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Genre: Simulator, Adventure, Indie

Hold Your Own

Hold Your Own 10.0.12 Hotfix

v10.0.12 Hotfix



1. Fixes pieces of crafting and container widgets left on screen. Please report if this takes care of all of these issues.

2. Fixes arrows being left when shooting at other than the practice target. Now these should vanish immediately. Arrows in the practice target wills remain until removed or after two minutes.

3. Fixed fuel type text for the cars, now properly says Gas Cans instead of Aviation Fuel.

Hold Your Own 10.0.12 Update

Hold Your Own Public Build V10.0.12 Patch Notes



No restart required.

Philosophy behind this, and future, updates.



In each update I will try to include items from several categories: bug fixes, QoL additions, feature additions, and balancing changes.

This update is the first part of many that will rework the skill tree to provide both more reasonable skill acquisition and variation of skills. It follows along with my sticky Steam post on the subject. I dislike the concept of gaining exp from, for example, chopping wood that can then be used to increase the speed of a vehicle. The two things are completely unrelated, a heli or boat doesn’t increase its top speed through a user’s skill. So this update starts to move some of these attributes, like vehicle speed, from skills to crafted upgrades. Additionally, everything has a trade-off and use case. To those ends the five speed upgrades for the boat and heli are added one per slot to their storage. This provides a trade off between speed and carry capacity with it being more serious for the heli than the boat, again differentiating use cases. It also is far more realistic.

This update also includes foundational features for future updates. They have minimal use with this update but will take on additional uses as the game evolves. The boat radio is one of these. I’ve also started introducing additional risks, like visual detection, when you fly your heli, and ways of dealing with that risk.

Changes



Boat and Heli Speed Increase Skills
Changed boat and heli speed increases from skills to crafted add-ons. Skill points spent in boat and heli speed are refunded on game initiation. New crafting skills Boat Engineer and Helicopter Engineer each require one point and unlock Boat Speed Upgrade and Helicopter Speed Upgrade. Boat Speed Upgrade is manufactured in the Shipyard, Helicopter Speed Upgrade is manufactured in the Helipad. They do not stack. Up to five may be added to the vehicle storage, each taking up one storage slot. They can be removed, stored, added later for a different mission as speed vs. storage is required. This introduces a trade-off between carry capacity and speed. This trade-off is more critical in the helicopter as it has fewer storage slots than the boat. Future player-Insurgent interactions will make use of these changes.

Weapon Balance
Balanced all weapon projectile damage, further balancing may be needed in the future.
Existing code used the following to determine projectile damage; min damage, max damage, critical chance. These values have been changed to give more specific use cases for each weapon through their projectile type. Changing the velocity and mass gives a different drop to the projectile from each weapon, damage numbers changed are in the form of ‘min/max, crit chance percent’. Please keep in mind that projectile drop, as well as any weapon stat, is not meant to be realistic. The entire map is only 8km on a side. Having projectile drop realistic would basically mean there would be none for the distances over which the firearms are used, concessions always get made in game design decisions...even concessions I'm not fond of. More balancing will likely take place as feedback is provided.

1. Bow – Damage changed from 20/25, 15 to 15/22, 15. Damage per projectile was kept higher than most firearm projectiles due to the slow fire rate.
2. 9mm Pistol – Damage changed from 10/15, 10 to 12/15, 10.
3. AK47 – Damage changed from 10/15, 10 to 15/18, 12.
4. Sniper Rifle – Damage changed from 12/20, 10 to 20/25, 12.
5. Shotgun – Damage changed from 30/45, 30 to 25/45, 20. Additionally the damage is modified with distance from target, a minim damage reduction being reached at 10 meters.

Other Changes
1. Moved the Helicopter crafting from Inventory to the Helipad.

2. Changed 'Power On' and 'No Power' displays on crafting stations, fridge/freezer to 'Power Available' and 'No Available Power' to better convey message of availability of power to run the device.

3. ‘Take All’ now closes the container IF the container is empty.

Additions



1. Added Boat Engineer, Heli Engineer, and Waveform Engineer skills, 1 pt each.

2. Added Radar Detector Upgrade for Helicopter. The Radar Detector requires the Waveform Engineer skill (under Gear) and is manufactured in the Control Panel. Added to a Helicopter storage slot it provides a radar warning indicator. This indicator will be visible in the helicopter when an enemy radar is detected. It is located directly in front of the player. Solid yellow is line of sight early warning, blinking red intermittent tone indicates being 'painted' by the radar, and solid red constant tone indicates tracked. Detection of the radar occurs a few hundred meters prior to when the radar can track your location so that you have some time to avoid detection if desired. Detection guarantees that you will be met soon after landing.

3. Added a Practice Target for learning how best to plan weapon use, practice aiming, and learn projectile drop effects. Arrows may be removed from the target; bullet holes and arrows are automatically removed after 2 minutes. Bullet holes my be reset with ‘E’. Target is crafted from inventory under Placeables and requires plant fiber. It may be placed on most surfaces though some town surfaces will not accept it. Range when projectile hits target is displayed for 10 seconds in upper left corner of screen, display is in meters unless temp in 'F' has been selected then display is in feet.

