Video Game Updates & Patch Notes

Sons of the Forest finally gets update 1.0, patch notes revealed

Sons of the Forest has received a major update, 1.0. This update brings a lot of changes and fixes to the game. However, the developer noted that there might be some issues with the save. For that reason, they have recommended starting a fresh save to experience the story and the new features fully without any issues.

The changelog for today’s update can be found below:

Sons of the Forest Update 1.0 Patch Notes

Features

  • New title scene and end credits details, visuals and music
  • Added new choice alternate ending
  • Added 5 new cutscenes
  • Revised and added new voice acting and details to dining room, gold room, get down son and Jianyu intro cutscenes
  • Added new voice acting to Sahara confidential found footage
  • Added proximity voice chat with filters for in caves & underwater along with adding additional filtering to the walkie talkie
  • Added creative mode, with a new alternate creative inventory, and ability to skip build animations (unlocks when players complete the game story)
  • Added Raccoons and gave ability for squirrels and raccoons to climb trees
  • Added 2 new mutants; Legsy and Holey
  • Added new stronger puffy variation ‘Spotty’
  • Added higher tier gold armor level for cannibals
  • Added new sickness system tied to drinking unclean water or eating bad food. Drinking clean water or eating meds will cure sickness
  • Many new story item pickups added and most story item pickups re-worked, along with new in world decorative notes and magazines
  • Renamed glider to Foldable glider and it can now be hot-keyed and stashed to inventory
  • Golf Carts now come equipped with radio decks and a GPS screen
  • Added new world details, more paths, partially dug tunnels by excavators, new Jianyu camps, 14 new mini caves and cellars and many other environment tweaks and updates
  • Revised h*** cave door opening, will now require additional steps to open
  • Added NPC Timmy to h*** cave
  • Added 2 final artifact pieces and final artifact can now be crafted
  • You can now *(Spoiler)* or create a *(Spoiler)* with the combined artifact
  • Jianyu helicopters will now take off and leave from bases around map, and may occasionally hover over player structures to check on them
  • Added dying tactical soldiers with red flares that can be seen from a distance to help direct players towards locations
  • Added new findable dead Tactical and Worker dudes with GPS locators that appear when nearby, helping direct players towards interesting locations
  • Added campfire smoke plumes to cannibal villages that can be seen from a distance and will go out if there are no cannibals there to tend to the fire
  • Added various details to the snowy mountains; outdoor Solafite areas that attract lightning, snowmobile versions of carts, and small radar dishes
  • Added new cave (unlocks after end game sequence)
  • Added a new Arrow Storage structure and a new explosive storage structure
  • Added new nice chair and nice couch buildable structures
  • Added 2 new platform prefab structures and ability to snap them to built structures
  • Added new auto foundation system for some prefab structures ( including small cabin, lean-to and lookout tower, and platforms)
  • Added 3 new trap structures
  • Added option to extend camp fire with logs to turn it into a bonfire
  • Added a range and valid target readout to the rope gun
  • Added 4 new findable blueprint structures, including a glider launcher, and 3 mystery structures
  • Added strikeout to the message window UI for tutorials or ingredient counts that have been completed
  • Added additional achievements
  • Added seed items for Twinberries and Snowberries and a new Jam Recipe
  • Added new soft opening video to bunker food
  • Added new rotten textures for rotten meat, oysters & fish
  • Added PVP damage setting, and made it available in the multiplayer admin menu
  • Added AMD Fidelity FXâ„¢ Super Resolution 3 (FSR3) support
  • Added a new weather occlusion system for buildings to provide much more accurate weather visuals & Reworked interior space warmth system to be more accurate

