Added:
• Crafting: now in Creative mode, when you’ve put the correct items in the working space, there will be transparent previews showing where these items should be put, but this function will not be available in Hard difficulty.
• Crafting: now all items equipped by the character and all items inside equipped storages, belts and attachments will be added into the available surrounding items’ list for crafting usage. You can directly use them in Recipe Mode or choose them from the surrounding items panel in Creative Mode.
• Small and medium air root now can be stacked
Changed:
• Deleted the camera effect when going out of water
• Changed all seasonal weather percentage, now light rain will be much more often in spring; storms will appear more in summer, clear sky in autumn and overcast cloudy weathers in winter.
• In Creative difficulty, using G button to destroy items now will not produce remnants
• Now in the rivers of a Mangrove forest or ponds in the Swamp, the water will be fresh. You can throw containers into them to gather fresh water. But be aware that ponds that grow mangrove roots are still salty.
Fixed:
• Icons can disappear when first time opened the inventory panel
• Going to swimming with two handed items in hands can stuck the character
• Fixed some null reference error related to fruits
• Fixed some null reference error when destroying items
• Fixed some null reference error when killing animals
• Restored the missing section texture of sugar cane chop
• Fixed scroll panels not functioning in crafting UIs when cursor hovered on certain elements
• Fixed a bug that can cause the character stuck when plowing with a hoe
• Fixed the bug that allows you to plow nearby trees
• Fixed a bug that turning salty water to fresh water when transported them to another container
• Fixed random weather when loading a saved game
• Fixed a bug that causes fruit not able to be picked on an item tree
• Fixed wrong fruits count when loading from saved games
• Fixed the raining sound pass over from main menu to game scene even if the game scene is not raining
• Fixed the wet terrain issue when going into the game scene from a raining main menu
Alpha 0.7.0.1 Update Log
Major Update:
1. New Crafting System
The crafting method shifted from Node Based to an Area Based System with brand new UI to let you assemble items in a 3D space and use different crafting techniques to create new items.
• Working Space: You can start crafting at any place, but not all area can be a good working space.
• Working Space Properties: Currently the working space has three properties: Hardness, Flatness and Area. You’ll need larger Area when crafting big items, clothes recipes mostly require higher Flatness and stone related recipes will likely require high Hardness.
• Recipe Mode: All known recipes will be shown here, you only need to gather the required materials and tools to fast craft them.
The left-side panel shows the known recipes. The details will be shown on the right-side panel when you choose one of the recipes. You can also select different recipes for the same product in this panel (if there are multiple ones).
Each recipe will require certain amount of material items and several tools, the system will automatically choose the nearest ones for you if there are enough items around. You also can manually select them by clicking the icons on the requirements.
• Creative Mode: In this mode you can put any items into the working space and change their positions/rotations. You'll have to place the items in correct locations and assign the correct techniques to craft.
The left-side panel shows all available surrounding items, you can either click in the panel or directly in scene to put items in & out of the working space. Right-side panel shows you the progress checking list, currently detected recipes and required techniques.
• Popup Tips: The new crafting system also comes with a rich information system. When you hover your mouse on an item, a button, a check list description or anything else, most of them will show you a popup box with detailed information. Read them carefully if you got confused by the new system. There also will be a detailed tutorial coming in the next update.
2. Game Difficulty: There are 4 difficulty options when you start a new game. Old saves will all be determined as Easy difficulty when loaded. These options now will dramatically affect your game experience.
• Creative Mode: As before, this mode offers all cheating tools, you can fly and use God-Mode. All recipes are known and can be fast crafted. Very good for new players to learn the mechanics of the game.
• Easy Mode: From this level, no cheating tool is provided, but all the recipes are still known so you can fast craft them in recipe mode. You'll be given a shirt and a pair of jeans to keep you warm and provide some storage from start.
• Normal Mode: Most of the recipes are partially known, which means you can see them in the recipe mode and check their details. But no fast craft, you'll have to assemble the items in the creative mode at least once to fully unlock the knowledge of a recipe. You'll only be given a pair of jeans in this mode.
• Hard Mode: Most of the recipes are unknown, you'll have to explore all of them in creative mode first. There also is no start-up clothes, everything will be created from bare hands.
