Beasts of Bermuda cover
Beasts of Bermuda screenshot
Genre: Simulator, Adventure, Indie

Beasts of Bermuda

The Lurdusaurus Patch

The Lurdusaurus Patch




NEW ADDITIONS
+Added new playable creature, Lurdusaurus!
-Added foliage to AP that is suitable for Lurdusaurus to eat
+Groups now work again!!!
-Group tags now display the steam icon, if accessible, instead of the dino.
-This fixed lots of bugs related to groups.
+Added server mute code, works for admin
+Added local mute code, not yet callable
+Added kickPlayer command. KickPlayer name/id/id64 Reason
+Re-implemented the kicking from server code.
+Added a new console command - "ServerConsoleCommand" - allows a client to execute console commands on the server
+Added para damage textures, by Soals
+Added Dart Velo, by DeviouslyKITT, concept by ShotgunPunk.
+Added Field of View to the graphics settings

BUG FIXES

+Fixed: The commands 'TeleportToP' and 'TeleportToMe' now work regardless of whether the target is net-relevant to the owning client
+Fixed: The PossessEntity command now properly has postprocessing effects active
+Fixed: Scent no longer tries to connect a flying or swimming player's location with the origin of the map by a scent trail
+Fixed: Saved donor skins can no longer be selected for use unless you have the proper donor tier
+Fixed: Dropped items such as foliage or carcasses now properly ignore player hitboxes when determining placement
+Fixed: Carcasses should no longer behave oddly when aging such as suddenly appearing more decayed or fresher
+Fixed: The egg now properly displays post-processing effects and plays environmental sounds
+Fixed: The egg now properly plays its heartbeat sound for the owning client
+Miscellaneous bug fixes and graphical tuning on AP
+Fixed: Mosa grab is no longer blocked by foliage

MISC CHANGES
+The fog argument of the command 'setweather' now lets players set the exponential height fog on the map
+Mosasaurus now tilts its pitch angle to the angle of the terrain
+Mosasaurus and Kronosaurus and Lurdusaurus tilt with the right angle of the terrain, sideways

...And a Quick Hotfix!



BUG/ISSUES FIXES:
Lurdu water now drains at half the rate
-Fixed the Class reference issue causing Groups invites to not work.
-Lurdu jaw now closes in the idle pose.
-Hid the collision hitboxes on Lurdu.
-Consuming terrestrial plants as a Lurdusaurus, or aquatic plants as any other herbivore now grants food poisoning equal to half the food gain received from those plants
The Botanist talent mitigates against this effect.
-Lurdusaurus is no longer treated as a carnivore.
-Reduced volume of lurdu placeholder stomp sound.
-Lurdu now consumes ability power when it stomps, and no longer can stomp when it has insufficient ability +Lurdu montage animations (vocals and attacks) now properly function while swimming.
-Lurdu now has 50% weather resistance.
-Lurdu now has the storm resistance talent.
-Adjusted rex idle and sleeping volumes.
-Lurdu will save and recover data properly.

(Screenshot courtesy of Senoba on the Official Discord)

Sneak peek on development: Velociraptor latching/climbing mechanic

Hey folks, I figured you guys would be happy to see some development!

I have been working on setting up our new velociraptor for Beasts of Bermuda! While not all animations are implemented yet, I'm hoping to get all that together for the release day!

Here goes! Velociraptor is able to climb trees, rocks, and any other map element considered climbable! Along with this, you are able to jump from surface to surface to your heart's content!

This little demo was done with a simulated Client with 30ms.
https://www.youtube.com/watch?v=0qnlQl177Z8

Small Hotfix

Deploying a small patch that fixes a few issues that happened over the weekend. It also includes some work on Ancestral Plains, by Asoka:

AP Map improvements / new marsh area
-Resized all trees to be larger
-Edited some areas around the map that needed attention
-Swapped out some old assets with nicer looking newer ones
-Placed new foliage in the different biomes
-Started work on a marsh/swamp area
+Hopefully fixed combat logging - needs testing
+Hopefully fixed mating invites - needs testing
+Fish should be fixed now
+Fixed: The donor Megalosaurus skin should now properly show up
+Rex idle sounds are now 15% of their original volume
+Neutral status indicators (such as overweight or pregnant) now show up as yellow
+Fixed: Apato tail no longer jams in the aiming state when you press RMB at the wrong time
+Fixed fish crashing Ancestral Plains and Forest Island
+Tyrannosaurus stationary turn rate is now 100, down from 122.4
+Tyrannosaurus sprinting turn rate is now 75, down from 93
+Reduced juvenile and subadult Tyrannosaurus damage
+Reduced pteranodon juvenile damage

EDIT:
+Hopefully fixed the server crash
+Carcasses now last 50% longer under all circumstances.

