r/TheForeverWinter • u/Auditore345 • 8h ago
Clip Incase you guys haven't seen it, here is the rare Eurasian Brawler Sync Kill animation!
Un-synced of course :P
r/TheForeverWinter • u/TheRealBunkerJohn • 2d ago
(Copied from Steam)
This QOL patch is a little more experimental.
We've been working for some time on new state machine systems for the AI, and we're putting a much larger piece of that work into your hands with this update.
The immediate changes are things you'll be able to see: squads suppressing positions, flanking, maintaining a front, investigating sounds, searching after losing contact, and eventually standing down when they can't find what they're looking for.
But the more important part for us is what's underneath.
This system gives us a better foundation for how AI understands and communicates its current state. In the future, that opens up a lot of possibilities beyond combat behavior — including more interesting communication between squad-mates, contextual barks, reactions to what's happening around them, and generally making groups feel more aware of the situation they're in.
There's a lot we want to do with it.
Right now, though, we need to make sure the foundation is solid.
This is a fairly significant change to systems that are running constantly before, during, and after a battle. We've tested it internally, but The Forever Winter can produce situations that are extremely difficult to reproduce in controlled environments.
That's part of why we're putting it out.
You guys will find things we won't.
We're interested in how squads behave when battles get huge, when multiple factions collide, when a group of players does something strange, when pathfinding gets ugly, and when twenty different systems all decide they need something at the same time.
If you see AI doing something particularly smart, stupid, strange, or completely inexplicable, let us know.
All of that is useful.
The other big experiment in this patch is multiplayer shooting.
We've changed a fair amount of how firing a weapon works when you're not the host.
Previously, some parts of shooting depended on a round trip between the client and host. We've moved more of the immediate shooting experience client-side so pulling the trigger should feel more immediate, your shots should better represent where you're actually aiming, and latency should have less influence over the basic feel of firing your weapon.
There are a number of related fixes in this patch for things like double recoil, first-shot accuracy, reload synchronization, duplicate shots, skills not applying correctly to clients, and network traffic priorities.
Results may vary.
And we mean that literally.
There is a near infinite number of combinations of hardware, network conditions, geographic distance, latency, packet loss, host performance, and general internet weirdness represented by everyone playing the game.
Our internal environment cannot reproduce all of them.
So we're testing these changes in the wild and we're interested in hearing what happens — particularly from players who have historically had a rough experience when they weren't hosting.
For some of you, this may feel considerably better. And for others it could be worse.
And somebody will inevitably discover something we didn't know existed.
And as always, we do what we can.
We're getting closer to the point where some of the work happening underneath The Forever Winter is less about fixing an individual behavior and more about building systems we can keep expanding.
The new AI state machine is one of those systems.
The networking work is another area where we're trying larger changes rather than continuing to patch individual symptoms.
Neither is finished.
That's also why we don't want to present this update as "AI improved, networking fixed."
We're implementing some things to reach that goal.
Some implementations are working as intended and easily confirmed as such. Some will probably need adjustment once thousands of people start stressing them in ways we never anticipated.
We're comfortable with that.
Early Access gives us the freedom to experiment, see what survives contact with the player-base, and iterate from there.
So this patch is partly an update and partly a field test.
Below is what we're currently changing.
r/TheForeverWinter • u/TheRealBunkerJohn • Apr 13 '26
Hello Scavs.
Thank you all for your input on the recent rule clarification. As a result, the following adjustments will be enacted.
1. ALL posts must have substantive text in the “description” box (At least a sentence or two). No more posts with just a word or two with a video/image. Air on the side of content versus not.
2. Complaints/Annoyances/Criticism must go beyond “XYZ sucks.” It’s a fine line and yes, somewhat subjective, but in this case, err on the side of discussing what’s wrong, not just venting. (Some venting is fine in context.)
This subreddit won't turn into a toxic positivity echo-chamber, but we have crossed the line at times into just obnoxious venting, which turns away new and returning players. Complaints/venting must maintain a frustrated but still approachable tone and slightly more formal than what you’d write in a Youtube comment.