3. Redesigned Metabolism System:
We've enhanced the metabolism system thoroughly. Divided the digesting system into three parts: Mouth, Stomach and Intestines. The nutrition transactions from food to body are also changed, a lot.
• Mouth: The gate for any food to get in the digesting system. Now there are chewing abilities determined by teeth counts. This ability can reduce the digest difficulties of the food, affecting digest efficiency and the health of the stomach.
• Stomach: When food is done by mouth, they'll come to this part to get digested, reduce their absorb difficulty. PH level and bacteria will affect the health of the Stomach.
• Intestines: Most nutrition from the food will be transformed into the character's body in this part. The absorbing difficulty of the food and the absorbing ability of the intestines will determine the efficiency. The intestines health can be affected by the amount of bacteria and the intestinal peristalsis.
• Excretion: now all the un-digested food remains will be counted as excretions. They'll be accumulated in the Rectum and the character will be forced to take a relief if it got full. The Bladder will also be filled through time when you are not dehydrated, so the character now will also need to piss from time to time.
4. Disease System:
Alongside with the new metabolism system, we implemented a disease system to let the character be able to get sick. Now it only contains digesting system diseases, but we'll add more into it in future.
• Disease and Symptoms: Unlike symptoms, diseases will not be shown directly to the player, but different disease can cause corresponding symptoms. Some symptoms can be caused by several diseases, but the combinations of symptoms from different diseases are almost identical, so players can diagnose themselves approximately.
• Disabilities: Some severe diseases can cause disability. Currently we only made one set of walking animations to reflect several diseases, but more are coming. While the character got these kind of diseases, he/she will not be able to run, but walk in a slow pace.
• Severe Symptoms: Some severe symptoms now will act more than a symbol shown beside your health bar. But can force you into actions like vomit. More action-symptoms will be added in the future.
New Experimental Update is coming!
Hello Survivors! The new update is here!
A brand new crafting system with Recipe mode and Creative mode, an overhaul for Metabolism along with the newly added Disease System, and a remake for animal behaviors (they now can attack each other and navigate themselves through pathfinding).
The detailed update log will come in the next two days, and this is an unstable version, so please report any bug you find through steam community or Discord.
Try it out by selecting the alpha 0.7.x.x version on the Test tab in game’s property today!
Super Trampers
Alpha 0.6.1.2 Update Log
Major New Features: Animation Overhaul Part 1
• Advanced Locomotion: We have re-created all the locomotion animation clips and built an advanced new system for them.
Now the character can traverse with three types of gait: walk, jog and sprint. Walking and jogging only reduce stamina recover rate, only sprint will cost stamina. This largely increased the traverse speed of the character.
Furthermore, the moving speed now can dynamically change depending on the character’s situation: when carrying heavy items, or moving in water, the max speed you can reach will be reduced accordingly.
The character now will move with jogging gait by default and sprint when “Running” key is pressed, but you can use our new “Switch Walk” key (left ctrl by default) to change it to walking.
• Advanced Lower Body Stances: The character used to choose his/her standing stance by the item’s type in his/her hands. As a survival simulation game, we defined quite a lot stance according to real-life situations. But that system required a full set of locomotion animations for each stance, and a huge mess in our animation controlling state machine.
So we made this new stance system to simplify the structure, reduce animation amounts (less memory required in runtime), and build a flexible yet solid foundation for future features.
Now we only have 3 stances for the character: Neutral, left side forward and right side forward. These stances can cover all lower body movement situations, and let the upper body to have more forms to blend with these stances.
• Advanced Upper Body Forms: Now the character can have separated forms for his/her left and right arms when carrying items. This is enabled and empowered by the former two systems. Uses far less animation clips but can create smoother look and much more combinations for different items in hands.
For example: now taking an item that requires the “Holding” form, it used to force the character to turn into a battle stance(that stance needs 16 extra animations just for movements), but now it will only turn into the battle stance if the item is a weapon. Better, we can check the weapon’s length and which hand is it in to determine whether the character should turn his/her left side forward or right side forward (spear in right hand is left forward, but hatchet in right hand is right forward), and all these dynamic changes only takes 3 extra animations for the upper body, the lower body will still use the same stance movement animations from the former two systems.
