Subsistence · published

Hi all, hope everyone is doing great! This new update is largely focused on bringing greater depth to the hunters and their behavior in the world. As well as expanding on later-game activities and an assortment of other features and fixes.
In the later-game hunters will now start constructing giant fortress bases. These monster bases are multiple stories high and heavily defended. They are also prime for looting if you can get inside.
You can see some raw video footage of a lone-wolf fortress raid here:
https://youtu.be/oOX01-P278g
The hunters will eventually start armor-plating the base to secure it, so players will have to use greater force to gain entry.

Hunters now have an entirely new AI system allowing them to operate and function indoors. This has been a goal since the hunters were first introduced, and by far the most challenging technical aspect of this update.
Typically games use pre-baked navigation meshes to implement pathing for AI controlled NPC’s. This usually requires a predetermined/fixed map layout, and be generated in advance due to costly performance.
Due to the free-form modular building system in the game (where buildings can constantly change shape and grow/shrink over time), using a traditional nav-mesh approach seemed problematic (and possibly why I’ve never seen indoor AI-pathing within dynamic modular structures in an open-world base-building game).
I instead built a custom indoor pathing system, designed to allow hunters to calculate paths at run-time through dynamically-built modular structures. I’ve done a lot of bench-marking and the system has a very low performance impact. It’s still in a prototype phase, so please report any issues.
The implications of this new system (and a key motivation for the approach) is to open the possibility of hunters entering player bases during attacks, which would offer some interesting depth and tactical gameplay when defending your base. This would be something to explore in a future update however.
Hunters will now venture away from their camps to fish the lakes on the map. This is actually not just a visual facade. They go through the exact same process that players must; from casting, waiting for bites, striking and reeling in.

They won’t always choose the same fishing spots and sometimes travel large distances to reach water. This can introduce some unexpected, emergent hunters encounters as they travel around the map.
Killing a hunter after he’s caught a fish will mean you can steal his catch and take it home for your own dinner.
You will now notice hunters sitting by their campfire to rest and cook food.

Kill the hunter and you can steal his dinner for yourself.

Due to the large size of the fortresses, the old system for choosing locations for bases was not suitable. The entrances wouldn’t align correctly with the ground, trees would obstruct the structure, terrain would poke through the ground floor, and exploitable nearby ledges would compromise the base security.
There is now new system in place to handle this. There are no preset base locations (and never have been). This is all decided during gameplay and means there will almost never be two bases on separate profiles in the exact same location.
Hunters now have a new system to using the various utilities in their base. Prior to this update, loot would just be spawned in various base items.
Previously AI (animals and hunters) would only switch targets if they took damage from another player while in combat. This led to some odd moments of AI not responding to player’s right in front of them.
There is now new logic to handle switching targets based on the current scenario. I think this will make a big difference to combat in co-op.
To combat the armor plating of the new fortress bases, players can now craft a Breaching Charge at the workbench to destroy doors during raids.

The “Rogue Transceiver” is a new loot item that can be found in hunter base loot chests.

They are single-use items and, when used, will place a beacon on a rogue camp somewhere in the world.

In co-op, all team-mates will also see this beacon. Only one beacon can be placed at a time and will last for 15 minutes (real-world time). If all rogues are killed at that camp by the pursuing team, then the beacon will end and another one can be activated.
There has been a lot of fine tweaking of the hunter combat. Previously their accuracy did not decrease with distance, leading to some frustrating long range shots for the player.

They are now less accurate (which diminishes further with distance), however their movement is more precise and focused. With this and the new target-switching, I hope that this will balance out into no difficulty increase, but you’ll have to let me know your thoughts.
I hadn’t updated this since several map expansions ago, so this should give players a bit more breathing room.
This should give players avenues to sneak past enemy bases, and avoid extreme hot-zones.
Hunters would previously get stuck if encountering a wide perimeter wall around a player base. I’ve now added handling for this, so that they’ll either try to move around or blow a hole in the wall with force!

Regular hunters will now start moving into the world 2 days after a BCU is placed (previously 3).
Rogues also start moving in much earlier, as they were previously mostly a later game addition.
Previously hunters would drop a lot of food items. Typically players are able to keep themselves fed through hunting, fishing and farming. Now they instead drop more casings and gunpowder, so players can keep up with the demand for ammo.

This means if you kill a hunter who is fishing (and they are some distance from their base), it will not aggro the whole squad and remain as a stealth kill.
This hopefully creates a better balance between solar and wind power.

Down to 2.5 seconds per unlock.

Reduced from 5 seconds to 3.

I ran some heatmaps on predator roaming locations and have dialed back a couple of the zones.
More than 10 new items added to potentially spawn in hunter loot drops.
The wooden door can now be upgraded to armor-plated. The will significantly increase it’s hit-points and make repairs cheaper after attacks.

Hunters will also upgrade their entrance doors to armor-plated (for fortresses only).
Requested many times by players. Now available under the “railings” craft options, which will snap onto foundation stairs.

Players can now craft curved wall halfs. Wooden variants can be upgraded to armor-plated, and there is also a glass variant option.

I’ll continue to expand on the library of building pieces in future updates.
Players usually have a specific preference for how they position their toolbelt items. It’s always been frustrating to have to manually re-position these items (and re-add clothing items) after picking up your death crate.

Now when ”taking all” on a player’s dropped kit, all toolbelt and clothing items will be restored to the positions they were in when the kit was dropped.
The axe and pickaxe will now slowly take damage when used against base items (doors), indicated by the small health-bar on the inventory item.

This is to give greater emphasis on other means of breaking into bases, and decrease the incentive for chopping at doors for long periods of time (especially for fortresses that have several safe-rooms). They can still serve this purpose, but you might want to carry some spares.
They currently won’t take damage while logging and mining, although that may follow shortly.
Many players reported difficulties finding hunter dropped kits after a battle, due to dense foliage. They will now show a faint hud beacon, which should remove this frustration.

Finally the berry plant has its own distinguishable model. Previously it was confusingly similar to the fiber plants.

Previously when a player, hunter or animal was killed while in a base, they would clip through the base structure and fall out. This was very immersion-breaking and is now fixed! I think this makes indoor combat much more satisfying to see bodies slump into corners, or fly-over railings, etc.
Players will now lose less max health and stamina when they die. The new loss is 2/4/6 across easy/normal/hardcore respectively.

Older save games will work fine, however the hunters will be reset in the world, meaning they'll need to build-up from scratch.
Crafted sticks now yield two sticks per log.

Thanks for your patience while I worked through this one. I feel the new hunter behavior systems lay a good foundation for some interesting future updates. Also thanks to everyone that helped test the build on the experimental branch, it was a huge help.
Please let me know if you experience any issues with the update.
Hope you have a great weekend,
ColdGames
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