A new patch has spread to the Evrima Public Branch and thank you to everyone that survived our recent Hordetest! While we hope that you enjoy the update, a friendly warning to any server admins that may click the new button: There is no cure.
Version 0.17.54
Updated Game.Ini for Server Owners
[expand type=details expanded=false]
AdminsSteamIDs=Admin steam ID here WhitelistIDs=White list steam ID here VIPs= AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus EnabledMutations=(MutationName=”Hemomania”,EffectValue=0.05) EnabledMutations=(MutationName=”Hematophagy”,EffectValue=0.25) EnabledMutations=(MutationName="Enlarged meniscus",EffectValue=1
ServerName="Server name here" //Server name. MapName=Gateway MaxPlayerCount=100 //100+ player servers is not recommended. bEnableHumans=false // bQueueEnabled=false //Enable queue if server slots are all filled. QueuePort=10000 //Queue port. bServerPassword=false //Set to true if you want a server password. ServerPassword="password here" //Your server password if enabled. bRconEnabled=true //Enable RCON. RconPassword="password here" //RCON password if enabled RconPort=8888 //Default port used in game, can´t change bServerDynamicWeather=true //Enable/Disable Weather variation MinWeatherVariationInterval=600 //Set in seconds how often to switch weather MaxWeatherVariationInterval=900 //Set in seconds how often to switch weather ServerDayLengthMinutes=45 //Set in minutes. ServerNightLengthMinutes=20 //Set in minutes. bServerWhitelist=false //Set the server whitelist. bEnableGlobalChat=false //Enabling the Global Chat panel. bSpawnPlants=true //Enable plant food spawns. PlantSpawnMultiplier=1 //Multiplies how many plants to spawn, rise this value to increase plant spawn amount bSpawnAI=true //Enable AI spawns. AISpawnInterval=40 //Set how frequently AI can spawn in seconds. DisallowedAIClasses=Compsognathus DisallowedAIClasses=Pterodactylus AIDensity=1 bEnableMigration=true //Disable/Enable Migrations, include Patrols and Mass SpeciesMigrationTime=10800 //Max time a species MZ stays active bEnableMassMigration=true //Enable/Disable Mass migration MassMigrationTime=43200 //Value is in seconds 12h - How often new mass migration is set MassMigrationDisableTime=7200 // Value is in seconds 2h - How long a mass migration last once set bEnablePatrolZones=true //Enable/Disable PatrolZone system bEnableDiets=true //Enable/Disable diets, no more buffs GrowthMultiplier=1 //Recommendation is no higher than 20. bEnableMutations=true //Enable mutations. bAllowRecordingReplay=true //Enable replays. bUseRegionSpawning=false //Enable region spawn bUseRegionSpawnCooldown=true //Enable region cooldown RegionSpawnCooldownTimeSeconds=600 //Region cooldown max time. CorpseDecayMultiplier=1 //Multiplies how fast corpses decay to despawn - Reduce value to be faster
Changelog:
Setup new gestation system. Players now need to gestate eggs before laying them (Contained in nest screen) Gestated eggs will now show in corpses if they are not laid in a nest Added the ability to pickup/eat/swallow/steal eggs from nests Added Elite Fish AI charge attack Added new nutrient math to take effect as soon as they are consumed Added new diet math Added new diet combinations Adjusted Growth Bonus to reach a maximum of 300% Added Mass Migration Added new Mutations for Halloween Event and admin command for infecting a player (Infections persist through logout. Dead dinosaurs do not) Updated VFX to Niagara Added a way to set an active nutrient from Status Screen for use in salt licks and other nutrient modifiers Added Egg icons to scent Added vocal curve to pterodactylus call sound Added new plant food types Added "bEnableDiets" as a server config. Disabling this will remove diets and buffs from the game configuration. Added "bEnableMassMigration" as a server config. Disabling this will remove mass migrations from the game configuration. Added "MassMigrationTime" as a server config. This manipulates how often mass migration should update with a new one Added "MassMigrationDisableTime" as a server config. This manipulates how long mass migration stays active after being set (in seconds). Keep in mind that during this time no Species Migrations or Patrol Zones will trigger. Added "bEnablePatrolZones" as a server config. Disabling this will remove patrol zones from the game configuration. Added "CorpseDecayMultiplier" as a server config. Lowering this speeds up corpse decay time. 0.1 is 10x faster decay. Edit at your own risk. Added "PlantSpawnMultiplier" as a server config. Value of 2 is 200% increased spawn rate. Edit at your own risk. Gateway - Docks area expansion Gateway - Added additional salt lick locations
Prevented psittacosaurus from being able to be hit or killed while inside its burrow or while it's burrowing by pachycephalosaurus ram attack Fixed drink hint sometimes appearing slowly Stegosaurus impale attacks have been moved to directional attacks Stegosaurus power swing cooldown has been removed Improved organs ragdoll performance Made RCON accept EOS or Steam ID in any instance to avoid confusion Adjusted the pounce point behind diabloceratops' head Reduced juvenile pachycephalosaurus attract call volume Stopped deinosuchus danger call occluding in water Adjusted ceratosaurus trot footstep synchronized effects Changed math for ceratosaurus vomit to skip fresh time for that corpse and immediately begin decomposing it Adjusted admin pawn NV to see itself on spectator mode Updated DLSS Slightly reduced herrerasaurus pounce attack sound volume Improved troodon venom pounce loop sounds Improved random venom vocal sounds immersion Made "Enlarged Meniscus" work proportionally Reduced diabloceratops movement speed in spar mode when moving diagonally backwards Reduced ceratosaurus' applied bacteria by half Made admin commands more responsive Increased grace period for bucking to knockdown pouncers to 2s Adjusted ceratosaurus' damage negation while eating to not take its defense buff into account before ignoring damage Added boar attack vocal sounds to animations Patrol zones now disable themselves if empty of food Fixed the escape menu sometimes not working Fixed camera lock rotation sometimes resetting itself Fixed players disappearing when sitting over rocks or mesh collisions at too far of a distance Fixed pounce latch attack damage not scaling properly with growth Fixed pterodactylus corpse event animation jitter when eating Fixed some fractured animations not playing properly Fixed gallimimus fractured animations sliding Fixed brightness commands not working in admin panel Fixed chat remaining on screen forever after sending or receiving messages Fixed drink hint sometimes showing up on mud pits Fixed gallimimus ragdoll not working properly Fixed not being able to open a corpse if hallucinating Fixed migration zone logic to avoid species being sent to multiple zones Fixed wrong name of group member displaying when broadcasting from far away Fixed not being able to remove EOS ID bans from the admin panel Fixed ban times showing as UTC on clients Fixed corpses not floating properly if dropped while being carried in water Fixed ragdolls not working with certain physics collisions Fixed hatchling deinosuchus call sounds Fixed hatchling deinosuchus broadcast sounds Fixed mudpools occluding other footstep sounds Fixed decals appearing on russula mushrooms Fixed "Hydrodynamic Mutation" affecting flight speed Fixed carnotaurus being able to instantly CC with charge Fixed dilophosaurus hallucination sliding while moving and using vocals Fixed jackfruits so that they now bounce off of trees to prevent them getting stuck Fixed juvenile stegosaurus walk, trot and sprint animation being too fast Fixed meat chunks, schooling fish, and organs not rotting Fixed the "Go To" admin command not working while an admin is in spectator mode Fixed weather variation toggle server config not working and added min and max intervals for server configs Fixed the hypsilophodon carrying animation Fixed diabloceratops being able to use directional attacks during the engage attack Fixed diabloceratops being able to activate blocking while sprinting Fixed diabloceratops diagonal forward spar sprint animations Fixed pounce ending due to killing pinned target not replicating animation properly Fixed river PP not updating fast enough when player jumps in water Fixed droplets not working during rain Fixed inconsistencies with carnotaurus hit conditions Fixed hallucination fog remaining if healed during spectator mode Fixed schooling fish not showing as a diet type Fixed an issue where you would vomit again if eating immediately after vomiting Fixed stomach warning UI not showing when close to vomit Fixed rabbit sprint animation not playing properly Fixed "Social Behaviour" mutation not allowing max group size changes Fixed Mass Migration Zone not showing in compass Fixed 'Hematophagy' and 'Xerocole Adaptation" amount not scaling properly with growth Fixed some Animal AI sounds not playing Fixed Patrol zones not swapping if there is only one player online
DevBlog #52
Filipe - Lead Programmer
This month I was busy reworking the math behind food, which also changed all diet code including the combinations. Now slots no longer need to be activated anymore, the bonuses are scaled with the amount of nutrients until a defined maximum. No more getting full before you receive any benefits from eating what is on your diet! This change also made all balance changes easier for all animals, but also for calculating food in migration/patrol zones. This also allows us to give server owners some control over the food balance in game who may want a more customized experience.
