Jaws of Extinction cover
Jaws of Extinction screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Jaws of Extinction

Update 0.4.18.0



0.4.18.0 arrives today! It’s only been a couple of weeks since our last major update, but we’re ready to share our latest release with you.

Easter is nearly here, so we’ve decided to celebrate with an in game event running all month. Participate in the Easter egg hunt to earn points. With enough points, you can claim your own exclusive themed outfit and matching bunny ears (details below)!
Furthermore, this update unveils new first person animations as well as the integration of some new technology allowing us to add more life to our NPCs.

The patch also includes a slew of new features, fixes, optimisations and improvements.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.



Easter 2023


For those of us in the northern hemisphere, Spring has arrived! The flowers are blooming, the lambs are springing and on Eden-Nadir, giant chocolate eggs have been sighted.

This year’s event will be a race to collect as many eggs as you can during the time allowed. Periodically, you will find yourself surrounded by Easter eggs as far as the eye can see. Collect as many as you can to earn points.

Because points mean prizes! Every 50 points you earn you’ll earn a small bundle of useful equipment, weapons or consumables. At 1000 points, you earn the big prize - an exclusive themed event outfit with bunny ears to match.

The event runs from 3rd April 2023 until 30 April 2023. Good hunting!

• Added Easter event 2023. At random intervals, special eggs will appear around the player. Collecting eggs will give you points - and points mean prizes!
• Added a new unlockable Massacre bunny outfit and bunny ears. Collect 1000 points over the month to earn the exclusive event rewards.
• Events can now be disabled in the settings.

We are also running a Discord competition where you can compete to win Steam vouchers up to £50. Head on over to discord.gg/playjoegame for the full details.



New First Person Melee Animations


Accompanying this update is a new suite of animations which helps to flesh out the first person perspective. These animations show you which melee weapon you’ve got in hand at any given item.

• Added new first person animations when holding melee weapons.
• First person arms are responsive to the player's camera movements, meaning arms will smoothly follow as the camera moves.
• Chainsaw blades now animate
• Character's legs now play sliding animation when sliding in first person



NPC voicelines


We’ve been trying out some interesting new voice technology - which so far has performed better than initially expected. This new tech allows us to create very realistic audio dialogue from written lines. Although not a total replacement for traditional voice acting, for smaller NPC parts, this method has been helping us to breathe new life into the game in a convincing (and slightly scary) way.

If you’re not sure if you can believe the results, talk a walk around the Hanouten Safezone and let us know what you think.

The update only affects some NPCs at the moment, but we are looking to continue the process in order to give all our NPCs voice lines in future updates.

• Added new audio and facial animations to James Bell
• Added new experimental AI generated audio to flesh out some smaller NPC characters.
• Added new barks to Sophia
• Added new audio and facial animations to Jess' dialogue
• Added new audio and facial animations to Maia's dialogue

Optimisations


• Reduced overall cost of roof calculations when placing new building parts.
• Only roof tiles which need to update now actually regenerate when placing down new building parts.
• Increased size of building parts pool, which would quickly run out on medium to large sized builds. This would contribute to the lag spike that often happens when placing blocks
• General improvements addressing performance issues and lag spikes in the building system.
• Various improvements on how player building block removal is handled.
• Small optimisation for building part floors.
• Small clean up of legacy items.
• Major clean up of legacy movement systems. Various obsolete logic is no longer running.
• Clean up of duplicate meshes in the world.
• Minor clean up of legacy animation related content
• Small clean up of old logic still running related to controlling the radio.

Added


• Added new walk feature. Pressing 'Ctrl' by default while jogging will make the character start walking.
• Jaws of Extinction application icon is no longer a UE4 icon, but an official JoE one instead.
• Added four new hunters around the world offering emote rewards in return for favours
• Added new weapon: Kukri
• Added new weapon variant: Machete (common). Features a unique machete mesh.
• Added new SFX when filling or emptying water from water collectors
• Inclusion of new logic for VIP club checks and unlocks.
• Added re-pair DLC unlocks option under the unlocks menu. This allows players to enter an email address and a single unlock code to re-pair all unlocks with the same pair ID to the current device pair ID.
• Added new emote selection wheel. Can be accessed with 'B' by default. Emotes are unlockable from hunters scattered across the world.
• Added five new NPC hunters around the Hanouten landscape.
• Unlock new emotes by helping them out with favours. More NPCs offering similar rewards will be available in the future.
ID.

Updated


• Player made fast travel locations can now be picked up.
• Updated placable battery lamps. They now use a 9V battery and will gradually lose power (which causes them to become dimmer).
• Battery lamps can now be switched on or off from the radial menu.
• The battery in Battery Lamps can be replaced by repairing the lamp in the inventory or via the radial menu once placed. Takes one 9V battery to restore to full power.
• Battery Lamps now save.
• Updated placeable shelving mesh and materials.
• Updated Battery Lamp and Shelving inventory icons.
• Removed katana from lighthouse
• Crafted backpacks can now be recycled back into their component parts.
• Improvised backpacks can now be recycled back into their component parts.
• Reloading SFX now stop if reload animation is cancelled.
• Improved system for handling hand IK placements on weapons
• Improved chainsaw holstered position on back
• Weapons now look for a new source of suitable ammo if the current one runs out. For example, the character will switch to steel arrows if their common arrows run out.
• Various typo fixes
• New games now start at 7am instead of 6.50am. This will make the start of games slightly brighter.
• Updated safe-zone chickens, added chicks and cockerels.
• Updated character vertex mud and wetness system.
• Updated vehicle core systems.
• Players can no longer zoom/ADS while sliding.
• Characters will no longer climb on Ken's desk, which could often happen after tapping through dialogue with the spacebar.

Fixes


• Fixed large hole in the ground north of Nadir farm.
• Fixed floating foliage north of Nadir farm.
• Fixed melee weapon position sometimes being incorrect after changing view mode.
• Fixed hand-axe sometimes getting stuck at the wrong orientation after the axe moves between the left and right hand.
• Fixed bug causing in-hand weapon orientation to be incorrect.
• Fixed chainsaw always being attached to the right hand, when it should be connected to the left.
• Fixed NPCs who become incapacitated instead of dying becoming crispy and burned if they died to fire.
• Fixed reviving downed companions removing entire stacks of first aid items, instead of using just one.
• Fixed incapacitating your own companions adding to your kill statistics
• Fixed circumstances where sliding or rolling would not occur.
• Fixed crouching while climbing causing an animation glitch.
• Fixed being able to crouch during NPC dialogue.
• Fixed weapons such as pistols and rifles appearing in the wrong position after being picked up.
• Fixed chainsaw in-hand position in third person.
• Fixed fast travel system sometimes allowing player to fall through the ground.
• Fixed text on Crossbridges fast travel menu
• Fixed camera being too close to jobs board in Nomad camp
• Fixed audio sometimes being very loud when starting the game.
• Fixed character left hand being mispositioned when using bows and melee weapons
• Fixed not being able to progress in Driftwood quest because of not being able to answer Sen's radio call
• Fixed weapon holster and tactical equipment on the character's belt not appearing for most outfits.
• Fixed for 'press any key to continue' on the start menu sometimes becoming unresponsive.
• Fixed being able to change character while in the menu to load a saved game. This would allow saves to be loaded with a different character.
• Fixed some foliage clipping issues in the safe-zone.
• Tentative fix for indefinite loading screen when respawning at the bed in a Hanouten bunker.
• Fixed objective UI element overlapping menus such as the fast travel menu.
• Fixed weapons not automatically switching to next ammo type after using the ammo selection radial menu.
• Fixed not being able to climb after falling through the world or teleporting back to land while in water.
• Tentative fix for Xile quests objective getting stuck on screen
• Fixed some slightly floating trees near Wicks shop
• Tentative fix for character falling through the ground when ragdolling.
• Fixed fire axe rotation in hand becoming offset after swinging the axe once.
• Fixed being able to initiate a slide while already sliding, allowing for infinite sliding.
• Fixed being able to cancel the slide animation by aiming a grenade
• Fixed issue where weapons may have the wrong material when switching weapons

St. Patrick's Day Event



St. Patrick's Day celebration begins! Rumour has it that leprechauns are stashing their gold around Eden-Nadir. Maybe you'll be able to find one...



The lucky finder will be able to trade the gold for bucks.

Added


• Fireaxe weapons are hidden at locations around the world.
• Added new Paddy's Day Hats. Keep an eye on our socials to find out how you can earn one yourself in-game.

UPDATED


• Fireaxes can now be sold to weapons traders.
• Gold bars can now be sold to all traders for a good profit.
• Improved katana first-person attack animation
• Rebalanced loot spawns in vehicles so as to not be quite so bountiful.

FIXED


• Fixed odd arms position in first person when attacking with an 'Old Glory' baseball bat
• Fixed flashlight sometimes turning back on after closing the trader menu.
• Fixed fast travel menu not closing with 'Esc', 'F', 'Tab' or 'Backspace'
• Fixed window focus issues with the fast travel menu which could cause the menu to become unresponsive.

Alpha Version 0.4.16 Update Released



0.4.16.0 is unleashed! This update is a game-changer, bringing a whole new movement and melee system along with it, as well as new and improved UI changes - featuring an entirely new main menu.

With the new movement system, the player’s movement is significantly more fluid. The character will lean as they turn and intermediate animations smooth all your motions together. There are new movement features too - including rolling to break your fall… unless you drop too far where you will discover the new ragdolling feature. While springing, players can now slide to get away from danger. The full list of updates and features is below.

In tandem with the updated movement is the updated melee system, featuring all-new animations for all melee weapons. What's more, weapons are now able to make even more of a mess when they slice off limbs. Devastate your enemies with new brutal finisher moves using the new melee weapons.

Many UI elements across the game have received updates - not least the main menu which has been completely redesigned.

These changes are just the tip of the iceberg though. Take a read below of the full patch notes full of fixes, new additions, optimisations and quality-of-life improvements.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out-of-date game save files.

New Movement System



General movement updates
• Improved all basic movement animations
• New intermediate animations when starting to sprint, turn, etc
• Character now leans left/right when turning
• Character will lean forward/back when travelling up or down slopes providing a more natural posture
• New movement animations integrate with original JoE animations
• Improved crouching animations
• Falling a short distance may cause the character to roll to absorb the impact
• Falling from a great height will cause the character to ragdoll before they can recover
• Pressing crouch while sprinting initiates a slide
• Double-tapping crouch causes the player to roll
• New third-person turning. The camera can orbit the character and the character will turn to face that orientation after a short while if stationary.
• The character's turning circle becomes wider the faster you move. For instance, it is difficult to do a tight turn while sprinting.
• Player no longer has a dedicated sprint bar.
• Improved camera position for first person
• New first-person legs when looking down
• Adjustments to focus blur on the camera
• Mitigated issues where players could see themselves leaning back
• Camera can now never clip with world geometry
• Stamina usage while sprinting has been increased.
This change aims to improve melee combat as the character can now move and regenerate stamina for their next attack while making sprint manoeuvres a more tactical decision.

Weapons updates
• New relaxed and aiming animations when holding a rifle
• New relaxed and aiming animations when holding a pistol
• Adjusted camera positions to be in line with new weapon positions
• When aiming in the third-person, objects on the player's back now fade out quicker for improved visibility

First Person Updates
• The new movement system fundamentally changes how first-person features work. In response, we have started a full rework of the first-person system. This update contains the first phase of the first-person updates, with new animations and quality-of-life improvements to follow in the coming weeks. The first-person content is somewhat bare-bones at the moment, but will be our primary focus moving forward.

