- Halved AI Health Arms 90 > 25 Legs 90 > 40 Stomach 95 > 60 Chest 90 > 60 Head 35 > 35 (unchanged)
- Fixed Docter C Sight - Increased Update Frequency of AI (Less shooting through walls) - "kill" command now kills the player by damaging the chest instead - New Clean House Map but with experimental AI optimizations - AI optimizations
- Started added LODs to firearms (performance) currently the pistol grips, handguards and foregrips have LODs on them. Please report any visual glitches
Finally, a new, massive update is available! It introduces new biomes, underground caves, ridable horses, aggressive animals, new items and much more!
First of all, the biggest change are the biomes: The game now has two new climate regions (dry and cold region), which consist of 14 new biomes, including deserts, savannahs, tundras, taigas etc.
Existing worlds will remain compatible! But if you experience any issues with your existing worlds, please let us know. The game also creates a backup of your world automatically, so even if something goes wrong during world conversion, the world can still be recovered.
To make sure the new regions are as varied as possible, this update introduces many new plants and trees as well as new animals.
Another new feature is that some animals will now attack you (bears, polar bears, wild boars, lions and snakes). Unlike the Java version, the game now indicates if an aggressive animal has detected you. To fight back, this update introduces many new swords (some of them cannot be crafted and can only be looted from chests).
Talking about loot: the arctic regions randomly contains a few frozen chests containing various items. More loot spots are planned for future updates.
In addition to the new biomes and animals, this update also introduces caves: the upper layers consist of caves similar to the ones in the Java version (but they're more branched and have less dead ends). The lower layers consist of big caves which are partly filled with water. Below these "deep caves", you'll find the hell.
Apart from caves and biomes, this update also adds ridable horses to the game! Horse movement is now more flexible compared to the Java version. In order to ride a horse, you just have to craft a saddle (optionally you can also attach some bags to it).
We've also done some improvements to the world generation: the game now generates bigger islands and less mountains. It should be easier now to find flat spots. If this isn't sufficient, the world creation dialog now has an additional slider to change the steepness of terrain. Furthermore, a new world type ("superflat islands") is available.
As mentioned above, there are various new items and objects in this update. One item worth mentioning is the toolbelt, which can be used to expand the available number of slots in your hotbar.
Of course there are also many new QoL changes and smaller features. There a few pieces of clothing available now, you can spawn a "dummy" human npc and there are new building options available (e.g. the ability to change texture alignment or to enable a local move mode).
To get an overview of all changes, please find the full changelog below.
The next update will now focus on a map as well as more npcs - stay tuned! :)
Changelog 0.7 (2024-02-02):
[New] New climate regions: cold and dry regions (including many new biomes, e.g. deserts, savannahs, tundras, taigas etc)
[New] Implement caves
[New] Deep elevations now consist of big caves filled with water
[New] Added hell (below deep caves)
[New] New ridable horses (14 different horse variants)
[New] Added saddle and optional saddle bags
[New] New item: toolbelt, which increases the number of available slots in your item hotbar
[New] New item: weed whacker
[New] New items: several swords
[New] When creating a world, you can now determine how flat or steep the terrain should be
[New] Bulls, goats, rams and mooses now attack you if you attack them first (also applies to rhino and elephant)
[New] Wild boars now always attack the player
[New] Aggressive animals play a "warning" animation first before attacking the player
[New] Heartbeat sound is audible when the player has been detected by an aggressive animal
[New] Added dummy human npc that can be spawned via console command ("spawnnpc dummy", optionally with "locked" parameter)
[New] New crafting station: tanning rack
[New] You can now get pelts and hides from animals and turn them into leather at the tanning rack
[New] Added optional craftable storage for inflatable boat (RIB)
[New] Added 2 doors (old wooden door from Java version)
[New] Added gift (including several variants)
[New] Added safe object (to store items)
[New] Added small trashcan object
[New] Added gramophone object (including 3 music discs)
[New] Added several special variants of some animals
[New] Added 20 new cacti (also removed the old ones)
[New] Added several new trees (mesquite, aleppo pines etc)
[New] Added several new smaller plants
[New] Added new music tracks
[New] Added medieval fur coat (clothing piece)
[New] Added new headgear/accessory items (vanity): pilgrim hat, felt hat, wizard hat, fedora, cowboy hat, redcoat hat, boonie, safari hat, sombrero, wooly, cappy, captain hat, chef hat, fez, jester hat, jockey helmet, crown, cylinder, ushanka, unclesam hat, xmas hat, pickelhaube, bear mask, goat mask, pig mask, teddy mask, bunny mask, aviator glasses, sunglasses, groucho mask
[New] Added forbidden objects permission (to lock objects like furniture etc in multiplayer)
[New] Added forbidden crafting permission (to lock certain crafting recipes in multiplayer)
[New] Branches now spawn randomly on the ground (can be picked up to get sticks)
[New] Added setting to change the max resolution for custom images (posters)
[New] Added setting to change the sort mode for blueprint files
[New] Character preview is now visible in inventory screen
[New] Drag clothes on character to wear them (or vice-versa)
[New] Auto-Run setting is now available in controls setting
[New] World backups can now be restored from the world menu (to do that, rightclick on the world entry in singleplayer menu)
[New] Rightclick on world in world menu now gives an option to copy the seed to clipboard
[New] Rightclick on UID in main menu now gives an option to copy it to clipboard
[New] Added command "swapsize" to swap the size of two axes of your currently active building element
[New] Added command "deletesector" to delete/reset an entire sector/island (use with caution!)