Besides that and the new slot combinations, new mechanics are coming soon such as Gastroliths. These are small rocks that will manually drain food contents from the stomach. This does not affect nutrients or anything other than the stomach value.
Lastly, I also worked on balance changes for mutations, a few have been changed completely, others merely received buffs or debuffs and a lot of bug fixes and improvements.
Ariel - Programmer
In the beginning of the month I worked on the update we recently released, which was mostly just bug fixes, including a funny one where herrerasaurus was able to latch onto the air and just climb up infinitely into the sky. As much as I would like to buff that dinosaur, unfortunately that one was taking it too far.
Other than that I was working on various maiasaura features as it moves closer towards completion. It has different attacks depending on its stance so it’s a bit of work to finish all of them but they’re unique enough to feel worth it and the movement system is functioning well after some bug fixes which I’m really happy about.
Wedge - Sound Designer
I’ve been working on Maiasaura’s calls to get some space and perspective from the Tyrannosaurus. I am maintaining the trilling and warbling from the original vocal signature but bringing them up to the standard expected with Evrima. This is being achieved by using similar sources for the warbles; a mixture of female human screams, pitched down fairly low which creates the oscillation in the sound and combining with the growls, snarls and trills extracted from whale vocalizations. I’m introducing sounds such as pitched down bird calls as well as sounds from animals like tapir etc. to create a bedding to underpin the warbling that gives the sound more body as well as a more musical quality. The other breath and throat layers consist of gurgles and growls from camels to keep it consistent within the hadrosaur family (as that has been used as the base for the Tenontosaurus sounds as well), along with pelican and flamingo calls which when pitched down heavily give a thick growly animalistic texture that compliments the movement of the warbling. Looking forward to sharing more soon. Thanks!
Bryan - Animator
It’s been a long month with a variety of Dinosaurs. First up was some T. rex subadult animation, getting the animations needed for testing some of it’s mechanics ready before we expand into the rest of the Rex growth stages. I’ve said it before, but Rex is a very different beast compared to legacy and each growth stage is practically a different animal, both in terms of how it plays but also in the amount of work that is going into it.
Maiasaurua requires two sets of locomotion animations and is complete. Players will be able to swap between bipedal and quadrupedal locomotion, each with their own benefit to how the animal moves.
And the Austroraptor locomotion has also been finalized. The amount of feathers on this guy made it a bit of a bear to work with but its locomotion is almost complete. Austroraptor has a pretty complicated rig, which leads me into my final project for the month: Kentrosaurus.
Due to the increasing number of features required in our animation rigs for the month, I decided to use Kentrosaurus as an experimental rig which will hopefully be more ergonomic and robust when the animation team is working with it. The rig is nearly done and shows a lot of promise. I’ve also taken the extra time to build a custom rigging toolset which should make rigging any future animals much easier and faster. With Kentrosaurus, what usually took over a week to do only took a day to complete. Work smarter, not harder.
KissenKitten - Producer
We’re up to a lot currently. We’ve got some changes to diets, changes to migrations, the addition of patrols, elders being integrated, changes to current playables and production still churning on new creatures. There’s never a dull moment.
Work done to migrations, diets and patrols should give you guys more flexibility for how you want to grow your animal and the choices you make during their lifecycle. Moving animals around in more ways so you can potentially have an interesting experience no matter where you happen to be on the island.
We’ve also got some changes in the works for nesting and friend invites. This is aimed towards allowing you easier ways to play with your friends without sacrificing the integrity of the island’s ecosystem or creating abusive gameplay systems. We want to further incentivize nesting on the island in ways beneficial to both parent and offspring and in doing so, help make play with your friends more streamlined and accessible.
Patrols are going to slowly but surely start being expanded to include more ingrained experiences that are varied and make sense for the island and for your groups. No details to share just yet as we want to work out the systems mindfully before unveiling them. But the goal is to give you more experiences that will help the island feel more alive and dynamic. Which is a key component across the board. Which is to make the island itself feel like a living breathing ecosystem. Full of all manner of flora and fauna that you can interact with and in some circumstances, interact with you.
Sticking to that design goal helps ensure that no matter where you are or what time of day it is, a realistic experience can be had. Which will be made all the more apparent when humans enter the game permanently. As each and every excursion beyond the relative safety of a secured facility is truly and genuinely a walk out into the unknown wilds where the creatures of The Isle live out their lives with or without the existence or knowledge of the humans on the island.
Elders are also getting some legitimate work on them which is very exciting as the system will round out the gameplay loop for our animals which has been a long time coming. All creatures will age on the island but the elder is where strength meets experience. For those that have maintained a quality existence throughout their lives, the reward will come in the form of an elder: a peak representation of the species. This is a stronger and more capable age state than a healthy adult. For those creatures ineligible or incapable of reaching elder status, a slow decline into a frail elder stage is all that awaits but the choice is yours.
I’m looking forward to doing more rex testing this week to get its features where they need to be so it's safe to knock out its feature mechanic animations for its lifestages. We have to get the mechanic working the way we want first before completing the lifestage animations for those features. That way, we don’t have to redo work should the features need to be adjusted for some reason. Thankfully, with a click of a button and an export, those lifestage animations are done. Praise be! The tyrannosaurus is definitely shaping up to be one of, if not the most production intensive creature we’ve ever made, primarily due to how much it changes over the course of its life. As we’ve been vocal about before and I feel bears repeating now, we are committed to the tyrannosaurs feeling appropriately like a tyrannosaurus: starting off life extremely vulnerable, slowly scaling into one of the most powerful predators to have ever existed. A healthy adult tyrannosaurus in The Isle is going to be a force to be reckoned with and grow into true apex predator.
The maiasaura has also been rounding the corner towards completion. Getting its sounds created and integrated currently. It should also be ready this week for some testing as well to ensure it's on the right track. Which ultimately shouldn’t be too challenging considering its mechanics are fairly simplistic. I’m excited for its inclusion to the roster cause no manner of dinosaur media is complete without a hadrosaur in my opinion. Its playstyle should remain similar to what it was in legacy for those that remember that. It should be strong enough to defend itself from smaller predators but should definitely consider fleeing as an option from larger more dangerous threats. Which is primarily the winning survival strategy for most creatures. Its ability to change stances should hopefully provide more flexibility for its survival. It will be interesting to see how they are utilized in your hands.
At the end of this devblog I’ll include some skins that have been in the works the past few months that were posted on the community discord and some other pieces of development content. Treat each other with respect. See you next time.
Director’s Commentary
Hello Islanders,
When Migration Zones were originally tested, they were left active and always on to ensure that the mechanic was working. This led players from one migration to the next with there being no applicable downtime in-between, resulting in a “Keep moving or starve” gameplay experience unless you could supplement your diet with grazing along the way. To be clear, this was not the intended purpose of the Migration Zones initially. We left these active and constantly cycling to ensure it worked properly and consistently. Migration Zones have been toned down and do not automatically adjust player diets to everything in the location they are summoned, but strongly increase nutrient yields from preferred foods. These also take time to activate, ensuring that a migration is a less frequent occurrence but guarantees a larger overlap of players.
Patrol Zones are limited to an individual or the group that they lead (group members always have the patrol zone of a group leader), which are smaller pockets of exploration areas across the island that can yield food and benefits should a player go there. For carnivores, patrol zones that have or had recent player activity in them that are also part of your diet will activate after a short delay. It won’t guarantee that you go to a zone and just see players running around, but it will give you a staging point for a hunt.
One of the biggest tests on the immediate horizon is going to be disabling Migrations and Patrol Zones entirely. Though these features are important to the survival aspect of the game, do not forget that sandbox is king. These features may not be relevant to other experiences, official or otherwise, within The Isle.
Nesting gameplay is getting the attention it sorely needs. Various nesting areas are being drummed up around the island, some of which are a common design where any animal can reach and nest, but a few bespoke locations may be harder to reach or inaccessible to some animals. These locations will have unique patrol zones designed to help parents raise their young and remain nearby without forcing the parents to struggle too hard for resources. (Final Note: There’s also some testing going on to allow eligible but unbonded animals to use their courtship calls at a longer range, not unlike a mating call, to find other players who want to create a nest and I’m hoping it works out as a finalized addition).
UI update? UI update. “Minimalist AE console interface” is the direction I started in and Seiza has been hard at work with me going over the various screens in the game as we move towards a unified look and feel. I’m happy to say it mimics the style of what is seen in our YouTube videos and I feel that we’re close to the end of any edits and updates to screen navigation. Once this is complete, we will begin filling in the intentional empty spaces with various lore information. Ultimately, it’s a lot less cluttered and more direct on player input. (I know what you’re thinking. Where are the screenshots? Expect new UI media to randomly start finding its way into the Discord and Phase Three in October.)
