Subsistence - ColdGames

Random Plane Events:
Players will now experience random plane flybys during gameplay. On occasion these flights will crash-down somewhere in the world, providing players with incentive to venture out to discover the wreck and loot its cargo.

The intention with these events is to incentivize players to travel/explore further from their bases, and add more unpredictability to the moment-to-moment gameplay. This also adds more value and utility to vehicles.

The pilots will dynamically toggle the plane lights during day/night transitions, and the drone of the engines will alert players to incoming aircraft.

Starting a new game will now begin with a drop-off plane leaving the player location (hoping to give a sense of isolation and the situation at hand).

Flight Paths:
Flight paths are procedurally handled and unique for every flight. Planes will enter the play space and attempt extensive flybys of the playable area before exiting and flying out into the wilderness.

During their flights they are coded to dynamically traverse the landscape geometry, so will fly over mountains, down into valleys, avoid peaks, etc.


Crash Sites:
On occasion flights will go down and crash, creating a huge fiery explosion and sending vibrations and echoes of the impact across the map.

Players will be able to observe crash sites by their burning debris fields and a column of smoke from the burning fuel. If enough shroud on the map has been uncovered, the flames from the crash will be visible from the map view.

Pilots:
Crash sites (and its cargo) will be defended by it's pilots. These guys are packing lever-action rifles and .44 revolvers, so they can deal a lot of damage and will not be friendly to players trying to scavenge their wreck site.

They are armored and can be identified by their white pilot helmets. It is possible for players to find a pilot helmet, however it is extremely rare (similar to the deep-cave miner gas masks).


Crash Site Looting:
During crashes, aircraft cargo crates will spill out among the wreck. These cargo crates are sealed with metal straps, so will need to be broken open to access their loot.

The debris from the wreck is also of value to players. Almost all parts of the wreck can be broken down to yield scrap metal. This will cause usage damage to your tools over time.


Regions:
This is a fairly large change, and is another move to encourage travel and exploration during gameplay. The world is now broken down into separate regions, which can be viewed from the map view.

Each region has a different weighting for the ores/minerals that are available within them. Some regions may have an abundance of one type of ore, yet little to none of another.

Vehicles now become more valuable, as a means of travel to regions with a required resource within daylight hours. Or more careful planning of routes while on-foot is required to secure needed resources.

While in the map view, scrolling over a region will show the weights of the resources available within it.

Regions Toggle: If the region boundary lines are distracting, they can be toggled on/off using the checkbox on the right-side of the map view.

Currently regions only control distribution of ore/minerals, although I see potential to expand this in the future to wildlife and vegetation. It's a tricky balance, so I appreciate feedback on the current balance and suggestions for the future.

Huge Increase To Fiber/Medicinal Foliage:
The old individual fiber and medicinal plants have been completely replaced by large modular bushes. They are now way more abundant and easier to spot.

The purpose of this is to make the natural environment more dense with interactable foliage (rather than just static bushes).

Fiber: Increase of around 700%.
Medicinal: Increase of around 400%.

Due to the large increase, recipes that use these materials have been increased for balance, but overall players should have a more abundant supply.

Foliage Harvesting Physics:
The new bushes all use destruction physics, so players can see bushes snap and break down as they harvest. I'm hoping this will make for a more satisfying experience while gathering.


Electrical Bench:
Found in the BCU crafting menu, the electrical bench can now be crafted.

This bench now handles the various crafting options for electrical items.


Some of the existing electrical items have been moved from the workbench crafting menu, as well as new added items that can now be crafted.


Capacitors:
Crafted at the electrical bench using refined lithium and pearls, capacitors are used to craft circuit boards (and will likely be used for more in the future).


Semiconductors:
Also crafted at the electrical bench using refined silicon and obsidian, semiconductors are required to craft circuit boards (with more uses likely coming in the future).


New Ore/Mineral Types:
3 new ore/mineral types have been introduced. These resources use the new regions system for their location in the world and typically will not be found together or adjacent to one another.
Lithium:

Silicon:

Obsidian:

The distribution and balance for the new resource types may need some tweaking, so I welcome feedback regarding this.

Color Grading Overhaul (Graphics Update):
I've made a significant change to the graphics color grading of the game. Color saturation and contrast depth have all been boosted. The result is a much more colorful presentation, with sharper outlines and deeper blacks.


First Person Arm Grabbing:
Picking up all items now plays a first person hand-grabbing animation. This is to increase immersion while playing.

The animations have been blended in for all weapons and tools, so you do not need to unequip your weapon.

Hunter AI Updates:
I noticed that hunters were often crowding a single piece of cover, leading to some predictable patterns during combat. They are now aware of the positions of their squad-mates and will seek independent cover.