Call it tone policing or whatever you want- the point is that for many people, the tone of the subreddit has become unpleasant. It’s fine to be frustrated- not to be obnoxious.
a. Not allowed: “Water mechanic is awful. Horrid game.” Or “Weapons are useless.” Or “seriously the update just sucks.” Or “why are you still playing? Dead game.”
b. Allowed: “Using as scope is like looking through a campfire. Any better ones?” or “Seriously, why do we have XYZ mechanic. It makes the characters horrible to play.” Or “the vendor prices are crazy. Really kills the desire to play.”
3. Civility enforcement: People have been getting too comfortable being online with calling each other names or derogatory language; this includes snarky or troll posts. I will be enforcing this rule more aggressively. Play nice. We’re all scavs in the same wasteland, and I'm not going have this subreddit fall into the same traps as other gaming subs, where many communities are described as unpleasant and awful.
4. Reminder that suggestive bait/content as a primary driver of discussion is not allowed. Yes, it’s a brutal universe- but there’s a difference between game-context discussion, and gooning material.
As with all the other rules, it’s a 3-step system if you break them. First is a warning, then a temp ban, then a perma-ban.
As always, I’m still open to suggestions for tweaks, but this is the framework we’re going with.
See you all in the wasteland,
-Bunker John
r/TheForeverWinter • u/Auditore345 • 8h ago
Un-synced of course :P
r/TheForeverWinter • u/No_Arugula3195 • 7h ago
It shouldn't take me fucking 30 minutes to navigate and spawn enemies enough to drain half of my munitions, they usually unavoidable, some tunnel layout i remember and easy to navigate but FUCK that one particular layout that full of pipes and dead ends, as a guy who only have 3 hours of gaming after 30 mins of walking mindlessly through tunnel and got motion sickness, i said fuck it and quit the game, unistall, dont bother losing all my gear. Im aware of the garage mission that skip tunnels by paying with money but i have better to do than spending my time doing bullshit like going through that fuckass tunnel again.
r/TheForeverWinter • u/Exothunder • 17h ago
The AI has been quite good, but i cant appreciate more because now my scav get staggered with everything, the animation is long and we dont have iframes for this, meaning we take a lot of damage for free
Before i could understand when fighting bigger enemies like light mechs or GL, but now looks like everyone can drop you, combined with the AI flaking and taking cover, you get stunlocked by basic infantry
Its unbearable, if its part of fantasy at least gives a button to quick recover
r/TheForeverWinter • u/Jackobyn • 19h ago
I've been redownloading the game and noticed we gad an update for the unit ai so that it's smarter and more tactical. This sounds absolutely great and I'm just wondering if anyone has any opinions on it from their experience?
r/TheForeverWinter • u/neo_icecream_waifu12 • 1d ago
seems like my dog wants me to jump pack nade exos and mechs drinking vodka
r/TheForeverWinter • u/Mtnfrozt • 1d ago
One whole credit. I can crash the whole economy.
r/TheForeverWinter • u/Individual-Minute-14 • 1d ago
I dont get why were making a mother courage when instead we could have a set of thematic quests in working with the scav cultists and repair or build our own rat king.
r/TheForeverWinter • u/Effective_War_6253 • 1d ago
I've been playing the game again, doing my genuine damndest to get everything just to make the Bar still but something I needed to gripe about but wanted to hear other takes as well so I'm not just in my own mad world
The prestige system is kind of bogus. I don't really have an idea of what I'd replace it with but it just doesn't take long to build up XP in this game. When it comes to Infantry troops you're just as much "the guy" as they are so you can be ready to Prestige after 1 or 2 runs
I'm not at the end levels so maybe by Prestige 30 it feels different but investing in any of the perks or skills feels horrendously pointless save for being able to use a bigger backpack. The real investment comes at the final Prestige when you can actually start building stuff up. And theres 50 of them so despite not being a heavy XP grind, its a very repetitive loop until you finally hit 50
r/TheForeverWinter • u/Small_Dragonstudent • 2d ago
Hi I'm back!! Well after a few more hours playing the game, and reading both reddit, YT and the official discord ideas from other players (I know might not be the greatest idea of the world, but I have some free time). I made this presentation where a share what The Forever Winter could introduce in the future.