[New] Added command "overrideregion" to change the climate region of a sector (use with caution!)
[New] Added command "togglewater" to enable/disable underwater rendering
[New] Added command "locknpc" and "unlocknpc" to freeze/unfreeze npcs
[New] Added command "gap" to set the gap size directly while placing multiple construction elements in a row
[New] Added commands "surfacescale" and "surfaceoffset" to edit the surface of the current construction element
[New] Added commands "texturealignment" to change the active texture alignment for construction elements
[New] Added command "renderplayer" to save a rendered image of the player model on the hard drive
[New] Added edit flag "DisableOffset" for construction elements (to disable offset to prevent flickering)
[Change] Updated moving behaviour of animals
[Change] Some animals will now attack if you attack them first (e.g. goat, ram, moose etc)
[Change] Wild boars are now aggressive
[Change] Game now generates less mountains by default (more flat areas)
[Change] When editing signs for the first time, the previously used settings (font, size etc) are now used
[Change] You can now also use the sledgehammer to dismantle and pick up objects/furniture
[Change] Elements are now picked up automatically when deconstructing them with a sledgehammer (can be disabled in config file)
[Change] Creative mode removal tools now show a confirmation dialog before removing any elements (can be disabled in game settings)
[Change] Slightly improved text editor for signs (hold font size buttons, added tooltips and help etc)
[Change] Plants are now always removed during large terrain edits in F5 creative mode (if plant gravity is enabled)
[Change] If a bow or rifle is equipped, the remaining amount of ammo is shown on the right side now
[Change] Player health is now also shown in inventory (next to character preview field)
[Change] Slighly increased interaction radius for chests
[Change] Improved falling-through-ground detection (player should now under no circumstances fall through the ground anymore)
[Change] Reworked weather snow effects
[Change] When driving a boat, the camera rotation is now updated depending on the driving direction (can be disabled in misc settings)
[Change] Collecting fruits from plants placed in creative mode (F6) will now cause the fruits to regrow
[Change] Preview element when placing construction elements now has the correct size (difference was visible when placing big elements)
[Change] Update ore detector text and it now also detects coal
[Change] Console command "sql" now supports queries/select-statements (result is printed to console)
[Change] Crafting glass doors now requires a modern workbench
[Change] Blueprints are now consumed when saving a structure in survival mode
[Change] Disabled sporadic player pain sounds in creative mode if bones are broken or health is low
[Change] Changed crafting recipe for rope (reduced required ingredients)
[Change] Changed crafting recipe for rope blocks and fabric blocks (reduced required ingredients)
[Change] "Manual positioning mode" status (active/inactive) is now also shown on the left side of the HUD (only while building)
[Change] You can now stack empty blueprints
[Change] Touching a tall cactus now inflicts damage
[Change] Improved snow rendering on steep cliffs
[Change] Increased light intensity of large flashlight and penlight
[Change] Improved visibility of selected item in hotbar (cursor around item)
[Change] When using the "Copy Block" key (middle mouse button) in creative mode, the block color is now properly taken into account (can be disabled in config file)
[Change] When searching a crafting recipe, a tooltip now shows the category of that recipe
[Change] Selecting a crafting recipe now also highlights and selects the according crafting category
[Change] When using the "commands" console command, the output is also stored in your system clipboard (use that to paste it into a text file, for example)
[Change] The game now automatically creates a backup of the world before performing a world conversion
[Bugfix] Fixed various issues with color picker
[Bugfix] Fixed custom console commands (see controls settings at the bottom) not being saved properly
[Bugfix] Fixed item animation sometimes being broken (e.g. after equipping an item which is identical to the currently equipped item)
[Bugfix] Fixed issues if "interaction" and primary/secondary action were bound to the same key
[Bugfix] Signs are now correctly rendered behind glass panes
The second stream will be broadcast on Feb 9th @ 7 PM EST!