Just a quick update on the random spawning for official servers: Randomizing the spawn region for players has helped considerably with displacing problematic player hotspots on the map but brought the obvious problem that it made it infinitely harder to find and play with friends. Spawn Codes are being worked on to allow players to join one another as they start the life of their animal. No further information at this time until it goes through testing to fix abuse cases, but I’m confident that this will resolve being able to find and play with friends when starting a new life.
Mutations and their changes have been seen in some older streams. Of course there have been adjustments due to problematic behaviors but some mutations have received more bespoke adjustments to make these choices matter to a player more with more obvious consequences or changes in default gameplay. Something like “Cannibalistic” will require more consideration, as selecting that mutation may alter your coloration to show everyone just exactly what type of player you are. Other mutations that alter percentage values of your animal will be drastically reduced in effectiveness, making way for the Elder system that will allow those mutations to stack in effectiveness (up to point) if you complete a full lifecycle as the animal.
Lastly, this year we will host a limited time seasonal event on the HordeTesting servers. This was a pitch done over an extremely small amount of time that wasn’t meant to interrupt general development, so it is in no way visually perfect but it’s been very fun in closed testing and I hope that you all will enjoy it when the time comes. Just remember, there is no cure.
Godspeed and see you on The Isle.
- Don
Patch 0.16.189 is now available!
Hey Islanders,
A new patch is now available on the Evrima Public Branch. If the update isn't available for download right away, please restart your Steam client. Lastly, we'd like to extend a thank you to everyone that participated in our recent Hordetest.
Additions:
Nightvision adjustments Added the capability for animals to move between pounce slots (Currently only functional for omniraptor.) Added manual controls for omniraptor when latched to or pinning a target (Spacebar - Dismount | Primary Attack - Flat Damage | Secondary Attack - Bleed Damage) Added psittacosaurus AI Added new patrols system Gateway WIP port expansion Swamp biome expansion Added tenontosaurus pattern C Added new VFX to Troodon envenomation stages
Enhancements:
Adjusted pickup trace for objects Replaced various depreciated Cascade VFX Groups can now see another member's nametag during their broadcast call if they are within audible range Reduced volume of herrerasaurus slide start layer Enabled stamina regeneration for pteranodon when latched. Requires 20% stamina or more to begin regen Updated carnotaurus scaling, weight, damages, and speeds Adjusted bacteria applied by ceratosaurus based on weights and available bacterial bite Adjusted swim height for all species Updated bucking to have a % chance to dismount pouncers Removed bleed from gallimimus attacks Sanctuary mushrooms now provide more nutrients to trigger buffs Ceratosaurus diet - Added diabloceratops and removed troodon. Omniraptor diet - Added gallimimus and removed dilophosaurus Reduced launch speed of deinosuchus lunge on land Fixed inconsistent rain volumes Temporarily disabled "Truculency" mutation
Bug Fixes:
Fixed human animation rotating backwards when picking up objects Fixed gore and fruit occasionally getting stuck in the player's face Fixed the input lock triggered by vomiting Fixed ceratosaurus bacterial bite consumption Fixed carnotaurus animation issue if it runs off a ledge when charging Fixed landscape grasstypes appearing over landscape holes Fixed deinosuchus lunge vocals not playing in water Fixed diabloceratops flip attack hitting behind its back Fixed gallimimus mobilize call sound not playing on F calls while running Fixed gallimimus not choosing generic/mobilize montage correctly Fixed Multichambered Lung values not updating properly Fixed replication issues with debris Fixed juvenile deinosuchus sink animation offset Fixed conflict between ceratosaurus manual and automatic chuffing Fixed dryosaurus dodge vocals not playing Fixed dryosaurus slide animation playing too quickly Fixed server password entry box changing sizes Fixed being able to maintain high speeds by quickly jumping Fixed hypsilophodon sliding animation playing too quickly Fixed human not playing animations properly Fixed herrerasaurus sometimes sliding in idle pose after being knocked down from falling Fixed herrerasaurus latching location correction not working Fixed herrerasaurus being able to occasionally climb the air to infinity Fixed wallow reducing hunger decay during it Fixed ceratosaurus defense power not applying during pounce damage attacks Fixed leaving group not removing name tags Fixed gallimimus foraging not working Fixed gallimimus headtracking issues Fixed gallimimus consuming stamina when carrying an object and trying to kick Fixed skimming not working Fixed slowdown when trying to sprint in mud Fixed dilophosaurus charges indicator Fixed tenontosaurus kick hitbox being too short Fixed subault beipiaosaurus being able to jump higher than intended Fixed step height not scaling with growth Fixed difficulties feeding hatchlings Fixed Gastronomic Regeneration math error Fix to physics foliages nearby not disabling if settings are set to false Fix map kill volumes not forcing a player to respawn Fixed dryosaurus and hypsilophodon ground clipping issues Fixed latching being inaccurate on the server Fixed corpses spontaneously flying into the sky Fixed waterfall metasounds not retriggering once loaded out of memory Fix to food diet info sometimes not showing up in profiler UI Fixed /unstuck command falsely detecting corpses or AI as players
DevBlog #51
Filipe - Lead Programmer
This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.
Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.
Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.
Ariel - Programmer
Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.
Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.
Amarok - Programmer
Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.
Psittacosauraus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but can also be found in some sanctuaries.
Lastly, I’ve made a new RCON tool for internal use and hope to get that into public hands once it’s been evaluated and tested.
Wedge - Sound Designer
This month I’ve been working more on refining the tyrannosaurus sounds. A lot of the sound palette of the calls has been changed, namely a lot of the source sounds being used for the core elements; instead of relying almost solely on animal sounds I started working with recording and processing new source from non-literal sounds – recording metal screeches and groans, glass squeals and moans etc. This took a fair bit of experimenting to find the right source, which once found is then blended with the animal elements to help these sources sound more organic as well as additional processing to give them a vocal quality such as modulated resonant filtering and tremolo.
Specifically for each call these are the main changes that have been made:
Injected more dynamics and movement into the broadcast so it has more inconsistencies and is not just a flat note as well as improved the mix of the different layers.
Mix improvements and more variations of the alternate broadcast
Adding a distinct core to the generic call over the chunky gurgles and groans that it solely consisted of previously
Reworked the danger call - reducing the amount of noise that was cluttering the mix from breath and roar layers as well as creating a more unique core to the sound which will be easily identifiable.
Worked on blending the layers of the attract call better.
Additionally some of its attacks and idles have also had edits made, making them tighter and removing undesirable elements and more adjustments have been made to the attenuations; refining how they travel and checking at various distance ranges to make sure it sounds appropriate. A custom attenuation setup has been added for the broadcast which has a separate power layer to help give a terrifying impact and crunch even at distance without other breathy and growly elements being audible at distance.
Other tasks I have also worked on this month:
Worked on an ambient cue for troodon’s venom that will spawn randomized vocal sounds during its new envenomation setup, same as for the dilophosaurus’ which has now also been implemented.
Improved the timings of herrerasaurus’ pounce attack vocal and foley sounds
Fixed gallimimus’ mobilize call, dryosaurus’ dodge vocal and deinosuchus’ lunge vocal (in water) not playing
Started some early concepting on updating maiasaura’s calls to be in line with the sonic aesthetics.
Tapwing - 2D Artist
This month I got to work on some edits for the elder diabloceratops, beipiaosaurus and the juvenile/hatchling concepts for austroraptor. The direction for the little austros was to go in the opposite direction of the long and sleek adults (Design wise) and make the younger versions progressively rounder and fluffier the closer to hatchling you get. Needless to say baby birds were a big inspiration, mainly that of fowls as well as some songbirds.
On the flip end of cute fluffy dinos, I’ve been doing some additional work for the Gen1 customization, including some close ups and extra detailing of the alternate head variations to get the monstrous humanoid ready for the horror side of the isle.
Bryan - Animator
Another busy month of animation. Been hard at work on a number of dinosaurs. Triceratops sparring is really coming along, I recently completed the horn locking and it really is impressive how solidly two triceratops lock together when sparring as opposed to how freely a diabloceratops could move.
Also been working on getting austroraptor finalized and ready for animation. Its rig has a lot of moving parts but it’s all come together and a few people on the animation team are already working with it to get its list of animations done. A few of the other animals we’ve been working on, like triceratops, maiasaura or diabloceratops have been in legacy and had some animations we could reuse, but austroraptor is different in that it has a whole new skeleton and everything has to be remade from scratch.