Improvements

  • Player can now carry up to 4 stones at once and can now place multiple stones at once, as many as currently held
  • Reworked stone wall so that upper rows require only 4 stones instead of 5
  • H*** cave lava, lighting, effects, details and audio re-worked and improved
  • After player sleeps Kelvin will be found also sleeping somewhere nearby
  • Virginia & Kelvin will now wear outfits you’ve given them in cutscenes
  • GPS screen now more accurately reflects the world, showing cliffs, paths and clearings
  • Moved many items and pickups to better locations
  • Added support for weather occlusion to structure tarps
  • Added new system to ensure multiplayer clients see completed ghost structures transition smoothly to the built version regardless of networking conditions
  • Slightly increased size of the tarp sleep trigger so its easier for all players to sleep
  • Grounded beams fake pillars now remove snow around them
  • Powered cross and leg lamp now have a fixed snap point for the wire
  • Placing a new stone floor will now orient it to place in front of where player is aiming instead of the default calculated position which might be outside viewport
  • Improved some placement UI to better reflect position of the snap point
  • Placing stone beam on ground now displays more accurately where the stone will be placed
  • Added snow remover to snow golf cart plow
  • Added sound effect when relocating structures
  • Flyswatter and Bone-maker traps can now be moved after placed
  • Furniture supported by other furniture is now linked, preventing the dismantling of the supporting one, destruction is also applied to the supported furniture
  • Players can now trade bones
  • Bunker Luxury entrance reworked and set dressing improved
  • All bunkers relit, and additional details added in some of them
  • Stone beams and floors now use a more subtle place animation
  • Mushrooms, Twinberries and Snowberries can now be grown in planters
  • Large female cannibals have new full-body taunts and short yell animations
  • Added boots to players pajamas
  • Oyster greeble layout improved
  • Improved some areas in Cave D where players were getting stuck
  • Added a tutorial message for zooming the tracker.
  • Improved placement of tree structures
  • Added more golf carts to golf course
  • Golf carts and Hang Gliders now appear on the GPS screen when nearby
  • Eagles now sometimes land on logs and dead trees
  • Added some additional animal zones around map
  • Improved fall detection to avoid triggering fall animation when walking over small ledges
  • Stripped crunch from all textures smaller than 1024 to improve performance
  • Virginia Beckon locations now save and added many more locations for her to take you to
  • Any consumable, including drinking dirty water straight from a body of water, will now play the bad food eaten audio event on the player
  • Added Loading screen hints for sickness and toggling creative inventory mode
  • Enabled count readouts on all items on shelves that are not 1 to 1 visuals
  • Improved case where muddies would run to water or food and back to trees before finishing eating or drinking
  • Flashlight and shotgun no longer respawn upon loading if you already have them in inventory
  • Solar panels cannot be placed anymore in occluded areas (underground cellars)
  • Reduced shader variant counts & added shader warm up in loading to remove first time shader compile hitches
  • The GPS Tracker will now remember the current zoom level when re-equipping it
  • Blueprint structures that are being relocated will now retain their previous facing direction
  • Updated strength hint in loading screen to include damage
  • When a structure is dismantled, it can now spawn bundles of items
  • Changed it so that the last tabs on the blueprint book stay open longer if the mouse is moved off them
  • Added LODS to armor racks and armor on shelves
  • Improved the debug free camera system which now uses the main camera, so assets around it load properly, and now works with gamepad (’Freecamera on’ through the debug menu)
  • All held items will now play a stash audio event when they are unequipped.
  • All held items will now play their mouse over audio event when the item is equipped.
  • Optimized all colliders in inventory and sped up how long it takes for items to appear when inventory is opened
  • Added an area light to the screen of the held GPS tracker to give it some glow
  • Cloth in inventory now has a stack of five that will fill up
  • Doubled the speed of the item hover animations in the inventory
  • Items can now be batch added and removed from the mat in inventory by holding the button down
  • Reduced the out of breath sound when the player has reached their minimum vitality when all their stats are reduced
  • Improved the interaction and animation of throwing items from the grab bag
  • Button can now be held to continue throwing items from the grab bag
  • You can now hold the button down to keep eating berries in inventory
  • Added watch pile on the crafting mat
  • Removed small river rocks from lake greebles to reduce asset intersections
  • Improved nav mesh for h*** cave
  • Placing walls under leaning beams on ground is now possible if they are level
  • Updated lean-to blueprint, using walls instead of apexes for the surrounding pieces and added one sided apexes to fill gaps on the sides
  • Lowered CPU cost of having lots of idle structures
  • Now only the structure being actively placed turns red when placement is invalid
  • Log plank and variants now throw with the same orientation as logs
  • Improved look of solafite
  • Added Timmy drawings and Jianyu notes as world details
  • Reworked and improved many temp art assets
  • Added toss stone animation when adding stone to structures
  • Added extra snow sled to help direct players from snow crash to the first ice cave
  • Removed extra locator on GPS for cave F
  • Improved look of skin on creepy Virginia and Armsy
  • Fixed some objects in world being dynamic that should be static
  • Increased headlights brightness on Golf Carts
  • Added ‘search parties frequency’ and ‘building resistance’ settings to custom game menu
  • Added pause menu icon over players in multiplayer ( appears as a cog over their name )
  • Improved creepy Virginia ragdoll
