, as well as lower-tier weapons, etc, etc. I’m always reading the feedback on the forums, and you guys have been giving me great insight into the main problems that need attention (as well as giving some great suggestions for new features).

I’m excited for the continued evolution of the game into in the new year. Thank you so much to everyone that has been supporting the project since the early access release. As always, please let me know if you experience any issues with the update. Hope you guys have an awesome Christmas!


Subsistence - ColdGames
Hi there! Here are the notes for tonight’s update:

* Hunters can now be enabled/disabled for save game profiles. This will work for existing save games. Disabling hunters and loading an existing save will wipe them from the world. You can re-enable them again, but they will need to build up from scratch. Note: An autosave needs to occur before re-enabling them. I will be making further improvements to the menu system in the next few updates.


* Added a new system to provide contextual hints and guidance for new players starting out.
* Nails can now be crafted from the Workbench (Weapons bench has been renamed to ‘Workbench’).


* Remodeled foundation stairs so they can be snapped together without looking crooked (small thing, but this was just bugging me).


* Fixed bug where extra laser would temporarily show in the refinery when purchasing the power efficiency upgrade.
* Increased max-stack-counts of several items:
-- Logs: 50
-- Planks: 50
-- Scrap metal: 40
-- Weapon parts: 50
-- Bandage: 15
-- Berries: 50
-- Cloth: 50
-- Protein bar: 40
-- Sticks: 50

I know there are lots of other issues that need attention, in particular the overall balancing and hunter system, as well as lower-tier weapons, etc, etc. I’m always reading the feedback on the forums, and you guys have been giving me great insight into the main problems that need attention (as well as giving some great suggestions for new features).

I’m excited for the continued evolution of the game into in the new year. Thank you so much to everyone that has been supporting the project since the early access release. As always, please let me know if you experience any issues with the update. Hope you guys have an awesome Christmas!


Subsistence - ColdGames
Hi guys. Today's update see's the introduction of craftable Solar Panels.

Since limiting the BCU's to allow only one that will auto-generate power/mass, many players have been asking for additional means of generating power. Especially now ammo casings require power to craft.



The Solar Panels are not cheap, but provide a trickle of power that can exceed the limits of what the BCU is able to provide. They can also be upgraded to further increase their power production. They can be placed on any base structures, as well as the terrain surrounding the base (although they are fairly fragile, so be wary of bears tearing them down).

Obviously the time of day affects their ability to generate power, and throughout the night they will not generate any at all.

The balancing will almost definitely need tweaking, so please let me know your thoughts if you feel it is unfairly balanced as it currently is (or needs nerfing).

As always, thanks so much for all your feedback and discussion on the current state of the game, it really helps a lot. I do try to read all threads.

Cheers
Subsistence - ColdGames
Hi guys. Today's update see's the introduction of craftable Solar Panels.

Since limiting the BCU's to allow only one that will auto-generate power/mass, many players have been asking for additional means of generating power. Especially now ammo casings require power to craft.



The Solar Panels are not cheap, but provide a trickle of power that can exceed the limits of what the BCU is able to provide. They can also be upgraded to further increase their power production. They can be placed on any base structures, as well as the terrain surrounding the base (although they are fairly fragile, so be wary of bears tearing them down).

Obviously the time of day affects their ability to generate power, and throughout the night they will not generate any at all.

The balancing will almost definitely need tweaking, so please let me know your thoughts if you feel it is unfairly balanced as it currently is (or needs nerfing).

As always, thanks so much for all your feedback and discussion on the current state of the game, it really helps a lot. I do try to read all threads.

Cheers
Dec 7, 2016
Subsistence - ColdGames
Hi there, no real update. Just had to push a hot-fix to prevent an exploit where players were able to enrage bears to destroy hunter bases.

Also to fix an issue that was preventing fresh-spawns from spawning with a bandage (causing lots of understandable rage-quiting for new players).

Just keeping everyone informed when things change.

Cheers
Dec 7, 2016
Subsistence - ColdGames
Hi there, no real update. Just had to push a hot-fix to prevent an exploit where players were able to enrage bears to destroy hunter bases.

Also to fix an issue that was preventing fresh-spawns from spawning with a bandage (causing lots of understandable rage-quiting for new players).

Just keeping everyone informed when things change.

Cheers
Subsistence - ColdGames
Hi guys, here are the details of tonight's update:

* Zinc has now been introduced as a new mineable resource and can be refined down into Zinc Fragments.

* Ammo casings can now be crafted in the weapons bench using Zinc, Copper and Scrap (also a small amount of power and mass). This is another small step towards moving away from reliance on crates for ammo. Also, hopefully better equipping players to fend against later-game hunter squads. You’ll have to let me know if the balancing seems off.

