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Es können viele Höhlen in The Forest gefunden werden, welche alle unter Peninsula verlaufen. Die Entwickler versprachen, dass in Zukunft alle Höhlen indirekt miteinander verbunden werden. Dadurch sollen auch die kleineren Inseln über einen Landweg (durch Höhlen) erreichbar sein. Die meisten einzigartigen Gegenstände und für die Story wichtige Objekte können in Höhlen gefunden werden. Mittlerweile wurden auch fast alle sonstigen wichtigen Gegenstände in Höhlen verlegt.
Eingänge[ | ]
Es gibt drei verschiedene Arten von Eingängen: 1. Eingänge, bei denen sich der Spieler durch einen schmalen Felsspalt quetschen muss, 2. Eingänge, bei denen der Spieler ein Seil hinunter klettern muss (Der Eingang ist dann von einem Steinhaufen umgeben) und 3. Unterwasser-Eingänge, bei denen der Spieler unter Wasser tauchen muss, um die Höhle zu betreten. In diesen Fall ist die Tauchausrüstung notwendig. Achtung: Es kann sein, dass der Spieler mehrere Seile hinunter klettern muss, um erst in die Höhle zu gelangen.
Gefahren[ | ]
In den Höhlen trifft man oft auf Kannibalen und manchmal auch auf Mutanten, z.B. Virginias, Armsys und Kuh Mutanten. Außerdem gibt es viele Gruppen von Mutantenbabys, welche in engen Passagen eine große Gefahr darstellen.
The Pale Cannibals come in two primary flavors: the standard pale/blue male, and a weaker hunched type in-between the regular and skinny aboveground cannibals. Both can occasionally wield crude weapons, most often the crafted axe.
Cave enemies are unique: they will quickly reset to their safe positions if they get stuck or wander off. On the other hand, surface enemies spawn infinitely at increasing rates, yet cannot use climbing ropes, squeezes, or flooded shafts. As cleaning a cave is only temporary due to enemies respawning, the player should gather all ressources and items if possible.
This is still the case as of v0.73b, though it may change further in development.
What to Expect[ | ]
- Caves usually have an abundance of supplies scattered about (such as cash, coins, flares, sticks, ropes, sodas, dynamite, etc), most of which respawn upon going through any cave entrance. Thus, the player may often end up leaving better-stocked than when they went in.
- The caves are mostly pitch black (with the exception of scattered skull lamps and luminescent formations), requiring the player to use a light source such as the lighter, flashlight, or a tool wrapped in cloth (the best being the "upgraded stick", with by far the longest burn time 5 min) Except for lighting a burning arrow, which for some reason never goes out.. Tip: Adjusting the game's color settings to a lighter scheme such as "Modern" or increasing gamma may help a lot with this.
- Some of the caves have save points in the form of orange tents left by previous spelunkers, and the player can build disposable leaf shelters in emergencies.
- Unless it is broad daylight outside, touching water in caves will usually result in the "cold and wet" status condition. Also note that as of v0.65b, aboveground rain still affects much of the cave system, often soaking the player and putting out their torches for no apparent reason.
- Many of the most disturbing scenes to be uncovered in the Forest are within the caves.
Höhle 1 - Death Cave[ | ]
Die "Death Cave" hat vier Eingänge: Einer in der Mitte der Seite des Kraters, einer südlich vom Krater,einer südlich vom Cockpit, und einer südlich von der Ecke mit den Teichen, die man südlich vom Krater aus verfolgen kann. Es gibt eine Wand (ungefähr im Nord-Osten der Höhle), die mit Dynamit gesprengt werden kann. Dahinter befindet sich ein Weg, der einen in Höhle 9 bringt. Außerdem geht die nördliche Seite von Höhle 1 nahtlos in Höhle 3 über. Dies ist über ein Seil zu erreichen.
Diese Items können in Höhle 1 gefunden werden:
Höhle 1 Eingang 1[ | ]
Der meist benutzte Eingang, bei dem man das Katana erhält. Wird auch "Katana Höhle" genannt.
Höhle 1 Eingang 2[ | ]
In der Nähe des Eingangs sind fünf vermisste Passagiere.
Ein Kannibalen Effigy, dass aus Passagieren gemacht wurde.
Cave 1 Update History[ | ]
Version | Changes |
---|---|
v1.0 | Fixed holes and new lighting
New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading Added new Loading/Unloading Caves message while entering/exiting caves |
v0.62 | Fixed a water area in cave 1 that was missing it’s trigger making it not swimmable
Fixed cave ground not properly initializing down cave 1’s sinkhole ledge Caves – Pass on Cave 1 holes and items placement. |
v0.56 | Caves – Fixed broken swimzone in Cave 1 hallway |
v0.54 | Cave 1 More cave audio ambience between wood plank walls, Added broken wood plank details moved cross pick up to before first wall breakdown, Fixed unbreakable box on walkout side to sinkhole area
(Balance) Added some skinny pale enemies to cave 1 armsy room |
v0.46 | Fixed some navmesh issues in Cave 1 |
v0.39 | Caves – added more sfx to cave 1
Caves – replaced cave 1 hanging skull lamps with dynamic versions Caves – Removed all old rocks from cave 1 |
v0.38 | Caves – removed old rocks from Cave 1
Caves – fixed skulls inside walls in cave 1 Caves – fixed intersecting sticks in cave 1 Adjusted enemy layout in cave 1 |
v0.37 | Caves – Fixed hole in cave 1 leaking light
Caves – Fixed timmy drawing 2 in cave 1 not being pickupable |
v0.33 | Fixed cave 1 bats exiting cave at wrong position |
v0.31 | Cave 1 – adjusted stalactites in flooded room, sinkhole walkout hallway walkout added |
v0.30 | (balance)Updated enemy layout in cave 1 |
v0.28 | Caves- upped collision detail on walls for cave 1
Caves – replaced old lamps in cave 1 and improved cave 1 lighting Moved katana from in front of cave 1 to deeper inside cave 1. |
v0.26d | Fixed large missing piece in cave 1 |
v0.26 | Improved look of cave 1 entrance, better rock materials and fixed running water settings on cave wall molted type |
v0.25 | Cave 1 – fixed seam in floor, fixed distortion in parts of floor. Raised rocks in flooded room. lighting improvements, more walls replaced with mineral wall type |
v0.21 | Fixed shadow blocking partially blocking climb exit in cave 1 |
v0.20 | Cave 1 tweaks – added more holes with light streaming in, fixed some stalagmites floating above floor, moved headless body, added dynamite pickups near hole to sinkhole. Fixed hole to sinkhole view being blocked. Added more enemies to large room. Re-worked dead room with better pickups. Replaced hanging bodies with dynamic hanging bodies. Fixed repeating story pickups, so now only 1 of each is pickupable (i.e. bibles) Cave 1 now connects to Cave 3. Hanging bodies added to armsy room. |
v0.19 | Re-worked pickups in cave 1 dead room. |
v0.13 | Cave 1- major design re-work. More interesting areas, easier to navigate, more secret areas and items, improved collision. |
v0.01 | Cave 1 added to the game |
Cave 2 - The Hanging Cave[ | ]
Cave 2 has a climbing entrance inside the main Cannibal Village. There is a second entrance to the north near a smaller village on the side of a lake. The first time the player dies, they will wake up in this cave tied by their feet to the ceiling, with their plane axe within arm's reach on the ground nearby.