With this robust system, we now can easily add any new carriage forms for new items or change form with conditions: we’ve added a bowl carrying form for opened water collectors, and a torch holding form for torches that only got lit.
• New Pick-Up Animations: We’ve made more than 20 new picking up animations to replace the old “Force Grab” animations. Now the character will bend down to pick things up if they are much lower than his/her waist. Also there are special dedicated picking-up animations for two-hand-carry form and shoulder-carry form.
• New Pass-Fire Animations: We’ve replaced the old pass-fire animations with new ones. And modified some logic in the motion to further avoid burning by fire when trying to light up something.
• More animations will be reworked in the next update, including jumping, sitting, sleeping, crafting and attacking animations.
Water Transfer:
• Water containers no longer got cleared out when picking up due to our new “Holding-Bowl” form. You can now take water containers with you and put them elsewhere.
• We also added new animations, particle effects, sound effects and interact buttons on water containers for you to take water from one container to another or pour water out.
• Now water containers that can be carried by a single hand can be drink from by pressing mouse buttons, just like eating other food or drink from coconuts.
• Any water container that got lower than sea level will be filled with sea water, you cannot directly drink it but it can be processed into fresh water in future.
Terraforming:
• The stone hoe just got upgraded into next level! Now use the hoe to attack on ground can dig a bit of it down, and digging to adjacent areas of it can flatten the ground to the same level (though if the adjacent area is 1 meter higher, it will not be flattened). Making this function a great method to form a building base, also can be used as farm land in future.
• In addition to the ground flatten function, the amount of dirt piles you can dig up is calculated by the depth of the terrain you’ve dug, so there can be multiple dirt piles generated from one spot on ground. Also, there is a small chance to find clay pieces by digging the ground, making non-mangrove-forest areas also can produce clay.
Minor Changes: • Added water splash effects for step in water and wade in water movements.
• Added water wave and splash effects for swimming
• Changed tutorial side windows’ position
Alpha 0.6 Enters Main Branch!
Hi Survivors!
Our Alpha 0.6 versions finally ended its unstable stage and enters to the main branch. You can now directly update the game without having to choose beta versions.
There was some serialization issues causing players in Europe can't enter the game or floating in air when enters the game. We have addressed this issue in the Alpha 0.6.1.1 hotfix update. Sorry for the inconvenience caused by this bug.
We'll have a vocation for our traditional Spring Festival from 2nd Feb. to 10th Feb. We'll come back to development right after the vocation is over, stay safe in Survisland! See ya!
Super Trampers
Alpha 0.6.0.9 Update Log
Major Optimization Overhaul: By using a new method to render all the environments in the game, greatly reduced terrain generating time (the most time consuming process when loading a save or start a new game), greatly increased in-game frame rate and reduced the huge performance spike when new terrain tiles are generated during runtime.
Note that due to the new method of vegetation spawning and rendering, loading old saves can result in trees grown in your house or even a huge rock boulder can be spawned in your home. Strongly suggest you to start a new save after this update, but you still can load your old saves and clear all the newly spawned environmental resources manually.
Major Added New Feature: Universal floating system: Now almost all items that with smaller density than water can float (some minor items are skipped with this ability due to the performance cost on this system).
There are two kinds of floating methods we’ve integrated: A simple floating method with less performance cost for small items like sticks, branches. The other one is physics based floating system with accurate calculations to simulate large objects like trunks and bananas clusters. The latter one can also be used on boats or ships physics when they come out.
Though don’t throw too many items into the water, there can be a huge cost when over a hundred items floating simultaneously.
Added: • Added a graphic option to open fire light shadows, only enable this with high-end graphic cards to enhance realism visually.
• Added deflections when projectiles enter water, and a maximum depth each projectile item can reach under water before floating up.
