Cable Car System:
A new mode of long range transport has been added to the game. Capable of traversing difficult or impassable terrain, suspended high above the many threats posed on ground level.
The cable car system will connect two separate bases (or the same base), and requires the player to construct cable car platforms at each end of the desired route. Then connect the two platforms using steel cable.
Cable Car Platform:
Cable car platforms can be crafted in the lathe. Bear in mind that two platforms are required to make a connecting route.
The platform occupies the same space as a foundation/floor/ceiling and must be within range of a BCU or range extender to connect to the base power grid.
Once placed, accessing the platform terminal will show a list of all the neighboring platforms within a 500 meter radius. Only platforms located at friendly bases will show. Here you can connect the platforms at the expense of steel cable and power.
Platform Radius Map View:
To assist players planning their builds, within the platform terminal there is a button that will reveal the connection radius of the platform in the map view.
The radius will show as a blue sphere. Note: the radius sphere will not show underneath the map shroud, so the map will need to be explored to view the sphere at any given region.
Identify Platforms On the Map:
With many platforms, the platform list can start to get busy and confusing when trying to locate a desired platform.
To help assist with this, there is a button next to each platform in the list which will switch to the map view and place a temporary beacon.
Cable Car:
Also crafted at the lathe. Cable cars are placed like normal buildables, and must be snapped onto a platform which is currently connected to another platform.
There must be cable connecting the two platforms in order to place the cable car.
The cable car rollers are fully animated and will update with speed and direction.
On either side of the cable car are buttons that are used to start the car moving to the opposing platform.
Each time the cable car starts a move, it will deduct a portion of power from the base it is currently docked at. The amount of power is determined by how far the travel distance is. If there is insufficient power, the cable car will not move.
A cable car can be disconnected via one of the platform terminals it is connected to. Here you can also disconnect the cable. You will receive 100% of the cable back, however the power spent connecting the cable will not be returned.
Red 9 Pistol:
A new 9mm pistol has finally been added to the game. Crafted at the workbench, this pistol deals slightly more damage than the standard pistol, and offers a higher base ammo capacity of 10 rounds (which can be upgraded to a max of 18).
There is a trade-off to these benefits, with it having a longer reload time. I've always loved this style of pistol in many other games, so excited to add it to the Subsistence arsenal.
I worked hard on the animations and sound design, hoping to make it a satisfying weapon to use. There are 3 new skins available for it (see below).
Steel Cable:
Steel cable is required to connect two cable car platforms. It is crafted at the lathe. The length of cable required is dependent on the distance between the two platforms.
It can get costly on iron fragments depending on how ambitious your cable car system is.
Fallen Logs:
Many players have asked for ways to reduce the burden of wood farming. In response I have added fallen logs that will spawn around the world, and can be collected by simply picking them up.
I think this will especially help players starting out, where lumber is so important to getting established. I think they also add a nice decorative effect to the wilderness environment. They will also accumulate snow during the winter months. They are slightly less plentiful during winter (the same as many other resources).
I may modify the quantity after getting more feedback from players. I've made the respawn timer quite long, but I still think this may need to be tweaked to find the appropriate balance.
Weapon Sway and ADS/Hip-fire Accuracy:
I have made some fairly large changes to the weapon handling. Previously there was no difference in accuracy between hip-firing and aiming down sights, and there was no weapon sway. To balance the weapons being too accurate I added a small amount of random spread. Meaning there was a random chance of missing, regardless of skill. This was not ideal.
With the new update, now when aiming down sights the weapons are 100% accurate. However players need to manage a subtle weapon sway. Essentially this is replacing random chance with skill, and I think this is a much more fair system for players.
Also, hip-firing is now inherently inaccurate, as one would expect. This also eliminates monitor crosshair exploiting.
Tip: Crouching will reduce ADS weapon sway.
New Muzzle Flashes and Bullet/Shell Casing Ejection:
Almost all weapons now have a new and updated muzzle flash fire effects. In addition you can also now see bullet and shell casings eject and spin from the weapon between shots or reloads.
There are also now sounds of the casings/shells hitting the floor. The sounds are dependent on the floor they are hitting. This is a minor detail, but I think it adds a lot to overall immersion.
