The Forever Winter Battleground
Image via Fun Dog Studios

The Forever Winter August Update Prioritizes Stamina, Healing, and AI Improvements

The dark and gritty world of The Forever Winter is about to become a little more challenging and exciting, all thanks to the most recent content update. The Forever Winter August update focuses on a new stamina system, strategic healing, AI improvements, weapon collision, and more. Here’s what to expect!



The Big Changes in The Forever Winter

Below, you’ll find the patch notes for this major update, but let’s focus on the two biggest alterations to the game: Stamina and Healing.

Regarding stamina, all characters now consume stamina from sprinting, jumping, climbing, mantling, vaulting, dodging, etc, with the exception being Gunhead. He doesn’t worry about stamina because he has a gun for a head; don’t think too much about it.

As for healing, all health-based consumables now feature unique animations, including injecting, eating, drinking, smoking, and using said consumables, such as syringes. You’ll need to consider your surroundings and the timing of your usage.

The Forever Winter August Update Patch Notes

  • ADDITIONAL FEATURES
    • PLAYER SYSTEMS, WEAPONRY, & EQUIPMENT
      • Player weaponry now reacts more violently / climbs during sustained fire, requiring the player to counter-act the climb
      • Adjusted the Radial impulse / force from explosions (grenades, missiles, etc.)
      • Pneumatic jump received animation improvements for Scav legs
      • Player weaponry SFX have been improved for distinguishing between single-shot, burst-shot, and sustained fire
      • Mantle and vault animation speeds have been adjusted (and are still influenced by button mashing)
    • AI
      • Infantry now move in a more realistic way when investigating a potential threat pre-combat
      • Medium mechs will now sometimes sync kill eachother
      • The stilt walker now has leg IK
      • Soldier enemies now have fall states
      • SFX for the Orga have been improved
      • The Kotleta melee punches have improved SFX
      • SFX hooks for HK spawning have been improved
      • Medium mechs can now be killed with LARGE amounts of firepower (aka sustained attacks from other medium mechs, tanks, or a LOT of player aggression)
    • REGIONS
      • Downtown received a lighting pass and additional scaffolding art
      • Updated the HLODs for numerous regions
    • INNARDS
      • Players can now buy-all and sell-all of a specific item in vendor interfaces
      • Players can now buy or sell multiple items at once in vendor interfaces
  • ADDITIONAL IMPROVEMENTS / BUG FIXES
    • PLAYER SYSTEMS, WEAPONRY, & EQUIPMENT
      • Pump action shotguns have had their SFX adjusted for reload to match the animation speeds
      • Fix for tombstones sometimes spawning at the world origin instead of at a reachable spot
      • Projectiles no longer block loot attempts
      • Shaman animations fixed to no longer cause unintended twisting for pistol movements
      • Fixed issue where the HUD sometimes shows a negative value for weight
    • AI
      • AI taking shots at undetected players should now be fixed
      • Fixed issue where a patrol order might be issued before an AI was completely initialized, causing them to just stand there vs. move.
      • Fix for enemy AI that spawn far away from any player occasionally falling thru the terrain
      • Mech weaponry will no longer collide with other mechs
      • Cyborgs now play the correct hit VFX when damaged
      • Fixed potential crash when an AI tries to perform a melee attack
      • Fixed issue where brawlers would attempt to melee attack if not in range
      • Fixed issue where melee attacks could happen if their target was on the other side of a thin wall
      • Addressed issues with larger mech patrol paths
      • Opals now correctly traverse navigation lings are no longer block the navmesh when they shouldn’t
      • Drones no longer spam their SFX calls in specific situations
      • Exo death and hit reacts now play correctly
      • Cyborgs will hit react more often when under focus fire from player(s)
      • Soldier dropped loot containers should be spread out more / not on top of each other as often, making choosing which container to loot a bit easier
    • REGIONS
      • Elephant Mausoleum’s navigation mesh has been rebuilt to mitigate / eliminate Medium Mechs getting stuck in the trenches
      • Various invisible collision / incorrect collision has been fixed in Frozen Swamp, Scorched Enclave, the Innards, and Elephant Mausoleum 
      • Fixed several areas in Downtown where players could get out of the environment
      • Scrapyard Nexus VFX fixes for ambient sparks
      • Quest volumes for Theater of War / Radar quests improved in multiple levels
    • INNARDS
      • Fixes for recruits and rigs in vendor menus occasionally not initializing properly when entering the menus
      • Fixed clients seeing join / dismiss text that should only be displayed for the host
      • Quests now properly validate when re-entering the Innards

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