Sons of the Forest update continues to improve on Kelvin
And we have a brand-new cave also.
Even though it was an instant hit the moment it came out (selling 2 million copies in 24 hours), the hype for Sons of the Forest has dropped off recently. Nonetheless, Endnight Games are still improving on it, and the latest patch adds some new things while also giving more love to NPC Kelvin.
The notes on the game’s Steam page show what’s been implemented in Patch 12. We have a brand new cave, a pickaxe, more emote actions for Virginia, and more.
We also have some tweaks to Kelvin, the mute companion who became the main star of Sons of the Forest. He will now be reacting to animal heads and he’s also given some additional emotes along with a couple of fixes.
Endnight have introduced a new introductory video designed for visitors at Holosprings. This video can be accessed within the entertainment bunker, specifically in the screening room.
Despite still being in its early access phase, the follow-up to 2018's The Forest has received significant acclaim. Currently, the game boasts a "Very Positive" review score on Steam. While there's no official release date for the full version yet, one can only hope that it won't be too long before it moves away from early access.
Sons of the Forest Patch 12 notes
Features
Added Holosprings introduction video to screening room of bunker entertainment
Reworked gold room cutscene adding new animations, effects, audio and music
New helicopter flyover moment added (leaving bunker residential)
You can now build corner ramps, enabling ramps (or roofs) to be joined when placed at a 90° angle
You can now build stone floors
You can now build wooden railings
Added large log holder
Added placeable decorative deer hide rug
Added subtitles which can be toggled from the gameplay menu
Changed the timed explosive item into a sticky bomb and modified its visuals
New multiplayer cheat allow option – will block clients from using Console when off – hosts won’t be blocked from using Console. The option will be saved along with the other game setup settings. Accessible via multiplayer player menu
Added electric particle and lighting effect when electric fence is triggered
Added some new emotes for Kelvin
Added a new aggressive cannibal enemy type ‘Frank’ who pours vodka on himself and sets himself on fire when near the player
Cannibals will now sometimes carry fire torches
Increased variety of enemy raids
Some villages will now have cannibals chosen as gold mask leaders, and other cannibals will now sometimes follow them
Improvements
Destroying structures is now far less punishing, if supported structures have other valid supports still standing it will no longer get destroyed and fallback to the other supports instead
Placing stairs or ramps between a wall and a beam no longer requires the beam to cover the full height of the wall, which allows for a variety of slopes
Significantly improved construction processing cost when joining a multiplayer game with a large amount of structures to help clients getting disconnected sometimes
Creepies on fire will now more often rush and attack players
Increased likelihood and range of cannibal distant yell, mainly at night
Raised the player camera higher off the ground when falling from a stake, so the camera is less likely to clip through snow
Adjusted player’s final death animation so hands don’t clip through the ground
Polish and improvements on Large Female locomotion animations
Prevented creepies instantly appearing after loading game at night
Prevented creepies from taking over village on load when player is in village
Player can now dismember the larger blue Puffies after they die
AI pooling improvements and optimizations
Converted some colliders to primitive colliders to improve performance
Automatically disable and hide fog options when not supported by GPU
Optimized spawn pool logic to remove unnecessary CPU cost
Name card pickups in the food bunker no longer sound like coins when dropped
Added a north direction to the GPS tracker screen
Player no longer falls all the way to the bottom of the water when knocked back. The knockback is now ended once the player enters the water
Various improvements to story item pickup visuals
Various localization improvements
Entertainment bunkers curved stairs collisions updated to be smoother to walk on
Mountain cliff material adjusted to use moss and have more gradual transition to rock texture, and mesh modified to resolve some harsh geometry
FX optimization for standing fire and skull lamps
Cleaned up some harsh terrain
Some layout cleanup on standing fire sticks and wrap
Removed particle controller component from wall torch particles ( improved performance in saves with hundreds of wall torches )
Fixes
Fixed water shader causing crashing on some AMD GPUs
Fixed issue with structures sometimes not linking together after saving and loading
