| Page 9 of 10 |
|
|
Posted: Thu, 28th Aug 2014 15:30 Post subject: |
|
 |
Played the game for the first time and tried the 0.06 alpha today. Got ambushed by some crazy cannibals. Woke up in a dark cave, used my lighter to come face to face with a grotesque and huge monster spider made of human parts.....

1 and 2 are still amazing.
|
|
| Back to top |
|
 |
|
|
Posted: Thu, 28th Aug 2014 16:45 Post subject: |
|
 |
|
|
|
| Back to top |
|
 |
sausje
Banned
Posts: 17716
Location: Limboland, Netherlands
|
Posted: Tue, 11th Nov 2014 01:17 Post subject: |
|
 |
| Quote: | Co-op multiplayer added!
Hey Everyone,
Here’s our first pass at co-op multiplayer implementation, expect bugs!
We’re really excited to see what you guys think and hear any ideas you have for either additional game modes or additions to the current mode! - As this is a first iteration we’ve limited this mode to 2 players but expect to increase this in future patches.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub or send them in to support@endnightgame.com.
0.09 Changelog:
-Slowed down tennis ball throw massively so players can play catch together on beach
-(multiplayer)Server configuration screen - This will automatically tell you your public ip address - This is temp, server browser or better
Steam integration coming soon!
-(multiplayer)Chat box - Press enter to type messages to each other - This is temp and may be buggy!!, Voice chat is coming soon! (we’re modeling walkie-talkies)
-(multiplayer)Player texture variation, run around with your survivalist buddy!
-(multiplayer)First pass at player respawn system, on dead try and find way back to body to collect your belongings
-Fixed bug where building a bench could cause save games to break
-Fixed female skin being too dark
-Rest of skinny animation variations added
Known issues:
Saving in a multiplayer game will save over single player save game, allowing you to continue progress but not as a multiplayer game (working on fix for this currently)
Destroying partially built items can be glitchy! Try not to destroy structures you haven’t placed yourself! |
https://www.facebook.com/SKSgames/posts/960950170585760
Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)

|
|
| Back to top |
|
 |
|
|
Posted: Tue, 11th Nov 2014 01:21 Post subject: |
|
 |
meh. They should start focusing on what really matters.
|
|
| Back to top |
|
 |
Morphineus
VIP Member
Posts: 24883
Location: Sweden
|
Posted: Tue, 11th Nov 2014 02:25 Post subject: |
|
 |
| 4treyu wrote: | | meh. They should start focusing on what really matters. |
Indeed... big breasted ladies to put in my cabin!
|
|
| Back to top |
|
 |
|
|
|
| Back to top |
|
 |
|
|
|
| Back to top |
|
 |
|
|
Posted: Tue, 30th Dec 2014 00:19 Post subject: |
|
 |
So how is the game now compared to the very first build they released?
I did like what I saw back then however I wouldn't want it to become a new starbound as in being in early access for ages lol
1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB
2) SFFPC (streaming via Moonlight+ Sunshine)
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
|
| Back to top |
|
 |
|
|
Posted: Tue, 3rd Feb 2015 22:12 Post subject: |
|
 |
So, played this the first time today for about 2 hours.
It looks not bad, and the crafting is nicely done. But it still is far away from being complete.
The most noticeable thing were the clipping errors everywhere. I could see through cliffs and landscapes were floating in the air.
The current available things you can craft are very limited too, or can you unlock more?
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Sat, 18th Apr 2015 11:03 Post subject: |
|
 |
So they ported The Forest to Unity 5, gonna check back soon how this handles.
Changelog from 0.16 just for the sake of it:
Spoiler: | Version 0.16 Changelog:
New options menu setting ‘Render Type’ will allow you to switch between new deferred renderer(recommended for modern computers) and Legacy renderer (recommended for older computers)
Full pbr shaders on all items. Reworked most textures to fit new lighting.
Reflection probes added.