The following items can be found in Cave 2:
- Modern Axe
- Compass
- Map
- Robot toy head
- Autopsy Report
- The Practical Caver
- Cassette 1
- Cassette 4
See also Cave 4 - The Hanging Cave
Cave Climbing Entrance[ | ]
Verry unique cave entrance with decorative skulls pile
Another passengers are located near this cave entrance
Cave Climbing Entrance[ | ]
Cave Entrance[ | ]
Cave entrance is located near Lakeside Village
Cave 2 Update History[ | ]
Version | Changes |
---|---|
v1.0 | Fixed holes, new lighting and polish pass in several rooms. Tried to make the hanging room more inviting.
New decorative props added to cannibal village climb entrance New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading |
v0.71 | Cave 2 lighting improvements |
v0.57 | Caves- fixed holes in Cave 2 |
v0.43 | Caves – Camping garbage added to cave 2 |
v0.42 | Caves – fixed 2 holes in cave 2 |
v0.41b | Updated navmesh in cave 2 to improve enemy pathfinding |
v0.41 | Fixed player being shot out of cave 2 exit if they had entered via rope entrance |
v0.39 | Fixed rope in cave 2 not correctly aligned causing hands to not visually attach |
v0.37 | Caves – Fixed timmy drawing 2 in cave 1 not being pickupable |
v0.33 | Caves – fixed short rope alignment in Cave 2 |
v0.32 | Removed broken rebreather from cave 2. Is now only findable in cave 5 |
v0.30 | Added condition to complete the explore cave 2 task from todo list (the task triggered after hanging scene) |
v0.29 | (Balance) Meds added to Cave 2 |
v0.28 | Caves- lighting fixes in cave 2
Moved second modern axe from dead tree to deeper inside cave 2. |
v0.26 | Cave 2 removed extra cave corpse in dead room
Cave 2 walls rexported with improved collision Cave 2 hole in corridor plugged up |
v0.20 | Cave 2 hidden stash room added |
v0.19 | Changed cave dead to always be in cave 2 location. |
v0.15 | New climbable area added to cave 2 |
v0.13 | Cave 2 crayon map drawing with shiny sticker stars on it added as a collectible item. (hint: try and find locations of stars)
Improved cave 2 entrance visuals |
v0.12 | (audio)New cave 2 waterfall sounds added
Cave 2 – added sky opening to big lake room letting some light in |
v0.11 | Major re-work of cave2 environment, more interesting rooms, better layout of rocks, new rock types and better flow through areas. Added small water falls |
v0.04 | Improved dead cave lighting and cave 2 lighting |
v0.01 | Cave 2 added to the game |
Cave 3 - The Wet Cave[ | ]
Cave 3 has been resurrected as its own unique cave as of v0.54, rather than being merged with Cave 1 and the rest scrapped. It has two entrances: one on the river-bottom near the cockpit and one near the dirty white tents across from two cannibal structures nearby.
Much of the cave is underwater, similar to Cave 5 (see below). The rebreather and climbing axe are necessary to fully explore Cave 3. It is separated from Cave 1 by a rope. Climbing the rope will grant access to the water areas, which are separated by a climbing wall that can be jumped down but not back up.
The following items can be found in Cave 3:
- Robot toy arm
- Chainsaw
Cave Entrance[ | ]
Cave Swimming Entrance[ | ]
Underwater Cave swimming entrance
Cave 3 Update History[ | ]
Version | Changes |
---|---|
v1.0 | Caves – fixed holes, lighting and transition areas between other caves
Added darkening in cave entrances to cover transition of player entering and loading |
v0.69 | Caves – fixed holes in caves 3 |
v0.68 | Caves – chainsaw moved to cave 3 |
v0.54 | Cave 3 lighting pass, extra planks, extra floating items, old pot prefabs, air canisters to flooded room, fixed missing climbing wall, added swim out area to above ground
Cave 3 added floating items and floating heads (Balance) Cave 3 improved enemy layouts and added more enemies |
v0.39 | Caves – fixed hole in cave 3 |
v0.31 | New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.29 | Fixed missing wall in cave 3 |
v0.22 | Fixed water partially covering entrance to cave 3 |
v0.20 | Cave 1 now connects to Cave 3. |
v0.01 | Cave 3 added to the game |
Cave 4 - The Hanging Cave[ | ]
Cave 4 has an entrance to the west of the cannibal village on the side of a lake. It blends into Cave 2. It contains one Spider Mutant (Virginia) and several mutant babies.
It's part of cave 2, but listed seperatly in the survival guides to-do list as "keep exploring the hanging cave".
The following items can be found in Cave 4:
- Cassette 2
Cave Climbing Entrance[ | ]
Cave 4 entrance is located near Lakeside Village
Cave 4 entrance is located near Yacht
Located in the largest clearing in The Forest
Cave 4 Update History[ | ]
Version | Changes |
---|---|
v1.0 | hole fixes and polish
New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading |
v0.62 | Caves – Pass on Cave 4 holes and item placement |
v0.61 | Caves – Cleaned up cave 4 greebles and walls in main cavern |
v0.46 | Caves – Fixed hole in Cave 4 |
v0.41 | Caves – Dead baby piles added to cave 4 |
v0.38 | (balance)Added more supplies to cave 4 room (virginia room) |
v0.31 | New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.18 | Moved cave 4 death position further back so you don’t get instantly killed by Virginia |
v0.02 | Improved cave lighting and details for cave 4 |
v0.01 | Cave 4 added to the game |
Cave 5 - The Submerged Cave[ | ]
Cave 5 has two entrances on the south-west of the peninsula, as well an underwater entrance beneath Geese Lake. Please note however, that entering the underwater entrance without the re-breather will likely lead to death. Cave 5 is divided into two sections by a giant Stone Door. It is also worth noting most of Cave 5 is underwater.
