Sons of the Forest has been around for a while, and it was met with plenty of positive feedback from the committee. This survival horror video game was developed by Endnight Games and published by Newnight. It is the sequel to the 2018 video game The Forest and was released on February 23, 2023, via early access for Microsoft Windows via Steam. The dev wants to provide more to players via patches, and a while ago, a new one was released. The patch notes of the Sons of the Forest May 13 update are below.
Sons of the Forest May 13 Update Patch Notes
Here’s a small patch focused mostly on bug fixing.
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Improvements
- Rabbits can now be electrocuted with the stun gun
- Captured puffies now have an electrocuted reaction that keeps them in the captured/tied up pose
- Rope bridges will now generate nav mesh links allowing A.I. to path across them
- Optimized nav mesh refresh speed
- Kelvin now has a careful jump with a new animation when moving slower
- Split Logs animation sped up after splitting log
Fixes
- Fix for stars not rendering at night
- Ai characters can now eat dropped meat pickups
- Cannibals can now navigate inside of the old fisherman’s huts
- Fixed final boss missing snow trail in winter
- Blocked opening the screw book if the glider is equipped
- Skunk texture resolution adjusted to be consistent with other small animals
- Fixed some cases of Kelvin snapping through walls to sit by fire
- Printer Laptop now properly cycles the blueprints forward and backwards
- Fixed some cases of Kelvin navigating to the level above a player in player built structures
- Fixed issue where ai avoidance could set a path point on a different level of a player built structure
- Snow mound blockers added outside of CaveB entrance
- Fixed some cases where structure nav mesh generation failed
- Fixed some cases of nav mesh on ramps not connecting on uneven slopes
- Fix for destroyed ramps and corner ramps leaving some remnants in nav graph
- Fix for player getting in to a temporary locked state when trying to equip clothing immediately after equipping a piece of armor
- Fix for blendshapes on priest outfit when wearing armor
- Fix for player not putting away their grab bag if they are knocked down at the exact time that they open the grab bag
- Fix for collision errors when throwing ingredients into a cooking pot
- Fix for not getting cooking ingredients back in the correct perishable state when removing them from the pot
- Fixed issues with the cooking recipe UI not always showing recipes correctly
- Gore chair and powered cross are now properly linked with any supporting furniture so they will be affected if the supporting structure is destroyed
- Fix for shotgun shooting off target in some cases when aiming
- Fix for flares not reactivating correctly on dying soldiers
- Fix for other players not playing audio events when holding a rabbit
- Rabbits now fully support big head mode
- Fixed rabbits dropped from hutch being the wrong color variation
- Fix for the player getting their weapon stuck in their hand while driving the golf cart through deep water
- Fix for collisions on lake docks
- Fix for Blueberry Bush LOD1 mesh being offset
- Fix for some gaps in residential bunker doorways
- Fix for tree regrowth sometimes getting desynced
- Fix for falling while on KnightV not limiting speed
- Fix for rope on rope gun not attaching to end correctly
- Fix for golf cart audio sometimes not clearing
- Fix for player not being able to un-crouch near certain colliders
- Number of players waiting to sleep is now properly displayed in dedicated servers
- Fix for not being able to dismount printed sled when not moving
- Clicking “No” when asked to confirm overwrite save will not close the menu anymore
- Fix Virginia’s equipped shotgun and pistol sometimes floating in air for multiplayer clients
- Fix for cases where ai characters could not be visible
- Fix for Raccoons sometimes stealing food through walls, and not playing eating animation
- Fixed an issue that could cause multiple seagulls or ducks to land at same point
- Fix for multiple seagulls spawning from same location by docks
- Fixed red cannibals scared animation being distorted
- Fix for held rabbits flipping upside-down during player knockdown
- Fix for twisting leg during demon and boss demon idles
- Fix for twins locomotion animation which caused improper blending and out of sync animations
- Fix for sleeve intersection during player wake up animation after drowning
- First look animation for dining room table cards has been shortened
- Fixed issue with some log types falling off ziplines at the wrong location
- Kelvin’s help up prompt will no longer show up in the inventory view if the player opens their inventory on top of him
- Fixed rabbit escaping the kill action if the kill action was triggered at the same time as the drop action
- Fix for the player getting into a bad state if the tutorial book is stashed and immediately re-toggled
- Fix for seeing other players with arrows in the slingshot
- Fixed explosive arrows exploding when fake dropped
- Animal heads will no longer easily fall through terrain
- Logs and stones will no longer pop into place for clients when thrown in to holder
- Fix for frozen lakes showing splashes when throwing stones and logs onto them
- Fixed log sled auto-add feature disabling when host wasn’t near
- Fix for generic dug graves lod distance issues
- Fixed locked gold-plated doors not blocking ai from trying to navigate through them
- 3/4 height structure floors will no longer be considered valid for pathing
- Corner ramp structures will cut area from nav mesh
- Some environment fixes for a few open edges on cliffs, and some floating grass
- Some stream LOD ranges adjusted so lower resolution LODs don’t intersect waterfall
- Smoke for muzzle flash particles won’t float above weapons anymore
- Added a missing nav bridge where there is a path across stream so cannibals can cross
- Falling snow fx will no longer be emitted when breaking tree stumps in winter
- Fixed a few cases of cannibal actions able to snap through collision
- Fixed some cases of enemies trying to attack player behind a wall
- Fixed some cases of demon boss position popping when moving into collision
- Control rebinding menu will now use ps4/ps5 gamepads icons instead of xbox
- Fixed tree structure ghosts being destructible
- Fix for held weapons firing when raising a tarps corner with a stick
- Fixed Binoculars not aligning correctly with player’s head when aiming up and down in third person
- Fixed context where dismantling some screw structures didn’t work correctly
- Fixed some cases of cut and place plank animation hanging
- Fixed destroyed lookout tower leaving the bottom rope and some beams floating
- Fixed cost of auto foundations for multiplayer clients when late joining a game
- Fixed messed up corner ramp when remote players add a corner ramp to a leaning beam while another player is completing a strut on the same beam
- Fixed lifting a leaned beam as another player is placing a ramp on it breaking ramp configuration
- Fixed some cases where lifting a beam with a strut concurrently with another player placing a corner beam wouldn’t be cancelled properly
- Fixed other players not animating correctly when they lift beam with a strut
- Fixed tarp floors overlapping if placed by multiple network players at same time
- Fixed tarp wall/floor overlapping a log wall/floor if both are added at the same time
- Fixed auto foundations snapped to other structures not determining correct ingredient cost
- Fixed repairing defensive wall gate not properly returning vertical logs to their initial position
- Fixed jittering look of held screw structures made of logs
- Fixed logs lod visibility when moving furniture
- Fixed being able to duplicate logs using manual tree construction
- Fixed fires fuel amount getting reset to max after loading a save
- Fixed fires not retaining their burnt visual after loading a save or when joining a game as multiplayer client
- Fixed missing collision on incomplete auto foundations
- Fixed settle animations not playing most of the time when building
- Fixed gaps in underwater rendering near some waterfalls
- Fixed active fingers spittle objects not cleaned up on actor disable
- Fix for the fire audio never stopping when shooting a fire arrow or throwing a molotov into water
- Fix for lake water bouyancy being disabled when host enters a cave
- Fixed local construction audio events doubling up for clients when a network player is nearby
- CaveC water volumes will now be enabled when client is inside cave and host is outside
- CaveD gold environment assets will now have collision enabled for ai when client is in cave and host is outside of the cave
- Fixed wrong renderer sometimes getting switched to built when building snapped platforms
Audio
- New sound for small plastic items physics interactions added to energy bar