
A new shotgun can now be crafted at the workbench. The Double Barrel is a powerful weapon and has a much tighter spread than the pump-action, making it suitable for mid-range combat as well as close.

It’s dual barrel allows for two shells to be fired in quick succession, however then requires a fairly lengthy reload, so be tactical with your timing on shots/reloads.

I know it seems strange that other weapons are still crafted in the player crafting menu. As new weapons are introduced, the higher power firearms will slowly move over to the workbench.

The flashlight can be attached as with the other firearms.
Players can now craft a Distiller (located in the BCU). This item must be placed within range of your base and allows you to distill your own Alcohol (“moonshine”) overtime.

Alcohol requires potatoes and sterilized water to be crafted in the Distiller. It takes time to craft, so be sure to queue it up and plan ahead.

The motivation behind this is to add greater purpose and benefit to potato farming, and to open up craftable flammable items for players to play with.

Alcohol can be used to craft Molotov’s in the workbench. Molotovs are effective at damaging bases, and dealing with mobs during attacks.

When a molotov explodes near a player/animal/hunter the initial blast will catch them on fire. They will remain on fire for up to 10 seconds. Jumping into water will put the fire out. Hitting multiple targets with the initial blast is an effective way of dealing a lot of damage.

Molotov fires will burn for up to 20 seconds, dealing damage to all buildables/players/hunters/animals that touch their flames. The player who throws the molotov will get a distinctive sound and hitmarker display as the molotov fire inflicts damage.
Base items (such as storage chests, generators, etc) protected by a wall will not take fire damage if the flames originate from the opposing side of the wall (even if flames may sometimes appear to clip through).
During attacks, hunters will now sometimes use molotovs instead of grenades. I think it adds to immersion to fire-fights to have flames illuminating the battle (and creating no-go zones in the flames).
I’ve added a subtle tree-shake animation and falling leaves while players chop trees. It’s a small tweak, but I feel this makes the process feel less static and more satisfying.

A large part of this update was focused on continuing to improve network play. I was discovering that some long-term co-op profiles would suddenly start lagging and becoming unresponsive for clients. This would occur when extremely large bases were built on the map.
This was caused by having too many dynamic items in the world and exhausting the available network channels on each client connection (not bandwidth related). The main culprit was physical loot in the world (1000’s of items), with each item using its own network channel.
I’ve added a new system (which uses only a single channel) which reports to the client on harvestable items in their proximity.

This has big benefits for clients, servers and solo games:
Other than performance gain, players should notice no difference in gameplay. I’ve also set a building cap for co-op games (to ensure stability) which will display in the hud for all players if it gets near. The cap is high, but I’ll be working to increase this as I continue work.
With the recent improvements to server performance, I’ve increased the max count from 8 to 10. Please let me know if your experience problems.
This was being caused by the server deeming nodes “not relevant” to clients, so as a side-effect of the new system detailed above, this problem has finally been eliminated.
Previously clients of co-op games had a noticeable lag on hits registering while harvesting trees and ores, and when picking plants in the world. I’m now using client-side predictive logic to eliminate this lag entirely, so clients will have a much more responsive experience while harvesting!

Players can now craft high-powered, single-projectile slugs (currently only used with the double barrel):

Slugs do extreme damage but are expensive to craft. Press Left-Alt (rebindable) to switch ammo types while the weapon is equipped, or click on the ammo-type icon above the weapon on your toolbelt.

The male character model will now grow a beard if alive for a long time. Dying will reset this. It’s a simple feature without any transition states through growth, I just thought it added a bit of variance to character aesthetic.

I’ve reduced the slots in the animal housing. The previous 8 slots was too much and encouraged early-game players to keep far more animals than they could afford. It now starts with a single slot and additional slots can be added via the upgrade menu.

Hitmarkers (that show when you hit an enemy) have been increased in size. They will also now flash red when the shot was a headshot, giving the player better feedback during combat.

Suggested many times by players; an oxygen meter will now show at top-center while diving.

If standing near an explosion, the camera will now shake based on the power of the blast. This should increase immersion during attacks. I may add a toggle for this in a future update.

I’ve pulled in the first person weapon holding position for all firearms in attempt to give better body presence (also while aiming down sights). I think it feels better, but let me know your thoughts.
Co-op hardcore games end if one of the team dies (and there are no bed spawns). Previously other players would wonder why the server exited. Now all players will see a message indicating the name of the player who died.
Credits for the translation (thank you for the support):
Thanks you so much to all the players who have been posting thoughts and discussions on the Steam forums/Discord server/FB page/etc. I try to read it all and see lots of great ideas and insight posted regularly. This all helps immensely while I continue moving forward with development. Hope everyone’s having a great week, please stay tuned for more updates!
Cheers,
ColdGames
Discord invite: https://discord.gg/zyy4jQs

Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
Continued Translation Support Credits (in no particular order):
Spanish (David Lascasas)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
German (LPCaiser)
Italian (Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Danish (Morten Sørensen, Jesper Christensen, Bartholomeo Alexander)
Dutch (Damster_NL)
Russian (FRAME)
Turkish (Çağla Gurbet)
Polish (Daniel Łokietek)