This means they are better able to flank a player's position and create more dynamic encounters.

Also fixed the bug where hunters would get stuck on buildables while swimming and not move or react to the player.

Also fixed hunters not responding to their squad-mate being killed by a single headshot.

Tightened Spread on Pump Action and Double Barrel Shotguns:
Both the pump action and double barrel have had their spread tightened. This makes them more powerful at midrange. It's now not as necessary to wait for enemies to get to point blank range to deal max damage.

This does mean that the hunters also benefit from this change, so be careful when you hear that pump or double barrel cocking while in combat.

Note: The double barrel still has a slightly tighter spread than the pump action (making it more effective at mid range to the pump action).

Harvested Foliage and Scrap Regrowth/Respawn Rate:
Previously the game did not remember harvested plants/scrap between saves. So reloading a save would result in 100% respawn of foliage and scrap. Now the game remembers.

In addition to this, the regrowth/respawn rate has been slowed (and can take around 3 in-game days to replenish an area of resources). This means players will be rewarded with denser resources if they travel further afield. Staying in one location all the time will mean fewer/slower resources. This is another move to encourage and reward travel and exploration.

Garage Door Fob Fix:
Fixed the garage fob (vehicle upgrade) so that it will now open/close the closest garage door to the vehicle when the button is pressed. Previously it would engage a random door within a radius of the vehicle.


Boost Packs Duration Increase:
Almost all boost packs have had a significant increase to their effect duration, making them a lot more useful.
  • Strength Boost (Increases physical strength for a period of time. Allows resources to be harvested at a faster rate and increases damage dealt by melee weapons). Increased from 3 mins to 6 mins.
  • Adrenaline Boost (provides unlimited stamina for a period of time). Increased from 3 mins to 6 mins.
  • Heat Pack (Provides a short period of warmth). Increased from 2 mins to 3 mins.


New Skins:
New skins are available on the Subsistence Steam Item Store. Thank you for further supporting the continued development. 🙏

Pump Action Shotgun Predator Skin: Item Store Page

Rifle Predator Skin: Item Store Page

Pistol Predator Skin: Item Store Page

Combat Helmet Snow Camo Skin: Item Store Page

Skins on the Steam Store can also be accessed from within the game by clicking on the weapon in your inventory.

Other Notable Changes:
  • Optimized save game logic. Save files now are faster and use around half the file size.
  • Fiber stack count increased to 1000.
  • Medicinal stack count increased to 500.
  • Added shadow casting for destroyed buildable fracture pieces and destroyed ore nodes.
  • Prevented bushes and foliage from blocking AI navigation calculations and pathing.
  • Fixed rare bug where players would get stuck on "Initializing World..." screen when loading a profile.
  • Added better handling to ensure loot, hunters and hunter bases can not spawn outside of the fence-line.
  • Fix bug where the player camera would still move while in the menu if entering the menu while transitioning out of the map view.
  • Reduced the requirement count for circuit board for several craft and upgrade recipes.

Hope everyone has a great Christmas and New Year holiday! 🙏
CG

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/

Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.

You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184

Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (JoĂŁo C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (DĂ­lna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard BĂŚk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)
Dune: Imperium - Dire Wolf CS


The community really turned out for this event, making it a massive success! We played, we won, and mostly importantly, we gained a lot of insight into how to improve the experience for future events.

We’re diving into the work and already making improvements to messaging, timers, leaderboards, length of events and more. Big shoutout to everyone who contributed to the feedback! We can’t wait to kick off 2024 with more events, more challenges, and more to share!





Rest House III - Chlorophilia - etoxiuq
Greetings Tenats! Finally we got good news and updates.

-there are new sounds,
- promissed achievements
- bug fixes
- as they say we hear you, your coments and needs.
We updating the game acording to somments and our creative process.
- secret presents and news.

Catch us Live on our YouTube


Thank you for you're support!
Annalynn - Cruise Elroy
Happy Holidays, everyone! Another patch is going live today that addresses a few minor bugs from the previous 1.6.1 update.

It's been a while since the last "non-minor" update, but rest assured, more content is still on the way, and hopefully soon-ish. Thanks for sticking with me and the game!
Fixes
  • Fixed best times/overall times not saving properly
  • Fixed the "deadliest enemy" highlights not being attributed to the correct enemy
  • Fixed a few visual inconsistencies while the darkness cheat is on
WolfQuest: Anniversary Edition - loboLoco
BUGS FIXED:
* If pup is never given a nickname, it has no display-name after player makes it a grown wolf (it appears at beginning of alphabetical order, but is not findable in search, and causes MP game to hang if used). Now it defaults to use it's number-name so it's easier to find and give a nickname in wolf customization.
* Known Wolves: After player moves to another map, known wolves can be listed in the wrong map section.
* Incoming rival packs can select a homesite that's on an unclaimable hex (in certain MP modes like Pack Life).
* Courtable breeders can be interested in courtship with player-wolf.
* Rejected trial mates try to return to already disbanded/moved away pack instead of becoming dispersals.
* Yearlings can age up twice.
* In Amethyst, rival packs can claim some off-map hexes, slowing their disappearance from the map after disbanding. (Note that hexes will still take many days to fade after a rival pack disbands. The hexes don't know that the pack is gone.)
iRacing - OverdriveAlex
2024 Season 1 Patch 2 has been deployed!

