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Field log

Changelog

  1. New environments

    Latest
    v0.59.0
    • Larger maps with two new environments: rocky upland and coastal woodland.
    • Upland bedrock blocks direct routes, while scree takes more effort to cross. Scattered woods provide timber; scrub traps have half the woodland catch chance.
    • Coastal beaches, shallow inlets and deep-water cliffs offer different fishing opportunities and fish species. The ocean stays open through winter.
    • Coastal drinking water needs planning: refill three daily rations at an inland spring or collect rain with a tarp, then boil each day’s water. Running dry costs health and energy.
    • Dig coastal clay at marked inlet banks, not on sandy beaches.
  2. Fairer hunts and better food

    v0.52.0
    • Hunting encounters now name the animal before the shot.
    • Lower-calorie game now appears closer to camp, so the journey better matches the possible reward.
    • Tending a set gill net raises that night’s catch chance from 25% to 45%, or from 30% to 50% with cedar floats.
    • Successful ordinary fishing trips now have a 25% chance to land 2–4 fish instead of one.
    • Eating at least 250 kcal of gathered plants with supper restores 2 health.
    • Endurance moose harvests can now occur 50 days apart.
    • Unsalted smoked food now keeps for 90 days. Salt extends it to 105 days.
    • Loadout selection now gives a broad terrain briefing without revealing the map.
  3. Clearer survival choices

    v0.51.0
    • Hunting markers are yellow for ordinary game and red for major game, with three sizes that hint at the animal’s size.
    • Added a 5,000 kcal supper button.
    • Daily winner stats remain visible after continuing into Endurance.
    • Stone deposits can now be collected at the second clearing, and fur projects remain visible while their requirements are missing.
    • The manual and action details now better explain gray trees, moose calling, seasonal herbs, smoked-food storage, and fishing limits.
  4. Choose what to tinker

    v0.50.0
    • Tinkering now opens a workbench where you choose what to make.
    • Each project takes six or seven actions. Progress carries between days, but switching projects starts the new item from scratch.
    • Ten new projects add improvements for fire-starting, firewood, bait, herbal medicine, untreated water, bows, axes, gill nets, and storm-proof traplines.
  5. Closer traplines, deeper wilderness

    v0.49.0
    • Pull traps here now recovers only the trap nearest to you instead of dismantling the whole trapline.
    • Seed codes can now start Endurance runs, and Endurance results show, share, and replay the same seed.
    • With a skinning knife, harvested beavers and moose now provide pelts and hides for warmer crafted gear.
    • Bluebird mornings now restore energy and morale, while fresh game trails improve snare odds.
  6. Handmade warmth and wilder days

    v0.48.0
    • Hares taken by hunting or traps can now yield rare quality pelts.
    • Two quality hare pelts can now be sewn into fur mittens for warmer nights.
    • Snare kits can now turn wood into renewable replacement cord for long Endurance runs.
    • Rare seeded windfalls, forage bounties, and wolf nights now break up familiar routines.
    • Update notices now wait until you leave an active run, so they cannot cover the sleep or action controls.
    • You can now enter a seed code to replay the same terrain, weather, wildlife, resources, rivals, and events.
    • Practice runs now show and share their seed and simulation version, with an option to retry the same wilderness.
  7. Faster starts and Endurance records

    v0.47.0
    • Your last confirmed loadout can now be reused from the item picker.
    • Endurance mode now saves your personal best locally and shows it on the home screen.
    • Active traplines can now be pulled, recovering any deployed snare wire.
  8. Better controls and clearer status

    v0.46.0
    • The three-day weather forecast now follows your selected units.
    • Tin cans can now be salvaged even when they appear beneath a secondary camp or another map feature.
    • Desktop action panels now highlight the 1–9 shortcuts for numbered actions, including fishing and hunting.
    • A visible status now confirms when today's drinking water is safe.
  9. Shelters, spring, and survival tools

    v0.45.0
    • Choose between four permanent shelter designs at build time, each with different costs, strengths, drawbacks (and artwork).
    • Dugouts and log cabins can be reinforced with stone and upgraded with clay or tin-lined chimneys.
    • You can now hunt small game with an axe when you don't have a bow - but it has much lower success rate and some injury risk
    • Moose calls now become less effective with repeated use.
    • Spring now returns in endurance mode eventually (though you have to have a good run to get there)
    • Winning Daily runs can now continue from the same point in Endurance mode.
    • Arrows and fishing hooks can now be crafted from costly amounts of wood and stone.
    • Beaver opportunities are halved while the water is frozen.
    • Added a metric/imperial toggle for temperature and weight.
    • Added a Home button after completed runs.
    • Added clearer map artwork for shelter designs, wire snares, and deadfall traps.