Video Game Updates & Patch Notes

Sons of the Forest Receives Major Update with New Features and Improvements

Endnight Games releases Patch 03 for Sons of the Forest, introducing new features, balance adjustments, and bug fixes.

Endnight Games has rolled out Patch 03 for Sons of the Forest, their popular survival horror game currently in early access on Steam. The update brings a plethora of improvements, bug fixes, and new features that players can look forward to experiencing.

One of the most exciting features added in this update is the rideable E.U.C. ‘Knight V.’ Players can now also use night vision goggles and construct solar panels, light bulbs, and wires for their in-game bases. In addition, the construction system has been expanded with buildable ramps and stairs, spring traps, and working armor racks. A new option to delete saves has been added, and the maximum save slots have been limited to 30 to address issues with Steam cloud sync. You can find the full patch notes below:

Sons of the Forest 03 Patch Notes

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 armor 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 h*** cave
  • Made it possible to leave h*** 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 h*** 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

Sound

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

I am ANGE1K. I started playing video games a long time ago. In a blink of an eye, I became a hardcore gamer. A couple of years later, I traversed to the professional Counter-Strike 1.6 scene. After the competitive ERA, I managed to find the gaming industry amusing and started working on FGR. 8 years after founding FGR, my mission remains the same. That is to discover secrets within the gaming industry, create guides for all the games I play, and provide you with some important news. Oh, yeah, I post tons of patch notes too. At the time, I play everything that seems reasonable to play, make content about it and help gamers to the best of my abilities. P.S. Last time I counted how many hours I've spent in video games turned out to be 13+ years. And that was a long time ago too. Almost 24/7 in front of PC. If you need anything, feel free to contact me on X!

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