  • Cave entrance bat flocks can happen at any time of day now
  • Improved Ai interactions around village objects
  • Added burning sound and light when an actor is on fire
  • Required Ingredients UI will now no longer show an available count higher than the required count
  • Added a tutorial for when the player has been killed and needs to pick up their backpack
  • Tab for the currently active page is now kept active instead of only when hovered over
  • Both held books now have a close UI prompt at the bottom
  • Updated the UI text and added localization for when a battery or air tank is used to recharge the equipped item
  • Some items can now be added to storage more than one at a time
  • Removed the page numbers from the top of the page in the blueprint book since the tabs now stay open for the current page
  • Added a flashing Exclamation mark and bright red light to discoverable laptops
  • Added a loading screen hint for drying racks placed by fire drying things faster
  • Gold Armor renamed to Ancient Armor
  • Added Drink and Dump Out UI for the flask and cooking pot
  • Fire arrows and Torches will now ignite bodies when the arrow impacts or the torch performs its downward thrust attack
  • Updated Cooking buff UI notifications to include the cooking pot icon
  • Ziplines will now have visual harnesses when attaching stones or logs to the zipline
  • Added a cooking pot stand for when the pot is placed on a fire to avoid it visually floating
  • Required Items UI for structures is now hidden when the player is in caves or bunkers
  • Added a pulsing light beacon to the dropped inventory bag to make it easier to find in the dark
  • Added close UI when holding a story page item
  • Lakes will now visibly freeze when players are nearby
  • Various memory and CPU optimizations
  • New dead Puffy poses added to the world
  • Other players names are now hidden when riding in the golf cart
  • Increased host not responding delay from 5 to 6.5 seconds
  • Texture streaming budget will now update when changing texture resolution options
  • Optimizations to streaming system to improve movement around the world and remove risk of leaving things active when moving fast
  • Renamed Kelvin ‘take item’ order to ‘take clothing’
  • Reworked game save code to be more robust in case of error during the serialization process
  • All blueprint pickup items are now called blueprint instead of the recipe name to avoid spoilers
  • Added audio event notification on game saved
  • Updated default bindings for golf cart, will now use RT and LT by default
  • When giving items to other players using the grab bag, the UI on the item will now say GIVE instead of USE
  • The mini-map view is now zoomed out a bit
  • Improved flashlight on the hanging tactical
  • Updated the inventory visuals for the Ancient Armor
  • Story Objectives are now displayed in red
  • Added a tutorial to build storage the first time the player fails to pickup an item due to full inventory
  • Improved billboard texture memory usage
  • Action cameras are no longer fake dropped. If the player collects the camera and already owns the video clip, they are notified with a UI notification
  • Added UI notification to display how many people are waiting to sleep in multiplayer to let others know its time to sleep
  • Added UI to inform the player how to change the icon on held GPS locators
  • Added bones and skulls to some of the clay pots when broken
  • All blueprint structures should now properly clear grass and bushes
  • Campfire and standing fires now use new fire burning audio events
  • If the bow does not have an arrow loaded but the player does have an available arrow type available in inventory, it will be automatically loaded into the bow
  • Storage will now drop certain items in bundles when the structure is destroyed
  • Only one person can interact with a campfire at a time
  • Structure dismantling is now X instead of C to prevent clashing with adding items to storage
  • You can now drink water when holding a spear
  • You can now add twin and snow berries to shelves
  • Improved some spittle layout in caves
  • Added a UI notification for when the player is interrupted sleeping from enemies nearby
  • Dead tactical soldiers now wear balaclavas and have b***** clothing
  • Mountain fog layout improved
  • Torch smoke trails improved
  • Added terrain anisotropic graphic setting
  • Player now has idle and moving animations when holding artifact pieces
  • Player can now look down further before the spear switches grip
  • Rebreather mouthpiece is now moved offscreen when leaving the water
  • Eating berries while in inventory is much faster
  • Heavy cannibals can now wear winter clothes
  • Glowing Puffies now have more unique looking materials
  • Fix some issues with cannibal facial deformations not matching on carried bodies and not darkening when burned
  • Added more variations to the enemy search party events
  • Improved texture loading speed of items in inventory
  • Added Holosprings logo to screens in bunkers
  • Improved look of walkie talkie
  • Re-worked look of bunker icons on GPS to be distinct
  • Smaller cave icons on GPS
  • Added UI to show player current strength level
  • A.I. Can now better navigate around player built furniture and small structures
  • Improved AI navigation in player bases
  • Added AI pathing to rope bridges
  • Improved blood and wetness of creepy Virginia and on babies
  • Improved physics of bushes when cut
  • Dead stumps react better when cut
  • More saturated coin visuals to be able to see them better in inventory
  • Kelvin can now walk over logs ( also fixes pushing them through terrain )
  • Inventory now gets the correct fake ground applied every time the inventory is opened
  • All items in the inventory now have hover animations
  • Setup LODS for preset tarp elements
  • Optimized construction database to reduce amount of CPU usage and lower amount of data to send over network in multiplayer games
  • Setup combined LOD system and added 4th LOD to optimize rendering cost of stone floors
  • Improved look of defensive wall LODs
  • Made rendering of the Construction UI more consistent visually
  • Broke up tiling on frozen lakes
  • Added shoreline wetness to the cliffs
  • Rainbows will now show up after it rains