Glass Triangle Ceiling:
As requested by several players.
Glass Wall (Curve/Slanted/Inverted):
Will add more flexibility to interesting base designs.
New Red 9 Achievement:
I've updated the achievements to include the service star for the Red 9 (achieve 100 large-game or human/hunter kills).
Mass Fabricator Production Increased:
The mass fabricator will now produce 50% more mass, at no increase to the power cost. This should make a noticeable difference to player progression speed.
Vehicle Construction Cost Reduced:
The power cost while constructing a vehicle has been reduced from 10 power per second to 6.
Many Craft Recipes Cost Reduced:
- Boiling, frying and baking pans all substantially reduced in cost.
- Advanced Mechanical Parts.
- Lever Action Rifle.
- Recurve Bow.
- Double Barrel Shotgun.
- Elevator Tracks (reduced by 50%).
Fixed Save Games During Climbing:
As some unfortunate players may have discovered, previously if a save occurred while climbing, reloading that save would result in falling from the rockface.
I now have handling that will restore the player to the location they were before they began climbing. So no more cheap deaths for climbers.
Animal/Hunter/Player Rotation Movement Smoothed for Network Games:
Previously this was very jerky and distracting. This is now smoothly interpolated for clients of network games and looks much nicer.
Red 9 Skins:
Can be found on the Subsistence Steam Item Store. Thanks so much to everyone who continues to support the game through the in-game skins. I really appreciate it! ????
Nickel Plated with Black Grip: Item Store Page
Black Camo and Gold Trim: Item Store Page
Predator: Item Store Page
Other Notable Changes:
- Fixed bug where glyphs would sometimes not show in the control bindings menu.
- Fixed bug where crayfish would temporarily disappear while cooking.
- Fixed some exploits of players being able to steal from sealed bases on multiplayer.
- Fixed the Steam Deck controller diagram not showing (was showing the generic diagram).
- Fixed weapon equipping sound playing multiple times for clients of network games.
- Fixed weapon reloading animation often not playing on hunters and other players for clients of network games.
- Fixed hunters not being able to fish on dedicated servers. Surprisingly this was never reported, but hunters have never been able to actually cast their rod on dedicated servers. They would only walk to the water with their rod and eventually return to their base.
- Fixed bear head-crush animation not playing for clients of network games.
GeForce Now? I would love to have Subsistence supported by GeForce Now. However I believe it is a manual selection process based on interest expressed by users. If you would like to support the effort to have Subsistence selected, you could upvote/comment on this thread, or submit a request via the GeForce Now platform itself. ????
I hope everyone has an amazing Christmas with your family/friends/loved-ones. Thank you so much for all the continued support. ???? Please stay tuned for continued updates into the future.
All the best,
CG
Discord invite: https://discord.gg/zyy4jQs
X/Twitter: @playSubsistence
Facebook: https://www.facebook.com/playsubsistence/
YouTube: https://www.youtube.com/channel/UCkQZ7vkTiqetTC0_8umY2Pg
Steam Forums: https://steamcommunity.com/app/418030/discussions/
Hosting Your Own Server:
If you would like to host your own dedicated server, I would recommend Nitrado (as I work closely with their team to support the game). You are also free to host on your own hardware, and the server files are freely available on SteamCMD.
You can view a detailed guide to hosting here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201638184
Continued Translation Support Credits (in no particular order): Thank you so much for the support.
Spanish (David Lascasas, MusicMan)
Hungarian (Erb Ármin)
Portuguese BR (Thiago Schumacke)
Portuguese European (João C. H. Jorge)
German (Philipp J. Rackl (LPCaiser))
Italian (Marcello Brancaccio, Federico D. Ravagli)
French (Anthony Charrault)
Czech (Dílna U mnicha)
Dutch (Damster_NL)
Danish (Jesper Vestergaard Bæk)
Russian (FRAME)
Turkish (Soulkast, Çagla Gurbet)
Swedish (Mattias Gustavsson)
Norwegian (Christer Djuvik, Svein Tore Stegemoen)
Romanian (VaeVictis)
Estonian (Streamerize)
Polish (Robertus Lubin)
Ukrainian (RoW-Team)
Latvian (Martins Plucis)
Finnish (Pewtsku and J4ntteri)