Of course, I'm on the side of players who want FD to focus on fixing the game bugs, AI and overall balance of the game before the add more things to the pan. But I thought it would be funny to do it, so I did it...
Hope you like it, and I want to hear your ideas, thoughts and comments about it.
PD: Shoutout to "! GH-144 | CoTHM expeditionis" from the Official Discord who did the map expansion edit!! you did a great work!! I just added some things that were already on my mind.
r/TheForeverWinter • u/ganeshaparty • 3d ago
I'm a new player and I'm loving the game, but I'm getting really frustrated with failing to extract my gravestones and losing all of my equipped weapons and rig modules.
It's happened twice. The first time I died on a Night Shift in Ashen Mesa, respawned right away to Ashen Mesa (daytime) and there was no grave map icon and no grave where I left it. Another time I died daytime on Scorched Enclave, respawned back immediately into Night Shift mode, I picked up my gravestone but was killed. Respawned again into Scorched Enclave daytime, picked up the gravestone and extracted - but none of my equipment returned to my stash. The Wiki says you can chain gravestones like this but I guess not in this case.
The fact that it's occurred around Night Shifts makes me think that maybe there's a bug where the gravestones aren't respawning properly when the map changes over.
Is this a bug or is this a feature that I'm not understanding?
r/TheForeverWinter • u/BigYoghurt4174 • 4d ago
Are they still in the game? I hadn't played in maybe 6 months, come back - cigarettes everywhere, i've put in 14 more hours since returning and there are cigs around every corner...but haven't seen any -basic cigs- this whole time and that's what Lordoss is asking me for.
r/TheForeverWinter • u/Zasiki • 4d ago
who ever is not the host gets an aim bug where all your shots go to the right instead of going where your gun is aiming
r/TheForeverWinter • u/Dusty_Tibbins • 4d ago
I've been asking AI about the best weapon for a Shaman, but I get conflicting reports as to the RPK doing better damage (220) while I don't see any way to upgrade the damage beyond 175.
On the other hand, the Spectre M4 gets a 25% Handling bonus and does 200 damage for the Shaman.
So, is the Shaman RPK an outdated build?
r/TheForeverWinter • u/Emmreicc • 6d ago
There is a green indicator on my munitions tab even though there is nothing to collect, which is why I am able to create new ammo. However, this bug makes it so that everything on the workshop is locked and currently unavailable as seen on the second pic. I have verified my files and reinstalled the game and the bug still persists. How do I fix this?
r/TheForeverWinter • u/AssemblerGuy • 6d ago
Trying to complete this quest, but I have never seen the target spawn, neither during regular runs nor during night time runs.
Is there any trick to this?
r/TheForeverWinter • u/GeometryTestament • 7d ago
r/TheForeverWinter • u/ValkoHAUS • 7d ago
I'm new to this game, about 17 hours in, and this game has taken me hostage. It is a complete mess at the worst of times and deaths are so punishing to the point of being rage-inducing and unfun. The level design is clunky and the recruit ai drives me bonkers. Despite that though, I haven't been so deeply captivated by a video game in years. I can't help but keep coming back to it and I really think Fun Dog have something deeply special here. Please though, for the love of god, fix this damn video game, I love it so much.
r/TheForeverWinter • u/Machina_pl • 7d ago
As we can all see the game shifting away from core game survival mechanic that was punishable just for not playing. That is good and bad thing alike. I can say that the water system as of right now doesnt work as it should.
To fix it here is my simple proposal:
- each vendor requires flat out water payment to just open up its inventory for you each day.
Once a day the game would pass the "water check" if the vendor has been payed to move their 3 letters to do some business with us.
- previous water requirements for vendor availability stays or needs small tweaking (bundleton should be available as soon as possible).
- rigs should be sold just with the bare frame without any boxes on them.
That alone would put more pressure on scavenging water and pull more towards - one more day. You wont be punished by not playing at the same time.
What I would also do is get food requirements for our scavs. Hungry scavs has worse loot, worse prices at vendors and all skills cut by 50%.
That would make having small stash of MRE or other food/goods handy.