• Added a new function to allow stackable items be directly picked up when its bundle is already in hand. (You can continuously pick up coconut leaves and they’ll just stack on your hand automatically)
• Added a function for square roof to rotate around Y axis, the corresponding key is also shown when placing a roof. (default key is F)
• Sugar cane chops and short tools now can be attached to backpacks
Changed: • Increased the radius of the pillar models for wood walls
• The recycle button in inventory panel now will not throw out attached items
• Largely increased the time needed for roasted items get scorched by fire, and increased the temperature changing speed for items to further reduce heat linger effects.
Fixed: • Fixed the issue where damaged buildings cannot be repaired.
• Fixed a null reference error when spearing some fishes, they now can be correctly turned into dead fishes.
• Fixed the description and progress bar’s color for burnt items in fire, they used to show roasting on them when they are actually scorching.
• Fixed a texture error for roasted and burnt rock fish, they used be shown as a fresh fish rather than a roasted or burnt one.
• Fixed the sea surface cut off on bottom of the screen when look down to the sea on a high place.
• Fixed a transformation system related issue that can cause rotten items’ remains teleport and stick on character’s hands.
• Fixed an issue that caused loaded buildings having wrong materials.(Leaf walls got wooden chop sound and particle effects is caused by this issue)
• Fixed: when dropping an item from attach point in inventory panel by pressing Q can cause the item floating in air.
• Fixed an issue that preventing a long support mark be switched into a short one when there is no foundation under it.
• Fixed: the flint spear’s icon does not change according to its shaft’s species
• Fixed: the long torch has the same length as the short one in inventory
• Fixed: water collector’s collecting speed does not follow the timescale
• Fixed: when returned to the main menu then enters the game again, all trees will not move with the wind.
• Fixed a formula flaw that caused projectiles to float up when thrown downwards.
Alpha 0.6.0.7 Update Log
Added:
• Ramp foundations: now you can build ramp foundations beside a flat one, this can allow you to expand your buildings to rugged areas.
• Pillar foundations: these foundations only contain 4 pillars without a flat surface. They can be used to build overhead floors directly from terrain rather than a flat foundation. This kind of foundations can also be placed underwater.
• Added the ability to put pillars foundations to lower or higher levels of other foundations, to allow them to be built on rugged areas.
• Added a progress bar for all transformation items (ones that can be roasted or baked).
• Added a color indicating the current temperature of the item on its name and the progress bar. All heat sources also got this temperature indication.
• Added AI logic LOD system to optimize the performance. Now more AI individuals can be enabled at the same time, and only the nearest ones will perform full logic operations, mid ranged ones will only move in their leisure behavior, further ones will not move but still visible.
• Added a new UI to monitor real-time environment data such like sunlight intensity, wind strength, weather etc. in the Time Control panel.
• Added a new function to allow fish meat to have different nutrition based on their species.
• Now sugarcane chops can be stacked.
• Added slots UI for items that can receive attachments in the backpack panel. They now show on top of their storage grids. And icons to indicate the attachment types in the slots.
• Added an icon indicator in the info box for attachable items, this icon also indicates what kind of attachment it is, reflecting the receiver’s slot icons.
• Added sound effects when furniture is placed and moved.
Changed:
• Changed all interacting keys notifications to crosshair, this will let players know what they can do more clearly.
• Changed the camera locking logic when UI shows up. Now they only freeze the rotation and can still follow the character if he/she is moving when an UI panel is shown.
• Changed the core logic of pottery, old saves will not be supported. Now the shaping action of pottery can result in smoother shapes.
• Removed side material requirements for all furniture.
• All heaters now will keep their temperature after burning ends, and the temperature will take some time to return to environment temperature. If players try to start fire again during this time, they may be able to skip the drill part, and directly enter the blow part of the set fire sequence.
• Change furniture and buildings’ colliders to allow player climb them more easily.
• Adjusted the cooking time for all fishes and fish meat, to balance realism and gameplay.
• Increased pickup distance and building detecting distance to optimize gameplay.
Fixed:
• Fixed the mouth animation when eating and drinking.
• Fixed: doors can be pushed to spin through the wall by player when it’s opening.
• Fixed: character can be stuck when walking on some items, and can slip down on a ramp.
• Fixed: when replacing a two handed storage on hands with a two handed item, the storage grids will not be deleted in the storages panel.
• Fixed the continuous error when fish meat rots in storages.