New ocean shader (work in progress)
Better bow aiming - sight added to bow. bow tracks better with camera view when aiming up and down. Looks better now when viewed by another player
Animals will now attempt to dodge trees, obstacles and other animals
Fixed rebreather’s air resetting to 0 after loading a saved game
(Multiplayer) Reworked the network prioritization algorithm to provide more relevant updates of remote entities to players (Smoother, less jittery enemies)
Upgrade balance: Inverted bonus curve, it now goes from small (10%) to big (100%)
Fixed booze upgrades still not showing up for some weapons
Added a small outline to chat text to make it visible in bright lighting conditions
Fixed issue preventing to lock floors/roofs on multiple walls on the same height level
Grabber system now turned off when in in inventory/book/pause menu or while placing a building (ie, placing a building near water will no longer trigger drinking)
New snapping grid gizmo to help with manual placing of experimental floors & roofs (tip shows the current lock position and is big enough to be seen from either side of a wall)
Experimental Roofs now snap back to closest edge on current support (ie the wall you’re putting it on)
Goose simulator added. Geese will now fly between lakes and swim around acting like geese
Fixed Bon Fire not lightable
Fixed flying food on rock fire pit
Fixed burn lizard scale
Added generic meat burnt
Fixed drying generic meat
Fixed Treehouse + Treehouse Chalet floor not buildable
Deer will now drink at lakes
Fixed issue where deer would run right through trees!
Dead birds now have a chance of spawning feathers when hit
Revamped cooking to allow eating burnt food but with far lesser gain
Player will now see himself briefly dragged away into a cave when knocked out but not killed.
New art added: Improved airline foodcart
Fixed bug where climbing rope for first time would sometimes cause it to release right after climbing
New trees! New bark and leaf types.
New billboard system with lit billboards and rotation
Unity 5 reflection probe system added
New clouds/sky
All shaders switched to use new unity pbr
Dirtied up and improved regular enemy textures
New pbr skin shader!
In game controls remapping, both in Title & Main scene options
Falling particle leaves now accumulate on ground
Fixed logs flying up into air when trees were cut
Fixed physics on some trees not colliding with terrain when falling
New art added: dead small trunk
Graphics options: added rendering patch selection
Graphics options: added new setting to turn off sunshine occlusion
Graphics options: added new setting to tune Level of Detail
Graphics options: SSAO setting now also changes sample count
Graphics Settings now properly show the saved preset name after restarting the game
Graphics Settings: Renamed “Laptop” level to “Ultra Low”
Fixed survival book entries not clickable on occasion
New art added: new version of plane food! plane tray, styrofoam cups and trays
New bushes- replaced 2 of the worst looking bushes with new type
New lake shader added! reflective and with murkiness
New dead trees! Better textures and models, and now all cuttable!
Better shark ragdoll
Jump animation added to player
New combat move - Flying axe attack. Attack downwards with axe while jumping to perform a powerful ground chop.
When falling from high up, player will briefly stumble to his hands and knees
You can now cook arms and legs (and … eat them - but you probably shouldnt)
Dead trees replaced and now cuttable!
New log type for buildings that matches carried log
(audio) New player sounds!
(audio) New female skinny audio!
New blueberry bushes!
New multiplayer octree based priority calculation
New art: Re-done plane seats
Fish and sharks are now also in multiplayer games!
Touch bending grass added! enemies, rabbits, animals and player will now slightly rustle the grass as they move through it (this is a first pass at this, next version will include better bending)
You can now climb fishing stands
Experimental Walls now block AIs (mutant & animals) from going through it
Fixed fire particles staying up after cutting down a burning tree
New world art: cliff wall variations.
Lighter now stays equipped when exiting/entering ropes
Added some additional optimizations and memory tweaks for 32bit machines that have less than 4gigs of usable ram
Fixed molotov fire never shutting down |
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Fri, 1st May 2015 14:21 Post subject: |
|
 |
Can't say they aren't doing anything! Always huge and in-depth with their changelogs, unlike R*
v.0.17
Spoiler: | Version 0.17 Changelog:
Fixed volumetric lighting not shadowing through leaves
New low tree lod added when draw distance is High/Very High/Ultra High, increasing range before trees turn to billboards in distance
Fixed lake and pond drink locations sometimes having icon in wrong place
Fixed water not showing up in pot until inventory has been opened once
Increased minimum fog distance and maximum fog distances and balanced light scattering, and increased time it takes to randomly change fog value (making things less foggy/washed out)
Fixed beach rocks popping off too soon
Fixed custom wall being on wrong layer and being culled too soon
New art added: Small waterfall model
More cliffs added/re-worked
Improved shading on some plants
Arms & legs can now be dried on the drying rack !