Updated Menus and UI



To anyone with custom keybindings - please note, that a lot of settings and key binding features have been completely reworked, so this may require you to delete the DefaultJOEPlayer_KeyBindings.sav located at C:\Users\%USERNAME%\AppData\Local\JoEGame_A\Saved\SaveGames, then validating files on Steam. If you require help with this, do not hesitate to ask for help in the game-support channel.

• Updated main menu visuals.
• Main menu is completely controller compatible.
• You can now preview and browse DLC outfits from the main menu.
• Added new additional settings controls.
• Added Gamepad and keyboard auto-detection.
• Added new key bind button displays.
• Complete rework of in-game settings.
• Complete rework of input bindings now complete with alternative binding profiles.
• Complete rework of the save/loading menu.
• Updated character selection menu.
• Added new soundtrack selection options.
• Updated loading screen displays.
• Updated game loading splash image.
•Added experimental translation for the following languages (see below) using the DeepL Translation API.
This is currently only available on the main menu while we test and implement it throughout the UI, subtitles and so on.

BG - Bulgarian
CS - Czech
DA - Danish
DE - German
EL - Greek
EN - English
ES - Spanish
ET - Estonian
FI - Finnish
FR - French
HU - Hungarian
ID - Indonesian
IT - Italian
JA - Japanese
LT - Lithuanian
LV - Latvian
NL - Dutch
PL - Polish
PT - Portuguese (all Portuguese varieties mixed)
RO - Romanian
RU - Russian
SK - Slovak
SL - Slovenian
SV - Swedish
TR - Turkish
UK - Ukrainian
ZH - Chinese

• Players can now load a save from the in-game menu
• The menu to choose a starting scenario is now displayed before loading into a new game.
• Re-worked button layouts in the main menu.
• Main menu navigation can now all be done with the WASD keys so no need to use the arrow keys on specific menus.



New Melee System



• Added new melee system and animations for all melee weapons
• All melee weapons statistics have been rebalanced around the new melee system
• Melee weapons all have a chance to dismember limbs from infected. Blunt weapons have a low chance of this happening, whereas bladed weapons have a higher chance.
• Added new melee weapon: The Katana
• Katana has a basic version, an advanced version and additional skins for Advanced Katana.
• Added a new melee finisher system. Sometimes, at the end of a fight, you will perform a special animation to finish off the last infected enemy.
• Added new harvesting animations when using a weapon
• Added a new rotational lock on the system when using melee weapons. The character will rotate to face their target as they swing their weapon.
• Crouching now longer prevents melee attacks from being performed.
• Freelook no longer stops melee attacks from being performed. Freelook mode will end when starting a melee attack



Optimisations



• Optimised the Tammerlane & Daughter building near Bleaksly.
• Optimised draw distance on some world meshes.
• Optimised building resource display to only update when needed instead of checking resources every frame.
• Significantly improved method for NPCs processing deployable decoys as potential targets.
• Fixed constantly running CPU cost on the game thread for cables, most of which are used around the boss area.
• Improved running game thread cost associated with overhead NPC text.
• Optimised draw distance on radio towers.
• Significantly improved performance of logic responsible for handling weapon accuracy.
• Eradicated errors relating to ladder-climbing logic for NPCs
• Small improvement relating to the cost of projectile trails
• Fixed background CPU cost on the game thread relating to the swamp boss.
• Cleanup of legacy content used in item pickups
• Improved game thread CPU cost relating to rain effects
• Significant improvement affecting background CPU cost of vehicles
• Reduced cost of various fire effects without much visual difference.



Added



• Added extra walls around the hillside house in Hanouten.
• Added new wall outside the fenced farmhouses
• Added additional vehicles around the map
• Players' footsteps now splash and make ripples in puddles.
• Extra vehicles and road barriers added around Orling's & Sons
• Added blocking volumes around Orling's & Sons to stop infected and Xiles trying to climb the fence.
• When a character's energy reaches a critically low level, they will now temporarily pass out if their stamina reaches zero.
• Reaching zero stamina now causes the 'Exhausted' debuff. This increases the rate at which the character uses energy until their stamina recovers.
• Added new ivy meshes around the safe-zone
• Added lootable box truck that can be accessed from the back and contains lootable boxes
• Added lootable mailboxes outside houses that have a small chance of blueprint magazines and notes giving clues to secret stashes.
• Added a rock slide scene near the Sheriff Sen crash location
• Added additional décor to Sen's crash site.
• Added three new continuous quest NPCs in the Backwater Beacon safe zone. Speak to them then supply them with what they need for a continuous income.
• Added a new fast travel system. Players can now travel to previously visited safe zones for a cost of bucks.
• School-Fu [DLC] is now available for Sophia Riggs & Amy Morgan - Available at playjoe.gg
• Ninjutsu [DLC] is now available for all protagonist characters - Available at playjoe.gg
• Added four new types of static trucks around the map.
• Added different repair requirements for items. Some items may require a repair bench or even currency (bucks) to be fixed.
• Added walkway over demolition site road.
• Added NPC reinforcement zone (where a helicopter may land) to the demolition area in Hanouten.
• Added new resource "Refined Wood" made from logs and beeswax.
• Added Saw Blade item used in crafting.
• Added Wood Saw Bench that can be placed down, filled with wood logs, then can be used to convert them to timber planks that can be auto-accessed by the building system.
• Added a craftable fast travel post, that can be used to fast travel to visited safe zones.
• Added little light in vehicles to indicate alarms
• Added a new trader to Crossbridges Church
• Added a system for allowing old saves to be compatible with new traders added.
• Added new workstation "Utility Bench". This is used for upgrading and repairing items and equipment.
• Added a Utility Bench to each safe zone
• Utility Bench now utilises the new UI setup that will replace the current workbench interaction and UI going forth. (The gamepad/keyboard control does not work yet due to widget focus issues)
• Utility bench is now craftable in the Smithy Bench
• Added first person melee animations for katanas and chainsaws.
• Added two peers to the Hanouten beach near the dry dock.



Updated



• Updated wood textures on many props throughout the world, including Water Collectors, Showers, and settlement architecture.
• Respawn on foliage now uses the player’s settings from the settings menu
• Respawn on loot now uses the player’s setting from the settings menu
• Player camera FOV is now controlled by the new settings system
• Hordes now uses the player settings from the settings menu and can be enabled (default) or disabled.
• Re-added camera shake control in the game settings.
• Character base carry weight increased from 1KG (2,2lb) to 8KG (17.6lb).
• ST-RV watch visuals improved
• Interaction icons will now reflect keyboard or controller/gamepad buttons (key binds).
• Option to deactivate the ST-RV screen effects added to the settings menu.
• Zoomed the ST-RV map out a little to view more of the map.
• Sensitivity now uses the new settings system allowing you to adjust the sensitivity of the controller and mouse input
• Swapped out an old car model in the world with the new lootable car system.
• Moved vehicle near Dom's Hardware away from the building slightly.
• Dom's Hardware has had building restrictions removed.
• Adjusted landscape near roads with holes.
• Player footsteps no longer have large water splash when raining, only when moving through puddles.
• Burchet Dam no longer spawns the items: MP5 (uncommon), Suppressor, and Ext Mag. This is now random.
• Hydro Station no longer spawns the items: MP5 (uncommon) SMG, Suppressor and Ext Mag. This is now random and requires a green keycard, not a red keycard.
• Croc Farm no longer spawns the items: AKM (common), AR Suppressor and (210) 7.62 ammo. This is now random.
• Removed pistol and ammo from the covered bridge in Hanouten
• Factors such as weight, water wading depth, mud, slope elevation and energy level now all affect maximum movement speed.
• Updated Bruce Reed’s character mesh to improve looks and quality.
• Updated Maia Kras’ character mesh to improve looks and quality.
• Slightly improved smoothness when entering and exiting the water.
• Settings are now available from the in-game pause menu.
• Trader idle animations have been replaced with new ones of better quality.
• Attack inputs now cancel usable item interactions from the inventory (e.g. med kits, food, bandages, etc)
• It is now only possible to find a single blueprint book/magazine in a container. This will be managed with skills and levels very soon.
• Character can no longer jump into deeper water
• The following books/magazines have now been added to the loot tables
• Farming
• Farming Composting
• Furniture Making
• Guide to Bee Keeping
• Survival Cooking
• BG: Storage
• Boating for Numpties
• Gustava now destroys inflatable decoys in her way.
• Blueprint boxes/magazines can now be found in more container types, not just locked toolboxes.
• Vehicle parts can now be found in locked toolboxes.
• The FOV setting is now used by all other cameras like vehicles, horses and trader cameras.
• Improved scene dressing around the construction yard and Dom's Hardware.
• Improved smoothness of pickup animation for some harvestable items in the world.
• Downed enemy bodies now show a skull icon when in range (focused) to loot them.
• Harvesting mud and leaves no longer locks players' positions or causes sliding issues.
• Removed all small vans with spikes in the window.
• Updated character's ability to 'perch' on side of edges. This helps mitigate issues with the player sliding on the edges of the geometry.
• Reduced character collision capsule width
• Improved camera position when crouching, aiming and moving simultaneously
• Adjusted camera position when aiming for each character so that shorter characters no longer have the third-person camera floating too high above them.
• Sen's crash site has moved to under the walkover bridge
• Doors and locked boxes now display text and the level required to open.
• Updated the area behind the 711 in Hanouten.
• Changed the color of the ocean, so it does not look so tropical
• Adjusted dusk time.
• Adjusted how dark it gets from 2 am till sunrise.
• Dressed up roadsides from Hanouten to Orlings.
• Updated fence and layout around Orlings and Sons.
• Replaced some tree types around the seaside area.
• Updated abandoned building near Hanouten station.
• Tweaked the environment at the lighthouse.
• Adjusted lighting and weather to improve the flatness of the lighting.
• Move cars near Nomad about a little to stop doors clipping.
• Improved fire projectile detection on truck nest spawns.
• Adjusted shadow occlusion so shadows are not so dark.
• Adjusted dirt path causing a small hole in the landscape.
• Reworked nourishment system - The system no longer restricts you from eating food types, but will activate a debuff that can last from a minimum of 5 mins will reduce nourishment gain from food types and increase fulfillment time.
• When eating lots of the same food type, the player can be given a debuff for that type of food. This debuff lasts for five minutes or when the player’s nourishment level for that food type returns to a normal level, whichever happens first.
• Changed out shaders for cliffs and large rocks that have more details and are UE5-friendly.
• Recurve bow no longer requires carbon fibre to repair.
• Stamina can now regenerate slowly while moving at low speeds.
• Tweaked shadow's brightness to try and lighten the dark. This may cause building interiors to be brighter.
• Updated cliff materials in the mountains which were using an incorrect material setup.
• Chainsaws can no longer be used to cut down small plants such as blueberries, nettles and potatoes.
• Only player-built ladders now show an interaction wheel which gives the option to pick them up into the inventory.
• Kills on wolves, Eden Nadir military and crocodiles are now shown in the player's kill statistics
• Respawn screen is now fully controller supported.
• The character is now protected from damage while in stealth takedowns and melee finishers cinematics
• Regular basic attacks with weapons no longer harvest nearby foliage.
• Jumping while using a tool to harvest now cancels the harvesting process.
• Outfits no longer need wardrobes or be in a safe zone to change outfits.
• Additional enemies added to Wanted missions.
• New connecting roadway from Cross Bridges to mountains.
• Changed out sidewalks/paths with new mesh and updated materials on others.
• Vehicles now have a chance of spawning 55 different items instead of just 12 items.
• Updated building resource UI, which now shows an animated icon of where the system will be looking for resources.
• Updated Hanouten bridge visuals.
• Building resource display will now show an available number of resources as well as cost.
• Building resource display will now highlight the resource in green if being used from a bench.
• Pressing 'jump' while on a ladder now just disconnects the character from the ladder, instead of also jumping and climbing which could result in some messy movement.
• Improved human NPC's investigating disturbances. NPCs will now fully turn to face disturbances, even if the path to the source of the disturbance is blocked.
• Vehicles now use the same drop chance for items as other lootable.
• Vehicle wheels can now be repaired at the Utility bench.
• Extendable Baton now has its own icon instead of a Baseball Bat icon
• Swapped out wood structures around survivor camp (James) with updated versions.