You can watch the stream on the Steam Next Fest page at that time. The stream is pre-recorded and will be looped throughout the duration of Steam Next Fest on our store page.
If you haven't had a chance yet, make sure to play our free demo! It will be up for a limited time so check it out before it comes down on Feb 19th.
Don't forget to wishlist the game and share your feedback and thoughts with us either through Steam Discussions or our Discord!
The first stream will be broadcast on Feb 7th @ 9 AM EST!
You can watch the stream on the Steam Next Fest page at that time. The stream is pre-recorded and will be looped throughout the duration of Steam Next Fest on our store page.
If you haven't had a chance yet, make sure to play our free demo! It will be up for a limited time so check it out before it comes down on Feb 19th.
Don't forget to wishlist the game and share your feedback and thoughts with us either through Steam Discussions or our Discord!
Devs show off the game & answer questions about Voxlands, up coming FPS / RPG / Survival game in a raytraced voxel world, with questing, destruction, crafting and lots of shooting!
1. Infantry now have proper 3D models and animations. The 3D models are just place holders at the moment. I will be sourcing better models next week together with weapon models so expect some infantry groups to be packing MANPADS ːsteammockingː
2. Infantry now disembark their vehicles in a more realistic manner rather than just "teleporting" in!
3. Fixed "Slew T.Pod Down" & "Slew T.Pod Up" controls which were labelled incorrectly.
4. Waypoint distance will now show in miles when the distance units are set to Yards / Miles in the Game Settings menu.
5. Tracked down a bug where the player.log would be spammed with errors when pausing the game. It turns out this is related to the Targeting Pods refresh rate. As a quick fix I've set the targeting pod to "Real Time" no matter what setting you choose in the Video Settings menu. I will investigate further to see if I can find the root cause.
6. AH-64A '81 has new interior and exterior engine sounds.
7. Fixed a bug with the crashed Reaper drone which would sometimes causes errors as it didn't have a VTR (Visual, Thermal, Radar) profile. I've also set it as a "Neutral" unit to prevent nearby REDFOR units trying to shoot it!
8. Tweaked the Apache's autopilot so it will stabilise lateral movement faster.
We're excited to announce that we are participating in the upcoming Steam Next Fest from Feb 5-12th!
As part of our participation, there is a free demo available for everyone to give the game a try during the event and we'd love to read your feedback on it through Steam Discussions or our Discord!
Keep in mind the demo will come down a week after Next Fest ends on the 19th.
During the event, we have two streams scheduled where you can see the game being played by our team. Both of these streams are pre-recorded and will be looped throughout the duration of Next Fest.
Don't forget to wishlist the game so you don't miss out on any news and thank you for your support!
Added Leaderboards! I havn't yet played really, so you can be world number 1 pretty easily at least for some time.. :)
For the leaderboard to work, make sure you make a new personal record as that is when the game send the new score to leaderboards, so if you have old records, they wont get there until you break them! There are different leagues for different lives amounts: 1, 3, 5, 10, 20 and infinite lives. So you can have different records for each levels in the different difficulty modes.
Also tweaked a bit the first levels, made the onboarding more smooth for new players: the first levels are a bit easier at start.
Also decreased the camera movement as it was a bit dizzying.
It’s been three days already since we’ve released our brand-new demo, and we’re so thankful for the amount of constructive feedback we’ve gathered so far from you. Without your support, we wouldn’t be able to track those pesky bugs & issues, and bring the solution to you as fast as we can.
Today, I’d like to announce that we’ve already implemented most of your feedback into the demo. This means easier wolves on explorer difficulty, improved tutorial system, more hiding bushes and healing materials, and so on. Full patch notes are available down below 👇
Patch Notes: 7810
General:
Wolves should now again grant experience when killed.