New eye adaptation based on GPU generated histogram
New filmic tonemapper
Greeble Zones toggle distance now scales up accordingly with LOD ranges when Draw Distance quality setting is Very High or Ultra
Improved greebles spawning performance and reduced pop-in
Increased terrain mip map sharpness (won’t blur as soon)
Fixed missing normal maps on pickup items
Fixed distant calls from mutants not audible
Fixed/polished water vision level - now turns on correctly and smoothly
New art added: Cave in model (used to block dead ends in caves)
Fixed player death anim not always playing after fall
Fixed issues with standing up again after a fall
Fixed camera not locking correctly on player death
Fixed weapon sometimes becoming unresponsive after heavy axe swing
Lowered player height in water whilst swimming
Smoothed transition between swimming and diving
You now need to tilt camera further down to transition from swimming to diving and added more slack to system to prevent jittering between the two states
Fixed pine tree leaf texture cut off early
Tuned rabbit, lizard, squirrel and raccoon audio and added new lizard fast run sounds
Increased cave ambient leak in lights, and added extra ambient lights to caves
Less shiny/distracting tarp in inventory
New art added: Tree stump roots (replaces old half tree log)
Cave lighting tweaked/improved
Improved character controller! No longer can climb up trees by jumping smoother walking over rocks, and a bunch of other small tweaks to make player feel better. Added “air control” to jumping, making it easier to make accurate jumps.
Swimming upwards is now faster than swimming down. Added more drifty movement when swimming to feel more like being in water. Improved swim/dive speeds. Can now jump properly if in water and pressed again an object to get out.
Tweaked drown death formula: rate & damage were reduced
Air breathing count down now starts when water covers at least 50% of the screen
Doubled bare air breathing capacity (without rebreather)
Various small script optimizations (7-8% CPU freed)
Foundations now block the player and AIs
Fixed target missing shader
Geese lake made deeper, and easier to swim in
(multiplayer)collision added between players
Added gasp for air sound effect
New sound effect for eating poison berries added
New sound effect added: Player drowning
Fixed logs shaking like crazy in multiplayer
Changed name of Level of Detail in options menu to Draw Distance
Fixed bed using leaves instead of rope as ingredient
Arm, leg and head now show present amount over total in ghost building ingredients (like all other ingredients)
Added arm, leg and head to build missions
Changed drink zones to big unique ones per water area that repositions icons based on player's position
Can no longer drink while in water and made drinking at edge of pond/lakes easier
New water drink poison sound effects
Partially below terrain Foundations no longer go all the way down to the cave below and end up being very expensive
Fixed foundations log material
Fixed square leaf in inventory
Fixed plants not burning away and instead popping off
New art added: Long log hollow
Brightened squirrels making them easier to see
Fixed missing light and particles on held flare
Fixed bug causing trees to flash on/off during opening cutscene
Lowered intensity of fire light and added in new fire particle!
Lowered throw force on molotov
Improved look of burning tree materials
New camp fire particle effect for regular fire and fire pit
Fixed fire built floating above ground
Lighter stays out now when floating in water, player holds lighter slightly higher when in this mode
New heavy stick attack! Hold down attack with stick type weapon to do a heavy damage swing
Object sheen now only visible if there is some ambient light hitting object (won’t make cave’s look like disco’s)
Improved look of cliff rocks
Player now respawns in MP with full stamina
Added new tree stump to beach
Lowered chat text in MP to not overlap drop icon
Improved lake water - lakes and ponds now have depth and box projected reflections, and better bump textures
Fixed some small inventory glitches
Fixed oversized sticks in some saplings when hit
New graphics option to tweak reflections on ocean
(multiplayer) fixed bug where boars could appear as deers on client pcs
Fixed water & drink icon not visible in water collector
Fixed item holder being empty when loading a saved game as host
(multiplayer) Fixed bug where other players couldn’t see light from other players lighter or flashlight.