Donor Skin Introduction Patch


NEW CONTENT
+General work on Ancestral Plains
+Added support for donor-exclusive skins and steam ID-exclusive skins
-The SenRex rex skin can now only be selected by Senoba
-The 'Glimmer' Megalosaurus skin with recolorable, optional bioluminescence is available to anyone who has donated to the Mighty Megalosaurus tier or higher
+Added Skins:
TREX:
Hellfire & Komodo by DeviouslyKITT
Lost by Misha
Stripes by Kelskorra
KRONO:
Emperor by DeviouslyKITT
MEGALO: (Donor-Exclusive)
Glimmer, by Kelskora
+Parents can now sniff their hatchlings to check on their stats. The Good Parent talent improves this by displaying more stats

BUG FIXES
+Fixed (for new models): Footfalls no longer play multiple times when they shouldn't
+Fixed: A couple plants not being edible on Ancestral Plains
+Fixed: Lightning now strikes all over the map on Ancestral Plains
+Fixed: Creatures with food values that exceed 100 now properly spawn with an appropriate percentage of max food
+Fixed: Creatures in flight or swimming no longer leave scent trails
+Fixed: Comfort flower and food poisoning effects now properly save and load
+Fixed: Carcasses near you will now emit scent if the carcass spawned before you logged in
+Fixed: Random carcass spawns no longer appear in caves
+Fixed: Females can now properly repair nests
+Fixed: Acro now properly applies bleed
+Fixed: Tyrannosaurus rex now has the proper foliage grade
+Fixed: You can no longer smell the carcass you are carrying
+Fixed: Hatchlings now have genders
+Fixed: Apato stomp now properly plays while standing still
+Fixed: Pressing RMB while the Apatosaurus tail is whipping now properly gets your tail to aim after the previous whip is done
+Fixed: The tyrannosaurus now properly plays its idle sounds, rather than acros
+Chat system is back at work + various optimizations related to it.
+Fixed: Combat logging should now result in the player's pawn being left on the map for a period of time, vulnerable to attack
+Fixed: Foliage and other players no longer confuse the computation of shelter state
-This will also fix the post-processing flickering that occured when players would run through other players or foliage and hit 100% shelter state
+Fixed: Fish now work properly, rather than spending most time under the landscape on AP
+Fixed: Players can no longer be knocked back after they're dead, causing bodies to float away
+Fixed: Bugs on server that would fire an handled error uppon initialization + various ui things

BALANCE ADJUSTMENTS
+Acrocanthosaurus sprinting speed is now 750, up from 703
+Acrocanthosaurus bite cooldown is now 1.2, down from 1.5
+Acrocanthosaurus health is now 1200, up from 1000
+Acrocanthosaurus stamina max is now 70, down from 100
+Tyrannosaurus now has 45 stamina as a juvenile, which decreases down to 15 at adulthood
+Tyrannosaurus health is now 1600, down from 1750
+Tyrannosaurus bite cooldown is now 1.3, up from 1.2
+Tyrannosaurus bite damage is now 500, down from 575
+Apatosaurus tail whip now deals 500 damage, up from 400
+Apatosaurus now always takes half damage when hit on the tail
+Hatchling Apatosaurus can now eat foliage grade 2 plants

MECHANICS CHANGES
+Added some base to the larger footfall base sounds in the game for medium and large-sized creatures that play alongside their regular footsteps
+The limp animation now starts playing at 45% injury, and the rate of locomotion of limp animation adjusts to match your speed
-Actual speeds while injured remain unchanged
+Apatosaurus can now aim its tail downwards if the camera is aimed downwards
+Hitboxes now deactivate after death, making ties less likely
+Rivers are now drinkable
+Altered rain-induced fog such that it decays back to baseline much more rapidly
+Dropped foliage now lasts for 20 minutes, down from 45
+All creatures now spawn with 75% food and water, up from 50%
+Creatures above 1.0 growth now drain carcasses while eating more quickly, continuing to scale with growth past 1.0
+Creatures above 1.0 growth now get further decreased food from plants than before
+Significantly increased banana tree and "Christmass tree" food values
+After growth 1.0, creatures now scale as a square root of growth, rather than linearly with growth
+Cumulative comfort influence is now computed differently. Stacking positive or negative comfort influences is now less effective
+Smaller growth level creatures now have less influence on the comfort of larger creatures
+Comfort influence is now capped at adult influence levels - smaller animals no longer get more comfort or stress from larger ones than they would something their size
+The offspring skin generator should now have a higher chance of blending the mother and father skins
+Finished reworking the Megalo ability into a character component and added bleed and venom to it as additional, tier 3 stat displays