Lastly, tyrannosaurus has been featured heavily in my current workload while getting its more advanced locomotion animations completed as we continue to polish the sparring and life stages.
hypno - QA Lead
QA has been spending a good amount of time on balance testing over the past month. Below are just some of the many areas we’ve been looking at:
One of our main focuses was testing the new pounce changes. Being able to switch between pounce “slots” while holding onto your target has been proving extremely useful in combat, allowing the user to avoid having to leap off of a cliff because your target positioned themselves on the edge of one. Having the ability to also pick between raw damage or more bleed with the different mouse buttons has also expanded the utility of the attack. Need to bring something around your size down faster? Focus on the raw damage attack. Target too big to bring down quickly? Focus on using the bleed attack to keep the pressure up with your pack.
Ceratosaurus now takes into account its own and its target’s weights when applying bacteria through its bite. This change alone has shaken up its combat prowess, allowing it to more quickly cause smaller species to vomit while larger ones take additional bites. This change will be even more obvious when we get our apexes in, as the ceratosaurus won’t be able to make them vomit in a few bites, solidifying its place in the ecosystem. Ultimately it is still one of the smaller carnivores on the roster.
Tacking onto Will's highlight of the new environmental and attack sounds for dilophosaurus and troodon, their envenomation mechanic has also received their suite of sounds, including ambient vocals from hallucinations. This gives the effect a whole new intensity as the player now feels like they’re constantly surrounded, even when they’re not. This has been very enjoyable to witness in playtesting, as people are now much more paranoid than before.
Night vision has been very well received by the QA team and is undoubtedly the best iteration we’ve had so far. I believe this new system will finally put an end to the case of people playing with NV on constantly, as having it enabled during the day doesn’t give the player any advantage while still giving them a massive advantage at night. As well as this, I’ve tested it against gamma to see the difference, and the results have been very promising—I believe players won’t even feel the need to increase their gamma anymore because of how well it works. QA has been running combat tests at night, and the new system makes the difference between a nocturnal and diurnal creature that much more apparent while still giving all playables an enjoyable playing experience.
For the past few months, QA has also been hard at work cracking down on bug finding, which has led to the discovery of some very strange issues:
Pteranodon AI have decided that the most efficient way to take off is by burrowing their way through a tree first:
[TAG-50]
The animal AI seem to have grown tired of being endlessly hunted and are rising up against dinosaur players. Be on the lookout for each other:
Beware! The infamous land croc returns with its new dodge ability:
Last but not least, here’s one for the maiasaura:
KissenKitten - Producer
Yet another month that has zipped on by. There’s so much going on right now I don’t know where to begin. Since I’ve got a maiasaura trying to kick me in the face at the moment, I’ll drop some content instead of writing a lengthy post.
The animation team has been hard at work cranking out these animals that you should start seeing more of in the not so distant future. There’s a lot of change incoming. Changes to pretty much every species in the game. Changes to the environment, changes to nightvision, changes to abilities etc. There’s also going to be some animation blending changes that may not make it into the next Hordetest but will likely make an appearance shortly thereafter.
Here’s a sampling of some of the skin work that’s been done for the animals including the tertiary skin for tenontosaurus. The other tertiary skins have been created and should be making their way to you.
Additionally here’s some animations for the austroraptor as the animation team starts knocking it out. You can expect it to be every bit as energetic as some of you may remember it being from legacy but in a fully realized fashion. This is an omniraptor in sport mode, but be careful since it’s also more delicate.
Rounding out, here are some animations for trike and rex
There’s still so much work left to do but we’re getting ever closer to our goal. We set out to improve upon the concepts present in the legacy version of the game and those planted seeds are bearing fruit. More work is being done on the humans as well to get them to a place that will allow them to fully function in the game concretely. As always, be good to one another and see you next month!
Patch 0.15.203 is now available!
Hey Islanders,
We're deploying a small patch aimed at resolving some issues affecting community servers. You may need to restart your Steam client if the patch is not immediately available to download.
Patch 0.15.203
Fixed an issue with Windows servers not being joinable.
Fixed the config file being overwritten when closing the server.
Added logging for server state during startup and connection logs for players.
Below is an updated Game.ini for Server Owners:
[expand type=details expanded=false] [TAG-10] ServerName="Server name here" // Server name. MapName=Gateway MaxPlayerCount=100 // 100+ player servers is not recommended. bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal. bQueueEnabled=false // Enable queue if server slots are all filled. QueuePort=1000 // Queue port. This port must be open if Queueing is enabled. bServerPassword=false // Set to true if you want a server password. ServerPassword="password here" // Your server password. bRconEnabled=true // Enable RCON. RconPassword="password here" // RCON password. Do not give this out. RconPort=5555 bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing. ServerDayLengthMinutes=45 // Set in minutes. ServerNightLengthMinutes=20 // Set in minutes. bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category. bEnableGlobalChat=false // Enabling the Global Chat panel. bSpawnPlants=true // Enable plant food spawns. bSpawnAI=true // Enable AI spawns. AISpawnInterval=40 // Set how frequently AI can spawn in seconds. bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations. MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last. GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz. bEnableMutations=true // Enable mutations.
AdminsSteamIDs=Admin steam ID here // SteamID64 format WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled // List of all enabled classes. Remove a line to remove a class from spawning. - Can also be managed in Admin Panel in real time. AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus AllowedClasses=Stegosaurus AllowedClasses=Tenontosaurus AllowedClasses=Carnotaurus AllowedClasses=Ceratosaurus AllowedClasses=Deinosuchus AllowedClasses=Diabloceratops AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus
// List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations means you must include all mutations you would like available on your server. Listed below are all modifiable mutations with default values. Altering these values may produce unstable gameplay. // EnabledMutations=Hemomania, 0.05 // EnabledMutations=Hematophagy, 0.25 // EnabledMutations=Accelerated Prey Drive, 0.1 // EnabledMutations=Xerocole Adaptation, 0.2 // EnabledMutations=Hypervigilance, 0.5 // EnabledMutations=Truculency, 0.2 // EnabledMutations=Osteophagic, 0.15 // EnabledMutations=Photosynthetic Regeneration, 0.1 // EnabledMutations=Cellular Regeneration, 0.15 // EnabledMutations=Advanced Gestation, 0.5 // EnabledMutations=Sustained Hydration, 0.2 // EnabledMutations=Enlarged meniscus, 0.15 // EnabledMutations=Efficient Digestion, 0.2 // EnabledMutations=Featherweight, 0.5 // EnabledMutations=Osteosclerosis, 0.2 // EnabledMutations=Wader, 0.25 // EnabledMutations=Epidermal Fibrosis, 0.15 // EnabledMutations=Congenital Hypoalgesia, 0.15 // EnabledMutations=Photosynthetic Tissue, 0.05 // EnabledMutations=Nocturnal, 0.05 // EnabledMutations=Hydroregenerative, 0.25 // EnabledMutations=Increased Inspiratory Capacity, 0.15 // EnabledMutations=Hydrodynamic, 0.15 // EnabledMutations=Submerged Optical Retention, 0.05 // EnabledMutations=Infrasound Communication, 0.5 // EnabledMutations=Augmented Tapetum, 0.5 // EnabledMutations=Hypermetabolic Inanition, 0.15 // EnabledMutations=Tactile Endurance, 0.5 // EnabledMutations=Gastronomic Regeneration, 0.1 // EnabledMutations=Heightened Ghrelin, 0.25 // EnabledMutations=Prolific Reproduction, 0.1 // EnabledMutations=Enhanced Digestion, 0.1 // EnabledMutations=Reinforced Tendons, 0.1 // EnabledMutations=Multichambered Lungs, 0.05 // EnabledMutations=Reabsorption, 1 ****** // Value must be 1 or remove from this list to disable it. // EnabledMutations=Pit Organ, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Cannibalistic, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Barometric Sensitivity, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Social Behavior, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Traumatic Thrombosis, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Reniculate Kidneys, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Paratrepsis, 1 ****// Value must be 1 or remove from this list to disable it.
// Add the names of each AI class that should be disabled, one line for each. // DisallowedAIClasses=Compsognathus // DisallowedAIClasses=Pterodactylus // DisallowedAIClasses=Boar // DisallowedAIClasses=Deer // DisallowedAIClasses=Goat // DisallowedAIClasses=Seaturtle
Patch 0.15.191 is now available!
Hey Islanders,
It's time venture back into The Isle to explore a myriad of new features and locations. Delve into the Mutations system and adapt your animal to survive and thrive across multiple generations. Look your best and stand out from the pack with an array of new skin patterns. Sink your claws into the competition with the Omniraptor's new grapple mechanic, or for those who prefer defense, join the herd as the Diabloceratops, a robust and formidable herbivore that always faces a threat.
You may need to restart your Steam client if the update does not make itself immediately available to download.