4. Added enemy detection of boat use. Like v10.0.11 helicopter detection, if detected guards will respond when you leave the wheelhouse, are on land, and have moved some distance from your boat. Similar mitigation methods, as for the helicopter, may reduce risk of detection.

5. Added alternate means of acquiring helicopter body. You will be informed in game when the opportunity arises. For now both boat and heli alternate acquisition options are only available in quest mode.

6. Added Boat Radio to right side of wheelhouse next to the stove. It will alert you with a beeping tone and flashing indicator if you have a message waiting. Certain events will result in a message sent. Only one for now but this will become the main means of initiation of communications with the Resistance. Note that messages may contain valuable information, read them carefully, they will not be repeated. If you miss the information you’ll have to discover it on your own.

7. The Insurgents now have a new capability for monitoring your movements. They will deploy it based upon how frequently you've been spotted flying. There is a way to fight back, visit your Arms Dealer to see if she has stocked any trinitrotoluene (TNT) recently. They are protective of their equipment so expect some serious resistance. Note: for now TNT can only be purchased…and she’s a bit greedy. In the future as the uses for TNT are expanded it will become a craftable item.

8. Added Insurgents utilizing AK-47s that will spawn when protecting their more valuable assets. Take care and try and stay out of their range! When a Resistance NPC tells you something is heavily guarded take heed.

9. Added information in Skills menu for required workstation to build each unlockable skill.

10. Added vehicle markers on map. When entering a vehicle its marker is removed, and upon exiting the marker is added back to map.

11. NPCs will now turn toward players as they approach, vendor NPCs will also give a visual greeting over their heads.

Fixes



1. Fixed house that required crouching to enter.

2. Fixed certain items not getting saved when spawned and not picked up; Key Card backpack and others.

3. Fixed description of a few quests.

4. Fixed out of place furniture in some houses.

5. Fixed cement mixer sound not turning off when crafting complete.

6. Fixed, hopefully, NPCs from spawning on roofs and in trees…or at least reduced it. Please report if it is still happening. This only applies to Insurgent NPCs currently.

7. Fixed mining helmet. Light will no longer work if the helmet is removed.

8. Fixed guard shotguns not de-spawning after their death.

9. Removed duplicate Workshop/Foundation lines in Skills tab.

10. Fixed text for fuel type on helicopter fuel tank.

11. Fixed pig hut not giving fertilizer.

12. Fixed text on pig hut.

13. Fixed leather leg armor rating.

Dev Notes



1. Please always read the patch notes and the detailed quest descriptions.

2. Reports have been made of lack of boat hull spawn after talking to the Trader. Please report these and if possible contact me in Discord at Zuleica#4538 so i can get a copy of your save file.

3. Please provide feedback on the new features, especially the AK-47 wielding Insurgents and the new detection components.

Happy Gaming!

Hold Your Own 10.0.11 Hotfix #3

Hotfix to correct dialogue problems with Trader while Craft Fishing Boat quest is active. Now no input except mouse click on Close will be accepted.

Hold Your Own 10.0.11 Hotfix #2

Hotfix to correct issue which could result in multiple boat hull spawns.

Hold Your Own 10.0.11 Hotfix

Hotfix to correct issue when consuming drinks; stack did not decrease and discarded jar or plastic not given.

Hold Your Own 10.0.11 Update

Hold Your Own Publicl Build V10.0.11 Patch Notes



No restart required.

The big changes in this update are;
(a) economy balance, and
(b) vehicle balance.
This is the initial balance only, further balancing will likely take place in these areas based on player feedback.

Economy Balance



The legacy game had no balancing done between crafting and reactor decomposition. This has now been balanced so there are no exploits that result in creating infinite mats from a single mat.

I've also taken the first balance at vendor buy/sell prices, establishing a base value for raw mats and non-crafted mats, invisible to the player but used in calculations that feed into the game's buy/sell prices. There should be no instances of being able to sell for more than you can buy. I've also introduced fractional sell prices so that you can sell larger quantities of very cheap material. For example if some very easy to acquire raw material has a sell price of 0.25g you can sell increments of 4 to a vendor. The vendor will keep track of how many they take for the gold they give you so you don't get 'cheated' by offering too many for too little gold.

This results in some items not selling for as much as they previously did. A crafted item however should always sell for more than the raw material that went into it. Some items like arrows have had their sell prices reduced, others unchanged, and still others can now be sold when they could not before. You may have to experiment a bit to find the optimal means of earning gold. But, entire crafting chains are now balanced as a first pass.

Vehicle Balance



This update is the first part of a multi-phase vehicle balance. There is absolutely no intent here to force a player to play a certain way. However, I am a firm believer that every variation of an item, be it a vehicle or a weapon or a piece of armor, should have it's own unique 'use case'. To this end cars should have their own unique use cases and I've previously adjusted each of the four cars to achieve some of that. Now I am modifying the boat and heli to achieve the same uniqueness of use.