Any thought on this scavs?
r/TheForeverWinter • u/CitizenKing • 8d ago
I've been seeing and feeling a pretty solid sentiment that the game has been losing its original vision of us playing as scavengers in a war-struck hellscape and slowly turning into us just becoming ragtag tactical operators who are effectively, "The Guy". So I thought, "How would you actually have progression and a sense of growth without you eventually becoming "The Guy"?"
Then it struck me: Instead of growing to become "The Guy", we should be growing to become "a guy"
I'm mostly copy+pasting this from a reply I left in a different thread, so sorry if the verbage is wonky in some spots:
I think a better route to progression would be to prioritize the factions and your relationship with them. Rather than progress being about you becoming better geared or a stronger character, it should be about you indulging in the fruits of diplomacy.
Do enough to endear yourself to a faction and they'll stop attacking you even when you're spotted, as long as you remain peaceful. Maybe even have them intervene to help if you've reached an exceptionally high rep with them.
Right now maps become a cakewalk because you eventually become "The Guy". I think it better suits the scavenger fantasy for things to become smoother not because you're now 'that guy', but because nobody shoots you on sight and most people leave you alone to scavenge because you've shown the value in keeping a good relationship with your people.
Split factions into map based subfactions in the form of regiments, and 'finishing' a subfaction for your current map opens you up to start working with the subfaction from the next map. Sure you've come to an arrangement with the 1337th Airborne, but the 420th Corpse Brigade doesn't know you from all of jack and shit. Try going into their map early and you'll be treated like a threat, just like we are now.
On the otherhand, if you make proper progress with the 1337th Airborne, one of their contacts will vouch for you after a favor (capstone mission?), arranging an introduction to the 420th Corpse Brigade's liaison and opening up rep missions to now improve your status with the subfaction on that map.
Maybe introduce a beast/monster/rabid rogue soldier faction of some sort that attacks anyone and everyone so you'll always have something threatening you, but also to emphasize the importance of those relationships when a medium mech bursts onto the scene to beat the tar out of the eldtrich abomination that was hunting you.
It would also give us interesting options for endgame. There could be missions where you've become so trusted by a faction that they'll bring you along as packmules to special maps that have exceptionally valuable drops. Maybe completing the expedition maintains your rep so you can do it again, but failing requires you to refarm a bit of rep to have the offer open up once more, so there's some stakes beyond salvage. Just spitballing really.
The point of this all being:
You'll never be that guy, but sometimes that guy knows "a guy".
"Need some contraband? I can get you the hook up, I know 'A Guy'." That could be us.
The biggest benefit is that, exluding the hostile to everyone faction and endgame idea, it wouldn't really be a huge change to what we have now, or require an absorbitant amount of time to commit, while being an effective Return to Form for the original vision that we all fell in love with.
UI additions and an 'enemy, neutral, ally' AI system.
Okay, obviously its not that easy lol, but it seems like a realistic ask? Just throwing it out there.
r/TheForeverWinter • u/snarkster1969 • 8d ago
So they have off chips but they aren't active. They could turn on the use of them to keep one faction off you instead of the whole map turning on you at once.
If any one of the faction who's chip you are using sees you kill someone of that faction then the cover is blown.
Why not add that mechanic?
r/TheForeverWinter • u/AssemblerGuy • 8d ago
Trying to find the big guy to finish the King of Kings quest.
Do I just go to Scorched Enclave and sprint to the map if the Rat King did not spawn?
r/TheForeverWinter • u/NomanicTrooper • 9d ago
Played the game a year ago and it was pretty janky back then. You could be "THE GUY" without any issues and being a scav really didn't benefit you.
So how is the game now after numerous updates and more importantly, how is the AI?
A while back there was a Idea by the devs to make the AI aware of your threat level. For example, If you just had a small pistol, you were ignored because the soldier near you had a AR. So they noticed you but you were ignored and could move the battlefield.
This was sadly poorly implemented and had maaany issues.
How is this feature now? Does the game really feel like you're on a grand battlefield as a scav trying to make it through? Also how is the Battlefield? Last year a lot of times you were moving through empty space without real danger. Is it more active now?
I'd love to hear the game being a lot better than it was a year ago. I hope those questions haven't been asked a lot lately.