Updated server owner configs:
[expand type=details expanded=false] AdminsSteamIDs=Admin steam ID here // SteamID64 format WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled // List of all enabled classes. Remove a line to remove a class from spawning. - Can also be managed in Admin Panel in real time. AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus AllowedClasses=Stegosaurus AllowedClasses=Tenontosaurus AllowedClasses=Carnotaurus AllowedClasses=Ceratosaurus AllowedClasses=Deinosuchus AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus
// List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations means you must include all mutations you would like available on your server. Listed below are all modifiable mutations with default values. Altering these values may produce unstable gameplay. // EnabledMutations=Hemomania, 0.05 // EnabledMutations=Hematophagy, 0.25 // EnabledMutations=Accelerated Prey Drive, 0.1 // EnabledMutations=Xerocole Adaptation, 0.2 // EnabledMutations=Hypervigilance, 0.5 // EnabledMutations=Truculency, 0.2 // EnabledMutations=Osteophagic, 0.15 // EnabledMutations=Photosynthetic Regeneration, 0.1 // EnabledMutations=Cellular Regeneration, 0.15 // EnabledMutations=Advanced Gestation, 0.5 // EnabledMutations=Sustained Hydration, 0.2 // EnabledMutations=Enlarged meniscus, 0.15 // EnabledMutations=Efficient Digestion, 0.2 // EnabledMutations=Featherweight, 0.5 // EnabledMutations=Osteosclerosis, 0.2 // EnabledMutations=Wader, 0.25 // EnabledMutations=Epidermal Fibrosis, 0.15 // EnabledMutations=Congenital Hypoalgesia, 0.15 // EnabledMutations=Photosynthetic Tissue, 0.05 // EnabledMutations=Nocturnal, 0.05 // EnabledMutations=Hydroregenerative, 0.25 // EnabledMutations=Increased Inspiratory Capacity, 0.15 // EnabledMutations=Hydrodynamic, 0.15 // EnabledMutations=Submerged Optical Retention, 0.05 // EnabledMutations=Infrasound Communication, 0.5 // EnabledMutations=Augmented Tapetum, 0.5 // EnabledMutations=Hypermetabolic Inanition, 0.15 // EnabledMutations=Tactile Endurance, 0.5 // EnabledMutations=Gastronomic Regeneration, 0.1 // EnabledMutations=Heightened Ghrelin, 0.25 // EnabledMutations=Prolific Reproduction, 0.1 // EnabledMutations=Enhanced Digestion, 0.1 // EnabledMutations=Reinforced Tendons, 0.1 // EnabledMutations=Multichambered Lungs, 0.05 // EnabledMutations=Reabsorption, 1 ****** // Value must be 1 or remove from this list to disable it. // EnabledMutations=Pit Organ, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Cannibalistic, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Barometric Sensitivity, 1 ******// Value must be 1 or remove from this list to disable it. // EnabledMutations=Social Behavior, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Traumatic Thrombosis, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Reniculate Kidneys, 1 *****// Value must be 1 or remove from this list to disable it. // EnabledMutations=Paratrepsis, 1 ****// Value must be 1 or remove from this list to disable it.
ServerName="Server name here" // Server name. MaxPlayerCount=100 // 100+ player servers is not recommended. bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal. bQueueEnabled=true // Enable queue if server slots are all filled. QueuePort=1000 // Queue port. bServerPassword=false // Set to true if you want a server password. ServerPassword="password here" // Your server password. bRconEnabled=true // Enable RCON. RconPassword="password here" // RCON password. Do not give this out. bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing. ServerDayLengthMinutes=45 // Set in minutes. ServerNightLengthMinutes=20 // Set in minutes. bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category. bEnableGlobalChat=false // Enabling the Global Chat panel. bSpawnPlants=true // Enable plant food spawns. bSpawnAI=true // Enable AI spawns. AISpawnInterval=40 // Set how frequently AI can spawn in seconds. bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations. MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last. GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz. bEnableMutations=true // Enable mutations.
// Add the names of each AI class that should be disabled, one line for each. // DisallowedAIClasses=Compsognathus // DisallowedAIClasses=Pterodactylus // DisallowedAIClasses=Boar // DisallowedAIClasses=Deer // DisallowedAIClasses=Goat // DisallowedAIClasses=Seaturtle
Additions:
Added physics foliage to settings menu
Added grapple system for omniraptor pounce
Added new open body mechanic (tap E 3x)
Added mutations
Added new skin patterns
Added unstuck command
Added conditions for more animals to knock food from trees with their abilities
Added growth to hypsilophodon
Added new admin spectator mode option
Added south plains sanctuary
Enhancements:
Updated chat UI
Allowed semi-aquatics to swallow on the surface of water while moving
Updated gallimimus trot speed and animations
Adjusted character display in server list to show status of character and tooltip
Character display in server list now shows different states for low hunger and thirst
Replaced deinosuchus by diabloceratops in omniraptor's diet
Added diabloceratops to deinosuchus's diet
Increased troodon envenomation potency
Adjusted plant spawn slope check
Updated lunge balance values
Adjusted migration zones plant spawn proportions
Reduced troodon's pounce latch stamina cost
Updated beipiaosaurus swim stamina values
Reduced beipiaosaurus surface swimming speed
Adjusted visual and weight growth of the stegosaurus to be more consistent
Slightly increased stegosaurus growth time to be in line with other animals
Reduced corpse total existing time from 45 to 35mins
Improved camera lock during grazing
Adjusted the speed of which the mud effect is removed by swimming and rain
Players can no longer swallow food whole if it would cause them to vomit. Players can still manually overeat food sources on the ground and will vomit
Bug fixes:
Fixed audio crash and stutters
Fixed organs and meat chunks falling through the floor
Fixed ceratosaurus manual vomit animation
Fixed skin creator resolution scale issues
Fixed interrupt vocals not working for all clients
Fixed various instances where stagger montages were not playing
Fixed ceratosaurus mouth animation resetting when taking damage
Fixed thirst going up in saltwater after swimming directly into it from freshwater
Fixed carnotaurus drag animation visual issue
Fixed up/down attacks only triggering when falling down
Fixed recoil animations not playing when being latched
Fixed gallimimus clipping when scenting and resting
Fixed knockdown direction issues with certain weights
Fixed animal sprint animations playing at 2x speed
Fixed AI sliding
Fixed the "hold to sleep" hint sometimes not disappearing
Fixed night time config not being respected
Fixed dinosaurs not playing the pinned animation when pinned during the vomit animation
Fixed carnotaurus charging jitter
Fixed human select issue in UI if clicking back on zone spawn list
Fixed gallimimus mouth issues while in skin preview
Fixed pinned target animation resetting when let go from a pounce by a player if it is still being pounced by other players
Fixed rain displaying through water
Fixed carnotaurus bite sound cut off
Fixed ceratosaurus damage multiplier when releasing RMB to attack
Fixed some animation issues when walking after using scent
Fixed beipiaosaurus playing its swimming vocal animations after surfacing
Fixed sensitivity slider ranges
Fixed blind related crash
Fixed flung animations playing twice
Fixed auto game restart when changing settings that need it
Fixed an issue with prelobby character displays
Fixed AI spawning inside some larger rocks
Fixed the ability to thrash while dragging
Fixed deinosuchus and ceratosaurus vomiting when drinking saltwater
Fixed juvenile deinosuchus bite sound playing twice
Fix to vocal type sounds still spawning underwater
Fix to some issues caused by swallowed/Grabbed objects
Fixed various issues with body impact sounds
Fixed courted dinosaur names sometimes not being set
Fixed being able to court while in spar mode
Fixed scaling issues of various locomotion vfx
Fixed safe logout not being interrupted when resting is interrupted
Fixed corpses becoming stuck to deinosuchus face after killing via lunge
Fixed deinosuchus calls crossfade from hatchling to juvenile
Fixed hatchlings able to open corpses
Fixed calls not working if very far away
Fixed stegosaurus impale not working
Fixed juvenile stegosaurus dig and bite animations deforming the mesh
Fixed food inconsistencies on plants and plant chunks
Fixed a camera lockup after being woken up from sleeping
Fixed domes render
Fixed eggs not shaking when hatching
Fixed tree texture and collision issues
Fixed beipiaosaurus deformation on skin customization screen
Fixed attacks sometimes not detecting hitboxes properly
Fixed attacks continuing after recoil
Fixed tail tip hitboxes
Fixed not being able to hit schooling fish
Fixed some effects not playing properly while swimming
Fixed pteranodon drag animations
Fixed meat chunks ragdoll resetting while being carried
Fixed pachycephalosaurus ram being blocked while pounced
Fixed rare issues with nest detection
Fixed some hypsilophodon sounds not modulating pitch with age
Fixed deinosuchus juvenile bite audio not playing sometimes
Fixed hypsilophodon using the wrong animation for rotten eggs
Fixed juvenile hypsilophodon spit
Fixed to ceratosaurus bite cancelling the audio for other clients
Fixed thrashed organs not being interactable
Fixed carried items scaling with growth of the carrier
Fixed chicken not playing pinned animation
Fixed juvenile gallimimus jaw issue on skin preview
Fixed pteranodon not taking damage when flying into the ground
Fixed hypsilophodon stamina regeneration after jumping
Fixed plant pieces and debris rotation after being dropped while carrying
Fixed players getting dusty from laying on any material
Fixed chat history box remaining open indefinitely after typing
Fixed after vomiting and safe logging, vomit sickness not healing off with time
Fixed players are unable to eat if they let hypsilophodon spit fade away
Fixed pachycephalosaurus being able to ram while in water
Fixed bodies sometimes emitting loud audio after being dragged
Fixed jungle ambient foliage volumes
Fixed stegosaurus attack power at adult
Fixed stegosaurus power swing recoiling when it shouldn't
Fixed drowning causing to be kicked
Fixed server sometimes not finding the nest to hatch from
Fixed unpairing while laying eggs
Fixed not being able to wash off hyspilophodon blindness when swimming
Fixed hyspilophodon blindness not washing off underwater
Fixed pounce not properly latching to target if too close
Fixed being unable to slide while biting
Fixed herrerasaurus climb up animation ending prematurely
Fixed gallimimus jittering after using the mobilize boost
Fixed fall damage not triggering
Fixed hypsilophodon eyebrows not being colored on A and B patterns
Fixed underwater waterfall sounds not attenuating
Fixed being unable to pounce humans from the front
Fixed inconsistent character acceleration when holding sprint
Fixed the gallimimus neck clipping into its body after using the mobilize ability
Fixed the juvenile deinosuchus sinking animation
Fixed replication issue on destructible fences
Fixed hypsilophodon's feet sliding when grazing
Fixed breath sounds not scaling with age
DevBlog #50
Filipe - Lead Programmer
While hordetesting continues and some fixes are still being allocated, work continues as normal on the main branch of game development. This month I have been focused on finishing some work in progress mechanics and cleaning up the codebase, refactoring some code and data to be more organized and allow the creation of new dinosaurs or future abilities to be far easier.