* Grenade bounce has been reduced to ⅓ of what it was. This is a temp measure until better raiding tools and mechanics are implemented.
* Hunter base loot has been slightly increased (to counter the reduction of firearm damage to doors).
* Falling damage height has been slightly increased.
* Fixed bug where weapon bench craft recipe previews wouldn’t update power and mass as it fluctuates.
* Increased frequency of hints to build a BCU for new players (I’ll add an option to disable these hints in a future update).

Please let me know if the balancing seems off on the new changes (i'll be on the forums as usual). I know that a lot of systems desperately need work, but with gradual iterations and your guys feedback, I hope the game will start to gain much greater depth, and ultimately… be more fun to play.

Cheers
Subsistence - ColdGames
Hi guys, here are the details of tonight's update:

* Zinc has now been introduced as a new mineable resource and can be refined down into Zinc Fragments.

* Ammo casings can now be crafted in the weapons bench using Zinc, Copper and Scrap (also a small amount of power and mass). This is another small step towards moving away from reliance on crates for ammo. Also, hopefully better equipping players to fend against later-game hunter squads. You’ll have to let me know if the balancing seems off.

* Grenade bounce has been reduced to ⅓ of what it was. This is a temp measure until better raiding tools and mechanics are implemented.
* Hunter base loot has been slightly increased (to counter the reduction of firearm damage to doors).
* Falling damage height has been slightly increased.
* Fixed bug where weapon bench craft recipe previews wouldn’t update power and mass as it fluctuates.
* Increased frequency of hints to build a BCU for new players (I’ll add an option to disable these hints in a future update).

Please let me know if the balancing seems off on the new changes (i'll be on the forums as usual). I know that a lot of systems desperately need work, but with gradual iterations and your guys feedback, I hope the game will start to gain much greater depth, and ultimately… be more fun to play.

Cheers
Subsistence - ColdGames
Hi there. Here are the patch notes for the update that just went out. This week it's primarily exploit and bug fixes:

* Fixed a game-breaking bug where hunters would stop spawning under certain circumstances. If your save has abandoned hunter bases, they will start repopulating within a day.
* Fixed exploit where multiple BCU's in a base would provide additional mass (they can still be used to extend your base build radius).
* Now only one player base at a time will auto-generate power and mass. This prevents the exploit where players could build an exterior base and farm lockpicks/water/etc.
* Fixed exploit where players could build in hunter bases by extending their build reach using the numpad keys.
* Reduced effectiveness of bullets/shells on base items (including doors).
* Fixed bug where recycling weapons was giving way too much mass (and not taking into account upgrades). Now weapons with upgrades will yield more mass than standard ones when recycled.
* Fixed annoying bug where butcher icon would should when looking at a dead rabbit/chicken.
* Fixed bug where refinery and mass fabricator state was not saving on save games (which was resulting in them always being turned off and reset when loading a game).
* Increased hunter turning speed.
* Fixed bug where config and graphics settings would reset after an update.
* Fixed a couple of rock formations where it was possible to get permanently stuck (if you find anymore, please let me know).

Thanks so much to everyone that has been posting in the forums and letting me know about the issues they've encountered. I read the forums regularly and it's been awesome having you guys helping out as the project continues to make progress. It is very much appreciated.

I'll keep everyone updated as new content is added.

Cheers!
Subsistence - ColdGames
Hi there. Here are the patch notes for the update that just went out. This week it's primarily exploit and bug fixes:

* Fixed a game-breaking bug where hunters would stop spawning under certain circumstances. If your save has abandoned hunter bases, they will start repopulating within a day.
* Fixed exploit where multiple BCU's in a base would provide additional mass (they can still be used to extend your base build radius).
* Now only one player base at a time will auto-generate power and mass. This prevents the exploit where players could build an exterior base and farm lockpicks/water/etc.
* Fixed exploit where players could build in hunter bases by extending their build reach using the numpad keys.
* Reduced effectiveness of bullets/shells on base items (including doors).
* Fixed bug where recycling weapons was giving way too much mass (and not taking into account upgrades). Now weapons with upgrades will yield more mass than standard ones when recycled.
* Fixed annoying bug where butcher icon would should when looking at a dead rabbit/chicken.
* Fixed bug where refinery and mass fabricator state was not saving on save games (which was resulting in them always being turned off and reset when loading a game).
* Increased hunter turning speed.
* Fixed bug where config and graphics settings would reset after an update.
* Fixed a couple of rock formations where it was possible to get permanently stuck (if you find anymore, please let me know).

Thanks so much to everyone that has been posting in the forums and letting me know about the issues they've encountered. I read the forums regularly and it's been awesome having you guys helping out as the project continues to make progress. It is very much appreciated.

I'll keep everyone updated as new content is added.

Cheers!
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