The game, as it was originally designed, had a major flaw in that once you have the heli, the boat and car is essentially useless. The boats onboard stove helps somewhat and I previously added the berth for sleeping when away from your base. However, the speed of the heli, and low cost to use, mean that there is no point in not returning to your base when your inventory is full, or you need more food. In my opinion the boat should be a 'home away from home', and the primary loot hauler. The heli use case should be quick trips for quick missions where you don't have to haul large amounts of loot...like stacks of ore. None of these changes should increase 'grinding'...unless your only preferred method of travel is the helicopter.

To this end the follow changes have been made in this update;

1. Added recipe for Aviation Fuel to Chemistry Station. Five Aviation Fuel requires ten Gas Cans, one Magnesium Catalyst, and one Salt. Aviation Fuel is acrafted item only, in the future it may be found at Insurgent base locations.

2. Added recipe for Magnesium Catalyst, used to craft Aviation Fuel, to Furnace. Two Magnesium Catalyst are made from two Magnesium Powder and one Titanium Alloy.

3. The heli now uses Aviation Fuel as of this update. Fuel in your heli tank will continue to work, just don't run out before you craft Aviation Fuel.

4. The speed level upgrades for both the boat and heli have been reduced. Both of them, fully upgraded, were far too fast to make sense and in the case of the heli made accurate landing difficult. The base speed of both remains the same. Each level increase for the boat has been reduced from 25% to 20%, and for the heli reduced from 10% to 5%. The boat may still undergo a further level increase reduction to 15%. Keep in mind that the roadmap for both of these vehicles is to completely remove level-based speed increases and move to crafted upgrades to the vehicles for mechanical improvements like max speed.

5. Boat storage capacity has been doubled from 18 to 36 slots. This will hopefully give the boat a decent use case even after the player acquires the helicopter. Note; a bug exists when transferring stacks with right click to the added 18 slots. Manually moving an item to the slot fixes this from that point on. I'm looking in to the cause of this.

6. Flying the heli may result in a unwelcome 'welcoming party' when you land and exit the heli. All the things you might expect that would make you more visible may make you more visible. All the things that you might expect that would make you less visible may indeed make you less visible. I leave it to the player to figure out what those things are.

7. Added an altimeter to the helicopter center console display. If your temperature scale is set to Centigrade the altimeter will read in meters above MSL (Mean Sea Level), if your temperature scale is set to Fahrenheit the altimeter will read in feet above MSL.

8. Near-future, not in this update, may include additional means of the Insurgents detecting your movements, both in the heli and the boat. For example it may be that if you fly within line of sight (LoS) of insurgent strongholds you are detected. I'm currently working on additional Insurgent detection capability; a mobile radar unit. I am also considering restricting the slope on which you can land the heli. This may also reduce CTDs.

Changes



1. Wind Turbines now have bonus based on height above MSL. Located at the max altitude they have double power output, however, for balance the base output at MSL has been reduced slightly. This is the first of several Wind Turbine changes. Future changes will include wind speed, proximity to other tall structures, and blade overlap exclusion.

2. Rebalanced animal spawn, increasing ratio of domestic animals to wild animals. Chickens and pigs should be more common now. For new games to maximize farm animal spawn choose higher animal spawn numbers.

3. Modified the Water Tank. It now starts out empty and fills while raining at the rate of one charge every 10 seconds. If you move it, it will retain charges. However, if you pick it up (Del) and replace it, it will revert to an empty tank.

4. Increased the stack size of Magnesium Powder to 250.

5. Reduced flash intensity of pickax against nodes, when mining.

Added



1. Added an alternative, and optional, means of acquiring the first boat hull. When you receive the quest Craft a Fishing Boat pay special attention to the detailed quest description for the optional means of acquiring the boat hull. This is only an option available during the quest Craft a Fishing Boat. I am working on a way to make this option available in Full Sandbox Mode for a future update.

2. Added boat engine status indicator to wheelhouse, when you exit the boat wheelhouse you can now have visual confirmation of the engine being on or off.

3. Added glow to Wood Stove when fuel is burning. This should help remind you that you’re burning fuel.

4. Added Boiled Eggs, Boiled Corn, Baked Potato, Tallow, and Salt recipes to Electric Stove.

5. Added Fertilizer to Pig Pen drops, lengthened leveling of pigs and drop time of Fertilizer by 50% because of its value. Please report any issues with this feature.

6. Added Nvidia DLSS and AMD FidelityFX for potential performance gains.

Bug Fixes



1. Fixed Mark dialogue to say East coast of Ilha da Traição, not North coast.

2. Fixed various spelling errors.

3. Fixed Kill 5 guard quest showing more than 5 killed but not completing quest. Anyone stuck here just go to the designated location and kill one guard wearing light tan pants.

4. Removed some left-over dependencies that restricted picking up (Del) building parts.

5. Fixed tooltip not updating perish time when hovering over vehicle inventory slots.

6. Collapsed skill point lines for Workshop and Workshop foundation into a single line. Spending a skill point gives you the ability to craft both.

7. Removed Total Crafting Queue time showing up where it was not relevant, e.g., fridge, freezer, generator, animal huts, etc.

8. Fixed duplicate ‘Crafted in:’ station text for recipes that have alternate recipes in the same crafting station.

9. Fixed an issue when picking up foundations following picking up Workshops and Stalls would return Workshops and Stalls instead of foundations.