Hotfix: Food and Water Decay Rebalancing


+Reduced rex sprint breathing sound volume by 50%
+Scent works again
+Maybe Fixed: Pteranodon should now properly animate when in flight on non-owning clients, rather than get stuck in the running animation
+Fixed: Various reported areas on Caldera and Ancestral Plains that needed attention
+Reduced Apatosaurus capsule height
+Buffed the Stamina Bite talent by 50% for all talent levels
+Finished cave area for Pteranodon Rock on AP
+Reduced food and decay rates for all creatures by 10%
+Adjusted the juvenile and subadult food and water decay rates to more equal to their adult decay rates
-After the above two combined changes, juveniles should lose food and water 30% slower than before
+Fixed: Baby and juvenile morphs of creatures should now properly apply when hatched from an egg, loaded from data, or when they become net-relevant on non-owning clients
+Fixed: Utahraptor no longer scales to 0 on the owning client while pouncing and latching
+Fixed: After possessing an egg, certain actions such as typing in chat or being able to press Ability to spawn now function properly
+Removed some foliage on Ancestral Plains that was poorly optimized, which caused frame drops
+Modified the carcass spawner such that it can have bounding boxes set
-This will allow unused, underwater parts of the map to be clipped out, so carcasses don't keep spawning way out there
+Made it such that the carcass spawner can spawn larger, but less frequent carcasses
-On Ancestral Plains, this was set to 10x, and the frequency to 0.1x, so the same amount of randomly generated food is now spawning in larger, more scarce carcasses
+Fixed: The para jaw now opens with the proper transform
+Fixed: Elasmosaurus no longer has two Thick Hide talents, and Survival talent SP1.1 now contains Intimidation
+Hatchling Para should now be able to eat any foliage of grade 2 or lower
+Hatchling and Juvenile Pachy should now be capable of eating foliage grade 2 plants at all times

(Screenshot courtesy of Kitty-Wilson)

Official Release Date!


"Hello everybody. I have some excellent news that many of you will be very happy to hear. The patch we released yesterday has gone very, very well. Our official server has been running for nearly a full day without a single crash. We loaded it with 32 testers yesterday and it did not falter. No lag or glitching or teleporting of the players was witnessed. A lot of this has been because of all the efforts Vipe has done to re-code our game's server-client processes involved with joining servers, leaving servers, saving data, possessing pawns, and lots of other things.

We have not witnessed any gamebreaking bugs that would warrant us to consider pushing our release back with this patch. We have finally gotten to the point where both Vipe and I feel comfortable releasing it to the public for everyone to enjoy. This means we will be releasing our game on December 21st, 2018, at 12:00 PM PST. It's now up and listed on Steam with this date! Between now and then, we will be working to address bugs and feedback concerns, prepare our release-day map, and iron out a few more mechanics.

I would also like to personally thank all of you for being patient with our team as we've worked to prepare this game for everyone to play. Over the past few months, the pressure to release our game has escalated higher and higher as we've seen a huge, almost overwhelming interest in the game we're working on.

We will now be shifting towards helping many of the Community Leaders prepare their servers for our release, as we plan to have many community-run servers available for everyone to join on December 21st! If you're interested in hosting a Beasts of Bermuda server and having it prepared and ready on release day, contact our head moderator, Mexy!"
-Predatoria

If you have not already, why not join our discord for all the latest developments and news on the games progress? This is also the fastest way to contact the development team if you have any questions.
https://discord.gg/ByGYHVM

The game will cost $20 USD on release.
We hope to see you all in-game soon!
https://store.steampowered.com/app/719890/Beasts_of_Bermuda/