In that regard, Rex’s crush and throw abilities are pretty much done code wise and have been sent off to QA for the first round of bug finding. The same applies to Migration Patrols and Mass Migration before we move that to a future Hordetest.
Lastly, several core mechanics are getting their final touches. Pounce is receiving additional function to make it more interactive when latched onto targets, including the capability to dismount in all directions (no more being forced to jump off a ledge to your death). Bucking will also no longer be a random war of stamina attrition, and some animals will have the capability to retaliate against whatever is latched on to them. Some of you may have seen the screenshots for night vision, but there is also a visual update we are trying for scent to make it less UI based.
There is soon to be more, but that is all for now. See you!
Ariel - Programmer
A large part of the month was spent working on bug fixes and tracking down various crashes. We upgraded to a new version of Unreal Engine and it came with some changes under the hood, but in the end we were able to figure them out without missing out on too much sleep. One of the more annoying bugs I dealt with during the month was just a small jitter that sometimes happened when jumping into water. It doesn’t sound like a big deal, but with this being a multiplayer game there’s an entire system in place to synchronize the player’s location between the server and the client, so that can be tricky to work with, but in the end at least I felt great about working it out.
I made some extensions to our ability system that will be used by some of our upcoming playables. It’s a convenient, reusable way to assign multiple actions on the same key and execute the appropriate one based on whether the key was tapped or held. I also worked on a new tool the team can use to more easily compare dinosaurs at different growths, giving us an overview of all dinosaurs in a conveniently comparable format. This should help a lot with balancing and adding new playables to an existing ecosystem and making sure they’re consistent with what’s already there.
I’m also working on some of the final tweaks for the diabloceratops. It’s not something we want to hold back the update for though, so we’re planning to add the dinosaur to the evrima branch in its relatively current state as it’s in a pretty solid spot right now. After we finalize the other changes we’re planning to add them as a smaller patch to help with some of the disconnect of diabloceratops and its intended gameplay.
VisualTech48 - Environmental artist
We’ve missed a month haven’t we? Well I’m back here to show you what I’ve been doing in that time, starting with the finished enclosures that you’ve seen. This is the next step in large format buildings for human gameplay.
The enclosure kit is complete and semi-modular that can support various standard doorways and unique connections to other structures or interior settings like the GUTS.
Next up is an important gadget of the island's surveillance that’s been behind a few of our videos already: the Trail Camera! I’ve made two versions of this, one fully assembled and the other damaged/destroyed. I believe some of you may have found one that got stepped on by an allosaurus.
I was also tasked with creating our signature Dockyard Harbor Master. It featured some very unique parts of the models, which alongside our kit was really fun to make.
It will be featured in our Dockyard soon enough and is again the next step into our building features we want you to see. I was tasked in making its shell and interior layout of walls.
Next up which took a good chunk of my time is the DTA (Dockyard Transportation Area). This behemoth of a building stands tall at 90m of width and 58m of length, not counting its exterior pillars. It's one of the biggest buildings I’ve made, with partly custom parts for the exterior and the use of our kit for our floorplan.
Such a massive structure was intended to temporarily house various animals that would have been moved to or from an island.
And last and not least I’ve done a lot of minor changes to a whole selection of our modular kit, such as adding trims, new wall types, textures, and much more.
This alongside a great update I’ve made towards our small Dockyard Perimeter fences, which now have broken modular parts that allows anyone to build the fences in a far more organic way with full fence destruction.
Thanks everyone, that is it for these crazy two months. Cheers.
Wedge - Sound Designer
Tyrannosaurus’ audio is starting to come together a bit more this month. I’ve been working on more refinement to its calls, still more adjustments to make to get these really hitting right but they are moving in the right direction. A lot more work has been done on finishing off sounds for the Tyrannosaurus suite, from its pains and attack cues, a general pass adding filler vocalizations, breaths/foley, and new sounds for its crush/throw abilities and new sounds for its death vocalization. There are also several surprise additions to the Tyrannosaurus vocal suite that you all will hear soon.
I have also had a look at the attenuations used for vocals with a fair few improvements. Call attenuations have been improved – specifically in how vocals sound at distance, increasing the amount of spatial processing that is applied and adjusting the filter curves to get closer to a natural sound which should help judging the distance of the source. I also fixed all vocal sounds having no sub frequencies, even in close proximity, even as the animal producing the vocal sound. Finally lesser vocal sounds such as idles, resting etc. are much tighter now, in addition to breaths and some foley sounds (e.g gore when eating a corpse) this should help with not only staying stealthy while hunting or being hunted but also reduce the immersion broken from the distance they were heard at.
I have designed a new set of sounds for the impact of Herrerasaurus’ pounce attack – an impactful landing to indicate the impact of a collision from height is combined with thick hide tearing and a gory squelch to compliment its claws digging into its prey. The landing animation was previously removed but will be reintroduced – this means in addition to the sound of the attack, the vocal sound as it claims its prey will come back into play. However this will not be making its way into the incoming patch.
Finally a large portion of this month has been focused on a whole heap of bug fixes that came with the engine update, the most notable of which being:
Changes to how sounds that happen very often (i.e footsteps, climbing etc.) are managed in memory. Alterations to waterfall sounds setup reducing the voice count and how its attenuation behaves – (not on hordetesting)
Added sounds to some animations that had none – Galli nest manage, Troodon flung (knocked from latched pounce), Deino open body and Diablo running flip.
Cheers!
Bryan - Animator
It’s been a good month for locomotion. I've been working at getting a bit more Maiasaura animations done, it can swim and graze now. But the main task at the moment is Triceratops’ sparring. Diabloceratops was just a test run, this is the big boy you just don’t mess with. Triceratops is always a tricky beast to do locomotion for as they have a very unusual gait, something between an Alligator and a Horse.
KissenKitten - Producer
Since I made a pretty hefty post last month this one will be short and sweet. We’ve made improvements across the board in pretty much every department and are working on getting this next update out. In exchange for the brevity here’s some work in progress content. As always and with everything in the game, they are all subject to change.
DevBlog #49
Filipe - Lead Programmer
This month I focused on finishing the grapple mechanic since it will be used as a basis for other upcoming dinosaurs with their own specific variations. Outside of regular bugs, the Hordetest allowed a more “natural” environment to begin balance testing for grapple. Right now it is getting to a very stable state that we can start expanding upon. The same can be said about Mutations; its main functionalities are in with bug fixes and balance values already tested. The only core mechanics still not available at this time are related to Elders, which is planned to be worked on next.