10. Fixed a few spots in the player bunker where placement wasn’t working.

11. Fixed multiple instances of trying to use an item from inventory would transfer it to an invisible NPC container.

12. Fixed spawn of two of the four quest loot containers for the last quest, ‘Bunker Supplies’.

13. Increased separation between the door and storage areas of the 4x4. The door clickable region is now smaller to better fit the door. This should reduce mis-clicking between the door and storage.

14. Fixed a few recipes.

15. Slightly modified spawn in combination caves to increase magnesium ore spawn.

16. Fixed eating food with negative hydration giving drinking sound instead of eating sound.

Dev Notes



1. Please always read the patch notes and the detailed quest descriptions.

2. Reports have been made of loss of an item when purchased or when picked up if the player inventory is full. I have not been able to duplicate this bug. Please report instances.

3. Still seeing some instances of hot bar lockup. Can still save and relog to fix. Please try and report details of what you were doing when this occurs, cannot duplicate it currently.

Happy Gaming!

Hold Your Own 10.0.10 Update

Hold Your Own Publicl Build V10.0.10 Patch Notes



Improved FPS in swamp. Had to remove reflections and lighting and shadows, and reduce the number of point lights on the buildings. Won’t look quite as good but shouldn’t kill performance either. Please provide feedback on performance.

Fixed an issue when starting a new game, and the player exits without save before an autosave is done. Mousing over inventory items causes them to disappear and when looting a “No room in inventory” message is displayed.

Fixed a potential game hang and crash when completing quests with the new special loot chests.

Adjusted the lighthouse dimensions to try and provide a wider staircase. You can still have issues here, recommend crouching and moving up the stairs carefully, slowly, and in the center.

Fixed various text.

Fixed error in tool tip for heat value. Heat/cool was still being applied just not displayed correctly in inventory or storage.

Fixed an error in calculating perish times when they were large by being in the freezer. Tool tip is correct now.

Fixed Medical Herbs crafting in Chemistry Station, Icon not showing and mats not recognized, couldn’t craft.

Fixed several houses. Some had to be rescaled and loot containers in these buildings on exiting games may be floating or slightly sunk into the floor. This is due to how the game saves loot containers including their locations.

Fixed a stair recipe in the Sawbench.

Further reduced 4x4 engine volume by half.

Increased the car braking rise rate, hopefully increasing braking strength.

Decreased the car steering rise rate on all vehicles. This should reduce over steering.

Added to the detailed quest description for the Assault on Outpost quest. The elite guards you must kill spawn mixed in with the normal hunters and guards in the area. However, the elite guards roam far to the right and left of the road. These guards will spot you from far away and run at you until within range.

Changed the wardrobe of guards spawned for kill guard quests. These guards now wear a desert shemagh, green shirt, and light tan pants to distinguish them from the normally spawned guards. Killing these guards fulfills quest requirements.

Slightly increased the total number of nodes in the titanium caves, and increased the ratio of titanium to diamond.

Fixed prior adjustment of oil shale spawns in their own caves and in the general spawn caves.

Reduced the chicken’s Hearing Threshold and Sight Radius, decreased max speed and max acceleration. Hopefully you can get closer to them.

Attempted a fix for sliding across the boat deck while at sea. The boat deck material had zero and nearly zero friction values. I increased them to make sliding less likely. Please report success or failure of this adjustment, as it seems to vary.

Increased player max step height to avoid getting stuck on curved stairs in player base.

Fixed Workshop Foundation not needing Workshop skill point. Now it does. The Workshop skill point is required for *both* Workshop and Workshop Foundation.

Rugs stack to 5 now.

Added total crafting queue time at the upper left corner of the crafting window. This should help know how much fuel to add to crafting stations requiring fuel. This should also help you know when the crafting queue will complete.

Helicopter can now land on most flat surfaces including flat roofs of most buildings.

Attempted to decrease the likelihood of a fatal error when accessing the boat. The work on fixing this issue is not complete, please always save before entering a boat or helicopter.

Dev Notes



Dev Note: Due to reports of fatal error CTDs when entering or leaving a vehicle please do a manual save before getting in a car, boat, or heli. I am keeping track of this issue and hope to resolve it. Please report any CTDs with a description of what you were doing just prior to the crash, if you or the vehicle had a full inventory, etc.

Dev Note: The auto save period is 10 minutes, however an auto save will not occur if you are driving a vehicle; car, boat or heli. If the 10 minute timer expires while driving the save will be done upon exiting the vehicle.

Happy Gaming!

Hold Your Own 10.0.9 Update

Hold Your Own Publicl Build V10.0.9 Patch Notes



Added additional ways to get items for deliver quests. You can loot them from normal loot containers, manufacture them, or now find the special locations described in the long text description that when looted will relieve some of the grind. This should provide some variation from the grind these quests always have had. Note, that in some of these you will have to fight for your gains!

Drastically reduced the wild behavior of cars when hitting an object of just the right size in the wrong way. Decreased the center of mass, dampened both linear and angular momentum, limited angular velocity to 60 deg/sec, and drastically decreased the restitution (bounciness) of the car material. Should see more tame crashes now, though if just right you can see a bit of a wild ride.