The following items can be found in first part of Cave 5: (Southern entrance)
- Rebreather
- Flashlight
The following items can be found on the other side of the Door: (Geese lake entrance)
- Rusty Axe
- Virginia Sketch
- Flares
Cave Swimming Entrance[ | ]
Cave Entrance[ | ]
Many mutants around
Cave Climbing Entrance[ | ]
Cave 5 Update History[ | ]
Version | Changes |
---|---|
v1.0 | hole fixes and polish
New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading |
v0.73 | Caves - Updates and polish to Cave 5 |
v0.48 | Caves – removed doubled up magazine in cave 5 |
v0.38 | (balance)Added food and soda near cave 5 air pickups
Updated enemy layout in cave 5 Caves – fixed bad value on hanging body in cave 5 |
v0.35 | Caves – Fixed dead body intersecting with pedestal in cave 5 |
v0.32 | Removed broken rebreather from cave 2. Is now only findable in cave 5 |
v0.31 | New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.29 | Fixed rock partially blocking cave 5 climb out entrance |
v0.28 | Cave 5- improved lighting, removed old purses, many collision and wall fixes, fixed cross pick up fixed, cleaned up stalagmites and replaced with breakable versions. Stalagmites added to geeselake swimout. Cleaned up pick ups and props. Replaced unbreakable tables with proper versions. Made tighter light blocker to prevent light leaks. Removed rock dressing from ground that looked cluttered.
Caves- upped collision detail on walls for cave 5 Removed Armsy from bottom of cave 5 Moved rusty axe from early in cave 5 to deeper inside cave 5 |
v0.26 | Fixed armsy being able to fall into water at the bottom of cave 5
Cave 5 added mineral walls to swim up room and added new props |
v0.18 | Cave 5 door can now be opened by placing items on weight |
v0.02 | Improved cave lighting and details for cave 5 |
v0.01 | Cave 5 added to the game |
Cave 6 - The Lawyers Cave[ | ]
Cave 6 stretches under the west coast of the peninsula. It is split into two halves by an underwater passage, and connects to caves 5-submerged and 10-waterfall. It is one of the most dangerous, having multiple mutants, over a dozen cannibals, and many babies. Both halves contain several passengers. In order to fully explore the cave, the player will need the rebreather and two explosives.
The eastern half has one climbing entrance on the north side of Goose Lake, dropping into a small room full of beheaded lawyers and their briefcases, from which the cave draws its name. It initially houses 1 Virginia and multiple regular cannibals. To the north, it continues into cave 10-waterfall through a pair of destructible rock walls. To the south, a long flooded passage leads to cave 5-submerged.
The western half has 2 squeeze-in entrances, one north-northwest of goose lake and one in the side of a hill near the shipping containers. Its passages house both types of Pale Cannibals and multiple babies, with an additional Blue Armsy in the mass grave pit guarding the keycard.
The following items can be found in Cave 6:
Cave Climbing Entrance[ | ]
Cave Entrance[ | ]
Cave Entrance[ | ]
Cave 6 Update History[ | ]
Version | Changes |
---|---|
v1.0 | huge pass on lighting and general polish and fixes
Added darkening in cave entrances to cover transition of player entering and loading |
v0.69 | Caves – fixed holes in cave 6 |
v0.46 | Fixed navmesh in cave 6 causing enemies to not find paths to player sometimes
Caves – Fixed cave 6 cut female legs not being dynamic |
v0.45 | Improved texture resolution on cave corpses in cave 6 |
v0.43 | Caves – fixed holes in cave 6 |
v0.38 | New art added: Corpse piles, added to cave 6 |
v0.33 | Caves – New cave 6 climb down entrance added |
v0.32 | New story pickups added to Cave 6 |
v0.31 | New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.30 | Clean up of some eye level stalactites in Cave 6 |
v0.28 | Caves- upped collision detail on walls for cave 6
Caves- fixed missing wall in cave 6 |
v0.24 | Fixed some swimzones in cave 6 and in other areas around world that shouldn’t have been there |
v0.22 | Cave 6 major re-work
Updated enemy layout in cave 6 |
v0.01 | Cave 6 added to the game |
Cave 7 - The Chasm Cave (north) - The Sinkhole Cave (south)[ | ]
The accessible entrance to Cave 7 (squeeze-in) can be found after crossing the northern-most land bridge connecting the peninsula to the mountains. It is the most difficult cave, in terms of length to complete and amount of enemies present. It contains, currently, a minimum of 6 mutants, including Armsies, Virginias, and Cowmen, some of the blue variety. It also contains over a dozen regular cannibals, and several babies as well. In order to fully explore the cave, the player will need the Climbing Axe and the Rebreather, along with some sort of explosives. This cave should not be attempted without being fully supplied and stocked, due to its difficulty.
This cave also opens up into the side of the sinkhole via a set of stone doors, which start out fully open (pedestals loaded with rocks). Once the enemies are cleared out, this is the "intended" path for players to reach the bottom of the sinkhole, as they can just go through Cave 7 rather than trying to slide/climb down the walls or build a staircase.
It has passengers 8, 9, 10, 11, and 12. May also have 22, 23, 24, and 25.[confirmation needed]
The following items can be found in Cave 7:
- Tennis racket
- Pedometer
- Flashlight
- Robot toy second arm
- Modern bow
- Robot toy left leg
- Tape 4: ''Side Effects''
- She's not dead / She is sleeping note
- Restraining order
Cave Entrance[ | ]
Cave 7 Update History[ | ]
Version | Changes |
---|---|
v1.0 | Lighting and hole fix pass
Added darkening in cave entrances to cover transition of player entering and loading |
v0.69 | Caves – fixed holes in cave 7 |
v0.60 | Caves – removed duplicate modern axe from Cave 7 |
v0.39 | Caves - fixed hole in cave 7
Fixed Armsy getting stuck on wooden planks inside cave 7 |
v0.38 | Caves- fixed hole in cave 7 where you could fall out.