Balance

  • Babies are now single hit kill from any weapon in normal mode
  • If a player sleeps in unprotected location, they can now sometimes be interrupted by enemy search party
  • ‘Containers don’t refill on load’ set to True by default in Normal games. Can be set in a Custom game.
  • Players max strength level has been increased from 50 to 100
  • Each level in strength now increases melee and tree chop damage by 1%
  • Adjusted Hang Glider ‘down force’ when pitched up to make it easier to gain altitude
  • No printer resin by default in printers, instead you need to find and add it
  • Players name tag will now be hidden when crouching in multiplayer games
  • Large cannibals running now drains more energy
  • Sea turtles now respawn at rate of 1 per day (4x faster)
  • Added 10 more sea turtle zones
  • Explosions will now cause break damage to all armor pieces hit
  • Added more golf carts to golf course and around map and made more connecting paths to drive them on
  • Adjusted the rates at which the players skin temperature changes and the rate at which the player gets wet and dries off
  • The player will now get soaked from snow much slower than when in rain
  • Indoor temperature is now clamped within a range so that indoor temperature is not always the same as outside
  • Fire sources are hotter now so the player will dry off faster
  • Adjusted the amount of rest the player gets indoors and outdoors and how comfort modifies it
  • Energy Bar Fullness increased from 15 to 30
  • Some item counts in inventory have been reduced to match their visuals in the inventory and to encourage using storage
  • Cat food and Oysters can now rot
  • Increased the raw fullness of some of the perishables
  • Adjusted spawn logic of cannibals in villages so stronger types won’t spawn at villages close to player start points at start of game. Fewer Elise spawns, and added a few Franks in villages
  • Igor, Henry, and Elise can no longer appear in early game search parties
  • Igor, Henry, and Elise can now appear in nomad families starting day 8
  • Rotten items can no longer be used in cooking
  • Dried perishables will no longer go rotten
  • Cooked foods now take twice as long to rot compared to raw
  • Air tanks now drain 25% faster
  • Stone Storage and sled now carry 28 stones instead of 27
  • Updated eggnog recipe to use 4 eggs
  • The taser stick now only has 3 charges per battery
  • The player downed time before respawning has been greatly reduced. Also sped up the skull animation to give more sense of urgency
  • Buckshot count reduced from 15 to 8, and cone spread reduced from 25 to 20
  • Slug ammo will cause now cause shotgun hit reacts on enemies even if armored
  • Fence electric wire now sustains damage when electrocuting something (can fire 6 times before being destroyed currently)
  • You can now carry 20 Solafite
  • Fat cannibal Health increased from 140 to 170
  • Heavy cannibals now can wear armor
  • Increased chance of spawning head armor and body armor pieces on enemies
  • Tweaked all enemy armor values
  • Cannibal head damage multiplier from sharp melee reduced from 2x to 1.5x
  • Demon attack increased damage by 25% and increased Coop game health up to 30%
  • Adjusted the enemy spawns in some caves and bunkers
  • Regular male cannibals run & walk 20% faster and are 5% larger on average
  • Puffy attacks have increased speed
  • Creepy plating attack changed from 1 to 2 waves (each wave slightly smaller) It will also now include the new creepy mutant types
  • Balanced enemy structure damage and fixed some creepies, demons and large female cannibals being unable to damage structures
  • Set structure distortion at 70% of structures max HP and partial collapse at 20%
  • Stick spikes and electric fences are now more fragile

Audio

  • Improved audio for open areas like fields and on mountain
  • Increased volume of bats
  • Added updated music for Jianyu intro
  • Added music to get to chopper cutscene
  • Added new H*** cave audio and reverb snapshot
  • Updated and retimed the music on opening crash cutscenes
  • Added ‘stone’ pickup audio and mouse over when in inventory
  • Removed ducking of music on settings menu
  • Added Player getting a little sick sounds
  • Tuned open air audio and default ambience
  • Made mutants in caves footsteps louder, made cave wind louder
  • Tuned mutant epoxy footstep distances
  • Tuned Demon Boss distance vocal events
  • Fixed old weapon hits lasting as events longer than their audio
  • Added bunker announcement events to underwater group and tuned rebreather sounds
  • Added better audio for Big Boss intro
  • Made ambush event 2D
  • Added events for moving structures and changed reverb on in cave objects
  • Reduced steam hiss sound
  • Tuned Golf Cart audio
  • Tuned squirrel foot sound distances
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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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