Cleaned up Control Panel Overview code for performance and potential CTDs for large builds.

Fixed a legacy issue with the buoyancy calculations that resulted in at least one CTD.

Increased the likelihood of finding nails in certain types of loot containers.

Removed medical herb from Bandage recipe since, currently medical herbs are limited in the loot tables and only craftable once you have the Wood Stove which is intermediate game crafting. This makes bandages more readily available at the beginning of a game.

Fixed issue of the delete (pick up) confirm windows being left up.

Fixed distortion caused by looking up and down, increased height of player camera to reduce the feeling of being short.

Fixed an issue with perish time being reduced excessively with continued recombining of stacks. Recombining stacks should calculate perish time correctly now.

Increased spawn and quantity per node in oil shale caves near swamp, decreased oil shale in other caves. This makes the oil shale caves worth visiting.

Adjusted some blocking volumes to avoid player becoming stuck.

Fixed a cave location where a player could get stuck.

Reduced 4x4 engine noise volume.

Raised 4x4 1st person camera to better see over dashboard.

Doubled zoom in for the large map.

Added ‘Crafted in:‘ information on the mouse-over tool tip for recipe requirements and items in inventory. For example mousing over the recipe requirement for a Cobalt Ingot will give the additional information ‘Crafted in: Forge, Furnace’.

Added guard spawn to the ‘Locate the Workshop Blueprints’ quest.

Fixed garage restroom sign flickering and only partially visible.

Fixed name of Ilha Congelada in two quest descriptions that were wrong.

Corrected text for the Repair Kit quest to be “Deliver”, not “Make” (you can acquire them any way you like), and the correct quantity of 40.

Corrected various text.

‘Deforested’ the inside of a few houses.

Fixed no icon being displayed when selecting a recipe.

Added Medical Herbs to the Chemistry Station with reduced mats and crafting time.

Changed recipe for splint, removing log and adding two Sticks.

Fixed a potential problem if the player's car was in the way of a large number of NPCs attacking. Car could be destroyed removing it from the game. Disabled damage...for now.

Developer Notes



Loot Container Respawn Time
The respawn time of loot containers is 10 in game days. However, that is if the player does *not* sleep, which speeds up in game time. The 10 day timer is a fixed number of real life seconds. If you sleep a lot, then expect the respawn to be longer than 10 in game days. If you use a ‘cheat’ to speed up the game then the respawn will also be longer than 10 in game days. Basically the respawn is 43,200 RL seconds no matter what you do in the game or to the game.

Shipyard Placement
The Shipyard must be placed such that the closed section *opposite the door* is next to open water. If it is not then you will not be able to recall your boat as the ‘landing spot’ will be blocked. You will also not be able to place anything in front of the Shipyard since that area is reserved for teleporting the boat.

Quest Clarification
For additional information about a quest please open your inventory and click on the Quests tab. The long description of the quest may answer some questions.

Happy Gaming!

New, Version 10.0.8, Hold Your Own!

Hey everyone,

V10.0.8 is now available on the Live branch.

If you are currently playing on the beta Experimental branch no restart is required.
If you are still playing with v9 then a new start will be required.

visit us in Discord, and Have a great day!!


Backstory



A small atoll in the Pacific discovered in the late 1500s by a Portuguese explorer. It was named As Ilhas Esquecidas or The Forgotten Islands as there was evidence of prior inhabitants. It became a small way station for resupply of Portuguese trader and explorer ships until it was deemed too far out of the way of the established trade routes. The settlers that remained populated the islands until more modern times when a modest amount of minerals were discovered.

The islands mostly retained their original Portuguese names until the Insurgents came. Known locally as O Vento de Sangue, Blood Wind, or just the proper name O Vento, the Insurgents carried out a bloody invasion that resulted in the remaining exiles to refer to the islands by their current, more colorful names, most in Portuguese.

New map layout.


Island name changes to reflect the backstory.

  • Ilhas dos Mortos (Dead Islands, four connected by bridges)
  • Ilha do Desespero (Desperation Island)
  • Coby’s Isle
  • Ilha da Traição (Betrayal Island)
  • Ilha de Perdição (Perdition Island)
  • O Oráculo (The Oracle)
  • Ilha do Sangue (Blood Island)
  • Ilha Congelada (Cold Island)


New POIs in addition to towns with the old look; fishing villages, mountain villages, desert villages, swamp houses, lighthouses.
Towns on the coast have boat docks, as one would expect in an archipelago.
All POIs are custom layout, no 'generic' towns.


Changed some caves to mines, replaced all cave entrances.


New rural roads with some guard rails, drive carefully!


Animal spawns are now more location specific, e.g., crocodiles spawn in and around the swamp biome on Ilha da Traição.


Loot



There is now greater loot list specialization and new loot-specific containers. You are most likely to find specific items in containers that would make sense in the real world. Anything you think might contain something try and open. Clearly some are still static decorations for performance’ sake. However, there are new loot containers that are easy to overlook. Try and open everything.


