Sons of the Forest

Sons of the Forest Patch 11 Breakdown: Electricity Rework, New Cannibals, and Cave Changes

Sons of the Forest·September 18, 2023·17 min read

Endnight Games dropped Patch 11 for Sons of the Forest on September 15, and it is one of the more substantial updates the survival game has received this year. Power lines work differently, two fresh cannibal variants are now stalking the island, and several caves have been quietly remodeled. Boot up the game, accept the update, and the woods will feel a little less familiar.

If you want the official write-up straight from the source, the Steam announcement covers it. Below is a cleaner pass through what actually matters.

The Big Three Changes

Electricity Got Serious

The lazy days of slapping a solar panel down and lighting up half the camp are over. Patch 11 introduces a large battery pickup that you now need to keep grids alive overnight, especially for lights and electric fences.

There is also a load limit baked into every power source. Connect too many devices to a single battery or panel and the grid will overload. On the upside, solar panels can be placed freely without a support structure underneath them and wired into the grid like any other component. The trade is real: more flexibility in placement, more planning in distribution.

Two New Cannibals to Worry About

Meet Eddy, who throws spears, and Greg, who places effigies. Eddy adds an unpleasant ranged option to encounters that used to favor melee, while Greg leans into the psychological side of the game with environmental warnings that mean something is very wrong nearby.

There is also a new pattern of nomadic cannibal families roaming the map after day 8 to 12, led by Frank the fire cannibal. If you were getting comfortable around day 10, that comfort is no longer earned.

Cave Layouts Have Changed

Cave A gets a brand new extension area, plus a mystery item tucked into it that the patch notes coyly refer to as a "new ? item." Cave C loses some active objects from its entrance, which should make that stretch feel less chaotic on approach. If you had a cave run memorized, you will want to walk it again.

Full Patch 11 Notes (September 15)

Features

  • New large battery item, plus a revised electricity system that requires batteries to power lights and electric fences at night
  • Load limits on individual batteries and panels before they overload the grid
  • Solar panels can be placed freely without a support structure and connected with wires
  • Spear-throwing cannibal type added: Eddy
  • Effigy-placing cannibal type added: Greg
  • New Cave A extension area
  • New ? item inside the Cave A extension
  • New cutscene added to the food bunker
  • New hanging gore props
  • Sprinklers now extinguish fires
  • New concave corner ramp placement option

Improvements

  • Babies can now be exploded into gibs
  • Nomad cannibal families led by Frank the fire cannibal start spawning after 8 to 12 days
  • Hanging skeletons and new gore props added to fisherman huts
  • Corner beams now contribute to a beam's structural resistance, so layouts using only corner ramps are less prone to collapse
  • Beams can be leaned on another leaning beam, allowing one extra level of stacking
  • Corner ramps no longer consume a full plank per placement; oversized planks split down and drop a pickup matching the rest of your quarter log planks
  • Placing free wires on a solar panel snaps them to the model's connector position
  • Free wires connected to beams and pillars now use a wire model rather than a zip-tie ring
  • Burning living cannibals correctly updates the burn amount on their material
  • Volumetric fog in bunkers is more visible
  • Lighting improved inside the food and residential bunkers
  • Puffy walks 20% faster and attacks 10% faster
  • Cave C entrance reworked with fewer active objects above ground
  • Flashlight Mod near plane adjusted to prevent the cutout shape when reloading a shotgun with flashlight attachment
  • Updated Holosprings logo
  • New tutorials covering the electricity system

Fixes

  • Slingshot no longer fails to animate when canceling a shot
  • Loading screen visual glitch when loading a saved game resolved
  • Holosprings video no longer keeps playing in single-player while paused
  • Holosprings video loop changed so it does not restart every time
  • Holes in quarter log planks closed
  • Player can no longer be knocked down while holding a hang glider in the air
  • Being knocked down on the ground with a hang glider now drops the glider
  • Multiplayer sync issues for the Cave B and Cave C Sluggies fixed
  • In multiplayer, if any player has high sentiment with Virginia, the gold room variant cutscene plays for everyone to keep the final boss fight in sync
  • Cave shark now spawns correctly on the low animal setting
  • Actors found in invalid positions on load are now either removed or restored to a fixed position (Kelvin and Virginia)
  • End boss is now forced to stay above terrain to avoid clipping under it
  • Cannibals hitting certain village structures now play audio
  • Clients now hear dropped ragdoll impact audio
  • Heavy cannibal no longer always transitions to walk after auto-jumps; double taunts when entering combat fixed
  • Beam collapse no longer propagates through pillars and now stops where it should
  • Strut placement plays its sound again
  • Edge case that could break corner ramps fixed
  • Corner ramp placement arrow positioning corrected
  • Corner ramp now places correctly when one beam is supported by a leaning beam on the forward end
  • Pillars place correctly above beams that support a corner ramp
  • Damaged corner ramps now visually distort
  • Pillar placement order at the top of a wall no longer blocks ramps above

Audio

  • Electrical grid sound effects added
  • Frank on Fire sound improved
  • New light placement sound
  • End boss battle music stops while the player is dead

Worth Updating For?

If you have a base running on automated power, Patch 11 will probably force a redesign. That alone is a strong reason to log back in. Add Eddy's spears, Greg's effigies, and the Cave A extension on top, and you have a solid argument for booting up Sons of the Forest again rather than letting your save sit one more weekend.

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