Hotfix patch 1.0.0.2:112818


BUG FIXES

General:
-Fixed: Clients should now be authentified to Steam Game Servers once again, and the server list should report a proper player count for a given server.
-Fixed: Client-side post login crash related to foliage.
-Fixed: Server-side crash related to scent *Scent is disabled for players for a bit, however it works for carcasses & water.
-Fixed: Client-side crash that had a high chance of occurring after a player loging out, raised in the growth tick.
-Fixed: Outdated code that was raising a ton of errors Client-side in the comfort tick, definitely causing genuine itches on the client.
-Recoded some major issues with Scent that was causing it to both stop working and cause very bad server lag and disconnects.
-Fixed: You can no longer receive knockback while on the dino select screen.
-Leafless trees no longer block you from eating other, nearby foliage.
-Fixed: River currents now properly push you downstream, rather than off to the side
-Hopefully Fixed: Creatures with juvenile forms should now properly reflect this upon logging into the server

Carcasses and bones:
-Fixed: Random carcass spawns no longer can spawn in trees.
-Fixed: Carcass bones now properly color red when they spawn, rather than on the first decay tick.
-Fixed: Carcass ribcages now longer emit scent clouds for several seconds after having been fully consumed

Mating and Nesting:
-Fixed: Mating no longer jams you if you're crouching during mating.
-Fixed: Eggs properly grow past 25% gestation.
Fixed: The number on the egg HUD now properly displays how many eggs you have ready for laying.

Sounds and Animations:
-Fixed: Splash footfalls now properly play when the player's feet are in water, rather than also playing when slightly above the water level.
-Fixed: Animations that blend out the legs while moving (roars, calls, attacks) now properly blend the legs back in while stationary.

Skins:
-Fixed: Skins no longer mess up when opening the character screen.
-Fixed: The most recently used skin for each creature now properly gets set on the dino customization screen.

Apatosaurus:
-Fixed: Apatosaurus footfall sounds now properly continue to play while turning for a period of time.

Parasaurolophus:
-Fixed: Para can no longer spam vocalizations without any cooldown.

Pteranodon:
-Fixed: Pteranodon no longer gets stuck in the crashed animation if you continue moving or swimming after crashing.

Megalosaurus:
-Fixed: The Megalosaurus no longer, under certain conditions, turns black when receiving damage.

Tyrannosaurus Rex:
-Fixed: TRex now properly holds held objects in its jaw.
-Fixed: The Tyrannosaurus rex no longer moves violently from side to side while roaring and moving at the same time.
-Fixed: Log spam related to the Tyrannosaurus animation blueprint.
-Fixed: Tyrannosaurus now has a proper base healing rate.


USER INTERFACE
-Fixed: You can now properly customize the layout of your HUD while playing as an egg.
-Fixed: The Egg HUD element no longer shows up and gets stuck while you are customizing the layout of your HUD.
-Fixed: The Panther rex skin's back and sides are now properly labeled during skin customization.
-Fixed: The talent screen now properly loads the background image when opened immediately after spawning.
-Reworking the player list due to the changes in the code, it should be more stable now. This is not complete, but always shows every player that are online.

  • Now, only players that are in your group will have the species they're playing as displayed to you. Other players will remain anonymous.
  • Anonymous players have their Steam Icon displayed instead of the creature they are playing as.
  • Player list no longer updates every few seconds, and instead updates when showed up. This prevents it from blinking for a few milliseconds at each update.


GROUPING SYSTEM
*The Grouping System is temporarily disabled to prevent problems associated with a work in progress code that is for now, very unstable.*

  • Temporarily made it such that carnivores of the same species gain comfort regardless of group, due to them being disabled for now.


ANCESTRAL PLAINS
-Increased the tiny carcass spawn rate on Ancestral Plains by 60%.
-Fixed: Some areas on Ancestral plains where water planes or other things were clipping.
-Fixed: Sponges are now edible on Ancestral Plains.
-Increased the foliage food values of several plants on Ancestral Plains.
-Fixed: Comfort flowers are no longer double stacked on Ancestral Plains.
-Added more Foliage on the map, and a couple of water sources.


ADJUSTMENTS
-Changed Tyrannosaurus' size stat scaling for small values.

  • For juvenile stages, the rex is considered lighter than previously.

-During storm surges, if possible, any terrestrial or flyer spawn point that is underwater will no longer be in use.


MISC
-Added debug info in the code associated with what was reported by the testers in case some crashes are still present.