Loot only respawns after 10 in-game days and only if the loot container is empty. This means that if you leave something in the container, that container will not respawn. Each loot container has its own respawn timer. This is the way it has always been, and I left it working the same way. It also means you can use loot containers (not AI dropped containers) as your own storage…try and remember where though. They will not respawn if there is something in them.

Perishable items will only start to perish once the loot container is opened the first time. If you don’t need food, then don’t open containers that you are confident contain food items. Go back and open them when in need of food.

Added Battery to loot list for insurgent drops on kill. It is a relatively rare drop but is now required for crafting a Flashlight on the Weapons Bench. Batteries can also be crafted in the Workbench but require Titanium Ingots (same as old recipe). Flashlights can only be crafted or bought from an NPC.

Added Iron Ore to garbage loot containers. In case a player has no more iron ore and no pickaxe they can either loot trash containers for some small Iron Ore loot or punch iron nodes in caves for small chance at Iron Ore.

Quality of Life (QoL) Improvements



Pistol gun parts stack, 5 per stack.

Better organized crafting menus, grouped and alphabetized with group.

Bread and some other cooked items have a longer shelf life.

Added Fahrenheit and Celsius temperature option. Can be set at start of new game or changed in options menu during game.


Added Body Temp slider showing proximity to hypothermia and heat exhaustion limits.


Added Power Available indicator/text to workbenches requiring power. Now you know you need to turn that generator on before you try to craft.


Added default crafting quantity of '1' if recipe requirements are met. This was an often requested feature!


Increase quantity arrow, ‘>’ in crafting window turns red to indicate not enough mats.


Adjusted weapon damage, more adjustments will likely be necessary.

You can now use coal in the campfire, forge, and wood stove. It burns quite a bit longer than wood.

Allow building components to be picked up instead of destroyed. Deleting now returns the component to inventory. A confirmation message was added to confirm ‘deletion’. Targeting placeables gives a "[Del] to Pick Up" tool tip. Targeting building components does not but you can still use [Del] and a confirmation window will pop up.

Removed building prerequisites that would have required removing some buildings parts to remove others. This can result in ‘floating’ components. There is no Structural Integrity (SI) currently, and no plans to add SI currently.

Workshop Blueprints are not consumed when building the Workshop or the Workshop Foundation. This means you can build as many Workshops or Workshop Foundations as you like.

Added 3rd person view option to vehicles (like the boat has). Please provide feedback on 3rd person distance, adjustments may be necessary to prevent motion sickness. Recommend sitting back from monitor while driving, especially for large monitors.


Removed the build/delete circular bar. Now builds are instant and deletes (picks up) are instant after confirmation.

Added progress view of deliver material quests to the Quest tab.

Added public Workbench, Saw Bench, Chemistry Station, and Weapon Bench at various locations.

Added public Plant Bed at farms. There are five farms on the starting islands and three more farms on Ilha do Desespero.

Boat has an auto-forward key now. Left-Alt starts the boat forward at its current selected speed. Either ‘W’ or ‘S’ resumes manual control.

Reduced quantities of some delivery quests by ~20%. My intent is to make these delivery quests more engaging and less grind. I have quests rework and additions on my road map but will like push some of this work earlier in smaller increments.

Reduced berries requirement for Juice from 10 to 5.

Set sales price of diamonds at 50 gold…seeing as, temporarily, they have only one other use.

Reduced crafting time and increased stack size of Tallow (used to make Biofuel).

Reduced Leather requirement for Leather Chair from 25 to 15.

Increased the number of increments of foundation height placement (‘U’ key bind) from 3 to 6. Max height adjustment remains the same, increment is smaller.

Reduced the Extractor time from 120 sec to 60 sec since it is a late game item and uses considerable power. Also replaced the magnesium powder with magnesium.

New



Added craftable Freezer that further reduces spoilage time over the fridge. Crafted on the Workshop Bench and requires Titanium Plates. Freezer is on the right, fridge on the left.


Added a bed to forward compartment of boat. Mousing over gives option to click to sleep.


Added building components to Saw Bench menu so you can craft both from inventory and Saw Bench. Saw Bench crafting is faster than crafting from inventory.

Added Stone Forge recipes to Furnace.

Added sand recipe to Anvil.

Added alternate Glass Jar recipe to Electric Furnace and uses sand directly.

Added Campfire recipes to Wood Stove and Electric Stove, added some Wood Stove recipes to Electric Stove. Once you craft the Wood Stove you will no longer need the Campfire, you can pick it up and use it when at remote locations.

Added alternate recipes for Juice, Chamomile Cup, Coffee Cup, and Green Tea Cup that uses glass water jar instead of plastic water bottle. Jar is consumed.


Added capability of food items to have multiple health benefits. This greatly expands the food crafting options as we continue to evolve the game. Both positive and negative benefits can be applied with foods items. Including future use of poisons. It also makes new health stats easily added.

Several fruits had no crafting use in the game, blueberries, apples, grapes, and tomatoes. Two new recipes were added to utilize these.


  • Added Canned Fruit that uses 2 each of apples, blueberries, and grapes and is crafted in the Wood or Electric Stove. When consumed it regenerates 40 Carbs and 10 Thirst.