Fixes



• Fixed electrical items like switches, and generators working correctly with required or non-required tools (i.e. Generator can now be interacted with without the use of a voltmeter)
• Fixed an issue with a shower curtain showing when the wash station has not been upgraded.
• Fixed issue with safe-zone doors not opening on the non-driftwood game starts.
• Fixed NPC dialogue duplication by pressing the interaction button multiple times.
• Fixed the ST-RV mini-map being stuck on the screen until pressing the vitals button.
• Fixed Lucille LeBoeuf not giving the free outfit during her dialogue.
• Fixed issues where players could fall through the world when starting the game.
• Fixed 711 safe spawning more than one item.
• Fixed the Sportster being named 50s Truck in Liam Orling's vehicle trade window.
• Fixed UI disappearing after purchasing vehicles from Liam Orling
• Fixed purchased vehicles from Liam having no fuel
• Fixed purchased vehicles from Liam having missing wheels
• Fixed purchased vehicles from Liam having missing parts
• Fixed purchased vehicles from Liam requiring hotwiring
• Fixed purchased vehicles from Liam not having 100% health.
• Fixed purchased vehicles from Liam coming with used parts.
• Fixed fences looking odd due to an error compiling virtual textures.
• Fixed gate overlaps blocking projectiles at Orlings and Sons.
• Fixed not being able to interact with the quest noticeboard in Backwater Beacon Safe-Zone on any other game mode than Driftwood.
• Fixed Sheriff Sen being in the safe zone at Backwater Beacon in other game modes apart from Driftwood.
• Fixed inventory items continuing to be used even after canceling the animation (normally by punching).
• Fixed interactable objects, such as food and med kits, having their animations cancelled while moving.
• Fixed setting for display temperature not changing the display on the ST-RV watch
• Fixed inability to continue shooting the bow if releasing previous shot early when drawing
• Fixed character wearing body armour in the shower.
• Fixed arrows being automatically fired from the bow without the player releasing the arrow.
• Fixed mysterious pair of arms appearing in front of the character when holding left and right click together while aiming a bow.
• Fixed assorted rotation issues where character's rotation speed may be inconsistent.
• Fixed vehicle trader window getting stuck when pressing escape to exit.
• Fixed vehicles in the vehicle trader window not being complete vehicle meshes.
• Fixed upgrade options showing as Jars of Jam in the vehicle trader window.
• Fixed not being able to climb up on a box and sunken roof in Gustava's outer ring arena.
• Fixed incorrect button icons showing on UI buttons.
• Fixed save files not displaying the correct start scenario and just stating Driftwood for all games.
• Fixed save files below one minute being empty, they will now say "Under a Minute".
• Tentative fix for purchased vehicles not saving if save made before entering the new spawn vehicle then loading that save.
• Fixed timer when using an inventory item not stopping if interrupted.
• Fixed some doors not opening correctly.
• Fixed extra pair of arms appearing when reloading and holding aim button
• Fixed situation where NPCs may get stuck going up and down ladders.
• Fixed puddle ripples not working in puddles.
• Fixed sensitivity settings not affecting the mouse turn speed.
• Fixed vehicle clipping into the road on hill up from Hanouten.
• Fixed Sen's Wreck key spawns being at the incorrect location.
• Fixed player buildings sometimes missing the sides off roofs after being rotated.
• Fixed the night time multiplier incorrectly setting the night speed.
• Fixed the weather volume control not affecting the weather audio.
• Fixed entering a boat in first-person while swimming causing the boat camera to be in third person.
• Fixed motel sinks being rotated 180 degrees the wrong way round.
• Fixed texture LODs turning into rainbow colours on some foliage.
• Fixed the safe puzzle number being in the incorrect location at the abandoned store.
• Fixed deformed landscape under dirt path behind Orling's
• Fixed vehicles spawning sunken into the ground or under the map.
• Fixed recovered vehicles at Orling's and Sons spawning in the incorrect location.
• Fixed traders not selling the following blueprints: Research Complete Edition, Outdoor Lifestyle 1, Outdoor Lifestyle 2.
• Fixed quest boards being blocked by the character.
• Fixed sliding issue that can occur when NPCs holster or unholster weapons.
• Fixed new rock materials not showing height snow effect on mountain rocks and cliffs
• Fixed vehicle in Crossbridges clipping with a vehicle spawn location.
• Fixed bags given from supply quests not disappearing from the player's back after handing in the quest.
• Fixed NPCs being able to climb during stealth takedowns, which could abort the takedown and cause problems
• Fixed crocodile kills contributing towards deer kills.
• Fixed projectiles not giving user feedback when hitting enemies in the legs.
• Fixed character's position becoming offset when rowing a boat.
• Fixed flickering effect caused by flashlights on low battery to continue even after swapping out to a new flashlight.
• Tentative fix to address issues where sometimes infected look like they're walking backwards.
• Fixed being able to switch grenades while showering.
• Fixed floating leaves and dead grass foliage near crossbridges roadside.
• Fixed buttons not showing correctly on the death respawn screen.
• Fixed animation not playing when harvesting animals.
• Fixed anything requiring oil to repair not removing the oil after repairing.
• Fixed melee weapons appearing in both hands simultaneously when picking up a new melee weapon if one is not already equipped.
• Fixed character bending down into a crouch pose after firing a bow.
• Fixed building system not checking players inventory or removing other resources if near a wood saw bench.
• Fixed NPCs mounting and dismounting ladders instead of climbing up or down them.
• Fixed rare issue where human NPCs could swim through the air after being interrupted while interacting with a ladder.
• Fixed issue causing human NPCs to sometimes be unresponsive when identifying targets.
• Fixed issue where infected could become unresponsive after destroying a deployable decoy.
• Fixed situation where human NPCs may turn to investigate a disturbance but then rapidly turn away and ignore the disturbance.
• Fixed missing key prompt icons in the UI
• Fixed bow floating underneath player in first person after shooting.
• Fixed character getting stuck if a rifle pose while holding another weapon.
• Fixed NPCs continuing to attack vehicles after the player has exited them.

WANT TO TRY OUT NEW FEATURES AHEAD OF TIME?



For survivors playing on Steam, if you want to try out new features like the one above, you can do so by trying out the Staging Branch of Jaws of Extinction. We update this daily with fixes, changes, and new content, and it is a great way to see what’s coming before we release it to the main Alpha version! The staging branch can be accessed by following the steps below:

• Right-click on Jaws of Extinction in your Steam library.
• Select ‘Properties’
• Navigate to ‘BETAS’
• From the betas dropdown, select ‘Staging - Experimental Branch’





Want to keep up with all the latest on Jaws of Extinction? Follow us on Facebook, Instagram, Twitter, and TikTok, and join the community on Discord!

The KYE Creations Team

Valentine’s Day Event

Hello Survivors!

I know we have no time for love with all the chaos we need to live through in the world of Jaws of Extinction, but as we celebrate Valentine’s day, we would like to do a small Photoshop contest.

Edit any JoE screenshots to match the coming Valentine's day as a theme and submit your creations to the community-content channel in our Discord server.



Winners will receive:
1st Place: Copy of the Game on Steam & The "Be my Valentine pack" DLC
2nd Place: Copy of the Game on Steam.
3rd Place: The "Be my Valentine pack" DLC

We will also have a Twitter key giveaway! Please check the mechanics here:
https://twitter.com/playjoegame/status/1625189773278351360

Here’s a sample output from us, please feel free to explore the funny side.
Hint: Decoys



Note: Not an actual in-game costume.

Jaws of Extinction - Version 0.4.15.0a

Hey Survivors!

We’re back with another big monthly update! As always, this update brings a ton of additions, optimisations, and fixes to the game. Everything included with Version 0.4.15.0a is below:



ADDITIONS


• Added new woodcutting system. Trees now fall over when you harvest them. The fallen tree will break apart into collectable logs.
• Added crabs on the beaches. The system will soon enable you to capture animals for use (e.g. eating, breeding, etc).
• Added Chickens to Backwater beacon.
• Added rats in areas around Hanouten.
• Added a new game tip system that will give the player tips on things in the player’s area. Tips can be turned off in settings.
• New cliff slopes were added near the crashed boat on the beach.
• Added additional tide breakers down the beach.
• Added a cinematic camera system on the player’s camera. This will now blur focus on objects close to the camera.
• Added weapon quick view that will display every time a weapon is auto equipped when picked up or by holding the "E" button on the keyboard.
• Added new decorations to the starting location for Driftwood mode.
• Added two new blueprint magazines titled "Outdoor Lifestyle 1 & 2” that will currently unlock medium and large water collectors.
• Added wetness system so that when it rains, the character will now get wet and receive a debuff.
• Added an option in the general settings menu to disable camera shake.
• Added craftable primitive storage box, made from sticks and twine that has seven available slots.
• Added new system for safezone guards and other NPCs talking to the player as they move past (a.k.a NPC barks). Currently text only but in future will be paired with audible dialogue.
• Added new overhead text for NPCs’ barks. Currently applies to safezone gate guards.
• Gate guards now have text explaining why you cannot leave the safezone.
• Added hotwire system. Players will be required to hotwire vehicles first before using them (this will require Electrical Cable, a Voltmeter and 9v Batteries).
• Added rattle snakes to the wild. Currently if bitten they will do 50HP worth of damage and will NOT cause venom damage, yet!
• Added new buildable metal garage doors requiring a metal garage door frame.
• Healing items, such as the first aid kit or gauze, is now required to revive downed NPCs
• Information about how to hotwire vehicles is now shown when entering a vehicle.
• Standard Wheels (pickup item) can be found as physical items in the world. They will now be found in storage crates.
• Wheel data for vehicles now saves with default game save.
• Players can now manage wheels from the Vehicle Management System by pressing [E] when looking at, or sitting in, a vehicle.
• Vehicle wheels on cars found in the world can be removed with a Lug Wrench and Service Jack.
• Vehicles in the world now randomly spawn with and without wheels as well as the possibility of flat tires.
• Added new item "Lug Wrench" that will spawn in the world as well as being available from traders
• Added new item "Service Jack" that will spawn in the world as well as being available from traders
• Added Soft body physics to specific female outfits. This can also be disabled from the settings menu.
• Added option to turn on streamer friendly mode - this will change any bad language and other adult content.
• Added new protective vests: Standard Body Armor and Heavy Body Armor. Old 'Flak Vest' variants have been removed.
• Added new SFX to showers.
• Added shower curtain to showers which shows when game censorship is enabled.