(multiplayer)Fixed animals sometimes moving without playing animation |
|
|
| Back to top |
|
 |
|
|
Posted: Fri, 1st May 2015 17:13 Post subject: |
|
 |
I've yet to try this one, and owned it for almost a year now 
|
|
| Back to top |
|
 |
|
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Fri, 1st May 2015 17:54 Post subject: |
|
 |
@Drowning_witch Haven't tried it yet, at least not after they ported it to Unity 5, it seems to be harder now but performing better alongside a few additions and lots of fixes here and there.
|
|
| Back to top |
|
 |
Morphineus
VIP Member
Posts: 24883
Location: Sweden
|
Posted: Fri, 1st May 2015 22:17 Post subject: |
|
 |
Played it somewhere in the beginning loved it and decided to wait for release... going to be another long wait I guess 
|
|
| Back to top |
|
 |
|
|
Posted: Fri, 1st May 2015 22:46 Post subject: |
|
 |
at least you notice some progress in the right direction,Beasts of Prey started wonderful and divebombs atm
| paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
|
|
| Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65133
Location: Italy
|
Posted: Sat, 2nd May 2015 01:00 Post subject: |
|
 |
Indeed it's heading towards the right direction. I tried the latest version a few days ago, and there have been great improvements, although there are obviously many bugs and graphical glitches as well (plus the gameplay and the forest itself are still very "basic" in terms of things to do/find).
The game performs quite well though after the Unity 5 surgery, and can look pretty good too. (It does have some lod issues/aggressive pop-in at the moment, so it can look weird in motion, almost flashy in a surreal way )
|
|
| Back to top |
|
 |
|
|
Posted: Sat, 2nd May 2015 04:04 Post subject: |
|
 |
man,those screens look great.compared to this,7d2d looks like it has textures made in mspaint 
| paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Sat, 27th Jun 2015 12:16 Post subject: |
|
 |
v0.19 out and multiple Saves supported alongside other stuff! New enemy added and tons of fixes.
|
|
| Back to top |
|
 |
Ankh
Posts: 23391
Location: Trelleborg
|
Posted: Sat, 27th Jun 2015 12:33 Post subject: |
|
 |
Love the fact that its much harder for them cannibals to tear down the walls now. Finally!
shitloads of new stuff in my pc. Cant keep track of it all.
|
|
| Back to top |
|
 |
|
|
|
| Back to top |
|
 |
|
|
|
| Back to top |
|
 |
|
|
Posted: Wed, 21st Sep 2016 13:38 Post subject: |
|
 |
| bloodian wrote: |
When we entered a cave with my brother I was screaming like a little bitch.
. |
Wait,does MP/Coop work properly now? Last time i checked with my GF, nearly nothing synced up (like loot and dropped cannibal weapons) and there wasn´t that much to build in MP. Also, do trees regrow now or do you still need to relocate after a while because the while forest has to die for a small hut?
| paxsali wrote: |
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold... |
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Wed, 21st Sep 2016 14:03 Post subject: |
|
 |
There's a tree regrow mode that can be activated just like "veganmode" (no cannibals).
|
|
| Back to top |
|
 |
|
|
Posted: Wed, 21st Sep 2016 18:31 Post subject: |
|
 |
| bloodian wrote: | | When we entered a cave with my brother I was screaming like a little bitch. |
( ͡⊙ ͜ʖ ͡⊙)
Bought this game quite some time ago. Only played a bit so far. But i liked what i played.
Will wait till it (hopefully) leaves EA though, before i play it again.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
|
|
| Back to top |
|
 |
|
|
Posted: Wed, 21st Sep 2016 19:58 Post subject: |
|
 |
This is STILL in Early Access? Holy shit, that's over 2 years now. Guess it'll be one of those that's never finished and only brought out of EA when they need more money.
People really have no shame when it comes to this shit.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
|
|
| Back to top |
|
 |
|
|
Posted: Fri, 23rd Sep 2016 20:17 Post subject: |
|
 |
| BettyShikle wrote: | | bloodian wrote: |
When we entered a cave with my brother I was screaming like a little bitch.
. |
Wait,does MP/Coop work properly now? Last time i checked with my GF, nearly nothing synced up (like loot and dropped cannibal weapons) and there wasn´t that much to build in MP. Also, do trees regrow now or do you still need to relocate after a while because the while forest has to die for a small hut? |
Yep, the co-op works very good. Everything: combat, building, loot. My brother could even see the armor I was wearing. I think I've noticed trees growing where I chopped them up.
|
|
| Back to top |
|
 |
harry_theone
Posts: 11279
Location: The Land of Thread Reports
|
Posted: Mon, 7th Nov 2016 10:18 Post subject: |
|
 |
Update 0.49 - next one (Story updates?) coming along on Dec. 14th as mentioned. It's amazing to see how much work is being put into this. Should give it a whirl again soon.