Spectator mode has received some much needed attention to help administrative users. “Physics Foliage Interaction” is finalized both in core functionality and performance wise. Players can enable the two forms in the in game settings. The system now can be expanded to have more foliage types applied to the system and more should be done in the near future as we investigate foliage destruction.
See you next devblog everyone!
amarok - Programmer
Hey! I’ve been working on a few different things over the last month like bug fixing various issues from Hordetesting and QA reports. I also worked on some server performance issues and setting up some backend tools for our profiling pipeline, which should allow us to keep a closer eye on how things are progressing performance wise.
I finished up the additions to RCON and did some more work on an upcoming engine update. The majority of my month was taken up working on the new AI systems that I briefly went over in the last dev blog, which should make finding AI a lot easier along with some behavior and spawning improvements.
Ariel - Programmer
Many of you have probably already seen most of my work this month on the hordetest branch. I was focusing on improving the diabloceratops's sparring mechanic, particularly the interactions when two players are locked together or pushing each other. It can be tricky to get things like this working in multiplayer, but I feel like I got it working rather well now.
We had some changes to the ceratosaurus's chuffing mechanic on our internal branch, but we decided to bring them to hordetesting. The ceratosaurus will now receive the defensive buff regardless of whether it vocalizes or not, it will also not vocalize automatically at group members or when it's below subadult growth.
Another change I made was enabling certain diabloceratops and tenontosaurus attacks to knock down fruit from trees and also open coconuts on the ground. Other than these I've been focusing on bug fixes, like I usually do during the horde test phase. I hope you have been enjoying the latest addition to the roster. On a personal note, it wasn’t my favorite at first but I’ve grown quite fond of this animal over our time together.
Wedge - Sound Designer
This month my attention has been entirely focused on lots of small incremental changes to push the update to the finish line in terms of audio, with a focus on both Diablo finalization and last additions to Stego’s new power swing. These include but are not limited to:
Juvenile versions of Stego’s power swing vocals
Added new sounds for Stego preparing its power swing while raising its tail
New horns sound for Diablo when re-engaging into locked stance.
Improvements to arrangement of Diablo sparring vocals when locked
Balance to diablo sparring sounds volume – horns vs vocals
New juvenile Diablo danger call sounds
Improvements to generic Diablo juvenile sounds such as sparring and resting
New adult and juvenile Diablo threaten call sounds
Sounds added to Omni grapple and Diablo Grappled animations
Improved diablo impale sounds – separated pre whoosh and impact sounds to improve timing and play the whoosh sound even if the attack does not hit a target
Minor adjustments to how far horn sounds travel and behavior of sounds at distance
Changed weather sounds to be filtered when indoors instead of silenced
Updated Diablo beg and consume sounds to match new animations
With all this out the way I’ve now returned to working on vocal sounds for the Tyrannosaurus, refining its calls, primary and alt attack sounds and working on new sounds for its pain vocalizations. As long as no other necessary changes come up for Diablo then Tyrannosaurus sounds will be my primary focus for the foreseeable future.
Tapwing - 2D Artist
Lately I’ve been working on a mix of things. My more recent task list has been made up of helping bring to life some meta characters and supplementing some surveillance equipment you may have seen alongside some vehicles you most definitely have not. It’s been an interesting project working out what I’ll call ‘vehicular anatomy’ and trying to come up with designs that are familiar enough to look believable while also giving it a unique flare so that it would feel like it came out of the game’s setting. What I like to do is chimera together parts from different vehicles for ideas and play with the basic shapes and then tie all those components together with similar stylings to our architectural designs: such as angular, brutalist, themes and the addition of the bars and rails gave them a nice militant, guarded look for the world they need to function in. You’ll see some of it in Phase Three this week!
Bryan - Animator
It’s been a light month for me as I’ve been out of office, but I’ve been making up for the time working on the Diabloceratops and a bit of Tyrannosaurus so we can get to working on it in-game. Diablo is pretty much done animation-wise, but with how complex it’s sparring mechanic is there is always something to improve on to really sell that bit of gameplay.
Just imagine he’s locked horns with another Diablo.
KissenKitten - Producer
This month like so many others has been a bit of a blur for me since there’s so much going on. There’s more polish done on mutations, grapple, sparring and diabloceratops that should get into your hands soonish. There will still be tweaks and alterations to the mechanics as time goes on as they need to be fairly flexible so other animals can interact with them in meaningful ways. But overall they’ve been satisfactory barring bugs of course.
The animation department has really been cooking this month. We’ve got some QOL animation smoothing tech being worked on in the background that should help remove some of the jank present in some transitions between animations. That process will be ongoing as there will be audits to all of the animations in the game as a whole for each species so we can pull the overall quality of the game up. We’ve been knocking animations out for the tyrannosaurus, triceratops, maiasaura, pteranodon as well as the now revealed allosaurus. They are all coming along nicely, some being animation complete or nearly complete. The tyrannosaurus has been getting some of its sparring related animations at last as well as polish to its special abilities. The triceratops will be following suit once we do some diabloceratops vs tyrannosaurus testing. For technical reasons, the maiasaura is awaiting the release of diabloceratops before its features are implemented but it is pretty much animation complete barring any issue, so the maiasaura should move fairly swiftly.
The pteranodon’s backburner mechanics have been brought back into the light along with some new features that should bring some meaningful changes to it as a playable that we were not able to deliver upon its initial release. The Isle is animation intense due to the amount of life we strive to breathe into the animals. So creatures that occupy multiple habitats (terrestrial, aquatic/amphibious, arboreal, aerial and subterranean) increase animation complexity by a large margin. Which led to creatures like the pteranodon, deinosuchus and dryosaurus releasing without some of the core features we had planned for them. Not lost, not forgotten.
For the creature on everyone's lips, we know the allosaurus was a super popular playable in legacy and we want to make sure its introduction into EVRIMA keeps with that trend. While we’ve only just revealed it publicly, the allosaurus has been worked on in small parts for a long time. Prototyping varying styles of grapples, claw swipes and more. It's important for us to try to incorporate its claws, which are an evolutionary step up, into its playstyle in a way that feels and looks appropriate for the animal as opposed to something too generic. The allosaurus is likely going to maintain its jack of all trades status by being both an ambush predator as well as a large game hunter. Exploding from cover at speed for a short distance to overwhelm smaller prey before being gassed. But foregoing stealth tactics for a more upfront approach when dealing with larger targets. Whittling them down over longer engagements. All of this is subject to change of course since even our best laid plans don’t always work out. More will be revealed as its features start to take shape and solidify. Here are a few of those prototypes.
DevBlog #48
Filipe - Lead Programmer
This month I focused on refining the Rex’s crush ability and the new throw it has, which is linked to crush but not exclusive to it. The grapple ability is still receiving some updates, which now is mainly for balance as the grapple values need to align with the entire roster but we have massively different animal weights.
We added a new open corpse ability with new animations, included in the current Hordetest. This ability is triggered by tapping “E” three times near a corpse to access the organs, replacing the previously unreliable method of biting a corpse open.
The skin creator has received some visual improvements, including a “Hide UI” button and some resolution fixes. Chat has also received a minor UI update.
Additionally, we finalized the Mass Migration code, updated Mutations and made improvements to vocals. As always, there were the usual bug fixes and small enhancements to server performance.
Amarok - Programmer
Over the last month, I have been focused on enhancing our backend systems for better scaling and testing to improve our workflows. Our official servers are also now more evenly distributed across each region.
Additionally, I have implemented numerous quality of life improvements to the UI, Rcon, and AI systems. Notably, new Rcon commands have been added, which will be added to ReadMe configs coming during HordeTesting. These commands allow for real-time modification of the server configuration and include the following:
Whitelist enable/disable
Add/Remove whitelist id’s
Toggling AI on/off
Setting Disallowed AI Classes
Setting the AI density
Toggling global chat on/off
Toggling humans on/off
We are currently testing Psittacosaurus AI along with a new ability for all carnivores to dig at burrows. Exciting changes are also on the horizon for how players detect animal AI. While I won't reveal too much just yet, it's been noted that AI can be difficult to find even when abundant; they're simply hard to see or notice. The upcoming changes aim to make detecting them much easier, though catching them will still pose a challenge.
I made a small change to the pre-lobby character display in the server browser to reduce confusion. Now, it displays the character status. This indicates the last known state of your playable character, if unknown it may have died while you were logged off. Safe logging will prevent this uncertainty.
I have also been working on the Hordetesting patch, preparing it along with some hotfixes from our last release. I’ll leave it at that for now and hope you enjoy the new updates, especially the Diabloceratops!
