Sons of the Forest

Sons of the Forest Patch 13 Notes: Cave D Overhaul, Twin Enemies, and Mystery Items

Sons of the Forest·October 20, 2023·20 min read

Patch 13 for Sons of the Forest landed on October 20 and Endnight Games packed it with more than just bug fixes. Cave D got a full redesign, a fresh enemy type loves jumping out of the dirt, and two unknown items are hiding somewhere on the island. Here is the full breakdown of what the update changes.

Cave D Is Not the Cave You Remember

The Rifle and Gold Armor cave, better known as Cave D, has been completely rebuilt. Anyone who memorized the old layout will need to map it again from scratch. According to Endnight Games on Steam, the cave hides several "big surprises", which is studio shorthand for pack extra ammo.

Cave B, the Rope Gun cave, also received an extension. Inside that new area you can find two unidentified items listed only as "??? Items" along with three fresh blueprints. The mystery is intentional and the patch notes refuse to give them away.

Meet the Twins

The new enemy type, called the Twins, can erupt out of the ground in caves or on the surface. They do not knock, they do not introduce themselves. They simply appear under your boots. Treat any patch of disturbed dirt with healthy suspicion.

Another new face is "Henry", a skinned face mask enemy. Endnight is also leaning harder into the gore aesthetic with new bloody hanging props and assorted body part decor scattered across the map.

Building Updates

Tarps are no longer just for ramps. You can now use them to build proper walls, which opens up some lightweight base designs. New round tables are buildable, plus a few new note pickups and magazine props for the prop hoarders.

The item plating workflow got a small but welcome change. Adding Solafite no longer requires the grab bag. The plating structure itself can also be attacked and destroyed, which raid-style players will appreciate.

Quality of Life Improvements

The blueprint book is now easier to navigate. Page numbers show in the corner, a Tab Collections feature lets you jump to any page directly, and the notes tab is tinted grey for visual separation. Every blueprint image got new backings and shadows for clarity.

A new FPS limiter in the pause menu helps prevent GPUs from cooking themselves on title screens and menus. Item colliders were swapped to primitives across the game, which should improve performance and stop the occasional fall through terrain.

Other small wins:

  • Inventory items wobble briefly when you open the menu
  • Ranged weapon aiming sensitivity now applies to the spear, bow, and slingshot
  • Left handed item use works while pulling the log sled
  • Kelvin can fetch nearby spears for you
  • Snow clumps stop spawning at your feet when you are indoors
  • Bunker entertainment areas got better lighting
  • Fishing huts received detail upgrades and breakable planks
  • Solafite texture detail was improved
  • Smoother transition between default and aimed sensitivity
  • Localization added for item perishable states

Balance Changes

Three balance notes worth flagging:

  • Regular Puffies can no longer be skinned for creepy armor. John2 now gives two creepy armor pieces instead, so the recipe still works.
  • You can no longer parry helicopter attacks or the end boss body slam. Those leaned more on cheese than skill.
  • Heavy cannibal kick and club dismemberment was reduced. Boat engine dismemberment went up, because of course it did.

Combat and Multiplayer Fixes

The fix list is enormous, so here are the changes most players will actually notice:

  • John2 no longer phases through walls and now properly triggers mace and radio traps
  • Demon now collides with the player, pushes bushes, and stops getting stuck on hanging crosses
  • Eagles and ducks should mostly stop walking on the ground
  • Clients in multiplayer can finally see Virginia's muzzle flashes
  • Kelvin can chop Arbutus trees again, fixing his stalled log gathering
  • Kelvin's notepad icon no longer stays active when another player starts interacting with him
  • Cannibals in peaceful mode stop placing effigies overnight
  • Puffies wake up when hit and stop standing up post jump for no reason
  • Rare cases of village cannibals spawning in the ocean were fixed
  • Radio traps no longer trigger randomly on dead bodies
  • The Sundowner magazine character name was corrected

Map and environment fixes include the hell cave getting a small wood bridge over its jump section, missing rocks added to floor collision, dynamic skull lights in caves, weather occlusion on the old fishing huts, and tweaks to Cave A detailing. Cave and bunker transition groups along with ice caves had their collision meshes merged for fewer floor-clip incidents. Wall torch orientation is now fixed so it does not visually drift away from its support.

Construction and Structure Fixes

Building got a lot of attention this patch. Highlights:

  • Tree houses no longer float after you chop down their tree
  • Tarp ramps now play an unfold animation when placed
  • Repairing a preset tarp now repositions the element correctly
  • Pillars supporting deck rails can no longer be dismantled
  • Free wires snap more accurately to the second support and the preview UI matches
  • Ramps stop switching to combined LOD elements after repair
  • Breaking a pillar that supports a strut and beam now properly collapses the structure
  • Lifting a beam in multiplayer no longer teleports it for remote players
  • Rope bridges no longer vanish when the supporting beam is flipped by a strut
  • Large log storage structures can be destroyed and now wobble on dismantle
  • Placing climbing rope from above is easier to target at awkward angles
  • Corner ramp log quarters no longer switch LODs right under your nose

A handful of long standing physics oddities also got patched. Standing on an armed spring trap while opening your inventory will no longer launch you into the upper atmosphere. Ragdolls should have fewer broken neck poses. Spears can be picked up even when you are already at max spear capacity. Many structures received better collision so projectiles stop passing straight through them.

Weapon and Item Fixes

  • Flashlight aim now lines up with revolver, pistol, and rope gun aim down sights
  • Crossbow colliders on the crafting mat were fixed
  • Lit torches no longer leave you stuck in warm status after stashing them
  • Night vision goggles stop showing through the gold room cutscene to other players
  • Gold armor that was force equipped during cutscenes will no longer get permanently stuck on
  • Ranged sensitivity is no longer broken mid reload on guns
  • Left-hand items can not be re-equipped while stashed for reloading the right hand
  • Ammo box pickups with ranged values now include their max value in random rolls
  • Item Plater no longer errors out if the item is removed mid plating
  • Healing effects of items used at low health are no longer lost to the instant regain trigger
  • Mounting a Knight V near a zipline now blocks zipline use

UI and Menu Fixes

  • Inventory left click icon refreshes when switching between keyboard and gamepad
  • Menu can no longer be opened mid inventory animation, which previously caused a bad state when quitting to the title screen
  • Multiplayer kicks and bans clean up game state more reliably
  • GPS icons stay upright on the edges of the tracker screen
  • Notes pages stop being visible to other players when the book is equipped
  • Pause is properly blocked when entering the mutant boss cutscene
  • The countertop radio pickup in the bunker entertainment spa is interactable again

Audio Tweaks

Endnight cleaned up several audio issues. Hanging objects now make sound when pushed. The lighter lost its ultra high frequency peak. Ice impacts were added to water impact events. The guitar track stopped looping. Crafting zipline rope plays a crafting sting. Puffy idle audio was retuned and metal objects should stop spamming reverb. Lit torches and molotovs now have burning sounds, including a dedicated wet variant, and Puffy sleeping or running audio was hooked up properly.

Should You Jump Back In?

If Sons of the Forest has been sitting in your library since the last cave run, Patch 13 is a solid reason to reinstall. The Cave D rework alone is worth one fresh playthrough, and the Twins make travel above ground feel less safe in a way the island had been missing.

For anyone running a private server with friends, the multiplayer fixes alone justify the update. Fewer phantom muzzle flashes, fewer broken Kelvin states, and more reliable structure replication will save your group plenty of confused screen-checking moments.

Server up, gear ready, dirt suspect.

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