Caves – more lighting in cave 7 Caves- cave 7 entrance work |
v0.35 | Caves – Fixed cave blocker intersecting cave 7 entrance. |
v0.31 | Updated enemy layout in cave 7
New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.26 | Updated enemy layout in Cave 7 |
v0.21 | Cave 7 lighting and props pass |
v0.20 | Unblocked and fixed entrance to cave 7 |
v0.01 | Cave 7 added to the game |
Cave 8[ | ]
Cave 8 has been merged with Cave 7 with most parts scrapped in v0.20. It is possible that it will come back as a cave, as the developers have done so for Cave 3 (see above).
Cave 8 Update History[ | ]
Version | Changes |
---|---|
v1.0 | overall polish pass
Added darkening in cave entrances to cover transition of player entering and loading Fixed Cave 8 broken waterzone Fixed Cave 8 bridge room floor |
v0.69 | Caves- fixed polaroid pickup in cave 8 not showing up in book
Caves – Cave 8 cleanup and improvements |
v0.54 | Caves – fixed hole in Cave 8 |
v0.49 | Updated enemy layout and navmesh in cave 8 |
v0.39 | Caves – lighting and layout work in cave 8 |
v0.38 | Cave – Fixed ceiling too low in cave 8 exit to sinkhole
Caves- Smaller peek hole in cave 8 Adjusted enemy layout in cave 8 |
v0.34 | Caves – fixes to cave 8 sinkhole entrance |
v0.31 | Updated enemy layout in cave 7 & 8
New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.26 | Fixed mutants being able to follow player into water in cave 8
Updated enemy layout in Cave 8 Cave 8 moved walls near entrance to clear walking ledge Cave 8 fixed air pocket in corridor water Cave 8 re-exported walls to fix issue with climbing down ropes through rocks Cave 8 weights moved down to more easily see what you are placing in them |
v0.24 | Updated cave 8 enemy layout |
v0.22 | Cave 8 rework |
v0.01 | Cave 8 added to the game |
Cave 9 - The Ledge Cave[ | ]
There are two main entrances to Cave 9, as well as two other entrances both placed on the same ledge in the Sinkhole.
In the most southern part, there is a wall that can be blown up in order to grant access to Cave 1. Multiple walls in Cave 9 can only be scaled with the Climbing Axe, which is found near the center. The player should take care not to fall into the deep pit in the center of the cave while attempting to cross around the ledges.
Cave 9 contains several cannibals, as well as several mutant babies.
The following items can be found in Cave 9:
- Climbing Axe
- Tape 3: "Opening the artifact"
Cave Climbing Entrance[ | ]
Entrance is located between Big Lake and Sinkhole
Cave Climbing Entrance[ | ]
Cave 9 Update History[ | ]
Version | Changes |
---|---|
v1.0 | overall polish pass
New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading |
v0.67 | Caves – Fixed water zones not lining up in Cave 9 |
v0.65 | Caves – fixed holes in cave 9 |
v0.60 | Caves – replaced broken rope with slope in cave 9 |
v0.55 | Cave 9 – added more sound effects, and more stalactite models |
v0.54 | Fixed Cave 9 curled body in ground |
v0.49 | Updated enemy layout and navmesh in cave 8 |
v0.41 | Caves- ROV added to cave 9 |
v0.38 | Caves – Moved Climbing Axe to cave 9 |
v0.37 | Caves – Fixed cave 9 sinkhole entrance not being visible from above ground |
v0.33 | Caves – extended water zone in cave 9 climb entrance pool so you don’t fall through to the ground. |
v0.31 | Added climb out areas to cave 9 sinkhole overlook area
Added some tents to cave 9 climb down entrances to make them easier to find Cave 9 – adjusted layout and lighting New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.23 | Cave 9 re-work |
v0.19 | Cave 9 added to the game |
Cave 10 - The Waterfall Cave[ | ]
The entrance to Cave 10 can be found to the west of the sinkhole. It is extremely deep and requires two ropes to climb down before you reach the bottom. There is one main area, half filled with water, at the bottom of the waterfall. A caver camp can be found at this level, with orange save tents, flare chests, and various supplies. Climbing down another rope will lead you to a room with a small central pond with a boat, as well as one Cowman and a single cannibal. It seems to be rather nautically-themed, with many lifebuoys / lifesavers hung on the walls. A map of this can be seen above, in the section for Cave 6.
Near the end of the cave, there are two wooden walls that can be broken with an axe, leading to two passengers of the flight.
Blowing up a double set of rock walls, the player can access Cave 6.
The following items can be found in Cave 10:
Cave Climbing Entrance[ | ]
- Cave-enterance-the-forest-1-0-dirty (20).jpg
Beach Hut Village in the far distance
Cave 10 Update History[ | ]
Version | Changes |
---|---|
v1.0 | overall polish pass
New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading |
v0.64 | Caves – polish pass to Cave 10 |
v0.57 | Caves- fixed holes in Cave 10 |
v0.43 | Caves – Camping garbage added to cave 10 |
v0.38 | Adjusted enemy layout in cave 10 |
v0.37 | Caves – Fixed holes in cave 10
Fixed life preservers clipping in cave 10 |
v0.36 | Fixed yacht magazine in cave 10 being caver magazine when picked up |
v0.34 | Fixed cowman in cave 10 sometimes disappearing when approached |
v0.33 | Caves – Tighter light blocking around cave 10 climb entrance to prevent leaks |
v0.31 | New todo tasks: explore caves 3, 4, 5, 6, 7, 8, 9 and 10 |
v0.30 | (balance)Updated enemy layout in cave 10 |
v0.28 | Caves- yellow flare crate should be synced in MP in cave 10 |
v0.26 | Cave 10 extra props added |
v0.23 | Improved terrain around cave 10 and fixed orange tent sitting crooked on rock |
v0.20 | Cave 10 added to the game
rough Cave 10 added |
Endgame[ | ]
Cave HC - The Unnamed Cave[ | ]
This has been the temporary name used for the recently implemented cave at the bottom of the sinkhole. This can only be accessed by swimming through the small hole in the water (rebreather required). After a long swim the player will resurface in a very large chamber. Certain sections of the walls will resemble actual construction, with the same obsidian-like material as the Stone Doors. The player will encounter several cannibals. Though there is a climbing wall, it can be avoided by simply jumping up the rocks nearby and leaping across.
