Following a large update last month, the game’s most recent patch mostly focuses on bug fixes and some gameplay improvements. Specifically, Endnight wanted to polish up performance to improve stability of larger player bases. Yet, there is still a little bit of new content to be excited about, such as the ability to place held Radios, a new radio alarm trap, a new large cannibal type, and a returning creature added for the endgame.
It’s also worth noting that, with all of the fixes now out of the way, it’s not unlikely we will see a more substantial content update soon.
Feel free to peruse a few other additions and a long list of bug fixes in the official notes below.
Sons of the Forest Patch 09 Notes
Features
Radio alarm trap added
Creepy enemies can now be exploded into chunks
Held radios can now be placed
Returning creepy added to endgame
New large female cannibal type added
Added an option to the controls options page that allows the player to adjust the speed at which the inventory camera pans, tilts and pivots
Added new “batch place” input, pressing left shift (or left stick with gamepad) while placing ghosts now leaves the blueprint active so that it may be placed again without going through the book each time
Improvements
Ducks can now land on the ground and walk around in some areas, such as the golf course
Loot pouches can now be opened even if they player is full on some of the items in the bag. Items that the player is full on are dropped when cleared from the mat
Night Vision goggles and the rebreather can now be toggled if mapped to a hotkey
You can now hold ‘Take’ to equip skulls directly from the pickup
Added jumping capability to Armsy
Kelvin should now be able to find stones when player is not around
Enemies killed by player traps now count as killed by player
Traps will now cause damage to larger enemies and sometimes knock them down
Plants growing in plots can now be harvested when they are at 70% of their full grow size. The grow time of plants has not changed, only the scaling of the plant will be different with this change
Added a change so that Items can not be stored in inventory when the player does not have their backpack. They are instead immediately dropped
Added Localization on Multiplayer death respawn timer
Added Tutorial Visibility setting to options page
Added Vitals Hud Visibility setting to options page
Added Global GUI Visibility setting to options page
Improved visual transition when getting onto zipline
Set up LODS for the golf bag and putter, Grenade, Time Bomb, Molotov, Vodka Bottle, Pills, Wristwatch and Money
Adjusted the positioning of the pendulum on Hokey Pokey trap so that the end of the rope would not look disconnected at the anchor point
John2 will now properly set off traps
Radio music events are now updated with both position and rotation
Improved the positioning of the UI interaction for ropes
Climbing Ropes now stop at the surface of the water rather than go to the bottom
Scaled down the 3d printed sled a bit while it’s in the printer
Added an option to allow players to set if traps will trigger on players. This is off by default but on in hard survival. (Spring traps always trigger)
The Fly Swatter and Bone Maker traps will now do some damage to the player if they set them off
All traps have been adjusted to be able to be placed on steeper slopes to make placement less restrictive
Added dedicated server direct connection via <ip>:<game port> in the multiplayer menus. You can now connect directly to a specific server without waiting for the entire list of servers to refresh
Cooking pot lid will now properly update its cooking animation for clients
Added the ability to override the pickup audio event so that we can have the berries plucked from bushes use the correct sound
Updated LODS on the traps
Hard to select items in quick select such as herbs are now easier to select
Added the Q button to the printer UI to show people they can also cycle backwards
Added LODs to animals
Shooting dead bodies with rifle will now impart more force
Freeform placed structures such as fire or fence post placed on floors are now linked with the supporting floor. It will properly prevent dismantling of the floor as well as propagate the collapse in the event the floor gets destroyed
Reinforced fire rocks now stay in place when fire runs out of fuel, and a stick can be added to refuel it
When damaging effigies, now only the first stick gets distorted and repairing it brings it back in position
Small structure links are now synced with multiplayer clients so that restrictions can be calculated locally instead of getting their invalid actions rejected by the server when attempted (i.e. dismantling a floor supporting a chair)
Tree stump LODs added
Floating driftwood range increased and LODs added
A few more light blockers for Food Bunker (fixed light leaking in) and added Distance Activated Groups
Various environment cleanup and fixes
Bunker Entertainment spittle moved to work scheduler, missing LODs added
Bunker Entertainment sections now enabling and disabling by area
Food Bunker dining room tables and couches with collisions are now active for bosses when host is not in bunker
Cave rocks in Bunker Entertainment moved to work scheduler
Setup LODs for door planks, stick path, defensive wall spikes, stone fake pillars, stone struts, defensive walls, log and stone beam, electric wire elements, wires, wire zip ties and lightbulbs
Optimized setup for shadows in freeform elements LOD hierarchies
Added combined LOD system for walls and floors, cuts down rendering cost significantly for full walls without windows or floors without holes
Wall torch particle optimized
Cliff Rocks LOD2s optimized
Rock LOD2s optimized
Rock A LOD2 improved visually
Bunker Entertainment light blockers adjusted and added Distance Activated Groups
Changes to convert directories to zips for save games means much less files to sync to steam cloud
Set Male Puffy, Female Puffy and Heavy Heads to use primitive colliders
Defensive wall three quarter LOD improvements
Added displacement toggle to water quality setting
Improved look and usability of debug console (cheats menu)
Balance
Creepies will no longer be focused around cave entrances in late game after loading a save. They should now be distributed around a larger area
Reduced the number of creepies wandering outside in lategame
Fixes
Fixed some issues that could occur after network disconnects
Fix centering on some UI elements
Fixed bug where left hand items would disappear while using repair tool
Player no longer gets stuck when holding crossbow and picking up new items in quick succession
Hokey Pokey trap should no longer get in to a broken physics state where the pendulum would freak out and start spinning
Fixed issue that caused items to not be removed from a layout group if the item was defined as a unique item, but displayed in the layout group as a non onetoone representation
Fixed animation issues and stuck states when grabbing a rope while swimming.