Spoiler: | | Quote: | "Hey everyone,
For this patch we’ve added a new weapon type. It’s in parts and constructable by finding the pieces in hidden caches around the world. We’ve also added new photo pickups to help you find these locations. You can find the photo’s hidden in caves and other areas around the forest.
Findable red paint can now be worn by players. Whilst worn enemies may act differently towards you however rain or going into water will wash this off. We’ve also added some cave paintings to help explain why enemies might be doing this.
We’ve added a new hard difficulty mode, and an option to choose from peaceful, normal or hard mode from the title screen. Hard mode is experimental, and we are hoping to get feedback from players if it’s too hard, or still too easy. Along with harder enemies that do more damage and will be around more often, this mode will increase the chance of the larger distorted creatures coming out, as well as making some basic survival aspects harder.
We’ve improved more of the storage this patch, it is now possible to add items to the weapon rack without going into your inventory, and snack and medicine cabinets can now use either meds or snacks. Note – medicine and snack cupboards built in old saves won’t have this functionality, but newly built cabinets even in old saves will.
There are also a bunch of other bug fixes, some balance tweaks and lots more, for the full list check:
A couple weeks ago we mentioned progress on the story, but today want to give a date for the release of that content. The door at the bottom of the sinkhole will be openable next month, on December 14th.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub"
V0.49 changelog:
New cave paintings added to some cave story spots
Red storage container company logo added
Storage container manifest pickup added
New photo pickups showing location to hidden caches added around world and especially in caves
Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you.
(Building) Ghost structures now prevent adding the very last ingredient until the player exits the premises – fixes players getting stuck inside foundations or flying into air when completing raft
(Performance) Fixed excessive overhead occurring when loading saves with huge amount of player made structures, possibly using 50% CPU for up to several minutes after black screen goes off
Fixed dried meat added to fire before eating it not yielding anything
(Multiplayer) Fixed houseboat oar not working
(Building) Meds & Snack holders have been replaced by the Small and Large food holders which let you choose which item you wish to store in each slot with the “Rotate” button
Improved animations for client during plane crash sequence and waking up on plane
(Building) Skin rack has been revamped to use the new storage control scheme, each slot can now hold any type of skin, which can be selected with the “Rotate” button when prompted on empty slots
(Building) Weapon rack & wall weapon rack have been revamped to use the new storage control scheme, equipment type to be stored can be selected with the “Rotate” button when prompted on empty slots, it will default to whatever is currently held when first interacting with the rack
Exploded state of caches is now saved
(Building) Drying rack has been revamped to use slots for each drying meat piece
Increased speed of animals and increased the rate that lizards will run away from player
Fixed placing bombs on explodable caches not working
(Building) Floor & Roofs ghost triggers now better conform with the visible model (prevents the new system from not allowing to complete it when standing bellow)
Slightly pull out inventory camera and tilted up to give a bit of space for upper items
Fixed a case of thrown spear not being possible to pick up (i.e. after hitting a rock)
(Building) Slightly re-positioned large food holder (former snack holder) triggers to prevent the 3rd one to be inaccessible when up close
Difficulty mode is now saved in the upper node of the save file and visible in title screen save slot thumbnails
Added Peacefull/normal/Hard mode selection with hover tooltip after clicking on new game
Fixed large raft stick requirement icon
Improved cut/not cut tree materials not matching
Switched garden icon positions and replaced rotate icon with switch one
Fixed eating burnt meat not playing eat sfx
Added whoosh sfx when adding items to fire and drying rack
Fixed arrow basket icons on wrong layer
Switched all rotate icons to switch icon (except rotating buildings)
Hard survival setting: polluted water damage x20 from normal (which is 1)
Hard survival setting: polluted water thirst replenishment 50% of normal
Hard survival setting: frost speed x3 from normal
Hard survival setting: frost damage x3 from normal
Hard survival setting: defrost speed 50% of normal
Fixed north area slight constant snow not properly following player
Weapon rack & wall weapon rack now only accept weapon items
Ammo pickup added and added to cave spots
New pickup icons added for katana, bow and spears
Updated enemy layout and navmesh in cave 8
Improved look of cloud/sky at night especially if overcast
|
|
|
|
| Back to top |
|
 |
|
|
Posted: Mon, 7th Nov 2016 14:55 Post subject: |
|
 |
whats the new weapon type?
|
|
| Back to top |
|
 |
| Page 9 of 10 |
All times are GMT + 1 Hour |