• Fixed: the storage grids are not deleted when a coconut meat is eaten in hand.
• Fixed flashing corals.
• Fixed the continuous lag when walking back and forth on the terrain refreshing boundary.
• Fixed: when sleeping or accelerating time, digesting ability will drop rapidly.
Alpha 0.6.0.6 Update Log
• Fixed: building database missing caused building marks cannot be upgraded and freeze when loading a save
• Fixed: an error message from audio manager
• Fixed: screen point out of view frustum error from water rendering
• Trying to fix the locale issue on character controller
• Fixed: texture error for environment huge rocks and rocks
• Changed the default preview model for surface marks from a cube to the mark’s model itself
• Boosted the loading speed on the startup of the game
Alpha 0.6.0.5 Update Log
Added:
• 4 sizes of fish meat, each with Fresh, Roasted, Burnt and Rotten states.
• Added Roasted, Burnt and Rotten states to the fishes
• Added roasting and rotting functions to all 13 fishes items, they now can be roasted in fire and rotten through time
• All fishes items can be destructed into fish meat in all states (the state of the meat will follow the fish’s state). Smaller fishes can be eaten directly.
• Added dynamic size to all items, the times a food item can be eaten or the product amounts when destructing an item will be multiplied by the dynamic size, also the appearance (size) of items will also change accordingly.
• Added the key notification for switching stances when carrying a throwable item.
• Added new eating sound effects, no fresh apple sound for bananas or fish meat
Changed:
• Reconstructed all resources for the whole project to avoid texture corruption
• Shorten the fishes’ visual distance, but increased their range to detect vibrations
• Glitch Reset button now can pull you up to terrain surface if you are under it caused by some bugs.
• Reduced the speed multiplier for throwing damages
• Increased the health amount for fishes, and the influence by their sizes
• Increased the sizes of fiber baskets and fiber backpacks
Fixed:
• (Need Tests) Trying to fix the locale issue that can cause terrains unable to generate and the loading progress can stuck at 75%
• Fixed the continuous raining sound even after the rain stops
• Fixed the continuous burning effect on transformation items, can cause roasted food get burnt even out of fire.
• Fixed: campfire may not show fire effects when setting fire after extinguished.
• Fixed: Attached items cannot be load and saved correctly
• Fixed: you can attach items to an item that already is full of attachments, and the new added item will overlap with other attached items
• Fixed one error that can spawn the character underwater when loading the game
• Fixed: Door frames can be invisible for a while if you look at it in a certain distance
• Fixed the error thrown when putting a door to a door frame
• Fixed the NaN wetness of the character in some circumstances.
• Fixed the issue that caused mattress not able to be put inside buildings
• Fixed the issue that all vegetation can be invisible after loading a saved game
• Fixed: The character cannot be built if you are loading a saved file with animal items in hand
• Fixed the continuous error throwing when character is standing on a furniture
• Fixed the highlight issue with Sharp Stone Pickaxe
Alpha 0.6.0.3 Update Log
Added:
• Spear Throwing: Now wooden spear, stone spear and hard stone spear can be thrown when picked on hand (wooden spear needed to be held in right hand). Use “Rotate” key (R by default) to enter throwing mode when held spears, use “Attack” key (RMB by default) to throw the spear out.
• Interactive Animals: fishes and animals now can be attacked by player, dead animals will become portable items to be carried with players
• Attachment System: certain items can be attached to other items through placing action. Like fiber mattress can be attached to
Fixes:
• Fixed: large pottery can be poking through the bottom of the furniture when placed on one.
• Fixed: pottery can be deformed when modifying in some circumstances.
• Fixed: items can be floating after placing
• Fixed the issue caused banana trees bear no fruit
• Fixed: swamp does not grow any sugar canes or cattails
• Fixed: flint blade has no collision with terrain and can drop through it
• Fixed the error about a missing terrain texture
• Fixed: when pick up the limonite chunk character can be dragged to zero origin
• Fixed: weather cannot be loaded after loading the game
• Implemented a method trying to solve the locale issue: when region of your windows system is set to non-english areas, terrain may not be able to generate with an error saying Format Exception and the loading progress will stuck at 75%. But still need more tests to see if this method works.