Fixed incorrect scaling on one of the mushrooms in quick select
The laser sight mod pickup no longer shows the laser beam
Fix for broken sticks while crafting arrows causing mesh collider error spam
Item Hotkey UI no longer displays on items that are on the crafting mat
Fixed issue with resin volume and percent complete readouts being incorrect when loading into a game
Fixed audio issues with the 3D printer after loading into a game that had a print in progress or a completed one still on the plate
A 3D print will now resume from the visually correct height once loading in from a save game
Fixed issue with “Collected” UI notifications comping up every time a held item was stashed
Fixed batteries item clipping through the inventory mat and reanimated their shuffle
Set multiplayer lobby as non joinable if connection count is maxed out, in case someone tries to join a game while a client is timing out
While cooking, the prompts are better placed and will no longer go off the screen
Fix for the 3d printer not showing the correct readouts for clients when loading into the game
Fix for players being able to lose their equipped combat knife when they do not have their inventory and hold to equip multiple items and then stash them
Fixed a rare case where items being equipped would loose its Item Instance data if its equip sequence was canceled for some reason
Fix for client audio not working in multiplayer games when cooking directly on the fire
Clients will no longer get an extra drink after a cooking pot has been emptied
Fix for clients always seeing arrows being printed when loading into a save game that has an active print on the printer
Fix to prevent the Hokey Pokey trap from resetting but still thinking it was disarmed
Fix for not being able to drink from a pot that has clean water after it has been placed back onto a fire
The Flashlight will no longer emit light when held by other players that have run out of battery
Fix for 3d printer beeping for out of resin after the item is removed after loading a save game
Added a delay to trigger when stashing quick select to hide all the renderables rather than hiding it on destroy which shows the gimbal issue on the last frame
Fixed issue with some actions using different inputs when interacting with a structure ghost compared to when not interacting with one
Fixed serialization issue when loading into a game where a 3d printer was not actively printing anything
Fix for growing plants being able to be interacted with when they should not be
Fixed white tracker antenna in inventory
Scaled down the horsetail and aloe vera layout items on the grab bag
Fixed issue with rain not showing up in the opening crash cutscenes
Fixed issue with the player rain audio sfx playing in the opening helicopter scene
Fixed issue with non clients not getting the correct printer bed height set when loading in from a save game
Placed paper targets now save
Fix for the cooking pot lid animation and cooking audio not working when loading into a game that has a pot actively cooking on a fire
Fix for radio not syncing correctly on other players when the local player is in their inventory
Fixed issue that was causing some structures to take more damage than intended when hit with melee weapons
Fix for some cases where explosives in network game caused extra damage or didn’t cause damage
Fix for AI trying to path through wall of LeanTo.