  • Added Tomato Soup, crafted on the Wood or Electric Stove, that uses 3 tomatoes 2 Medicinal Herbs, 1 Salt, and a Glass Water Bottle. When consumed it regenerates 40 Carbs, 10 Thirst, and 20 Health. The bottle is not returned. Currently tomatoes are loot items only.


Added a new Workshop Foundation piece that snaps to other foundations and lets you integrate your workshop with your base. Make your workshop as large as you want, use the same walls, ceilings, and roof parts as the rest of your base, and add lights. Original Workshop is still craftable.


New 4x4 vehicle choice to purchase at the Mechanic. This vehicle is more expensive but is tuned to perform better on various types of terrain and hence will climb steeper slopes. It also has a higher clearance and will roll over objects that would stop the other vehicles. Please provide feedback on all vehicle types and I will continue to fine tune.


Added friction values to the various road and terrain surface types. The vehicles have different performance on these various surfaces, the Sedan better suited to paved roads, the 4x4 doing quite well on all surfaces. Adjustments will be ongoing.

Added car naming function and recall. When you place your car, it will ask for a name. You can now rename or recall your car by going to a garage and accessing the radio on workbench in the back right side.

This will cost 100g and will recall your car to the garage you are at. This will be helpful if you go flying off the road into the ocean, or if you want to sail to another island and use the garage there to bring your car to you. There are garages in the two modern towns, the mining town, one on the side of the road in the Ilhas dos Mortos. There are three garages on Ilha do Desespero; the mining town and the modern town. There is one on Ilha da Traição in an industrial complex near the modern town. There are three on O Oráculo; one at the industrial town and two in the mining town. Since these are the only islands with significant road systems, they are the only ones to which you can recall your car. If you want a car on one of the others, buy a new one and place it when you are on the island.

Added a clay rock type. It produces only clay and can be found around the lakes on the starter islands. Use pickaxe to harvest. Like all surface rocks they will not respawn.


World temperature drops by 5 C (9 F) when it starts raining.

Modified Cooked Crocodile to give 70 Protein but also -10 Thirst. Also added two Salt to Recipe but gives two Cooked Crocodile instead of one. Crocodiles can only be found in the swamp biome on Ilha da Traição.

Wooden Crates now stack on top of other Wooden Crates, Military Crates stack on top of other Military Crates.


Added Empty Container to Workbench recipe list, you no longer need to rely only on looted Empty Containers. One Aluminum Ingot produces two Empty Containers.

Modified the Chamomile Tin recipe to require 2 Chamomile plants, 2 Medical Plants, 1 water. The Chamomile Cup now gives 30 Thirst and 30 Health, instantly now but Heal Over Time (HoT) in the future. Chamomile Tins are now rare in loot crates. This distinguishes the Green Tea Cups that only provide 30 Thirst from the Chamomile Cups that have additional benefits.

Reduced the Ore Extractor cycle time from 120 seconds to 60 seconds since it is a late game item, uses a lot of power, and doesn't extract all that much ore. Also, replaced the Magnesium Powder with just Magnesium to match what you would mine in a cave.

Fixes and Changes



Ported to UE 4.27

Fixed Workshop not being able to be deleted.

Removed crafting recipe references for gold bars and gold coins…for now.

Sun moves now when in vehicle/boat/heli so you can see the change instead of it just being updated when you exit the vehicle/boat/heli.

Helicopter no longer flies underwater. A height limit is also now implemented.

Cars are much more controllable; improvements will continue to be made in driving.

Changed heli HUD text to using Helipad to change name rather than Shipyard.

Reworked weather system. When fog rolls in it now also affects the water.

Fixed a problem where Coffee would not regenerate stamina past the original 100. Coffee though will be reworked significantly in the future to provide temporary Stamina increases…likely followed by temporary Stamina decreases, like that feeling you get when your first two shots of espresso for the day wear off.

Fixed an old problem that resulted in partial loss of commands such as switching hot bar tools, jumping, or accessing main menu.

Fixed an old problem that resulted in erroneous 'full' messages when eating or drinking.

Adjusted storm frequency. You will see a storm between one half and two ingame days. One ingame day is 72 RL minutes. Please let me know if you find this too frequent or not frequent enough. Personally I like the storms but I've tried to balance it. In the future I may expose the settings in the ingame menu.

Added vendor NPC (Mechanic, Trader, Pharmacist, and Arms Dealer) map markers at the start of a Full Sandbox game. The new map would likely make trying to discover all four of these frustrating. If players in Full Sandbox mode find this too easy I can consider a 'hint' method of narrowing down their possible locations.

Fixed a problem where holding the right mouse button (aim) while using 'E' on a container or entering inventory with 'I' would result in hotbar freezing, weapon firing freezing, jumping to not work, and even getting the main menu to fail.

Fixed an old problem where the boat, if run into the shore or any object either forward or backward, would tip up on the bow or stern and behave badly. Now, if you run into something the boat gently stops and settles back into the water allowing the player to regain control. However, there are partially submerged rocks that can ground your boat, so be careful! If you’re on auto-forward be in open waters! If you try really hard you can probably also ground it in other locations, the fix was meant to reduce the problem. I find this far too amusing to try and prevent!