Rex Patch complementary notes::1.0.2:112818

OPTIMIZATION
-The entire saving system was changed, it is highly recommended to delete everything in your Saved folder in order to avoid possible errors with incompatible data.
Server now handles the server data in its ram, and will only save occasionally, using autosave, if it is forced via command, or if it happens to be shut down manually. Otherwise, the data structure is kept in memory in order to have
fastest accesses to players, either to load them back in game, or remove them from the save (uppon death). The code is a lot more optimized and responsive.

- For Servers, one save file is now used per map and per game mode. Its format is SERVER{MapName}{GameMode} for better readability.
-The entire data processing code was changed, improved, and optimized.
-The entire data loading code, client side, was redone, improved, and optimized.

-Various CPU optimizations.
-Various assets GPU optimization.

GRAPHICS
-Various graphics updates in relation to shaders, lighting, and post processing, associated with the implementation of the new map, Ancestral Plains.
-Fixed water issues while underwater, being too dark, too fast.
-Drinkable water now rises and fall depending on storm surges.
-Added rivers, they're swimmable.. But beware of the current! The current shader used on them is placeholder, and will be improved in the near future.

SERVERS / DEDICATED SERVERS
-Changed the entire server configuration system.
Server hosts now have access to a config file, Game.ini, in which they can set rules for their server.
This goes from player rules, to administration rules, administration ranks, etc.
We updated the wiki about the dedicated servers, and along with the information to set up your server now, a template config file can be found there.
Ping Perfect was notified on the changes, and worked with us to implement an end-user interface that should come in the near future, exposing the configuration settings
in an easy way on their website.

---> https://wiki.beastsofbermuda.com/Dedicated_Servers

Feel free to message Vipe, one of our lead developers, for any questions on the server config (if the wiki isn't enough of a help).

Quality of life elements
-Added a new loading window, art made by a collab between Soals and DeviouslyKitt.
This new window shows a random hint for a random dino, and will also show the progress on loading the game server info, and various map-related items that you, as a client, must know when joining the server.
When this window goes away, you are fully ready to play. No more sitting on the next space program, under the map! :success:

-Added Current Game Server information on the escape menu. Here you will be able to read:
-The current mode of play of this server
-The current map being played on
-The time since this server is alive.

