Survive The Forest

You can save now, but its still very buggy and you lose items when you do so.. But hey, its alpha.. it comes with the territory. Still having fun with it, and your main structures seem to save well enough.

I jumped in again on the weekend. Had updated my video card drivers (radeon 280x) and after playing for around an hour the game crashed with badly corrupted video (completely mashed green and purple static lines). On soft reboot I ended up with the "Windows cannot boot" error. Spent the next couple of hours recovering my boot drive. Went back to Wolfenstein with no problems.

Will come back at a later time
 
hmmm, i draw the line at a poor coded game scrambling my hardward

will also come back when game is working - graphics, bugs and save
 
Getting more CTDs now, but no artifacting at least.

I love the games atmosphere, but the AI, which was the main selling point of the game seems to be very buggy and not quite as intelligent / unpredictable as it was made out to be.

Example 1: Tribe-people spawning right next to your camp.
Example 2: Tribe-people/mutants becoming 'stuck' & not fighting back.
Example 3: Tribe-people not exhibiting different responses, there is no run and hide, escape, or emotional behaviour observed so far, just flanking and chasing you when you flee.
Example 4: Tribe-people only 'patrol' - I haven't observed them doing any more realistic behaviour such as foraging, in-fighting, socializing, rituals, crafting/building etc.
Example 5: They don't seem to adjust there behaviour based on your past encounters with them, they should get scared of you, nor does the difficulty ramp up with numbers/mutants from my play so far.

Obviously there are a hell of a lot of bugs to iron out aswell, but I feel like even at this early stage of development the main sell-point of the game (enemy AI) should have been fleshed out more than it is already.

Am I being unrealistic with this one? Have you experienced otherwise? Would be interesting to see if they have planned on fixing / developing on any of the issues mentioned so far in the upcoming next patch in 4 days...
 
Obviously there are a hell of a lot of bugs to iron out aswell, but I feel like even at this early stage of development the main sell-point of the game (enemy AI) should have been fleshed out more than it is already.

Am I being unrealistic with this one? Have you experienced otherwise? Would be interesting to see if they have planned on fixing / developing on any of the issues mentioned so far in the upcoming next patch in 4 days...

The game isn't being sold as finished, so the main sell point is irrelevant because as it stands as it's early access & very early Alpha.

As the game gets closer to being finished, I would expect the AI to have changed dramatically.
 
Getting more CTDs now, but no artifacting at least.

I love the games atmosphere, but the AI, which was the main selling point of the game seems to be very buggy and not quite as intelligent / unpredictable as it was made out to be.

Example 1: Tribe-people spawning right next to your camp.
Example 2: Tribe-people/mutants becoming 'stuck' & not fighting back.
Example 3: Tribe-people not exhibiting different responses, there is no run and hide, escape, or emotional behaviour observed so far, just flanking and chasing you when you flee.
Example 4: Tribe-people only 'patrol' - I haven't observed them doing any more realistic behaviour such as foraging, in-fighting, socializing, rituals, crafting/building etc.
Example 5: They don't seem to adjust there behaviour based on your past encounters with them, they should get scared of you, nor does the difficulty ramp up with numbers/mutants from my play so far.

Obviously there are a hell of a lot of bugs to iron out aswell, but I feel like even at this early stage of development the main sell-point of the game (enemy AI) should have been fleshed out more than it is already.

Am I being unrealistic with this one? Have you experienced otherwise? Would be interesting to see if they have planned on fixing / developing on any of the issues mentioned so far in the upcoming next patch in 4 days...

It's called early access for a reason dude.

:confused:
 
Indeed, it's still only a v0.01 build, not even an alpha yet - the finer details will be altered much later on. At the moment it is just about establishing the basic framework of the game mechanics and making sure there are no major bugs/issues.
 
Hey Everyone,

Here’s our first big update! This week we’ve worked on a mixture of new features, bug fixes and optimization.

Please continue to post your bug reports and feedback in the Discussions area of the Community Hub or send them in to [email protected].


Version 0.02 Changelog (Saved games from 0.01 won’t work with this version)


New features and gameplay tweaks:



Sharks
Simple raft now buildable via book (No Sail yet!)
Walls can now snap to form floors and roofs (experimental, can defy gravity)
New suprise item added to yacht
When being knocked out for first time you will now wake up in a random cave
Lowered fall damage amount
Birds can be killed with fire
Stamina recharge now takes longer
You can now block attacks with the red plane axe by holding down right mouse button
Timmy taken scene a little more dramatic, better lighting, sparks
Lowered intensity and range of fire light
Lowered health on turtle
Improved fish movement
Increased range of lighter
Enemies will drag downed friends out of danger again
Females will sometimes freak out at dying family members


Performance:



Improved load times
Reduced stutter
Overall performance increases
Big memory optimizations, should help crashing on some pc’s
Improved cave wall memory usage
Dropped sticks and rocks are now pooled and shouldn’t increase memory over time
Optimized hud rendering (10% faster on cpu)


World:



Improved lake water swim zones
Ocean swim zones now correctly rise and fall with tide
Underwater visuals improved
Improved terrain in some areas, reduced lumpiness in rocky area, fixed issues with caves poking through terrain
Fixed super deep ponds that could kill players by falling into them
Small old boat collision added
Plane exterior collision added
Improved balance on some grass textures (less bright)
Lowered top heavy pine tree to be easier to cut
Lots of small material/texture tweaks
Sunset/sunrise made brighter
Beach cave entrances made bigger and easier to enter
Improved world collision in some areas
Improved low resolution mountain textures
Improved terrain rendering and missing specular
improved cave lighting and details (caves 4,5)


Bugs:



Fixed countdown timer not taking different time zones into account
Fixed some spelling mistakes in tutorials and in survival book
Fixed shelter on fire spawning infinite logs
Fixed bug where day count was 1 more than it should be
Fixed issue where sticks,rocks and logs needed could go to -1
Fixed not switching back to default weapon after holding lizard, rabbit or fish
Fixed player not colliding with things tagged ‘Prop’
Fixed light leaking into parts of some caves
Fixed bug where you couldn’t cook multiple times on same campfire
Fixed spear being able to cut down trees
Fixed ponds flickering at certain distances
Fixed some items not being saved in inventory when game is loaded (some might still vanish, expect more saving fixes/improvements soon)
Fixed log holder not saving logs on load/save
Fixed twinberries not having eat icon and having wrong leaf texture
Fixed bloody tables in cave not being cut out of nav mesh
Fixed lizard and rabbit skin triggers not being connected to ragdoll body
Removed extra set of teeth and eyes appearing behind Timmy
Chopping dead bodies no longer results in player flying into the air
Animals no longer spawn multiple copies if on fire
Cannibals shouldn’t run underwater or follow player out to the boat (they might run a little bit into water however)
Fixed some bushes missing vertex colors when cut
Fixed birds landing in sky, improved bird a.i. and performance
 
Dude, do you even alpha?

should have taken my post to "The Forest" suggestions forum thread maybe :p

I really REALLY hope they focus on the AI once they've got most of the game-breaking bugs dealt with though. Stuff like Co-op and sandboxy "I want to build a big castle with a moat" features should come much later as the enemy AI is the beating heart of what makes the game, it was the main idea which made everyone buy into it.

Fingers crossed, will be giving it a few go's tonight to checkout the update for sure :)
 
Had a quick play and it seems good so far. The only items I lost when loading a save were the booze bottles, and my health seemed to regen much better than before.
Also, Its maybe my imagination but the savages were easier a bit to kill than before.
 
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