Sons of the Forest Update 10 has been released, bringing various new content, improvements, and a new ending. We have summarized all the patch notes for you here.
Update Overview: According to the official patch notes of the latest Sons of the Forest update, this patch does indeed bring somewhat less noticeable content. Alongside many improvements, the focus is primarily on the new ending. However, Endnight Games has not left Patch 10 without new gameplay elements entirely.
The Key Features of Sons of The Forest Update 10
1. New Stone Floors
In your survival handbook, you will now find stone floors in addition to regular wooden floors. To build these, you simply need to create a frame using logs and then pave it with large stones. You'll need a total of 3 sets of five stones each to line a frame.
New Stone Floor
2. New Large Log Holder
Additionally, there is a new log holder that can now carry twice as many logs as its smaller counterpart. In total, you can store 24 logs here. To build the large log holder, you'll need a total of 40 sticks.
Large Log Holder
3. New Building Options in Sons of The Forest
Lastly, there are two new building options for you, one of them being quite useful and the other simply decorative:
You can now build ramps around corners. With this addition from Update 10, you can, for example, build pyramids.
You can lay down a new fur carpet in your house.
You can now build ramps around corners.
4. New Enemy Type "Frank"
Sons of The Forest Update 10 introduces a new enemy named Frank. In combat, Frank douses himself with vodka, sets himself on fire, and attacks the player. Frank can inflict immense damage but will eventually collapse on his own.
Added Holosprings introduction video to screening room of bunker entertainment.
Added a new helicopter flyover moment (leaving bunker residential).
Added the ability to build corner ramps, allowing ramps (or roofs) to be joined when placed at a 90° angle.
Added stone floors that can be constructed.
Added the option to build wooden railings.
Added a large log holder.
Added a placeable decorative deer hide rug.
Added subtitles that can be toggled from the gameplay menu.
Added a new aggressive cannibal enemy type 'Frank' who pours vodka on himself and sets himself on fire when near the player.
Cannibals will now sometimes carry fire torches.
Increased variety of enemy raids.
Some villages will now have cannibals chosen as gold mask leaders, and other cannibals will sometimes follow them.
Added electric particle and lighting effects when the electric fence is triggered.
Added some new emotes for Kelvin.
Added a north direction to the GPS tracker screen.
Introduced a new multiplayer cheat allow option to block clients from using Console when off (hosts won't be blocked).
Changed the timed explosive item into a sticky bomb and modified its visuals.
Improved:
Destroying structures is now less punishing; if supported structures have other valid supports still standing, they won't get destroyed and will fallback to the other supports instead.
Placing stairs or ramps between a wall and a beam no longer requires the beam to cover the full height of the wall, allowing for a variety of slopes.
Significantly improved construction processing cost when joining a multiplayer game with a large number of structures.
Creepies on fire will now more often rush and attack players.
Increased the likelihood and range of cannibal distant yells, mainly at night.
Raised the player camera higher off the ground when falling from a stake to prevent camera clipping through snow.
Adjusted the player's final death animation to prevent hands from clipping through the ground.
Polish and improvements on Large Female locomotion animations.
Prevented creepies from instantly appearing after loading the game at night.
Prevented creepies from taking over the village on load when the player is in the village.
Players can now dismember the larger blue Puffies after they die.
AI pooling improvements and optimizations.
Converted some colliders to primitive colliders to improve performance.
Automatically disabled and hid fog options when not supported by GPU.
Optimized spawn pool logic to remove unnecessary CPU cost.
Name card pickups in the food bunker no longer sound like coins when dropped.
Entertainment bunkers' curved stairs collisions were updated to be smoother to walk on.
Mountain cliff material adjusted to use moss and have a more gradual transition to a rock texture, with mesh modifications to resolve some harsh geometry.
FX optimization for standing fire and skull lamps.
Cleaned up some harsh terrain.
Some layout cleanup on standing fire sticks and wrap.
Removed particle controller component from wall torch particles (improved performance in saves with hundreds of wall torches).
Fixed:
Fixed water shader causing crashes on some AMD GPUs.
Fixed structures sometimes not linking together after saving and loading.
Fixed an issue where enemies could fall from the sky.
Fixed a bug that allowed placing a pot on a standing fire and sanitized saves with fires that have pots.
Fixed an issue where the player would get into a bad state after interacting with a standing fire while holding a pot.
Setup loader 3d audio blocker system to prevent audio playing from the world during loading screens.
Fixed the cooking pot being destroyed in multiplayer games when the fire burns out or is destroyed.
Fixed issues with the 3D printer and the client not getting correctly updated when loading into a saved game.
Fixed an issue where the player could get stuck if they opened their chat window right after bringing up quick select.
Fixed an issue where the player getting hit and dropping a body could send the body flying.
Fixed gibbed creepies coming back intact after load.
Fixed an issue where killing a female cannibal holding a log didn't remove the attachment right away.
Prevented eagles from stealing fish from cooking fires, which caused issues with the cooking system.
Fixed a bug where the flashlight would remain in an incorrect pose when hotkey switching between shotgun and rifle.
Fixed the player getting into a completely broken state when trying to place a structure from the book without retrieving their inventory after dying.
Moved cave rocks in the entertainment bunker epic view room out of the work scheduler and set up prefabs with LODs to prevent them from vanishing on low view distance settings.
Enabled alpha clipping on newspaper cutout to resolve visible edges.
Fixed for 'Stream I' underwater rendering flickering off near a large lake.
Light probe proxy volume adjustments to resolve bright ceiling in the entrance of the luxury bunker.
Fixes for some open edges on cliffs.
Fixed an issue with held items being able to be equipped via hotkeys when a table card is picked up.
Fixed smooth snow and wetness fade-in effect only applying to LOD0 construction elements, resulting in visible pop when moving back & forth and LOD switches levels.
The interest in digging deep into the gaming industry stems from the DayZ Mod for Arma 2 in 2012.
Kevin started working in the gaming industry in 2016.
First as a trainee at Survivethis, the biggest German Survival-Games-Site at that time. Only half a year later, he got accepted at Gamestar and later MeinMMO.
Now, on Guided.news he implements all his Knowledge to deliver comprehensive news, guides, interviews and more unique topics.