The Big One- Rex Patch


NEW CONTENT
+Added a very WIP version of nesting
-After two players mate, the female carries an egg.
-Having low comfort now has a chance to damage your gestating eggs.
-Taking a hit that causes you to play a high damage pain grunt now damages your eggs if you're gestating eggs.
-When an egg takes damage, it gets assigned an additional, random, negative inheritance trait.
-When your egg or eggs are ready, you can lay them in a nest created by your mate.
-You can only lay your eggs in a nest built by your mate, and only the males can build nests.
-There are three ways a player can possess an egg to become another player's hatchling
-The playerlist shows egg icons beside each player who owns one or more eggs. You can ask these players to become their hatchling in the same place you'd ask to join their group.
-Available eggs show up on the dinosaur selection screen under a new UI button labeled Eggs. Selecting one prompts the players if they'd like to allow you to possess their egg.
-Players with eggs can ask any player if they'd like to become their egg through the playerlist, much like asking a player to join their group.
-When you become an egg, you can monitor how close you are to hatching. To hatch, you must be fully grown, and then press the ability key.
+Added the Tyrannosaurus rex as a new, playable creature.
-This creature has an experimental build that's unlike what one may expect at first.
-It can run very fast (equal to Megalosaurus' sprint speed), but has extremely poor stamina
-It also walks quite fast (almost as fast as Ichthy sprint), and can do so indefinitely
-This setup was inspired by wishing to play the animations at a reasonable pace, but may present an interesting difference between rex and Acro
+Added a new map: Ancestral Plains
-This map has quite a large land area, roughly 16 square kilometers
-This map has extreme tides, with a tidal swing of about 20 meters
+Added talent build saving
-On the talent screen, you can now save builds. They show up on the
left side of the screen when you expand the list, by clicking 'Show
Saved'. You can load a talent build by clicking one of the saved
talent builds. It will apply all the talents in the build. You can
also save partial builds, using a smaller number of talents, and
combine them if you like. If you try to load a build that would, in
addition to the talents you already have selected, sum to a greater
talent count than what you already have talented, it will prompt an
error and disallow you from loading that talent build.
+Added the beached mosa move forward animation
+Added code support for submissive and distress vocals
-Most animals do not yet have these calls.
+Added server config settings
-Player Ban list needs testing - Test adding a volunteer's ID to the ban list to make sure it functions
-Player species and group limits should load, but won't work. Request SpeciesLimits in the console to see if these loaded properly.
+New Skins:
-Orycto: Mango, by Misha; Striped by DeviouslyKITT
-Para: Raptured, by Kelskora
-Added semi-customization masks to Canyon Megalo, Autumn Apato, and Angler Mosa by Kelskora
-Trex: Rust & Forest by Kelskora
-Para: Faded by Misha; Quagga by Babydracolisk
-Apato: Banded by Kelskora
+Admins can now be specified in the server 'game' config file. When an admin logs in, they receive a message that they've logged in as an admin. Their names show up in gold for all players. They can use console commands without logging in.
+Added megalo distress and submissive animation and sounds
+Added support in the sound table for exhale_fast and inhale_fast sounds, designed for respiration while sprinting
-If these are not provided, the regular inhale and exhale sounds will be played instead
-Megalo has these sounds right now
+Pack limits now work, as server config variables
+Added a Discord button that should work, but needs testing
+Player species limits should now work with the new code, including pteranodon cooldown
+While species limits are violated, growth rate is severely reduced and the "overpopulation" debuff is shown on the character screen
+Server owners can now specify a Discord invite code in the server config, which causes a button to show up that'll invite members to their Discord
+Non-dedicated sessions launched from in-game should now have a functioning password for the server. Dedicated sessions will once we speak with PingPerfect to get this added as a command line argument
+Added pack limits and fixed up the advanced hosting to show this
+Players can now specify veteran Steam IDs for their servers, and can also set creatures to only be accessible for veterans
+Finished setting up steam group requirements as a server config variable. Now server owners can specify whether or not a Steam group is required to join their server.
+Added new loading screen widget with hint system
-There are currently only 3 hints
+Added a river on Ancestral Plains
-It's swimmable and has current
+Freshwater bodies can now raise during storms if they rise without the water plane clipping through the terrian mesh, determined automatically
+Added and set up a proper Para sprint quad animation, by Senoba
+Added a new console command - TakeServerLog. Takes a log and saves it on the server
-This may be very important for diagnosing server performance issues
+Added a very dysfunctional, not very well done replay system that kind of works'ish?

OPTIMIZATION AND RECODING
+Recoded the game's saving system
-This should remove the largest source of lag spikes on the server
-This also should make data saving and loading much quicker and much more reliable
-Any issues with player saves not updating or registering properly after dying, closing their client, or the server shutting down should be resolved
+Refactored some very laggy talent-related code that was causing frequent server-side lag spikes
+Optimization that should make the UE4 garbage collector tick be a lot less large
-This should also fix the periodic crash we've been having problems with
+Recoded the game's server / client exchange on players joining the server
-This should now work much more quickly, more reliably, and should remove any previous bugs with clients joining a server
-This puts less strain on the server than before, so it should be less likely to induce a lag spike when a client joins the server
+Recoded the game's respawning system
+Recoded the game's foliage eating and respawning system
-It should be a lot less straining on the server to tell joining clients about the foliage state on the map
+Recoded scent
-This should stop scent clouds from getting stuck on the client
-This should also stop periodic performance issues induced by stuck scent clouds
-This also allows scent to function regardless of whether or not the pawn is net-relevant to you
+Recoded how skin customization is done - into C++ code