Further in the cave the player will find a long corridor. After traveling down a long hallway that has been constructed, the player will encounter a large mechanical door. The door leads into the Sahara research lab.
The following items can be found in Cave HC:
- 2 Timmy Drawings
New cool lightning in Cave HC
Cave Science - The Sahara Cave[ | ]
This is a temporary place-holder name for the cave located between the research lab and the elevator to the observatory. It is only accessible via the research lab, with a walk-in entrance. It features dozens of mummified corpses, perhaps those of Sahara employees who have fallen to the death obelisk. It requires the rebreather to swim through, and there are no enemies. It has one set of sacrifice doors.
Speculation[ | ]
The caves appear to serve as a home to many of the cannibals, and are where they bring the majority of corpses they collect. Dozens of passengers can be seen hanging from the ceilings, and relatively fresh body parts can be seen hanging or scattered on the ground in some places. Mutant babies can commonly be found in these caves, suggesting that they serve as the breeding ground for the mutants. Following this line of thought, it can be assumed that the spider mutant serves as the brood mother, seeing as how she appears to have functioning (albeit horrendously deformed) genitalia and is rarely seen outside of the cave system. The caves also house a variety of mummified corpses that appear in the more unique areas. How the mummies connect to the cannibals is unknown, as they were left alone after death rather than being eaten, suggesting their presence may pre-date the formation of the cannibal society. They are most likely going to be significant figures in the developing story.
Update History[ | ]
Version | Changes |
---|---|
v1.0 | Hellcaves - polish and fixes. New corridor layout added to cavern room
Rebreather is auto equipped now when diving underwater in caves Fixed bats fly out of cave position being wrong Fixed lowering texture resolution breaking cave entrance visuals Fixed in cave state sometimes breaking when entering swim caves Added new gore underfoot sounds to gore piles in caves Door weights now only accept rocks and skulls and can no longer be collected back New cave climbdown area covers and fixes can stand on opening holes Added darkening in cave entrances to cover transition of player entering and loading New underwater lake refraction visuals! And fixed looking up in cave water and seeing only black. Scene now correctly refracted! Old suitcases in caves can now be broken Player can no longer save while doing other actions like entering caves or climbing ropes Player collect and switch clothing system. You can now find specific colored suitcases in the world which have outfits you can change into. Some caves and specific locations have unique outfits. Fixed grade contrast for caves and nighttime |
v0.73 | Fixed caves not loading properly in some old save files
Fixed walking in and out of endgame entrance breaking lighting in caves |
v0.72 | Fixed enter cave icons visible when already entering an underwater swim cave
Fixed plane axe equipping after entering caves with empty hands Fixed cave worm shader changing look depending on time of day Fixed in cave state breaking sometimes if player was knocked down close to a cave entrance Fixed players sometimes getting put back on the surface when climbing down into cave rope entrances |
v0.71 | Turned down intensity of cave worms
Fixed a case of getting cold in caves due to rain outside Fixed enemies not drowning for clients in caves while host is in overworld Fixed enemies not positioned on ceiling correctly in caves |
v0.70 | Adjusted timing of load when exiting a climb out cave to reduce visible pop in of trees
(Performance)Improved cpu performance when loading into cave reducing the amount of stutters Water based cave entrances now have an enter/exit system similar to land based entrances Fixed enemies sometimes falling asleep in front of the player while in caves |
v0.69 | Caves – Added save tent towards end of game
(Performance) Far shadows are now always disabled while in caves |
v0.68 | Added a fail safe when loading a save saying player is in caves to ensure he is actually above terrain, this should work around rare/edge cases or bugs that could lead to save with the wrong in-cave data and wrongly drop player below terrain upon loading the save
Fixed some cave holes and some cave pop in issues Fixed rocks spawning above cave entrances Caves – most hanging bodies now have blood when hit |
v0.67 | Caves- replaced old bloody tables with new models
Caves- fixed some buggy swim areas Fixed game crashing while in caves sometimes if progressing through and not killing enemies Fixed player getting cold and wet from rain while in caves (optimization)Animals in the overworld are now properly despawned when entering caves |
v0.66 | Fixed a case of prefab bundle loader going on and off quickly when placed as greeble creating several routines for a single object and causing the bundle to end up unloaded automatically after finishing loader as if unused (would result in some items not appearing when they should such as types of corpses in caves)
Fixed player camera breaking if taking damage during hanging in cave cutscene Gardens created in caves now have the option to plant mushrooms instead of seeds. Improved cave wall collision accuracy |
v0.65 | Explore Hanging cave task is now made available when going through the main entrance instead of after the hanging cutscene
Revamped cave exploration tasks, instead of being based of invisible triggers it is now based on revealed map areas, which should make cave exploration tasks clearer and the spelunker achievement possible without cheats Caves- fixed player head intersecting with Climb walls |
v0.64 | Fixed some small holes in caves |
v0.63 | It is no longer possible to grow plants in garden while in caves
(Caves)Fixed a couple areas you could get stuck in in the stalactite room and cavern room (Caves)Fixed water zone in stalactite room |
v0.62 | Suitcases no longer disappear when host is in cave and clients out
Fixed right hand equipped item reverting to default weapon when passing through non rope caves entrances |
v0.61 | Caves – Updated icons for cave entrances |
v0.60 | Caves – Fixed some misaligned rocks |
v0.58 | Added new rain refractive particle, and new cave drips
Fixed some rocks around cave entrances being climbable with climbing axe Enemies will now react to seeing the players torch light at night and in caves |
v0.57 | Caves – new waterfalls added
Fixed some more climb down areas in caves with wrong lod setting/popping off too soon Audio – Hitting rocks in caves now has reverberation Audio – Cave Reverberation made less bass heavy |
v0.56 | Fixed enemies not spawning in caves if client loaded into a cave with host being outside in the overworld
Caves- fixed some cave areas where players can fall through collision Fixed hole in title scene cave walls visible on ultra wide monitors |
v0.55 | Fixed saving & loading exploded rocks walls in caves
Added more cave fish to cave water zones Caves – fixed some small holes/gaps |