OPTIMISATIONS


• Major system updates aimed at reducing overall memory usage.
• Improvement made to system cost of NPC target acquisition.
• Began implementing virtual textures for reduced VRAM consumption.
• Converted additional game textures to virtual textures for widely used assets. Aimed at reducing VRAM usage
• Fixed minor performance issues on infected nests.
• Beehives and Biofuel Processors now use a system to better manage the activation and deactivation of visual effects.
• Improved handling of spawning player built doors.
• Fixed some materials not compiling correctly
• Removed unnecessary collision and navigation calculations running on tools for placing objects and building parts.
• Fixed certain errors occurring on rowboats
• Fixed errors occurring on UI elements connected to Points Of Interest (POIs)
• Fixed errors occurring when NPCs calculate their chosen cover locations.
• Small adjustment to reduce number of operations that happen when equipping a weapon.
• Removed errors sometimes occurring when looking at items.
• Improved method of loading infected animation code.
• Optimised and improved logic for getting vertex data from skeletal meshes (used for making character wet and muddy).
• Improved memory handling for weapon meshes.
• Improved memory handling for outfit skins.
• Optimised texture resolutions for various props in the world.
• Wide scale texture optimisations



UPDATES


• Logs are no longer gathered from when hitting a tree with an axe, but are gathered from fallen trees instead.
• Updated leaf impact particle effect which spawns when chopping a tree.
• Updated visuals and logic behind the radial menu for interactables and the building system.
• Updated world items/interactables with new icon system.
• Updated tree collisions to better fit the tree.
• Removed water lapping volumes and replaced with some ambient audio elements (only beaches at the moment).
• Disabled snowballs in the grenade menu.
• Improved when and how the pickup icon when and how it is displayed.
• Updated warnings in water collectors to show reasons why water cannot be collected in them.
• Changed to a capture based skylight mode to improve lighting overall. This may need to be an optional choice in future due to performance impact.
• Improved night sky stars to be higher detail and better looking.
• Machete durability reduced
• Disabled post-process darkness in houses due the lighting changes.
• Re-enabled random weather types by default.
• Enabled player building at Marauder Heights.
• Increased brightness of occlusion tint to make shadows and dark areas a little brighter.
• Added missing icons for machetes, baseball bats, and building mallet.
• Jump height now increases while moving. Running now provides maximum jump height. This allows the player to make leaps of faith jumps in the safezone tutorial area.
• Military crates are now three different colours to represent their level.
• Adjusted how near the camera gets to the player inside buildings.
• Updated weather chances for Spring (game start season). Reduced rain and storm chance in weather.
• Beehives now have a greater chance of spawning more produce if in range of garden/farming plots.
• Beehive's now have a reduced chance of spawning produce if harvested in bad weather.
• Updated other storage boxes.The capacity for the small is 14 slots, large is 35 slots and extra large is now 49 slots.
• Moved the barrel behind Dom's so it is not inside the junkpile.
• Reworked some of the area around Hanouten church.
• Tent storage is reduced to 14 slots (any items stored before update, click take all and re-add items).
• Reduced farm truck storage to 14 slots.
• Reduced Sedan storage to 7 slots.
• Reduced Modern truck storage to 14 slots.
• All base vehicles now have the same setup and speed as the farming truck while we balance things
• Vehicles will now slow down and stop before having their physics disabled.
• Improved wheel simulation on all vehicles.
• Removed floating ivy in safe-zone.
• Stags, does, boar, bears, rabbits, wolves and crocodiles now appear burned if killed by fire.
• Items which do not stack in the inventory can no longer appear stacked when looting. Non-stackable items now appear in separate slots.
• Adjusted position of some foliage to eliminate clipping with objects in the world
• Vehicle fuel consumption and handling is now affected by the weight of the vehicle's inventory.
• Scavenging fuel from vehicles has been reduced from a max of 60% to 10% fill of a jerry can
• Containers now display the weight of all items in the container.
• Mini-map is now shown on the ST-RV watch only and will no longer be visible on the HUD.
• Disabled cloud shadows that were making the environment darker.
• Added slight buffer to start location of where trace which calculates which object the player is looking at is in building mode. This allows building parts on the other side of interior walls to be selected for editing (stairs in particular).
• Vehicles now get slowed down by water, and going too deep will render the vehicle non-operational.
• Vehicles now create water effects.
• Drivable vehicles are now the default red colour instead of blue.
• Vehicles now have wear on wheels (WIP). Turning and hard braking will increase wear more than driving straight.
• Vehicle wheels break and turn into just the rim of a wheel if the tire health reaches zero.
• Vehicles now spawn with a random chance of having tires missing.
• Adjusted position of interaction icons on the Sedan vehicle.
• Items (physical pickups in the world) will now spawn with random conditions (min 25 - max 100).
• Updated the sportster vehicle gear statistics and vehicle weight.
• Update the sportster storage slots.
• Added additional large trees around Hanouten.
• Increased the tree density around Hanouten.
• Wicks firearm trader has moved to Cross-bridge safe-zone.
• Police station slightly updated to stop players kiting infected out of the POI.
• Updated Amy's skin textures across all outfits.
• Updated Sophia's skin textures across all outfits.
• Outfits no longer increase inventory carry weight. A perk will be required to increase inventory weight for outfits.
• Showering will now take clothes off and put them back automatically after washing.
• Update Orlings and sons POI.
• Vehicle purchasing has been re-enabled at Orlings and Sons.
• Updated option to increase the screen resolution to 200% to make the image quality even better. This will affect performance on some GPUs.
• “Outdoor Lifestyle” 1 & 2 can now be recycled for blueprint fragments.
• Plywood now stacks.
• Custom characters now have suitable arms in first person (visible when checking STRV watch or using weapons in first person)
• Amount of ammo received from looting has been slightly reduced.



FIXES


• Fixed issue with XP always displaying as 0xp.
• Fixed picking up the research table after saving and loading causing a power connector and cable to be left behind.
• Fixed picking up the research table giving the character a free research blueprint.
• Fixed character breathing sound effect playing after death
• Fixed the state of horses being hitched saving correctly if saving and loading a long distance from the horse.
• Fixed harvesting sounds, such as chopping a tree, being inaudible if the camera is fully zoomed out.
• Fixed mountain area landscape deformations.
• Fixed notification coming up with "Follower hired" at midnight when you have only purchased the dog.
• Fixed being able to add multiple containers to the camping stove even though there is only space for one container.
• Fixed campfires, stoves, and other heat sources making the player muddy.
• Fixed tanning rack menu not updating when adding hide to to the rack if other hide has already been processed.
• Fixed issues where character may interact with highlighted objects and start climbing a ladder at the same time.
• Fixed blockage on wooden bridge near Marauder Heights.
• Fixed weapon icons being squashed to one side in the damage icon on the HUD.
• Fixed not being able to add lean meat or sausages to camping stoves.
• Fixed extreme darkness in safe-zone if under cover of heavy clouds
• Fixed bear traps making sounds when loading a saved game and standing nearby.
• Fixed not being able to zoom camera in while using third person perspective.
• Fixed not being able to interact with the vehicle management system.
• Fixed issue causing infected to sometimes be unresponsive, especially when spawned from a nest.
• Fixed horses momentarily appearing warped, or flying through the air, shortly after purchase.
• Fixed jittery camera movement when dismounting a horse.
• Fixed water collectors filling too quickly.
• Fixed water FX and squelching SFX playing indoors.
• Fixed shadow occlusion rendering incorrectly on the sky manager (making shadows super dark).
• Fixed Hazmat guards not spawning at supply drops if the drop is far away from the player.
• Fixed Hazmat guards often not appearing at supply drops.
• Fixed a group of NPCs often spawning at the world origin instead of their intended location.
• Fixed buff icons being duplicated.
• Fixed further issues causing nest-spawned infected, and some other NPCs, to be unresponsive to the player.
• Fixed bounty target at Syno Centre not responding to the player or taking damage.
• Fixed time dependent features sometimes not working correctly on NPCs (such as flashlights turning on when it is dark).
• Fixed storage crate descriptions displaying the old slot amounts.
• Fixed not being able to rotate placeable items.
• Fixed not being able to switch horses in the horse trader window (this will require replacement of the player input.ini).
• Fixed Hazmat enemies not making vocalisations when hit.
• Fixed Safezone guards having 'face tattoo' issue.
• Fixed missing walls and foliage in Fred's enclosure.
• Fixed camera position and focus issues for various vehicle types.
• Fixed human NPCs declaring they are going to call for reinforcements, then using the radio tower without actually moving to it.
• Fixed human NPCs attempting to call for reinforcements from towers even when the tower has been disabled.
• Fixed inventory character tab not displaying the character in the model viewer.
• Fixed weapon attachments not being active on weapons after unequipping the weapon and re-equipping it to the weapons slot..
• Fixed double door at Tree Felling Strip.
• Fixed Smugglers Cove waterfall pool trapping the player if they try to swim in it.
• Fixed small issue with icons appearing over foliage.
• Fixed situation where crocodiles would not run any behaviour scripts.
• Fixed object interaction detection being blocked in the presence of Human NPCs.
• Fixed collision preventing access to some apartment buildings.
• Fixed missing materials on parts of apartments.
• Fixed not being able to pick up primitive containers.
• Fixed issue where NPCs would attempt to calculate if their target is in melee range, but not actually have a valid target.
• Fixed missing cliff assets near Hanouten Church.
• Fixed issue when forced to holster weapons and not holding fishing equipment.
• Fixed crash that could happen when changing outfit while wet.
• Fixed being able to move while performing tasks such as showering and picking up leaves.
• Fixed issues with vehicles not braking/slowing when holding the reverse [S] button.
• Fixed an issue where you could add multiple vehicle parts to the same part slot.
• Fixed Sports car struggling with inclines.
• Fixed position of some static vehicles having wheels clip through the wheel arches.
• Fixed game crash when changing outfits.
• Fixed STRV mini map not saving correctly.
• Fixed not being able to get the mini map ST-RV mod from Kirk in the Hanouten safe-zone.
• Removed floating and invalid foliage around basketball court in Hanouten.
• Fixed Adrian's missing default body materials.
• Fixed entries in the ammo selection wheel all appearing the same.
• Fixed infected not responding to distractions such as thrown rocks.
• Fixed items or equipment not appearing on the character after saving and loading.
• Fixed issues preventing flashlights from working.
• Fixed icons not disappearing for some interactable objects in the world, such as lootable cars
• Fixed interaction icon on the horse appearing while riding it.
• Fixed hostile NPCs often not being able to target the player while traveling on a horse.
• Fixed character not taking off their outfit in the shower.
• Fixed underwear outfit being unavailable for characters.
• Fix for additional invalid DLC outfits appearing in the character's wardrobe when adding other outfits.
• Fixed missing icons on vehicle management screen.
• Fixed vehicle part item condition changing when taking an item off the vehicle.
• Fixed supply drops not spawning
• Fixed safezone gates not opening after loading a saved game in a mode other than Driftwood.
• Fixed foliage clipping with garages in Hanouten.
• Fixed issue causing infected grab to be canceled early under some circumstances.
• Fixed missing coffee table in Hanouten House.
• Fixed incorrect wording on player scenario selection screen.
• Fixed showers not cleaning the player up to their maximum hygiene.
• Fixed showers sometimes only cleaning the player for a single bar of soap before ending the washing process
• Fixed being able to break out of the washing sequence and move while in the washing animation by pressing the inventory button.
• Fixed issue causing Trystan to appear with Amy's hair.
• Fixed STRV watch being unreadable due to camera focus.
• Fixed left/right mouse inputs changing the STRV watch display even after leaving the STRV watch.
• Fixed several items which should spawn when looting objects in the world but never did.
• Fixed the weather always being rain in the safezone.