BUG FIXES
+Fixed: Healing herbs now properly heal you when you do not have bleed …
+Fixed: Comfort now works properly
+Fixed: You can no longer see under the water surface with the camera and avoid the underwater effects
+Fixed: Para alarm call now highlights for all party members
+Fixed: The para alarm call and the keen senses talent now properly outline other characters
+Fixed: The Elusiveness talent no longer makes you go completely invisible
+Fixed: Issue with skins becoming black on the megalosaurus and mosasaurus
+Disabled the palm we've been having tons of issues with from ever spawning a physics object
+Fixed: The krono lunge sound now properly reduces from the Sneaky talent
+Fixed: It is no longer possible to inherit +2's (or overlapping +1's and -1's that cancel out) as a spawned juvenile
+Fixed: The mosa, ichthy, and elasmosaurus fish and attack hitboxes should now behave reliably
+Fixed: The Elasmo no longer jams when spamming LMB
+Fixed: Objects dropped while held through walls or while under the terrain mesh now drop at your feet, rather than under the map
+Fixed: Shelter state should now remain at 100% while in a cave
+Fixed: Cave lighting is now static, but its intensity and color can be controlled via the camera
+Fixed: The lighting is now static in caves, and the fill light value will not change while in deep caves
+Fixed: The underwater on Forest Island should be a lot less dark. It was caused by a bug (error) in the code
+Fixed: Invalid material parameters names - requires recompiling the shaders, sorry
+Fixed: All water volumes on forest island have now dedicated colors and shouldn't appear very bright.
+Fixed: Krono lunge damage now properly scales with growth
+Fixed: Various areas on forest island where players could fall through the map or get stuck
+Fixed: The fancy banner now properly only applies to higher donor tiers
+Fixed: Megalosaurus now animates properly after jumping into water
+Fixed: The player icon showing incorrectly when playing megalo.
+Fixed: Players using a controller can now properly move the camera up and down
+Fixed: Various holes and errors in Forest Island
+Fixed: You can no longer use the Elusiveness special ability while sprinting without sufficient talent points invested
MECHANICS CHANGES AND BALANCE
+Changed acro bleed scaling - smaller acros should now do significantly less bleed damage
+Disabled the pteranodon foot thing when it's going slow near the ground
+Added new talent for apato - Clotting - reduces bleed damage - replaces talent in P2.2
+Added new talent for apato - Shelterer - shelters herdmates significantly from storms - replaces S5.1
+Added bleed effects to the acro bleed
+Bleed now does 1/2 its regular value when hit on the tail
+Removed Acro's T5 power talent, Bruiser, and replaced it with Serrated Teeth, a talent that increases bleed damage
+Redued Acro's base bleed damage by 50%
+Knockback damage dealt and received is now both computed off a max growth level of 1.0, such that very large creatures do not continue increasing knockback effects dealt or mitigating against knockback effects received
+Apato no longer applies knockback while stomping and moving forwards, making the 'Move while Stomping' talent more effective
+Added a buff indicator to the character screen to display that you grow faster during stormy weather
+Altered weather generator to make rain and large storm surges slightly more common
+Increased all footstep volumes
+While aiming the Apatosaurus tail, ability power now drains at a rate of 5 per second
-This is mitigated now with the tail improvement talent
+Apatosaurus base heal rate is now 15, down from 25
+Parasaurolophus base heal rate is now 7.5, up from 4.5
+Acrocanthosaurus stationary turn rate is now 115, down from 122
+Acrocanthosaurus sprinting turn rate is now 90, down from 93
+Apatosaurus tail whip now does 400 base damage, down from 600
+Apatosaurus growth rate has been reduced by 25%

The Bleed Patch


New Content
+Added a new bleed mechanic for the Acro
-While bleeding, injury or venom does not recover, health will not heal, and comfort cannot go up
-While bleeding, you cannot heal from other sources either, such as herbs on the map
-While bleeding, you release significantly larger scent clouds
-Bleeding only heals to any significant degree while sitting or resting, unless you are playing a creature that cannot sit
-Being bigger applies more bleed. Bigger prey receives less bleed.
-Bleed is a work in progress, and still lacks visual indicators of bleed application or a creature bleeding

Balance Adjustments
+Buffed all sources of injury damage by 25%
+Stamina now drains faster while sprinting with injury
+Reduced the spawn rate of the herb superplants by 50%
+The herb superplants now always grant 25 food, rather than granting 25% food (less for apatos)
+Changed how mosa grab thresholds scale - Smaller mosas should have a harder time picking things up and larger mosas (>1.0) should be able to pick up heavier targets
+Reworked the Dart mechanic to use different code
-It behaves a bit differently, and should be significantly less jittery
-The ImprovedDart talent now reduces the stamina and ability cost of Dart

Bug Fixes
+Fixed: Ichthy eat now has proper sound attenuation
+Fixed: Ichthy (and aquatics) now properly can dart out of water and onto land without sliding back in
+Fixed the apato death bush
+Fixed: Pachy charge no longer shows ability power drain in the combat log / on screen when "Show Big Values" is selected.
+Fixed: Stats now properly scale past growth level 1.2
+Fixed: The Acrocanthosaurus now properly animates more slowly when above growth level 1.0
+Maybe fixed: The horrible 'Save Bug'
+Fixed: Mosa eat whole now properly observes player growth levels
+Fixed: Semi-aquatics now properly experience comfort loss from terrestrials