Happy Sailing!

Patch Notes from beta version 10.0.7


These are fixes to V10.0.7 beta branch now carried over to V10.0.8 Live.

Fixed an issue with loot container respawn timers. This *may* have resulted in infinite loops that either caused a CTD or caused drastic FPS drop. Please continue to report CTD and what you were doing at the time.

Fixed vendor up arrow not working.

Fixed an issue resulting from crouching in shallow water.

Removed Diamond Pickaxe and Axe from a quest loot container for now. Once those tools are reintroduced, they’ll be added back.

Fixed crocs disappearing immediately after being killed.

Logs in the swamp can sometimes stop a player movement. Crouch, walk away, and uncrouch. Report instances if they still happen.

Reworked fall damage. Jumping off a roof, for example, will cause about 40 fall damage. Running and jumping down a steep slope will cause massive fall damage.

Modified the new freezer mats and crafting station to make the fridge…which stays the same…more useful for longer into the game.

Edible plant spawner (except the cactus) has been removed as they were very difficult to find and produced hundreds of actors affecting performance. There are specialized Produce loot containers primarily found at farms that have a full range of fruits and vegetables as well as seeds. These items can also be found in many other loot containers resulting in a plentiful supply if managed properly. Additionally, every farm, five on the starting islands, has a public plant bed that you can use until you have found or made enough fertilizer to construct your own. With careful management produce should never be a problem.

Adjusted the ration of various animals that spawn. This should slightly increase the farm animal ratio to predators and deer.

Fixed boat recall. It should now appear slightly above the water and settle gently in front of the shipyard.

Dev Notes and Known Issues



MP has been disabled in the main menu due to severe issues after porting to 4.27. I will revisit this in the future.

The quest line, and the most recent V9 sill system, have been retained. Both will be the subject of future updates.

Some NPCs will spawn on roof tops and when killed their loot crate will not fall to the ground. While it can be annoying to be denied your just reward occasionally, I decided having NPC 'snipers' keep you alert...so look up often! Unfortunately it also means that the very occasional animal can be found on a roof but that is much more rare.

During beta testing, instances of hotbar lockup had occurred. Two different fixes were applied and the instances drastically reduced. If new instances of this occur please very carefully describe all actions leading up to the lockup and report either in Steam or on Discord.

I has been reported that splitting a stack of perishables repeatedly can quickly cause degradation of the remaining perish time. I have only been able to duplicate this by 'cheating' in a stack larger than the maximum allowed stack size. As a side not, feel free to use any 3rd party software you like, but please identify that you did so when reporting bugs. So-called 'cheat engines' can create problems that I cannot recreate and I cannot reasonably support the use of such 3rd party tools.

World Temperature adjustments are still being made, as well as the characteristics of various clothing necessary for different environments.

In the near future the development Trello will be made available for viewing to the public. You will see the detailed status of all development progress including the technical notes.

Vehicle Stats



These, except the price, are relative numbers indicating the performance differences in the various vehicles. They will likely undergo significant changes as players report issues. For example, Max Torque affects, in part, how well the vehicle does on different slopes.

[table]
[tr]
[th]Vehicle[/th]
[th]Price[/th]
[th]Mass[/th]
[th]Max Torque[/th]
[th]Max RPM[/th]
[th]Max Speed[/th]
[th]Drag Coef[/th]
[th]Clearance[/th]
[th]Flood Level[/th]
[/tr]
[tr]
[td]Hatchback[/td]
[td]300[/td]
[td]1400[/td]
[td]480[/td]
[td]5800[/td]
[td]2000[/td]
[td]0.3[/td]
[td]17[/td]
[td]34[/td]
[/tr]
[tr]
[td]Sedan[/td]
[td]700[/td]
[td]1500[/td]
[td]540[/td]
[td]6500[/td]
[td]3000[/td]
[td]0.25[/td]
[td]17[/td]
[td]35[/td]
[/tr]
[tr]
[td]SUV[/td]
[td]500[/td]
[td]1700[/td]
[td]500[/td]
[td]5800[/td]
[td]2200[/td]
[td]0.35[/td]
[td]30[/td]
[td]45[/td]
[/tr]
[tr]
[td]4x4[/td]
[td]1,000[/td]
[td]2100[/td]
[td]717[/td]
[td]5400[/td]
[td]2000[/td]
[td]0.35[/td]
[td]53[/td]
[td]80[/td]
[/tr]
[/table]

Hold Your Own beta 10.0.7 Update

Hold Your Own Beta Experimental Build V10.0.7 Patch Notes



Reduced intermittent stutter caused by spawners.

Fixed temperature problem loading after a save in the O Congelada cold zones.

Fixed no-build zone on large peninsula of O Orucalo. You can now boat or fly into the area, and walk but not build. This is reserved for future updates.

Fixed vendor exploit, negative numbers not allowed in amount window.

Removed trees from lakes.

Fixed some physics volumes in lakes.

Fixed house furniture positions.

Reduced helicopter engine noise volume by half.


Happy Gaming!