EXPERIMENTAL FEATURES


The custom character option is now available for players that have backed a tier with custom character as part of the backer reward. This will only be enabled if your character has been added.

That’s all for this month, survivors. We hope you enjoy all the updates to Jaws of Extinction in this update! As always, we welcome any and all feedback as well as suggestions as it helps us to make the gameplay experience even better.

WANT TO TRY OUT NEW FEATURES AHEAD OF TIME?

For survivors playing on Steam, if you want to try out new features like the one above, you can do so by trying out the Staging Branch of Jaws of Extinction. We update this daily with fixes, changes, and new content, and it is a great way to see what’s coming before we release it to the main Alpha version! The staging branch can be accessed by following the steps below:

Right-click on Jaws of Extinction in your Steam library.
Select ‘Properties’
Navigate to ‘BETAS’
From the betas dropdown, select ‘Staging - Experimental Branch’



Want to keep up with all the latest on Jaws of Extinction? Follow us on Facebook, Instagram, Twitter, and TikTok, and join the community on Discord!

The KYE Creations Team

Alpha Version 0.4.14 Update Released



0.4.14.0 has landed. This update is hot off the press with a new HUD design, extra building options and a brand new wetness and mud simulation system. Older systems have received some love as well, such as the foliage system, which no longer suffers from a performance hit while harvesting. We’ve tackled as many bug fixes and feature requests as we can for this update - so grab a warm beverage and take a look at what’s new below.


Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.



UI Update


As part of the new UI overhaul, this update features a redesign of the HUD and several other important UI elements. The new HUD is designed to provide a more streamlined user experience as well as a significant performance improvement over its predecessor.

• Buffs and debuffs are now displayed in there own list making it easier to see what is active
• New notification system with updated visuals
• New debuff displayed for being overburdened / encumbered
• Added kill notifications to all kills
• Added new vital icons on the player HUD for hygiene, sickness, temperature, noise, visibility and carry weight. Tweaks to data will be made over the next few updates.
• HUD status effect icon rework to show important effects that may be influencing the character.
• The weapon HUD is now in the bottom right and has been simplified.
• Vehicle HUD has been updated. The display has been simplified, not showing speed anymore, only fuel and damage.
• Updated respawn system for player. Players can now choose the location of their respawn.
• Updated visuals for respawn screen with new visuals for UI currently being worked on.
• Updated visuals for set spawn point popup on world beds with new visuals for UI currently being worked on.
• Death screen now shows respawn locations which are on cooldown and how long until they become active.



Runtime Vertex Updating (Wet and Muddy Effects)


• Added runtime character vertex painting. This system will visibly show when a character gets wet from a water source or muddy from wet mud. Characters can wash mud off and dry near a fire.
• Players will automatically dry over time but this will take a lot longer compared with standing at a fire.
• Being wet now affects body temperature. The more wet you are the colder the character will get.
• Added wetness de-buff that affects player body temperature if over 30% of the body is wet.
• Added mud slick location, a muddy path that crosses a river near the Slaughtered Lamb.
• Added wet mud deformation system that we will also use on snow in future.



Building System


• Added new metal and stone building parts which can be set from a new menu inside the building part radial menu
• If a building part is not built, its material type can be set in advance on the frame.
• You can upgrade the building material of a part which is already built for a cost.
• Garage doors now open and close together. No need to open and close each door.
• Tidied wall interaction menu. Several wall options are now contained within a 'Wall Properties' sub-menu.
• Some building part menu icons have been updated.
• Updated wooded rope railing building part meshes
• Updated building support column meshes
• Player buildings can now have two additional layers of height.
• The building system will remember which building material type you placed last and will apply this building material to all building parts upgraded thereafter.
• Updated building system placement. Players can now put down rooms without having to have an adjacent room. Placement now aligns to a grid while in the building zone.



Optimisations


• New harvesting system which eliminates spikes when harvesting foliage.
• Disabled mesh distance fields to try and reduce tile loading lag
• Modified tile LODs to try and eradicate lag when loading tiles in and out
• Optimised spawn camp campfires which caused additional costs on the GPU.
• Removal of legacy assets still being referenced in the packaged version of the game.
• Memory improvement for spawning and changing building support columns
• Various improvements to building part resource handling
• Improved calculations responsible for player body temperature affecting CPU performance
• Minor performance improvement for building resources display
• Rebuilt the streaming distances on world tiles to reduce lag stuttering
• Rebuilt outdated landscape LODs
• Reduced some of the operations involved in determining what interactable object the player is looking at
• Improved shadow properties on a type of grass.


Added


• Burned NPCs now visually change to show that their are burned out
• NPCs on fire who strike a target (including the player) with a melee attack will now set their target on fire for one second.
• NPCs can no longer be looted if burned out
• Added heavy armour helmet that has a chance of appearing in supply drops and red and black class weapon safes.
• ‘Locksley "Archery" volume four magazine’ has been added that will unlock the compound bow (which is now locked by default). This bow can be crafted at a workbench.
• Added recipe blueprint "Boating for Numpties" enabling the player to craft boat oars. Expect at least two more volumes of this book in the future.
• Added new security cards for locked safes. They can be sold not purchased.
• Added new Inflatable Decoy which can temporarily confuse infected. Pops when destroyed, briefly knocking infected back. Inflatable decoy can be found in domestic loot containers and in houses around the world. They can be sold and purchased by traders.
• Added new blood decals which spawn from projectile impacts with NPCs.
• Added pools of blood which will now collect under dead NPCs
• Added Recurve bow, which is crafted at the workbench and unlocked with ‘Archery "Locksley" Issue 5’ magazine.
• Added resource "Low Form Carbon Fiber" as a resource and crafting recipe.
• Added wet mud footstep effects and sounds.
• Added new effects on player footsteps instead of just always having dust effects.
• Added new Marauder Heights location, with more development of the area to come.
• Added new WIP locations around Nadir Peeks Mountain.
• Added new radio telescope array location.
• Added commercial airline crash site, more to come around the area.
• Added new collection of crafting blueprint magazines "Hunting and Adventurer". Issue #1 unlocks the tanning rack.
• Added chance of blueprint magazines being available at traders data tables in world loot.
• New road blockades from downed trees and debris.


Updated


• Updated road behind Tammerlane, Hanouten and Swanfield Supermarket.
• Camera repositioned to be more central as the camera zooms out
• Updated the visuals of houses around Hanouten.
• Campfire grills can now take one lean meat. Hobo Stoves can now take two lean meat
• Boat Oars can now be crafted at a workbench when unlocked
• If a trader will not purchase any more of an item, it will say NONE.
• All weapon safes found around the world now have a puzzle attached (find the numbers) and will auto generate loot depending on safe level.
• Weapon safe puzzles are now split up into five categories each containing high quality loot depending on the category: basic, yellow, green, red and black.
All weapon safes apart from "Basic" will require a security key as well as an eight digit code to open.
• Improved collision on security card assets making them easier to interact with.
• Legacy signs added back to the world for towns
• Updates to Marbough with additional areas, increased infected and more security gates.
• Train track road and path crossings are now crossable via wooden ramps.
• Updated missing foliage from safe-zone tutorial area and missing trees.
• Supply drops will now drop weapon blueprint magazines for ammo and archery.
• Holding sprint button before moving now launches player straight in to sprinting
• Sprinting and moving from crouch now exits crouch and launches in to sprinting
• Characters can now sprint as normal in safe zones
• Crouching now exits sprinting and player cannot start sprinting while crouched
• Lighting now updates every frame, but we have allowed player to control this via the settings menu.
• Starter motor now recycles to scrap metal, electronics and mechanical parts.
• Alternator now scraps to scrap metal, mechanical parts and copper wire.
• Foliage no longer blocks the camera
• Crafted leather backpack can now be crafted at a workbench
• Updated location discovery notification having no text
• Trader multi-purchase will now display the amount they will purchase from the amount stack and if none/0 then no display will be available.
• Additional items added to interable toolboxes
• There is now a very short cooldown between throwing grenades and aiming to throw the next grenade.
Holding the aim button will cause the next grenade to be prepared as soon as it becomes available.
• Grenade projectiles now spawn directly in the player's hand, instead of slightly offset in front of the player
• The grenade throw indicator now changes colour to show the player when they are unable to throw
• Thrown projectiles can now rotate as they travel through the air, which looks more visually accurate.
• Thrown projectiles now leave the player's hand in the correct orientation
• The grenade menu can now be closed by pressing the grenade button again
• The grenade menu can now be closed by right-clicking
• The grenade menu now only shows the throwables currently available to you.
• Rebalanced all grenade/throwable ranges in line with new distance calculations
• Animation preparing to throw grenade is now much faster
• Adjusted launching angle for grenades so that the player does not have to keep looking upwards to throw the grenade further
• Updated functionality of radial menu system to include space for more iconography and menu data to update when hovering over items.
• Compound and Recurve bow are available from traders who trade weapons.
• Replace stone bridge at Old Slaughtered Lamb location with a wooden bridge.
• Removed Slaughtered Lamb building.
• Updated roads and cliffs around dam location
• Adjusted torque, RPM and speed of farm truck as a new base for vehicles going forward (still some tweaks to come).
• Removed shore foam from lake water materials
• Swapped out all bush variants with a more performant version that also looks a little better in the world
• Research table menu can now be closed with right-click, in line with other radial menus in the game.
• Research table 'TOGGLE THE RESEARCH STATUS' option now only displays warning text if there is something preventing research from starting.
• Shortcut display has been removed until design has been finalised.
• Replaced wooden bridge near water wheel in Hanouten
• Setup up Bruce and Meiline to buy and sell books.
• Bushes resized slightly around the world.
• Various text improvements in George Paisley's dialogue.
• Slightly increased the range which players can interact with ladders
• New bushes and shrubs on the new foliage system using the camera fade system.
• Essential items such as ID cards will now always spawn on the bodies of NPCs, even when burned out from fire.
• Coffee Machines will no longer allow you to interact with them until the last poured drink is taken. This makes it easier to take the drink.