v0.54b | Fixed bug with some caves not loading in saved games for clients |
v0.54 | Fixed some cave shimmy areas set to wrong scale and not functioning correctly as a result
Fixed some crates in caves not breakable or breaking at the wrong scale/wrong position when hit (Audio) Tuned sinkhole ambience to increase volume on cave exits into sinkhole area Caves: Fixed spawn sticks often intersecting rocks and positioned incorrectly Caves: Removed old purse model Fixed loading a save outside of caves but in sinkhole not enabling cave grounds properly |
v0.53 | Fixed some missing collision in some caves
Fixed flintlock gun smoke appearing overly bright in shadows or in caves (Audio) Fixed clients loading in caves sometimes not having any cave audio effects Caves – Removed unusable climbing wall leading down to stash room Fixed light changing on cave ground after opening big door Removed old stalactite model from caves |
v0.51b | Fixed a bug with using ropes to enter/exit caves that was caused by some of the new cave memory optimizations
Fixed a bug with some cave rocks not appearing in some sections of caves |
v0.51 | Fixed entering caves through rope entrance sometimes bringing player back up in world
Lighter now stays equipped when entering and exiting caves (Performance) Now unloading asset memory when exiting caves to help on systems which are short on RAM New drawings and story items added near red paint locations in caves and overworld The door at the bottom of the sinkhole cave is now openable (if you have the keycard) |
v0.50 | Creepy mutants now try to avoid following players down narrow passages inside caves |
v0.49 | Ammo pickup added and added to cave spots
Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you. New photo pickups showing location to hidden caches added around world and especially in caves New cave paintings added to some cave story spots |
v0.48 | Increased view distance on some cave climb down areas/surrounding rocks
Fixed creepy mutants sometimes running away from player when in shallow water inside caves Caves- fixed angled magazines on cave floors Caves – removed old map pick up Fixed cave fires incorrectly rotated |
v0.47 | Fixed a.i issue with enemies in caves sometimes not attacking players
Fixed some cases of buildings placing bellow terrain while player isn’t in caves |
v0.46 | Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves
Caves – Fixed some small holes and gaps in some caves |
v0.45 | (Performance) Fixed star system having high CPU usage when in caves
Fixed some cave entrances popping on too close (Performance) Turned off some additional cave floors that were on even when player was above ground New bloody gore cave models added |
v0.44b | Fixed cave climbing axe not functioning |
v0.44 | (Audio) Fixed cave footsteps playing on terrain footsteps instead of on rock footsteps
Caves – better collision on curved rock wall |
v0.43 | Caves – better collision on rockground rock type |
v0.42 | Fixed cave waterfalls missing flowing water effect making them dark/hard to see |
v0.41 | Fixed being able to pass through the edges of some cave entrances
Caves – reachable skull lamps now all dynamic Caves – thicker collision on cave entrances Fixed book tabs not having sheen effect when player is in cave |
v0.40 | Fixed player view sometimes becoming misaligned after entering cave doors |
v0.39 | (Performance) Fixed high physics cost from sound detection system when moving around in caves
Fixed thrown spear sometimes passing through cave rocks and other objects Fixed some items missing in some cave greebles causing performance to tank due to errors Overlay icons are now visible from either cave or outside world when located within sinkhole area (ie: in MP you don’t need to be in caves to see the marker indicating backpack location) |
v0.38b | Fixed missing louis crate in caves, and made breakable – now contains cloth inside and made new model/textures |
v0.38 | Fixed creepy mutants not breaking apart stalagmites inside caves
You will now only get cold in cave water if you stay swimming in it for 12seconds or more Audio – Bats exiting caves will now play multiple squeals and squeaks Audio – added new distant cave variations to various caves Added small rock pickups to caves to aid with stealth (hint: try throwing them as a distraction) Removed loose sodas and cash pickups from caves, instead these are found on bodies, under bodies, or in suitcases/crates Added more fat mutants to caves Replaced granite cave rock material with mineral rock material Caves- Fix for door popping in inside the sinkhole. Updated enemy cave layout to have more difficult enemies in later caves Caves – replaced old skull lamps with dynamic versions Caves- added more save tents deeper inside caves Caves- adjusted tennis player lod so they don’t pop on Audio – Increased Bats flying out of caves sound Audio – Fixed missing sound effect for cave door in sinkhole Caves – Better collision on main cave rocks Increased quality of collision detection of flare gun flares so they work better in caves Caves – work on badly placed stalagmites Caves – brighter bible textures Caves – fixed some rock textures Caves – removed bone texture from timmy drawings room Caves – brighter lamps Fixed cave mutants when feeding on limbs sometimes not being alerted to nearby player (particles) Improved look of flies (made darker, especially in caves) |
v0.37 | Broken stalagmites should now react to cave floors instead of falling through them
Having a burning weapon in right hand now counts as a light in regards of the equip light tutorial in caves Ripped Practical Caver magazine version for survival book notes section Caves – adjusted some misaligned rocks in sinkhole Caves – Fixed various rock scale issues Improved sinkhole cave door textures |
v0.36 | (audio)Fixed missing cave water splatter sound effect
Opened up blocking to cave system at bottom of sinkhole! Fixed cave map clipping through legs while crouch walking |
v0.35 | Fixed cave map sometimes not loading correctly
Fixed playing in vegan mode clearing out caves for good (not retroactive) Caves – loose heads and headless body now have sound if you hit them. Caves – Bloody table and robot toy part are now dynamic |
v0.34 | (Audio) Caves – fixed footstep sounds in caves
(Performance) Reduced memory allocations of cave map revealing system Fixed cave mutants sometimes spawning in very close to player State of cave enemy encounters are now saved! Instead of all the mutants respawning when you re-enter a cave. Fixed entering cave sometimes breaking if player was blocking while entering |
v0.33 | Caves- rock clumps replaced with small cave rocks
New art added: small cave rocks |
v0.32 | Fixed player getting stuck if taking damage while entering/exiting a cave
Fixed logs dropped in caves spawning above terrain |
v0.31 | Removed floating stalactites from Cannibal Village cave entrance. |
v0.30 | Collision added to cave door pedestal |
v0.29 | New “Sanity” system. Sanity goes down when killing an enemy, chopping limbs, a lot when eating an enemy and slowly while in caves. Sanity goes up when sleeping, listening to music, eating fresh non limb meat and slowly while restoring energy on bench. Viewable in stats page of book.