See the Release Notes below, or on the iRacing forums here:
https://forums.iracing.com/discussion/53063/2024-season-1-patch-2-release-notes-2023-12-19-02#latest


===========================================

2024 Season 1 Patch 2 Release Notes [2023.12.19.02]

This Patch Release contains a variety of updates, fixes, and improvements for the 2024 Season 1 Release. Among these included is the second wave of sweeping performance improvements for our 2024 Season 1 tracks.


iRACING:--------------------------------------------------------------
Cart
Improved the flow when a user attempts to register for a session where they do not own any of the necessary content used in the session.

Hosted Races
Resolved an issue when clicking on the "See Full Profile" button of the session host was opening the Session Info modal rather than the user's Profile.

Car & Track Info
Resolved an issue when registering for a multiclass hosted session from the "Find Session" tab of the Car or Track modal was not finding the session to which the user was registering.

Results & Stats
This update fixes the images in the logo column of the Series Stats & Standings table.

Series List
Fixed "Full Series Page" button alignment in Race Guide view.


SIMULATION:--------------------------------------------------------------
Graphics
A sweeping change has been made to the processing of tree textures. SpeedTree textures have been added to the texture tossing algorithm. Whenever the application is running with low video memory, the SpeedTree textures are now downgraded in addition to other objects. This should improve the framerate for users with lower video memory.
- - The SpeedTree system is used at all of our new tracks.
For SSR, fixed a Simulation crash issue that could occur when enabling SSR on Low, after loading into a Session with SSR disabled (and while also having SSAO enabled).

Audio
Sounds for sawtooth and rumble strips as well as rumble curbs have been improved.


CARS:--------------------------------------------------------------
<Car Class> GT3 Class Cars
Traction Control (TC) tooltips have been updated in the garage.

<Car Class> GTP Class Cars
For the New Damage Model, a small tuning pass has been completed to improve balance across the vehicle class, including lowering break limits for wheels and noses.

<Car Class> LMP2 Class Cars
For the New Damage Model, a small tuning pass has been completed to improve balance across the vehicle class, including lowering break limits for wheels and noses.

<Car Class> LMP3 Class Cars
For the New Damage Model, a small tuning pass has been completed to improve balance across the vehicle class, including lowering break limits for wheels and noses.

ARCA Menards Chevy / Gen 4 Cup
(Gen 4 Cup) - iRacing setups have been updated.

Audi R8 LMS EVO II GT3
GT3 Class BoP: Engine torque has been reduced slightly.
A tuning pass for the New Damage Model has been completed for this car which now correctly allows the nose of the car to detach.

Lamborghini HuracĂĄn GT3 EVO
GT3 Class BoP: Engine torque has been reduced slightly.
Fixed an issue where the steering wheel was not being correctly hidden when its display was disabled in the graphics options.

Lotus 79
iRacing setup for Autodromo Internazionale del Mugello has been added.

Lucas Oil Off Road Pro 2 Lite
For the New Damage Model, fixed an issue where some removable parts appeared to detach and float nearby at certain camera distances.

Lucas Oil Off Road Pro Trucks
(Pro 2 Truck) - For the New Damage Model, fixed an issue where some removable parts appeared to detach and float nearby at certain camera distances.

Mercedes-AMG GT3 2020
Fixed an issue where the Traction Control (TC) light was not illuminating correctly.

Modified - SK / NASCAR Whelen Tour Modified
(Modified - SK) - For the New Damage Model, improved the bumper shape and stiffness. The bumpers are now perfect for bumping.

Porsche 911 GT3 R (992)
For the New Damage Model, fixed an issue with vehicle suspension at certain camera distances.

Sprint Car
iRacing setups have been updated.

[Legacy] Pro Mazda
iRacing setup for NĂźrburgring Nordschleife has been added.


TRACKS:--------------------------------------------------------------
Autodromo Internazionale del Mugello
Tirewalls have been adjusted for improved rendering performance.
Fixed an issue where some tirewalls were not two-sided objects, and were invisible when viewed from the back.
Several additional optimizations for tree models have been completed.