Fixes


• Fixed traders having the incorrect IDs setup for books causing none of them being able to be sold to a trader apart from bibles.
• Fixed not being able to craft the Monster Hunter face mask.
• Fixed emissive value on racing board time values and text
• Fixed no more than one item of harvested foliage respawning at a time
• Fixed being able to loot and store items in the kart track road/track
• Fixed left/right movement on horses not working
• Fixed NPCs on fire often not showing their flames effect until the moment of their death
• Fixed the window getting cut off on item details panel
• Fixed Marbough spelling updated on map
• Fixed an interaction with horse's troughs to tether the horse if the player has already untethered the horse by mounting it.
• Fixed hole in map near Nadir Farm.
• Fixed burned NPCs respawning with burned material textures
• Fixed animation issue when an infected burns to death while also grappling the player. The grappling sequence now aborts when this happens.
• Fixed sometimes being able to continually add food to a cooking station even though there is not enough space to take more food.
• Fixed adding sausage meat to a grill adding lean meat instead
• Fixed not being able to add lean meat to any cooking station
• Fixed items placed on Hobo Stoves not appearing after loading a saved game.
• Fixed crouching speed not updating when the character is affected by something which should slow them down, such as being overburdened
• Fixed 'The Rare Plants' book appearing in the inventory with the title 'None' and disappearing after saving and loading the game.
• Fixed blueprint fragments disappearing after saving and loading.
• Fixed feathers not disappearing from birds nests when harvested
• Fixed issue where traders will display minus values in the "ALL" display of the trader menu.
• Fixed destroyed house at farm having twice the geometry it should.
• Fixed trader purchase amounts being incorrect.
• Fixed notifications not counting up on when additional items.
• Fixed landscape deformation at Crossbridges
• Fixed issue where under certain circumstances, infected would not have the burned out effect when they should
• Fix for burned out infected being found standing up, but also seemingly dead.
• Fixed floating trees near bear waterfall
• Tentative fix for the on off state of the light in Boathouse not saving.
• Fixed the landscape deformation at the burger bar in Cross Bridges
• Fixed floating light fixture at the train storage
• Fixed position of the second set of safe codes at the Bleaksly farm being positioned through the door
• Fixed recipe notifications showing no title text
• Fixed lockpick fail notification showing no title text
• Fixed rare bug where an NPC's behaviour could lock up after losing access to their combat target
• Fixed issue where the player would move slower when walking left compared with moving right
• Fixed circumstances where projectiles could collide with the player who threw them as the item is being throw
• Fixed ladder at demolition site.
• Fixed shortcuts display hiding when opening the inventory.
• Fixed issue where the grenade radial menu could get stuck while other radial menus, such as the building menu, should be visible.
• Fixed mis-matched icons on building menu on walls
• Fixed incorrect text on player building column options
• Fixed landmark entry for Hanouten shore boat house showing as a blank entry.
• Fixed misplaced trash decal at Valhalla
• Fixed floating water tower at Train storage
• Fixed Recurve Bow not being able to be repaired.
• Fixed collision on steps at dam buildings causing the player to get hooked up on them.
• Fixed using 'Free Build' mode causing resource calculations for building parts to not be correct after turning Free Build off.
• Fixed being able to pick up permanent chemical workbenches in the world on new games.
• Fixed issues with building resources not displaying correctly.
• Fixed building resources not being recorded correctly, causing building parts to appear unbuilt after saving and reloading.
• Fixed placing new building blocks causing parts from adjacent blocks to become unbuilt.
• Fixed Archery 5 Blueprint not being recyclable.
• Fixed being able to research a new blueprint on the research table before taking the last one, which would override the waiting blueprint.
• Fixed flashing research table icon not appearing after saving and loading.
• Fixed issue where parts of player built roofs could have the wrong texture.
• Fixed icon for bug repellant
• Fixed issue where placing new rooms in a building could cause some adjacent parts to lose their resources if those parts had been assigned a building material other than wood.
• Fixed issues where camera would erratically push in and out when standing in a partially built area of a player building.
• Fixed inaccurate vehicle projectile collision.
• Fixed unusual camera movement when walking backwards and pressing shift to sprint.
• Fixed indoor buff activating and deactivating sporadically while still inside a player made structure.
• Tentative fix for indoor buff having a chance of getting stuff on screen.
• Fixed XP notification counting up to thousands and staying on screen.
• Fixed foliage effects spawning when a player moves through a bush or long grass.
• Fixed water effects not spawning.
• Fixed foliage and other natural resources not disappearing when harvested.
• Fixed not being able to loot arrows from dead NPCs if the arrow hits their body after it has already been looted.
• Fixed difficulties with interactable objects not highlighting for interaction even though the player is looking directly at the object.
• Fixed interaction icons on foliage and natural resources often flickering.
• Fixed floating fences around Marburgh gas station
• Fixed helmets disabling flashlights and preventing them from being used
• Fixed swapping flashlights with NVGs equipped allowing flashlights to be used on top of NVGs
• Fixed odd vertex data showing on Sophia game and menu model, Maia Crass and Margret Tilly
• Fixed camera zooming inside the player when approaching the safezone gates in Driftwood mode before talking to Ken.
• Fixed several instances of foliage clipping or floating
• Fixed big floating tree on road to safezone from nearby church
• Tentative fix for players receiving XP from items in player owned storage.
• Fixed Margarete Tilly still having god bless you
• Fixed Neville Roberts and Daisy Simpson having vertex issues

Alpha Version 0.4.13 Update Released



Halloween 2022 has descended upon Eden-Nadir in the form of a frightening new update. While some inhabitants of the island have tried to add some cheer to the occasion in the form of decorations across the world, there is something genuinely chilling that lurks in the bayou.
It’s up to you to find it - and stop it - if you can. A new traveller has entered Backwater Beacon, you might want to speak with him first to get some details. For those brave enough to take on the threat, exclusive seasonal rewards are available.

Alongside the spooky festivities, are a number of exciting updates. Chief among these are new expansions on the map into the city of Marlborough, a new STRV watch design for tracking your vitals, and a new music system.

Furthermore, aplenty of bug fixes, optimisations and quality of life improvements have snuck their way into this update as well.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.

Halloween 2022


• All new major boss in the bayou. Progress through the halloween event to gain access to their lair.
• Defeat the boss during the Halloween event to claim stylish rewards for your characters.
• Added a new special NPC in Backwater Beacon to guide you through the Halloween event. Talk to him for details (you may just recognise the voice from somewhere).
• Added tutorial at the end of the conversation with Monster Hunter to outline requirements for the event.
• Added new spooky sounds around the world.
• Added pumpkins, gravestones and other halloween decorations around the world.
• Ghostly figures can show up in the gardens and houses of Hanouten.
• Bears and Wolves are now skeletons for Halloween.
• Halloween event integrated into KYE Creations API in order for rewards to be saved in our system instead of on the player's PC as a game file.

Reintroducing Marburgh


• Marburgh is back on the map. A part of the new city content can now be explored.
• New apartment buildings in the area
• Some buildings have lift shafts
• New interactable Thanatos gate in the area
• Many varieties of lootable vehicles
• Overrun with infected and nest spawns
• New giant freeway which passes Marburgh, packed with deserted vehicles and lootables

Optimisations


• Fixed background CPU cost associated with new NPC ladder climbing functionality
• Fixed background CPU cost associated with particles in houses.
• Improved CPU cost of audio manager volume
• Improved background CPU cost of boats
• Landscape textures optimised.
• Additional assets instanced using Instancing System for improved performance.
• Fixed issue where despawned NPCs could sometimes continue to run background calculations.
• Optimised assets with missing draw distances
• Optimised textures reducing their size in memory

Added


• Added water wakes for the player when wading through water.
• World beds will now give the player the choice to make their bed their current spawn location when sleeping.
• Added three advanced archery magazines for steel arrows, fire arrows and explosive arrows.
• Added a new game music system
• Added new lakeside camp
• Nourishment details can now be seen on the ST-RV watch second screen.
• Players will now be notified of their nourishment cap when reached.
• Ten new books have been added that can be used for trading and can be found in book shelves, book piles and tool boxes. Blueprint magazines are now harder to find.
• Traders now have the chance of offering daily offers. Current deal system will offer a number of items at 50% of the standard price.

Updated


• When exiting a boat with an outboard, the audio now fades out instead of cutting off immediately
• Expanded supply drop zones to cover more of the map.
• Traders no longer sell uncommon, rare, epic or legendary weapons. These will now only spawn in the world or be given as rewards.
• Supply drops will no longer spawn basic firearms. They will now only spawn rare and above.
• Updated Sophia Riggs default outfit shirt texture to reflect new Adventure Park
• Removed night time post process that gives the blue tint and adjusted the night brightness so it never goes pitch black
• Split ‘Pew Pew Magazine 3’ into no.3 and no.4 with three recipes in each.
• Players can now change screens on the ST-RV watch by left clicking to go forward and right clicking to go back, while "V" is held down.
• Updated ST-RV watch visuals.
• Energy and Wellbeing is no longer included in nourishment
• Pew Pew magazines have now been balanced better
#1 {.22, 9mm}
#2 {.40, .45}
#3 {5.7, 5.56}
#4 {.7.62}
• Improved crocodile behaviour to prevent death rolling while the player is already being death rolled.
• Items will now display the nourishment category on the item hover popup box near the weight and stack amount.
• Ammo prices at traders have been balanced in line with new features being added.
• Weapon prices at traders have been balanced in line with new features being added.
• Updated Trader UI display to make it easier to understand including enlarging traders wallet display.
• Spawned beds no longer activate sleep UI after being set as a spawn.
• Soundtrack system volume can now be controlled by the music slider in the game options.
• Slightly reduced player’s wading speed.

Fixes


• Fixed map markers for vehicles disappearing after saving and loading
• Fixed map markers for tents disappearing after saving and loading
• Fixed issue where locked hotbar does not reappear after saving and loading
• Fixed missing vehicle options when speaking with Liam Orling (mechanic) after saving and loading
• Fixed Liam Orling being ankle deep in the ground
• Fixed extra large storage chests being able to be picked up if a persistent world box.
• Fixed companion dog bouncing around when sitting in vehicles
• Fixed airdrop helicopters getting very close to the ground before dropping supplies
• Fixed airdrop supply parachutes not disappearing after the crate has landed
• Fixed issue with landscape LOD1 not loading and causing stuttering
• Fixed missing cliff faces, exposing parts of the cliff’s rear.
• Fixed incorrect landscape layer deformation, causing landslides around the map.
• Fixed hole in terrain next to 711.
• Fixed more landslides caused by issues with road splines
• Fixed Ambient Occlusion issue on Mistress trucks
• Fixed missing 0.45 ammo from Pew Pew magazines
• Fixed NPCs playing swimming animations while trying to climb ladders
• Fixed dog companion's name on map not updating if their name is changed
• Fixed crocodiles becoming unresponsive to the player
• Fixed basking crocodiles not aggressively reacting to the player if they are bumped.
• Fixed issues causing deer to flee only once before locking up their movement or being unresponsive to threats
• Fixed animation issue causing deer to have shaky heads
• Fixed Lowland Valley Farmhouse basement being filled in.
• Fixed geometry tear near Lowland Valley farmhouse.
• Fixed hole in road near new camp site.
• Fixed collision with archery targets.
• Fixed infected dealing far more damage than intended.
• Fixed deals for traders not showing correctly.
• Fixed Amy using the incorrect body (Sophia's) on Be My Valentine, Death Dealer and Treasure Raider outfits.
• Fixed missing Tier 4 gas mask showing on all players.
• Tentative fix for NPCs who may spawn and never move.
• Fixed issue preventing explosive barrels dealing explosive damage to the player.
• Tentative fix for endless loading when trying to spawn at a spawn set bed.
• Fixed being unable to use electrical switches without a multimeter.
• Fixed an issue where you can't use items at times. This would happen after the nourishment warning.
• Fixed missing camera shake on crocodile death rolls.
• Fixed vehicles not producing audio disturbances that NPCs can react to.
• Fixed NPCs often struggling to identify the player as a target if driving a vehicle.
• Fixed saving and loading a game while the dog companion is downed to cause the dog to appear upright after loading.
• Fixed popup when interacting with beds not disappearing if the player selects 'Just Sleep' rather than 'Set Spawn'


Halloween Event 2022



What is lurking in the Bayou?


It’s that time of year when spooky things start to happen on every street around the world. In Eden-Nadir, that’s no exception. People have heard noises from the bayou, great howling and the sound of splintering trees. There’s something in there… something big. This Halloween, you’ll have your chance to find out what it is.

How the Event Works


Between 24th October to the 4th November, you will have the opportunity to face that which lurks in the Bayou.