Fixed some instances of rocks floating and some cave models poking through into terrain More bats added to caves Water areas added to cave map New slide into cave system added to cave entrances! Fixed areas in caves where thin lines of light were coming in from above Fixed some issues with cave particles flickering off based on camera angle |
v0.28c | Fixed cave map not loading correctly when save was done in the outside world |
v0.28 | Fixed Cave Map not restoring map properly after loading a saved game
(Optimization) Improved performance of cave shadow blockers, and rendering on cave wood panels when not in cave World mutants no longer instantly despawn when entering a cave Cave map pickup no longer unequips after a few seconds when picked up Fixed missing “Lighter” action icon during cave hanging scene |
v0.27 | New item: Cave map ! Once found, visit cave system to reveal it. Replaces piece together map.
Sleeping bag models added to caves Hanging body models in caves moved down to stop wobbling 4 types of large cave stalagmites can now be smashed apart |
v0.26 | (balance) Pale mutants are now more aggressive when outside of caves
New item type: Yellow cave crate containing flares Fixed some breakable wood planks in caves not being breakable Fixed an issue where lower half of screen could be black after after loading a game in caves New sinkhole interior art added – along with enemies – sinkhole can now be accessed via lowest cave You can now save/Sleep at the tents in world and in caves! Cave props – blue buckets and cut old arms are now dynamic and pushable Removed shiny cave debris Less body part debris in caves Rope layer changed so you can see it from further away in caves Improved look of cave water and fixed sharp edge/white outline around cave water |
v0.25 | Player will now find themselves hung upside down when waking up in cave and will need to cut themselves free
(audio) Fixed inaudible drop sound on pre-placed dead mutant bodies. Fixed bat exit cave sound inaudible. New enemy behaviour – mutants can sometimes be seen feeding on body parts in caves! Fixed weapon fire light having a really big range and lighting up entirety of caves! Updated enemy cave layout in some caves Improved some areas of cave collision to stop feet poking through Improved cave reflection cube map for underground lakes New cave art added: Stalagmites and stalactite types Player no longer gets cold immediately when entering water at night or in caves, instead there is a chance it happens over time when water level is above ankles |
v0.24 | (Audio) Added moaning wind ambient SFX to cave entrances and built structures
New cave tileable wall textures added New cave ceiling textures added Arrows now go through cave doors and can stick to terrain behind ! Fixed lighter tut coming up in caves while underwater Improved cave water shader – now easier to see, better reflection and better clearer refractions |
v0.23 | Improved look of pale cave mutants (resculpted normal map)
Wood planks in caves can now be blown up with explosives mall material tweaks: Darkened cave entrances to match albedo of surrounding rocks, brightened ghost experimental material to make it easier to see during day, tweaked clouds, fixed sheen on raft rowing stick, tweaks to plants material/spec settings. Improved look of held molotov. Improved shading on dead sharks and live sharks. |
v0.22 | New cave floor variation type added
Improved look/layout of cave entrances |
v0.21 | Tennis team – improved visuals, added detail maps and better shading. moved to hidden position in caves
Fixed issue when exiting/entering caves causing massive fps drop Fixed cold damage message staying up after dying in caves while it was up Increased LOD range in caves Fixed body parts still sometimes falling through caves when cut Fixed missing cave nav mesh (audio) improved waterfall sounds and range and positioned on outside falls along with in caves Fixed player sometimes not jumping when trying to get out of cave water |
v0.20 | Fixed bug where breaking cave wood doors would give you leaves and play hit plant sound effect.
better combat layout throughout cave systems fixed animation popping on mutants when sleeping in a cave and near edge of screen New cave grounds! New cave walls New cave wall shader with running water! Fixed bunch of overlapping cave shadow objects Fixed cave lights popping on/off too soon Cave ambient fill lights added in cave holes Forced volume light occlusion to take caves into account Fog will now slowly fade away if player is inside a cave Fixed cut arms falling through cave meshes Fixed bug where falling off some fishing stands would cause player to wake up in cave but not be able to swing axe Fixed rope bottom trigger position in caves (not retro active) Circled map cave entrances to make them more clear, and made crosses to blow up caches smaller New surprise weapon added. look for some dead tourists in front of a cave. |
v0.19 | New mutant type “pale skinny” added to caves
Shadows now fade off to darkness when player is in a cave, and fade to bright when not in a cave Sun/Moon are no longer faded out when in caves – making transition from outside to caves more natural and allowing light to bleed in from outside Cave combat layout tweaks for balance Balance – removed rebreather pickups from overworld, can now only be found in cave location. Modern axe removed from yacht. Air canister added to yacht location. Removed old axe in wooden door at cave entrance. Removed lights from cave hats. Cave mutants can be found sleeping on the ceiling again |
v0.18c | Slight fill light added when holding torch (should make held items better visible in caves)
Higher chance of seeing enemies pray/feed/mourn/place art near villages and cave entrances Improved water trigger validation to prevent cases of swimming in random location in cave after having a lag spike when exiting water |
v0.18 | A.i./pacing tweaks. Removed a delay before enemies start populating world. In overworld, enemies will sleep at villages and cave entrances during day, whilst some will patrol world. On dark, all mutants become active. At dawn some mutants will run back to villages to sleep and others will continue patrolling world
Added waypoint system for cave mutants, instead of sleeping some cave mutants will patrol between set points |
v0.17b | Fixed loading a game that was saved inside a cave (not retroactive) |
v0.17 | New art added: Cave in model (used to block dead ends in caves)
Increased cave ambient leak in lights, and added extra ambient lights to caves Cave lighting tweaked/improved Partially below terrain Foundations no longer go all the way down to the cave below and end up being very expensive Object sheen now only visible if there is some ambient light hitting object (won’t make cave’s look like disco’s) |
v0.16b | Fixed bug where cave props could stream into scene multiple times if you quickly went in/out of a cave
Fixed sparkly disco looking cave floors if bloom was enabled Fixed rock type in cave with no textures |
v0.16 | player will now see himself briefly dragged away into a cave when knocked out but not killed. |
v0.15 | Collision fixes/improvements for caves
New item/weapon added: Climbing axe! (check caves!) New art added: terrified skeletons (check deep caves) New art added: (removed*SPOILER* – Check deep caves) New system added (rough) Player point at map. When holding map in cave player will point to his current rough location Drowning now causes instant death, without respawn in cave |
v0.14 | Cave stalagmites now have collision
Home & yellow hammer overlay icons now disabled while in caves Improved cave physics use – which was causing some major performance issues even outside caves. |
v0.13 | Removed starfish from caves and other strange places. Will now only appear on beach.