Chicago Street Course
(2023 Cup) - DRS Zones have been added.

Okayama International Circuit
Tree wall textures have been updated.




Katana Robo: RTA - Twins Halo
  • Level Balance Adjustment

Coridden - Aftnareld
Greetings Shifters ✊🐲

The year is coming to an end, and looking back we feel like 2023 was one of the most fun years we had working on Coridden! We’ve been adding a lot of new content, improving the game thanks to great player feedback and the extra help from several talented devs. Also, a little final gift just in time for Christmas, we teamed up with Anshar Publishing to help us during this last challenging stretch of game development.

This last period we’ve been working further on the different levels, quests and story of the game. One particular area we’ve been putting more work into is making more “boss” enemies and other extra challenging encounters. So design, animations, enemy behaviors and VFX have been created and improved upon to achieve these more challenging fights! We don’t want to spoil too much here, we’re eager to hear what you think when you face them yourself.😉

But we’d love to share some abilities we’ve been working on for the creature “Dragolem” at least! This one is a very tough and heavy-hitting monster. 🐉





We’d also like to share a quick showcase of our first implementation of the new robotic enemies you can encounter in game (so, still early WIP). We’re implementing 3 different types of these stationary “turret” enemies, and while most of them might be a bit slow to turn and start shooting, getting in their line of fire could mean big trouble...



We know next year is going to be the most exciting one yet, as we have a Kickstarter campaign coming in Q1 and the full release on the horizon!

Until next time, Wishing you all a Merry Christmas and a Happy New Year ✨
/Aftnareld Team
Dec 20, 2023
Solo Path - solo.path.game
Fantasy Grounds VTT - The Simple DM


New Releases since Monday, 18th of December 2023
Pathfinder 2 RPG - Pathfinder Society Scenario #1-06: Lost on the Spirit Road
Publisher: Paizo Inc.
System: Pathfinder 2.0
Type: Adventure
https://store.steampowered.com/app/2731600

Pathfinder RPG - Campaign Setting: Path of the Hellknight
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Setting
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Pathfinder RPG - Pathfinder Companion: Chronicle of Legends
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Accessory
https://store.steampowered.com/app/2676490

Pathfinder RPG - Pathfinder Flip-Mat Classics - Pirate Island
Publisher: Paizo Inc.
System: Generic Add-ons
Type: Map Pack
https://store.steampowered.com/app/2695610

Pathfinder RPG - Pathfinder Flip-Mat Classics - Urban Tavern
Publisher: Paizo Inc.
System: Generic Add-ons
Type: Map Pack
https://store.steampowered.com/app/2668520

Pathfinder RPG - Pathfinder Module: Academy of Secrets
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Adventure
https://store.steampowered.com/app/2701040

Deep Magic Volume 1
Publisher: Kobold Press
System: 5E Compatible
Type: Accessory
https://store.steampowered.com/app/2592050

Creatures & Treasures III
Publisher: Iron Crown Enterprises
System: Rolemaster Classic
Type: Accessory
https://store.steampowered.com/app/2668650

Dune: Coriolis Storm
Publisher: Modiphius Entertainment Ltd.
System: Dune 2d20
Type: Adventure
https://store.steampowered.com/app/2702550

FG Steampunk Vehicles Map Pack
Publisher: SmiteWorks USA, LLC
System: Generic Add-ons
Type: Map Pack
https://store.steampowered.com/app/2738720

Horror Companion Adventure (SWADE) - Patient Zero
Publisher: Pinnacle Entertainment Group
System: Savage Worlds Adventure Edition
Type: Adventure
https://store.steampowered.com/app/2691540

Horror of Huntley House
Publisher: Pinnacle Entertainment Group
System: Savage Worlds Adventure Edition
Type: Adventure
https://store.steampowered.com/app/2716480

Latin American Monsters
Publisher: Legendary Games
System: 5E Compatible
Type: Accessory
https://store.steampowered.com/app/2728210

Mysteries of the Ancients
Publisher: Mongoose Publishing
System: Traveller 2E (Mongoose)
Type: Adventure
https://store.steampowered.com/app/2732880

Star Trek Adventures: Eight Layers Deep
Publisher: Modiphius Entertainment Ltd.
System: Star Trek Adventures
Type: Adventure
https://store.steampowered.com/app/2716580

Steinhardt's Guide to the Eldritch Hunt
Publisher: MonkeyDM Publishing SRL
System: 5E Compatible
Type: Setting
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Vampire: The Masquerade 5th Edition Chicago By Night
Publisher: Renegade Game Studios, LLC
System: World of Darkness 5th Edition
Type: Accessory
https://store.steampowered.com/app/2627160

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