To get started, you need to visit a certain monster hunter last seen moping around the Backwater Beacon safezone. He seems to know a bit about this thing in the bayou… even if he is a bit unusual.



Before you can confront this new terror hiding, you will need to collect eggs from around the world. Not chicken eggs either - suspiciously large eggs. Collect enough of them and the hunter will tell you where to go with them.



After that, you’ll be on your own. Navigate through treacherous swamp water, complete puzzles to get through sunken buildings. And sooner or later, you’ll find… her. Tread carefully survivors.



0.4.12.12 Intermediate Update Released



Patch 0.4.12.12 is here! This latest ‘intermediate’ patch is an early update ahead of intriguing new content coming out in the near future. In this update, you’ll have access to major new developments on the map - including a whole new frozen expanse atop Eden-Nadir’s volcanic mountain range.

The landscape updates are not just visual either - new optimisations techniques have also been integrated into the landscape system. We expect players bottlenecked on their GPUs to experience a reasonable boost to their rendering speeds.

Additionally, companion humans and dogs have received a suite of new mobility improvements, including swimming and ladder climbing. You can build dog houses for pet companions which will become their natural home location.

This update also includes a plethora of bug fixes, quality of life updates and optimisations.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.



Environmental Updates


• Added snow to mountain tops
• Added mountain clouds
• Added height based snow to trees and rocks.
• Added mountain tunnel pass.
• Added snow mounds to the side of roads in the mountain areas.
• Added auto snow weather to mountain areas.
• Added frozen pond/lake.
• Added new mountain cabins.
• Static Snow Mobiles added to the mountain area. Not drivable but are planned when the area gets big enough.
• Added chair lifts to the mountain area. These can not be used, but a usable version will be added in the future.
• Reworked mountain top radio tower, bridge and tunnel.
• Added more decoration to the Bayou
• Added experimental lilly pads to updated areas of the Bayou
• Updated bayou swamp water to look more like a swamp
• Added forest path / road leading from Valhalla to Garnet lake
• Added lily pads around lake garnet.
• Added fencing along railroads
• Opened up the train tunnel through “hilltop hideout” near Valhalla.
• Enabled Mesh Distance Fields on skylight to help with visuals and darkness in non-lit areas using DFAO (Distance Field Ambient Occlusion).
• Added mountain Thanatos bunker entrance to the mountain area.
• Ocean water now projects caustics
• Ocean tint colour changed to be less of a tropical colour with more of a green tinge.



Optimisations


• Increased draw distance on landscape tile loading
• Generated LODs for landscape tiles
• Optimised rock material shaders and LODs
• Removal of legacy components from building parts.
• Optimisations for landscape world composition GPU hitching.
• Clean up of obsolete calculations responsible for interaction traces which used to run every frame.
• Optimised weather material shader functions, reducing instructions for GPU.
• Optimised radio towers with proxy LODs.
• Landscape tiles have been reduced in size to reduce the amount of data held in streaming memory.
• Small cleanup of legacy assets used in NPC animations.



Pet Companions


• Added new craftable dog houses. Dogs companions can be given doghouse homes. They will use these as spawn locations when told to go home.
• While in range of their doghouse, pets will sit by their home when nearby.
• If a dog is given access to a doghouse but access is removed later on, they will reappear at their default original location.
• You can see which pet is using which doghouse by the name which appears over the shelter
• German Shepherd companions will now swim in the water behind you.
• Improved implementation of German Shepherd rotation animations

Added


• Added lootable skeletons around Hanouten.
• Added new wall variants. You can now build Rope Railings, Bannisters, Plank Fence.
• Added a new option to remove a roof entirely from a player built block.
• Added lootable book piles that can give blueprint fragments and research blueprint magazines.
• Added new levels of destruction for various building meshes
• Added new options to the building menu to remove automatically generated support columns connected to walls.
• Human companions can now swim when following the player
• Human companions can now climb up and down ladders to follow the player.
• Companions will now get in boats with you.
• Admin item list now has a search function.
• Admin item list now requires an item amount to be selected to spawn.
• Admin manager now has the option to teleport players to fixed locations.
• Admin menu now has the option to spawn a horde of 20 infected.
• Admin menu now has the option to kill all spawned infected.
• Added an experimental nourishment system that will limit the effectiveness of foods consumed, like junk food, uncooked food and hand picked fruits.

Updated


• Players can now skip their own dialogue, as well as the NPC's dialogue.
• Updated movement speed when wading in water. Wading speed is now much much faster.
• Removed old wading animation
• Updated stairs rotation icons for clarity. Converting a roof into stairs now shows ‘stair rotation icons’, instead of ‘roof rotation icons’.
• Updated highlight for player building parts with the building mallet equipped. New visuals replace outlines which often wouldn't render correctly.
• Safezone guards now protect against wild animals chasing the player inside
• Adjusted the interior of houses to not to get darker at night.
• Updated building wheel for roofs. Selectable roof parts are now contained within a submenu the same as wall parts.
• Interactable vehicles now have a chance of spawning a starter motor, alternator and distributor cap.
• Various improvements aimed at improved building placement. Placing blocks while stood on top of a built block is now easier
• Decreased discharge time for persistent battery power sources from 16.6 hours to 4.1 hours.
• Players will now be required to pay Layton Basty for death bag retrieval once the bag is ready for collection at the rate of $100 per bag. Having multiple death bags will bump the price up and will all be collected at the same time.
• Improved wolf collision properties
• Additional lootable book piles have been added around the world.
• Dogs will no longer dive below the water's surface
• Wild wolves and dogs will no longer pursue their targets into water.
• Wolves will no longer dive below the water's surface to chase the player.
• Wolves will now swim if forced into a body of water.
• Interaction prompt on downed NPCs now says 'revive' instead of 'talk'.
• Tents are no longer affected by decals.
• Electrical outlets can now only be interacted with while the player has a multimeter in hand.
• Icons for electrical outlets now only show while the multimeter is in hand.
• Radial menus no longer appear if the menu has no options inside (e.g. power outlets connected to fridges).
• Research bench/table will return all added fragments on picking the table up.
• Research bench/table will now add all available blueprint fragments in the player’s inventory up to a 100 fragments max at a time.
• Updated fishing area at Garnet Lake with small boat jetty.
• Reduced the saturation and contrast of the daytime post process.
• Pine saplings no longer block the player or vehicles.

Fixes


• Fixed soap machines saying "purchase coffee"
• Fixed not being able to harvest foliage like leaves when in long grass that can be used as cover.
• Fix for dog IKs being affected when moving through house doorways
• Fixed Jeremiah not engaging in combat with Xiles.
• Fixed bleeding effects not stopping when entering god-mode.
• Fixed and optimised material shaders on cliffs and cliff rocks.
• Fixed an issue where NPCs required to be spawned persistently may not spawn if initially too far away from the player.
• Fixed Kirk continually offering to upgrade your STRV watch.
• Fixed switching weapon notification appearing when using number keys to select dialogue options.
• Fixed being able to give attack inputs such as punching while performing a stealth takedown.
• Fixed Stealth takedown range being affected by camera distance from the player.
• Fixed missing directional icon on for player built roof rotation.
• Fixed some situations causing German Shepherd to slide along the ground while transitioning from a sitting to a standing position.
• Fixed notification about hiring followers appearing when asking your dog to come with you.
• Fixed player built roof parts not highlighting properly using new highlight system.
• Fixed doors not flipping with the frame when rotating a player built door frame.
• Fixed player built doors being offset after rotating the doorframe.
• Fixed wolves and dogs being skinned even though the player does not have a hunting knife.
• Fixed player built research tables not having the option to pickup back in to the inventory.
• Fixed for HUD distance objective displaying at origin.
• Fixed stairs created from roofs not rotating clockwise.
• Fixed situations where the player can be stuck at an angle after talking with NPCs (often the companion dog).
• Fixed companion dog getting stuck at an odd angle after using the doghouse.
• Fixed not being able to go back into the radial menu when in the submenu to rotate a roof.
• Fixed trace responsible for interactions with items in the world being affected by camera zoom distance
• Fixed interaction trace distance differences between first and third person camera perspectives
• Fixed not being able to right-click on items in the inventory when taking from the vicinity and death bags.
• Fixed being able to put items back into the vicinity inventory after looking inside a loot container.
• Fixed not receiving loot death bag after paying Layton Basty to recover loot.
• Fixed Layton Basty not retrieving more than one bag
• Tentative fix for hotbar sometimes appear partially off the screen after loading a saved game.
• Removed debugging hotkey that causes the character to lose all their bones and flop to the ground like jelly.
• Fixed building placement being affected by camera zoom
• Fixed building parts sometimes losing the resources already added when adding new adjacent parts
• Fixed player built walls which are set to 'Empty' reappearing after saving & loading or changing the building elevation.
• Fixed companion exit point on vehicles to prevent player and companion appearing in the same location and having glitchy collisions with each other
• Fixed horse troughs not saving and loading stored food correctly.
• Fixed for dog companions not appearing after saving and loading if they are assigned to a doghouse.
• Fixed dogs sometimes appearing partially in the ground when spawning at their doghouse.
• Fixed Ken's house interior being over saturated
• Fixed Bio-fuel unit required resources being full when placing it down.
• Fixed landscape gap under road at hill near Valhalla
• Fixed player built roof parts sometimes not displaying their side parts after being rotated
• Fixed items stored in a player's tent sometimes punishing the player for stealing. This could happen after the player dies.
• Tentative fix for spoiled food not auto stacking in player placed containers.
• Fixed doors in the new lodge opening on their centre axis.
• Fixed not being able to successfully place crafted ladders.
• Fixed infinite loading issue if player tries to respawn after placing a wardrobe.
• Fixed night post process being disabled.
• Fixed issue where canines, including dog companions, could not be spoken or move after combat.
• Fixed dogs sitting down after barking for long periods of time during combat

Alpha Version 0.4.12a Update Released



Patch 0.4.11 is here! There’s howling in the distance, beware. All new wolves and wild dogs stalk the land. At least you can feel safer with your own companion dog running by your side! This update includes new NPCs, updated lighting, new content, bug fixes, optimisations and more.

Developer Comment:
It would be advisable to start a fresh game as some mechanics, craftables and items may be bugged or not be available if using out of date game save files.



Wolves and Dogs


Step carefully, you might be entering wolf territory. All new wolves and wild dog varieties have been added to Eden-Nadir. Wild dogs normally pick over the remains of civilization and are often found around towns. Wolves on the other hand guard their territories fiercely out in the wild.

Dogs and wolves operate in packs. When fighting, some of the pack may try and flank around you while others stand you down.

Keep an eye out for the pack leader - often the biggest of the bunch. The other pack members might not stay for long if you can take out the alpha.

These animals are also very wary of fire. Setting one on fire will cause them to immediately flee in panic.

Canines will treat infected and other animals as threats too. You might be able to slip away if you can get them fighting one another.

Although dangerous to fight, wolves and dogs can both be hunted for valuable survival resources, such as fats and fur.



Companion German Shepherd


Not all dogs want to fight you! Some want to be your best friend. Speak to Neville in the Backwater Beacon safezone to enquire about how you can have a four-legged friend of your own.

Companion dogs will go with you wherever you go and help you fight your battles. You can also give your dog instructions to stay if you want to keep them out of harm's way. If the worst should happen and your dog companion is injured, you’ll be able to help them up again.

You can rename your dog companion any time.

The breed of dog available to you is a German Shepherd, but more variants will become available in the future.