Birds are no longer active while inside a cave |
v0.12 | (performance) Optimized collision on cave wall chunks
Entering water in caves will now make player cold. (Hint: Build a fire to warm up) Fixed missing material cave dead ground Rock and stick pickups added to caves, along with some new body parts (audio) cave rock sound will now correctly play when walking in caves Added more stick, rock and cash pickups to caves You can now build structures inside caves (although fires are most practical) |
v0.11a | Fixed issue where cave reverb would continue to distort sounds after dying and starting a new game |
v0.11 | Audio – new cave sound effects added
Audio – Improved cave ambient audio fade out zones Audio – Reverb added to cave sound effects Audio – Lowered chance to cave combat music playing Pale cave enemies faster, more health and increased hit damage |
v0.10 | Tweaked enemy density in caves
Improved ambient audio zones and fixed outside sounds continuing to play when inside a cave Improved cave audio ambience Improved transition from cannibal village hole to caves using new generic rock chunks Removed cave beach entrances -replaced with rope climb out areas in lower caves fixing issues with entering caves near ocean New art for (some) cave stalagmites and stalactites New creature added! – Check the caves. New art added for some of the cave entrances |
v0.08b | Cassette tapes are now pickups and have unique names/info in inventory. Search caves and other areas to find them.
Axe added to blocked cave room New art added, cave explorer bloated |
v0.08 | New cave explorer model added to cave (hanging)
New cave explorer model added (crushed) Removed deeper cave dead positions. Waking up in cave will now always be reasonably close to surface Less blue enemies in upper parts of caves Cave lakes, collision,lighting and layout improvements |
v0.07 | Cave’s now only contain blue skinned enemies and distorted mutants
Fixed bug where day count could change when entering/exiting caves |
v0.06b | New improved cave drips and cave wind sound effects
Cave ambient track added |
v0.06 | Lots of collision issues fixed in caves
Improved cave lighting! Better looking settings for skull lights and less light popping on/off Fixed issue where cave sounds would sometimes vanish when walking between connecting caves Fixed glitch in cave where players could fall through ground New cave prop added : Mining hat with light Improved cave items/layout and lighting |
v0.04 | Better cave textures and rock look
Dead cave prop fixes, fixed some incorrect rock placements Better cave ground with flowing water and more detailed textures Fixed cave drips continuing to play even when not in cave |
v0.03 | Bats now correctly fly out of cave entrances
Hanging rope pick ups added to deep in caves New cave lighting prop: Laptop Single bat prefab added to parts of caves Cave audio pass, adding reverb and echo, better balancing |
v0.02 | When being knocked out for first time you will now wake up in a random cave
Improved cave wall memory usage Improved terrain in some areas, reduced lumpiness in rocky area, fixed issues with caves poking through terrain Beach cave entrances made bigger and easier to enter fixed light leaking into parts of some caves Fixed bloody tables in cave not being cut out of nav mesh |
v0.01b | Removed lights from blue cave creatures
Fixed trees vanishing when exiting caves Fixed bug where cave sounds could be heard above ground Improved collision in some cave areas |
v0.01 | Caves added to the game |
Multiplayer Cave Update History[ | ]
These fixes only apply to multiplayer:
Version | Changes |
---|---|
v0.63 | (multiplayer) Trapped Cave fish are now correctly synced between players |
v0.62 | (Multiplayer) Fixed foundation built in caves not working properly for clients
(Multiplayer) Fixed clients not seeing trapped fish in caves. |
v0.61 | (Multiplayer) In-cave flag is now stored in player data, this will prevent the cave not loading properly issue for clients saving in caves around the sinkhole (not retroactive for saves already broken but compatible with working saves and prevents the issue from that point forward) |
v0.56 | (multiplayer)Fixed some exploded cave in areas not syncing correctly between players |
v0.54 | (Multiplayer) Fixed spawning in sinkhole as client preventing cave entrances to work properly
(Multiplayer) Fixed exploded cave rock walls respawned after leaving and returning to caves for host |
v0.51 | (Multiplayer) Fixed exploded rocks in caves not properly synced with late joining clients and being stuck not exploded |
v0.45 | (Multiplayer)Fixed cave fires doubling up visually when lit
(Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave |
v0.43 | (Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave
(Multiplayer) Fixed cave pre-placed fires not being lightable |
v0.39 | (Multiplayer) Fixed enemies not appearing in caves in multiplayer, if client entered cave alone
(Multiplayer) Fixed client getting rain while in caves (Multiplayer) Fixed rain stopping for clients when host enters caves |
v0.35 | (Multiplayer) Fixed an issue with streamed cave props causing lag on remote endpoints
(Multiplayer) Fixed cave map positioning on remote players and removed the fully revealed map material |
v0.34 | (Multiplayer) Fixed player_net held cave map looking transparent for other players |
v0.30 | (Multiplayer)Fixed enter cave animation not playing for other players |
v0.28 | (Multiplayer) The cave map and the passenger manifest are passed on to the respawned player when dying |
v0.25 | (multiplayer) Fixed bug where cave enemies would sometimes ignore clients if client was far enough away from host player |
v0.23b | (multiplayer)Fixed issue where clients couldn’t break wood planks open in some parts of caves |
v0.23 | (multiplayer) Fixed Clients not getting cold outside of caves |
v0.22 | (multiplayer) Breakable pathways in caves are now synced with clients |
v0.21 | (multiplayer) Fixed loading a game saved in caves as client |
v0.20b | (multiplayer)Fixed bug in mutant a.i. where half of the enemies would stop finding player after exiting a cave |
v0.20 | (multiplayer)Fixed enemies falling through ground if host entered a cave without client players
(multiplayer)Fixed bug where if player was killed in a cave (instead of outside) ocean would stop rendering and issues with animals vanishing could occur |
v0.18 | (multiplayer) fixed bug where mutants would not appear in caves unless player was near server host |
v0.17b | (multiplayer) Fixed issue where clients would sometimes swim in caves |