• V0.47 Changelog:


    Enemies can now dodge away from player attacks immediately after being hit
    Improved parry hit detection, should be easier to consistently perform parries on enemies
    Fixed enemy attacks sometimes still registering after being parried
    Increased length of stagger animation on parried enemies
    (Multiplayer) Clients can now parry enemy attacks
    (Multiplayer) Fixed bug where clients could be kicked from game if attempting to chop shark head
    (Multiplayer) client player body and skin materials are now correct during opening plane crash
    Fixed incorrect stamina drain when doing heavy attacks
    Fixed camera rotating upwards slightly when exiting survival book
    Fixed some cases of buildings placing bellow terrain while player isn’t in caves
    Fixed ghost procedural stairs trigger not matching shape and environment well enough to always be reachable.
    Improved ghost building placer staying above floors instead of constantly snapping to terrain
    Fixed floor hole cutter rendering on wrong layer
    Fixed floor hole cutter not properly showing wood particles at all rotations
    Procedural walls/foundations and fences can now be placed after the first locked point and reaching the minimum length requirement
    While placing a ghost wall or fence, parts that cannot be locked and wont be placed by pressing the place button now have a red tint to differentiate it from the rest of the structure
    Placing a procedural wall with a short chunk places logs vertically for that chunk, instead of not allowing placement. These vertical chunks cannot be made into window or doors
    Lowered min angle requirement for procedural walls and fences
    Removed all ghost procedural buildings placement legacy gizmos (round half circle, grid)
    Procedural foundations, floors and roofs now have a new dot and line gizmo when placing it in manual mode to fully visualize what is going on within
    Revamped procedural floors & roofs manual placement in a similar way to bridge anchor locking, except that instead of targeting a single point it is possible to slide along the supporting structure shape (ie edge of wall)
    It is now possible to place bridge directly when targeting it’s second anchor instead of having to first lock the second anchor and then place the bridge
    Fixed ghost bridge being red after locking first anchor
    Fixed red ghost material visibility
    Added edge intersection check when placing floors and roofs
    Floor hole cutter now also removes (some) overlapped structures
    Optimized calls to nav mesh update when opening and closing defensive gate
    Improved large log holder repair trigger positioning
    Fixed attacking with held meat items not doing any damage
    Fixed cut snow tree trunks material
    Fixed stick & rock holder icons positions
    Fixed wrong material on ghost log holder sticks, ghost basket sticks, raft built sticks and wrong layer settings for ghost weapon rack and floor hole cutter
    Fixed player/player_net held log still using old model and textures
    Fixed a bunch of material numbers for buildings being incorrect
    Fixed eat meat animation not playing while player was on fire
    Fixed eat meat animation not playing when eating burnt meat
    (Multiplayer) Fixed camera shake not working for client during fat creepy foot stomps
    Added a slight offset to fake gamepad cursor in menu so it doesn’t overlap texts so much
    (Performance) Fixed unnecessary allocations in multiplayer games when in range of lakes or ponds
    The escape key (on keyboard) or back button (on gamepad, either B or Circle) can now be used to navigate back to previous menu location
    (Multiplayer) Added a “Profile” button in player list pointing to the Steam profile
    Fixed broken transparency on coral and part of arrow feathers
    Added heavy attack for large axe type weapons
    (Multiplayer) Setup steal item feature to transport extra data such as meat decay state
    Added new hit rock particle effect
    Improved look of wood chunk particle effect when hitting structures (now uses 3d geometry)
    (Multiplayer) Fixed case of dropped meat reverting to previous decay state
    Fixed medicine cabinet using old log model/texture
    Bone basket and arrow basket now have unique models and dedicated icons
    Fixed rock and stick holder book pictures looking different than built versions
    Fixed head cooking bug after using a decaying meat item
    Fixed cooking head floating high above fires
    Increased stipple range on some plants that were set wrong causing them to fade out too soon
    (Multiplayer) Fixed dropping bodies sometimes being unpredictable/difficult to judge drop distance
    Fixed cut fern texture not matching fern type
    Fixed garden rotate seed type icon remaining visible after planting max amount of seed
    New rain follow system that compensates player movement and time it takes particles to hit the ground
    Improved look of dead mossy log
    Fixed meat not set to back to the saved decay state after loading a saved game
    Fixed eating oysters not working
    (Multiplayer) Looting backpack now equips the plane axe if not already owned
    Fixed a.i issue with enemies in caves sometimes not attacking players


    Quelle: http://survivetheforest.com/

    Chillen ist die Kunst, sich beim Nichtstun nicht zu langweilen.