Lighting and World Updates


See Eden-Nadir in a new light - literally. This update features a significant update to exterior lighting which aims to add further vibrance and life to landscape. The daytime sun now feels more energetic and warmer. Meanwhile, nighttime lighting has been redeveloped to improve overall visibility for the player, but feel cold and dark at the same time.

Interior lighting in buildings has received a major update too. Walking inside buildings you’ll notice light seeps its way inside through the cracks and boarded up windows. Creeping through houses now feels much more atmospheric.

Other lighting adjustments include a number of material and ambient occlusion adjustments, such as new shaders on trucks, updated AO values for characters and their clothing, as well as general adjustments to shadows.

The lighting system is still receiving updates to give the best possible lighting under all conditions, so expect further tuning in upcoming patches.

Added


• Added new drivable digger vehicle.
• Added a system so that rain will now run off the edges of roofs, bridges and so on.
• Areas of the world now have weather zones. Some areas will always have the same weather where others have blacklisted weather types.
• Medical centre building is now a tent with two entrances and the surrounding area has now been redeveloped
• Added a new NPC character "Kirk Taylor". He is an electronics expert in the Hanouten Safe-Zone.
• Added a new Seamstress NPC Trader to Backwater Beacon Safezone.
• Added new "Rags Outfit".
• Added new tutorial which will popup explaining walking, running and jogging when trying to leave/enter medical tent.
• Added new HUD objective distance marker. This will show the player the distance and location of their next quest objective.
• Added new HUD visuals. Objective UI has been updated as part of the new UI overhaul.
• Added a new safe code puzzle to the construction yard in Hanouten.
• Added new destructible interior wall meshes for player buildings.
• Added new functionality to player built frames for interior walls which allows different interior frame meshes to appear depending on the wall type set.
• Added new door frame walls with space for doors on the left and right.
• Added new buildable left/right/double/middle small window variants.
• Added new buildable left/right window variants.
• Added new vehicle ramp.
• Added new wide stairs for walls.
• Added a new radial menu option for buildings including a wheel for stairs types.
• Added new garage door frame building part
• Added new garage doors. Doors can be added from the door menu to a garage doorframe.
• Added dirt road to survivor spawn camp
• Added new Burger Express location, 24hour drive through burger restaurant.
• Added Soap Dispenser to wash station area in both Backwater Beacon and Nadir Farm safe-zones
• Driftwood soap spawn now only spawns five bars instead of ten.
• Project ALICE and Roses are Red outfits are now available in the game (available for purchase from playjoe.gg).


Updated


• Companions will now get in vehicles with the player
• Walking into the medical tent will force the character into walk mode and leaving will turn on jogging so the player auto-jogs.
• Improved dialogue UI to be more readable and understandable.
• Update dialogue text font.
• Updated barriers on roadside at Xile Ambush location
• Disabling the weather will now cycle the weather but will not spawn lightning flashes and rain and snow particles
• Updated static vehicles to new improved interactable vehicles at Xile Ambush location
• Improved the positioning and colour tones of waterfalls
• A-Gang van and Crazy van have now been replaced with a sedan and pickup truck.
• One of the houses in Hanouten now has a vehicle crashed into it and is partially on fire
• Made room for new trader in Hanouten Safe-Zone
• Eatery is now a small hut in the Hanouten safe-zone
• George now has his own place where the eatery used to be and is labelled as "Blacksmith".
• Removed man playing guitar in Hanouten safe-zone
• Updated all firearm sound FX with new punchier sounds using a 2D local to 3D world system.
• Swapped out all old pickup trucks with new intractable ones
• Improved smoothness of pathfinding for animals fleeing the player
• NPCs will no longer ignore fire. They will move around it if possible.
• Adjusted fuel consumption on all other vehicles. Sedan and pickup trucks fuel consumption has been improved.
• Xiles have been removed from the Hanouten lighthouse
• Medical workers have been added to medical tent attending to injured NPCs
• Jess Foster, the medical trader, has had some small updates to her visual appearance and has been optimised for better performance.
• Finished the new medical centre in the Hanouten "Backwater Beacon" safe-zone
• Bears and Wolves are now hostile towards each other
• Bears and Infected are now hostile towards each other
• Doors that are part of the world can no longer be damaged and let enemy AI through.
• Human NPCs can no longer randomly patrol to inaccessible locations or off cliffs
• NPCs stuck with arrows will now remove the arrows after some time
• Started to update the Driftwood start. On the questline "Sack of Spuds", Ken will direct you to the seamstress who will give you free equipment.
• Water in Sen’s basement now uses the normal lake water system.
• Updated construction area in Hanouten.
• Applied macro variation system to roadway materials.
• Adjusted path in safe-zone Backwater Beacon.
• Adjusted infected spawn height on Sen’s basement quest.
• Updated Hanouten Backwater Beacon Safe-Zone map board.
• Updated Hanouten Backwater Beacon Safe-Zone quest board location. This is now located across from Sheriff Sen’s Driftwood spawn.
• Replaced building parts with a new suite of improved meshes. New parts have improved levels of destructibility and have received a visual overhaul.
• Player buildings now use square columns as default (using an improved column mesh).
• Improved collision on some player building parts.
• Updated various building system icons.
• Improved player building menu by implementing new sub-menus for wall types to reduce clutter.
• Reorganised building list to keep building parts listed together.
• Stairs can now be added up to any wall, allowing for more convenient building setups such as having ramps leading up to empty walls.
• Thin stairs now align with the left and right side door frames.
• Updated visuals for the tutorial screen to work in line with the new UI being implemented.
• Asking a new companion to come with you will now dismiss your current (non-essential) companion.
• Updated Widow Maker outfit to v2.0 for Adrian character only
• NPC dead bodies will now reappear at the location they died after leaving and re-entering spawn range (as long as the body has not timed out)
• Sun and moon now dim with cloud coverage
• Improved memory handling for player built walls
• Updated interior wall meshes for player buildings
• Set missing rogue mask for Adrian.
• Target NPCs in quests will now no longer respawn once killed. Their bodies will remain available for looting.
• NPCs will no longer retarget targets in close proximity if their current target is already in close proximity.
• The minimap is now hidden by default. Get a free mod for your STRV watch from the Electrical Lacky in the Hanouten Safe-Zone.
• Improved weather visuals by removing legacy weather functions from master shaders and replacing them with updated versions.
• Time between checks to spawn hordes on bases has been doubled
• Hordes which attack bases are no longer determined by the size of the base. They will now exclusively attack bases depending on items installed in the base (such as loud generators).
• Electrical generators now contribute towards horde attacks on bases.
• Improved collision on cliff faces so characters does not clip so much
• Updated waterfall house with wall, extended driveway and guard dogs
• Chainsaws now yield a greater number of resources when used to harvest
• Followers will no longer be pulled into a vehicle if they have been downed or are dead.
• Player can no longer start bleeding in god mode
• Reduced brightness of flashlights in line with lighting update
• Chainsaw now requires mechanical parts, scrap metal and oil to repair.
• Removed FSR functionality to improve oversharped visuals.
• Landing a successful body hit on animals and humans will now give a flesh impact sound notification.
• Player built structures can no longer be repaired if enemies are in the nearby vicinity.
• Updated Night Vision Goggles (NVGs) effects and brightness


Optimisations


• Optimised static interaction vehicles with adjusted draw distances.
• Optimised horse mesh to have a better LOD screen distance.
• Optimised world mesh assets to have a better LOD screen distance.
• Optimised horse saddle to have better LOD screen distance.
• Improved memory usage for crocodile animations.
• Optimised a number of assets around the map.
• Optimised weather functions to use a culling system
• Optimised cliff materials / shaders to use draw distance to load reduced texture sizes to reduce memory usage
• Optimised houses with additional LODs using baked textures to reduce memory and draw count.
• Optimised sheds with additional LODs using baked textures to reduce memory and draw count.
• Optimised burning house with additional LODs using baked textures to reduce memory and draw count.
• Optimised a number of large mesh assets to use single material LODs
• World mesh optimisations continued reducing draws and textures loaded into memory.
• General improvements to efficiency of NPC despawn and reset logic
• Cleaned up legacy assets from the project


Fixes


• Fixed Liam charging for a vehicle recovery even after the player cancels the transaction.
• Fixed issue causing player to get stuck in the dialogue camera after asking the mechanic to recover a vehicle.
• Fixed issue where water SFX would get stuck playing when exiting or dying in water.
• Fixed character audio dialogue distorting as if they are talking in slow motion.
• Fixed sand paths being too bright when wet/raining
• Fixed issue where Adrian Riggs was not using the camera fade system when the camera gets too close to his body.
• Fixed knife and tactical equipment showing on character before completing the first sheriff Sen questline.
• Fixed player spawn system incorrectly calculating spawn locations and spawning player behind furniture.
• Fixed landscape covering the Burchet dam boathouse like a landslide had happened.
• Fixed game crash occurring when moving in the vicinity of certain NPCs while in a vehicle.
• Fixed icon not appearing on for NPC interactions
• Fixed companions not engaging in combat with crocodiles
• Fixed issue where a static NPC may attempt to target a player for combat if the player bumps into them causing animation issues.
• Fixed NPCs not targeting the player if they are in a vehicle
• Fixed issue where completed quests would not get cleared before adding a new quest.
• Fixed crocodiles in water sometimes using walking animations while swimming.
• Fixed fish not playing their swimming animations.
• Fixed fish sometimes not moving.
• Fixed companion followers not being properly targeted by hostile NPCs after saving and loading.
• Fixed a very rare bug where loading a saved game with a companion can cause many NPCs to spawn at the player’s location.
• Fixed interable crab/fish nets not being harvestable
• Fixed incorrect shader on skull cloth mask for Adrian
• Fixed issue where dead and despawned NPCs could respawn on top of the players location
• Fixed issue where red Thanatos enemies may sometimes be unable to target enemies or target themselves.
• Fixed bug where flashlight would not go out when unequipped while lit.
• Fixed bug where flashlight would not go out when running out of battery and would keep flashing
• Fixed issue where sky would be pitch black. This was due to lights being dimmed under clouds.
• Fixed NPCs sometimes appearing as red mannequins before then appearing with the correct visuals.
• Fixed some icons (such as electrical installations) no longer having icons after dying.
• Fixed issues with vehicle wheels when vehicle rotation is not parallel to the ground
• Fixed misalignment issues with doors in player built structures.
• Fixed static defences (e.g. spikes on beaches) getting damaged
• Fixed material culling on some cliff rocks.
• Fixed downed animation for human NPC often not running and just playing a static death animation instead.
• Fixed followers who charge a daily fee continuing to charge even after being dismissed
• Fixed speaking with companions sometimes causing the character to fall through the world.
• Fixed being able to start new games as Sophia and Adrian without completing the starting content in Driftwood.
• Fixed part of a cliff being in the road.
• Fixed player built doors not saving correctly.
• Fixed text corrections for quest instructions.
• Fixed quest NPCs with keycards disappearing if the player kills them before saving and loading the game.
• Fixed texture issues with Trystan causing lines to appear on his skin relative to the distance of the camera.
• Fixed purchasing the herb brick from Saul instead of harvesting on Otto's quest causing the quest to break and making it impossible to give the brick to Otto.
• Fixed destroying a campfire while lit leaving a burning fire at the location
• Fixed issues where vehicle wheels would have protruding collision. This would often make it difficult to drive some vehicles into player built garages.
• Fixed equipping a helmet while wearing NVGs not removing the NVGs