Fixed an issue where enemies could fall from the sky
Fixed bug that allowed placing pot on standing fire and sanitized saves with fires that have pots
Fixed issue where player would get into a bad state after interacting with a standing fire while holding a pot
Setup loader 3d audio blocker system to prevent audio playing from world during loading screens
Fix for cooking pot being destroyed in MP games when the fire burns out or is destroyed
Fixed issues with the 3d printer and the client not getting correctly updated when loading into a save game
Fixed issue where player could get stuck if they opened their chat window right after bringing up quick select
Fix for player getting into a bad state if they block with a weapon at the same time as pressing a hotkey to equip another item that does not support blocking
Fixed issue when adding strut under a leaning beam supported by a pillar on the forward end
Fixed some cases where ramp placement didn’t work properly
Fixed taking pot on fire after all sticks are burnt out not working properly
Fixed defensive wall spike orientation on the spawned pickup when collapsed
Fixed case with an error when destroying combined LOD walls
Fixed combined LOD floor not working as expected in old saves with elements in wrong order
Fixed skewed floor getting turned into combined LOD version which looks wrong
Fixed wall spinning issue in specific context
Fixed leaning beam supporting a forward pillar allowing to lift it with a strut
Fixed place strut animation perfect finish system no longer working with LOD version
Fixed gaps in floor of “Lean to” screw structure
Fixed dismantling stone wall that was switched to combined LOD
Fixed opening grab bag on a fire that’s about to completely burn out allowing player to relight the stick
Fixed own shadow visible on some logs placed in constructions
Fixed merging super structures not registering it for all linked structures when merged, solves some issues with interior space warmth and path finding not calculated correctly after combining separate super structures
Fixed side ramps not preventing the dismantling of walls
Fixed some issues with repairing structures in multiplayer
Fixed top section of wall being remove-able while it is supporting leaned beams
Fixed super structure integration calculation tolerance being overly strict
Fixed merging super structures which have a quarter log height offset instead of full height
Fixed issue causing some construction placements to fail if starting a game as multiplayer host after going back in game from title screen
Fixed case where placing structure on ground could cause it to become invalid
Fixed repairing grounded stone pillars or non full height stone pillars not replacing its elements at the correct positions
Fixed rope stretch script not filtering out non water triggers + fixed rope not stretching down all the way if placed too high above, it will now stretch up to its max length
Fixed stick path dismantling
Fixed Creepy Virginia idling after some electrocutions and idling too long while exploring
Fixed Armsy sometimes getting stuck in loop with taunt hitting electric fence, and long idle while exploring
Fixed issue with deer sometimes not doing their alert and move away, and increased run speed slightly
Fixed Kelvin able to pass outside of enclosed walls to get fish
Fixed issue where throwing dead bodies against collision while moving forward could launch player super far
Fixed an issue where player getting hit and dropping a body could send the body flying
Fixed gibbed creepies coming back intact after load
Fixed an issue where killing a female cannibal holding a log didn’t remove the attachment right away
Prevented eagles from stealing fish from cooking fires, which caused issues with cooking system
Fixed a bug where the flashlight would remain in an incorrect pose when hotkey switching between shotgun and rifle
Fix for the player getting into a completely broken state when trying to place a structure from the book when they have not yet retrieved their inventory after dying
Moved cave rocks, in entertainment bunker epic view room, out of work scheduler and setup prefabs with LODS, fixes them vanishing on low view distance settings
Enabled alpha clipping on newspaper cutout to resolve visible edges
Fix for ‘Stream I’ underwater rendering flickering off near large lake
Light probe proxy volume adjustments to resolve bright ceiling in entrance of luxury bunker
Fixes for some open edges on cliffs
Fixed issue with held items being able to be equipped via hotkeys when a table card is picked up
Fixed smooth snow and wetness fade in effect only applying to LOD0 construction elements, resulting in visible pop when moving back & forth and lod switches levels
Audio
Added new rock/stone drop audio events
Added season parameter to rain on metal objects for winter
Improvements to pre crash opening sequence audio
Tuned distance setting on mutant feeding events