Disorder hits perks now properly and applies negative perks.
DLSS no longer breaks when loading or changing level.
You should no longer get stuck if Wolf attacks you while you are solving the padlock puzzle.
HDR options removed as they were not working correctly. Will likely bring them back in future once we can apply fixes. (You might need to reset your configs if you previously played with HDR options).
Added Hunting Station and craftable spear recipe to starting shelter in Sickness scenario.
Fixed issues related to wolf attacks when two different wolf attacks occuring fast one after another, would cause loss of input.
More eating animations added (will add option to allow skipping of these in Difficulty settings in the future.)
Dollar Coins can now stack.
Fixed issue where you could hit yourself with the spear and have it break or get stuck unexpectedly.
Many sound effect tweaks.
Localizations:
Spanish added. (There might be some translations still missing - we are using it as a test before adding more.)
Tutorials:
Tutorials should be more reliably repeatable in "How To Play" section.
Tutorials have been tweaked based on feedback to make impaling and torch sections a little clearer.
Minor tweaks to digging section.
Balance:
Bleeding damage left by Wolf on the player reduced by 60% on all difficulties.
Added few bandages and spears for explorers to find.
Crow detection boxes increased so its easier to hit them with rocks or snowballs.
Set that perception fatigue has 5% chance to trigger (same as on Survivalist difficulty) was on 2.5% before.
Reduced the total amount of wolves on the map slightly to make it less dangerous on all difficulties.
Tweaked the rates that Wolves 'forget' the player, allowing players to 'lose' wolves by hiding in bushes while in combat and sneaking around the bush while wolf searches for them in their last 'seen' location. (Generally we want to make getting into combat with wolves more avoidable and allow for more options other than running or fighting.)
Added chance for Fiber to be collected from Tall Grass, as an alternative to more lucrative berry bushes in order to be able to craft bandages a bit more easily.
Makeshift syrup will now also heal you for 100 health on top of delaying the RRI Effect.
On "Explorer" (easy) difficulty impaling is now automatic as long as you are charging the spear and roughly aiming at the wolf when he jumps at you. (We are working on a custom difficulty options where you can tweak all options individually to your liking but it will likely not be before release of early access).
Tweaked energy losses for the demo, so we lose energy faster (more sleeping required).
Animals:
Animals should no longer see us through buildings.
Animals should no longer hear us when crouched which should allow sneaking in wild and hiding in the bushes to be much more effective (we are still tweaking this further so that you can't walk all the way up to deer in future fixes).
Minor rotation adjustment tweaks to wolf movement that should make them spin in circles less often.
Boars should now be properly skinnable.
Visuals:
Tweaked many places to raise the visual quality (mainly noticable in shelter and hot springs in the sickness scenario)
Work on visuals is ongoing and will continue until early access release and further :)
Reduced flashlight intensity as it was too intense and whitened everything.
Several minor graphical tweaks to raise the quality a little (higher texture sizes on terrain, RVT's etc.)
Noise/Smearing artifact effects removed from Grass and other foliage.
Noise/Smearing artifact effects removed from River.
Refactoring of color grading based on players feedback
Increased view distance on clear weathers
Extra information that might be helpful:
Don't hold the button to swing torch, press and release - don't let the red bar disappear.
Known issues at time of release:
Deer might be slow to notice us. (Due to crouching noise fixes).
Fainting (getting to 0 energy) might lock up inputs and not play the fainting animation properly.
When spear is in hand the Quick Actions Tab (bottom right corner) might wrongly show extra information for auto impaling / to release to impale regardless of difficulty.
Apart from making the wolves easier on the explorer difficulty, we've also prepared for you a short video which should teach you how to fight with those pesky, furry friends. Keep in mind that from now on, releasing the spear before wolf jumps on you is only related to the survivalist difficulty. Let us know what you guys think!
By the way – as you can see in the video, we also have some problems while fighting with them, so there is nothing to be worried about.
Oh... And one more thing – we clearly see that there is a little confusion about where to find our demo, since some of you might think that it's actually a prologue.
You can freely download the demo from the Winter Survival's Steam page. It's definitely worth a try since it's a truly open world survival experience. Go and check it for yourself.
Before we finish I'd like to invite all of you to our live stream on February 6th, 2024 at 7 pm CET time. We'll be talking everything Winter Survival and we cannot wait to see you there. Feel free to ask any questions you might have – we'll do our best to answer them.
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!
The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.