Fix UI jumping around when attached to player (eg. speared fish)
Fix skinning prompt being delayed before showing on creepies, and fix some cases where skinning prompt didn’t show up on animals
Fixed case where dead bodies could regrow limbs when player returned to them
Fixed case where small birds would land on objects under water
Fix loading with final boss dead but before ending not showing him in dead state
Fix a case where seagulls could get into an odd animation state when landing interrupted
Fix an issue where John2 wouldn’t play a death or hit animation
Fixed placing fence on cliffs not working
Fixed fence detached placement allowing to snap towards an existing fence
Fixed placing on cliff UI not visible
Fixed quitting to title screen while looking at a ghost structure causing some issues after returning to the game
Fixed dismantling free wire preventing from dismantling supporting structure
Fixed dismantle attempts on fence wire moving the renderer
Collisions on light blockers for cave entrances removed (could block actions)
Fixed repairing floors when supporting beams are inverted
Fixed placing fire in fireplace not working as a client while in fence placement mode
Added some failsafe checks to electric wire and power grid so that it will be less likely to break in the event of a bad linking state
Fixed destroyed floors and doors not leaving behind log planks
Fixed being able to cut a pillar that is supporting a wire (both regular or a free)
Fixed being able to cut floor hole while supporting free form structure such as fire
Fixed case where window shutter wouldn’t toggle properly
Defensive wall gates no longer allow partial collapse
Placement of defensive wall gates now checks if logs are contiguous, prevents cases where weird placement of defensive walls could make broken looking gates
Fixed delay between placing first stone of a beam and the following ones
Fixed sharpened stick defense not spawning a stick when destroyed
Fixed breaking doors not spawning the correct amount of planks
Fixed case where stone pillars would use non LOD versions
Fixed case where lifting a beam with a pillar too short to level the beam wouldn’t link those structures together properly
Fixed case where damaged UI would not show up
Fixed context where dismantling logs placed on uneven terrain leaves a fake pillar
Fixed fence detached placement prompt able to overlap existing fence posts
Fixed fence detached placement blocked when trying to place on slopes in contexts where player can move to the place position
Fixed repairing beams not syncing element transform
Fixed cutting window out of wall failing at the end of the animation if wall is supporting a shutter, it now properly doesn’t show the prompt at all when there is a supported shutter
Fixed destroying stone pillars, beam or walls spawning 1 stone for complete lines instead of the amount that was required to create it
Fixed some sounds not getting synced to clients in multiplayer such as damaging structures
Fixed destroying quarter log variation pillar not yielding the corresponding item pickup
Fixed transforming single log wall into an apex by adding a shorter log not working
Fixed placement preview 3D arrow not centered when placing log on an apex
Fixed zipline controller not cleaning itself up if it gets destroyed while it has player focus, resulting in errors when pressing E afterwards
Wall log rotation is no longer affected by the seeding of the Random system and consistently uses random value for the Z rotation of the log
Fix for light leaking in maintenance bunkers on Ultra Low Shadow setting
Fix for light blockers visible in inventory view when inside maintenance bunkers hallways
Fix for default error when initializing tree wind audio
Fix for collider initialization delay
Limited max characters in multiplayer chat box and fixed auto formatting to prevent overrun
Fix for glider / knight V duplicating bugs
Fixed linked collider issue causing error spam on suitcases
Fix for logic toggling wall torch particles
Fix for underwater controller thinking it’s still in a water volume when trigger is disabled fixes underwater rendering that could happen in lava cave under certain conditions
Fix for multiplayer client stomping bunker hatch / door open state when loading in
Fix initializing time of day from server fixes seasons not switching when first connecting
Fixes for radio playback bugs in bunker entertainment
Fix for light popping when entering Luxury Bunker with flashlight held and SSR disabled in quality settings
Fixed error in thread runner causing game to lock up in credits in some cases
Cave B dead wakeup inventory bag locations fixed
Fix for Lava Streams not damaging players
Converted Math.Eplison to Mathf.Eplison fixes error on some hardware
Audio
Hitting structures with weapons will now make an impact sound
Added missing impact combinations with an event so that there is at least some sound playing for all possible material types
Updated impact sound effects for the glider as they were missing. Also added a sound for when the glider is detached from the player because they hit something
Added audio to demons burning from cross
Setup new damaged sounds for defensive walls and stone structures
Added golf cart Impact audio events
Tweaked speeds of golf cart ‘traction’ audio smoothing
Fixed some network audio bugs with golf cart
Radio panning improvement
Tuned distances on Armsy VO and Footsteps
Added 3d printed GPS case to mouse over and pickup events
Added audio event for wood structures being destroyed
General ambient audio mix improvements
Added Defensive Wall Gate open and close events
In Game mixing of current audio squirrel footsteps, player footsteps on leaves, berry pluck
Fixed missing audio when placing reinforcement rocks
Dedicated contributor at EIP Gaming and a part-time collector of books she will never have time to actually read. Jumps on the newest releases just as quickly as on the uncovered dusty collections from the basement. For her, shiny graphics can never be an excuse to not have a polished player experience or an immersive story.