Ariel - Programmer
Much of the month was spent preparing for the hordetest, this includes bug fixes, polishing, double checking everything. Unfortunately sparring didn’t make it into the first release, there’s still some adjustments we want to make.
I also ended up having to rework how some of the movement speeds are set up related to fractures. Previously, they consistently related to the standard speeds, but we wanted to give the gallimimus a new, faster trot, while keeping the existing fractured speeds. This required several background changes, but it should now give us more flexibility in the future.
I also worked on some features that will be coming out a bit later such as the carnotaurus updates.
VisualTech48 - Environmental Artist
Things have not been idle at all this month. I’ve finally created some new cool kits, first of which is the scaffolding kit. Featuring a lot of parts and “quick” connections it's quite simple yet can make any part as a construction site for a future building.
Alongside that I’ve simulated the tarps for the kit and textured them semi-modular, meaning we can put various colors and shapes based on desire.
There are new habitation enclosures which will be featured soon in the game that also have part of their kit extended to other areas of the island. They will have several types of entries, including your standard human access points of doors and a large bulkhead that will connect to the GUTS. The shapes and the fence itself has gotten to a steady point and you can already see where some locations will be able to connect into others.
Wedge - Sound Designer
A majority of this month has been focused on our investigation into the audio related Fatal error. I have worked on multiple leads that could have contributed but unfortunately did not result in the fix we were looking for, although this has led to some improvements in memory usage of audio and improvements across some other minor issues. We have two more solutions we will be looking into over the course of the hordetest to narrow down the cause of this crash.
I have also put a lot more time into Tyrannosaurus’ vocal sounds – mostly on its calls and attacks, as well as concepting some classified sounds to establish its vocal palette when not performing the quintessential roars and screams. With the Tyrannosaurus being so iconic as more of its vocal palette is created sounds are likely to be iterated on to make sure its entire set of vocal sounds are cohesive yet diverse and really selling the terrifying characteristic we want it to portray.
I also designed new vocal sounds for Stegosaurus’ power swing mechanic, including a threatening roar display that plays on entering the stance initially, the roar includes slightly higher groans and raspier roars, emphasizing the strain put into vocalizing this threatening sound. This differentiates it from the warning of the threaten call, that this is a promise for its opponent it will not end well for them if they come near.
In addition there are vocal sounds for the stationary swing, moving ‘power’ swing and a short vocal sound that plays on exiting the stance. These cues help not only to give weight and might to the attack but help audibly telegraph this creature’s actions during this mechanic, and display its most aggressive demeanor.
A new sound for the whip of its tail has been added, replacing the half-hearted sound that existed previously. During the moving attack this sound is lower in pitch and has more low frequencies to convey the mass being put into this heavy attack whereas the stationary swing has a snappier whip-like quality to it.
Finally, I also worked on some smaller additions and bug fixes, adding sounds to the new open body animations and tweaking Diablo’s audio and fixing any bugs for the horde test.
Bryan - Animator
Been working on this sparring stuff, a whole lot of new animations to fill in sparring actions and of course revisions to make the existing animations really pop now that we’re able to get in the game and really start knocking heads together. Like, “What if I ran up behind you and shoved you off a cliff?” kind of stuff. We know some of you are going to be doing that stuff, don’t pretend we don’t know. You know who you are.
On top of that, Maia has a new suite of locomotion animations, both for bipedal and quadrupedal movement, I’m sure there’s a few veteran Islanders out there who remember a certain large Hadrosaur who had a similar ability to toggle between locomotion styles.
But with those out of the way, I’ve been working on the Tyrannosaur animations again. I mean, what DOES happen when you bite a Ceratopsian in the face anyway?
hypno - QA Lead
With the first pass of the mutations entering hordetesting, I would like to take this opportunity to encourage you all to leave as much feedback as possible on the system. Which aspects of it do you like and which do you dislike? Now is the best time to get your thoughts down for us, as I’ll be frequenting the feedback channels in Discord throughout the course of this hordetest.
That all being said, we are still far from finished with this system. We have plans to introduce additional mutations, including some that weren’t quite ready for this pass that are almost complete. On top of this, there are plans to introduce species-specific mutations – one of my favorite ideas so far is an enhanced Hypsilophodon spit attack that causes different effects to happen to your target based on the type of food you had eaten recently.
Nesting will also be taking full advantage of the Mutations System - your offspring will take on your mutations in some capacity and there will be selectable mutations that benefit parenting. The finer details of this requires further discussion before I can give any more details on that.
On another note, I hope you guys are enjoying the Diabloceratops as much as I have been! There are some adjustments still yet to be made to get it feeling even better but it sure is good to have another species in your hands. As Ariel stated, sparring still has a bit of work to go as it is a complex system that will also involve other species that can interact with it. Here’s another strange issue that started happening with it in QA testing:
[TAG-50] Thankfully, this is fixed already, so we’re yet another step closer to introducing its special ability before releasing the update to the evrima branch.
Finally, I have seen a few people asking where the Psittacosaurus AI is. Unfortunately, this little guy has been causing even further issues for us in QA, resulting in crashes when it is approached. It was decided that it would be taken out for the first release to hordetest but is still very much planned to be in the final release of this update.
KissenKitten - Producer
The rest of the team has primarily covered the broad strokes of what we’ve been up to this month. There’s going to be new stuff showing up seemingly randomly almost everywhere. From new locations to animations, polishing of movements, mechanic adjustments, nightvision changes etc. There are openbody animations in hordetesting that replace the temp bites that were previously used as a bandaid for the feature and the gallimimus and stegosaurus have new content as well as the addition of diabloceratops. Content subject to change as always.
Grapple hasn’t quite made it into the hordetest just yet but I think it will be on its way soon. When it gets into your hands, gather an omniraptor pack and start punching up. The feature aims to ensure size and strength alone do not make an animal impervious to a persistent and coordinated pack effort. Stegosaurus and diabloceratops are formidable opponents but will have reason to fear barks in the distance. Bring it down!
The maiasaura is coming along nicely and is almost animation complete pending some fixes and adjustments. It should enter the roster rather smoothly comparative to others of the past. The entire animation team has gained most of the knowledge they need from myself and Bryan to be able to tackle anything I throw at them which allows us to have a laser focus on specific species. We were juggling about 5 animals at once to make sure everyone could get some hands-on experience with different body types, style of animation, characterization etc and by golly I think they’ve got it! Once we’re done with the tyrannosaurus and triceratops sparring, the animation team will really break into our stride. We’ve already been cooking up some stuff I think you’ll enjoy. Buuuuut I can’t share yet. Typical right?
That’s pretty much it this month. The first iteration of sparring should also be on its way pending some adjustments before and after reaching you but until then, hop onto the hordetest and toss some feedback our way. Be kind even when you’re killing and eating each other.
Patch 0.14.28.61 now available!
Hey Islanders,
Thank you to everyone who participated in our recent hordetest, we're now pushing our latest build to the Evrima Public Branch! As mentioned in an earlier Discord announcement, for this patch, we'll be experimenting with a new server variant based on feedback gathered from our recent Hordetest. These servers will support higher playercounts of 150 without AI, and are based in both NA and EU regions. Initially there will only be two servers of this extra type available, but we will spin up additional servers of this variant as necessary and will remain available for as long as player interest dictates.
Please note; Our regular 100 slot AI enabled servers will still be available alongside the experimental ones.
Additionally, here's an example Game.ini for server owners to utilize the latest server functionality.
AdminsSteamIDs="Admin steam ID here" AdminsSteamIDs="Admin steam ID here" WhitelistIDs="White list steam ID here" - needs to be enabled in the GameSession below, keep this empty if whitelist is disabled WhitelistIDs="White list steam ID here" AllowedClasses=Dryosaurus - List of all enabled classes - can also be managed in Admin Panel in real time AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus AllowedClasses=Stegosaurus AllowedClasses=Tenontosaurus AllowedClasses=Carnotaurus AllowedClasses=Ceratosaurus AllowedClasses=Deinosuchus AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus
ServerName="Server name here" MaxPlayerCount=100 bQueueEnabled=true bServerPassword=false ServerPassword="password here" bRconEnabled=true RconPassword="password here" bServerDynamicWeather=true ServerDayLengthMinutes=45 - Set in minutes ServerNightLengthMinutes=20 - Set in minutes bServerWhitelist=false - Add whitelist steam ids in GameStateBase section above bEnableGlobalChat=false bSpawnAI=true AISpawnInterval=40 - Set in seconds (how frequente it checks to Spawn new AIs) DisallowedAIClasses=Compsognathus - Add the names of each AI class that should be disabled, one line for each DisallowedAIClasses=Pterodactylus bEnableMigration=true MaxMigrationTime=5400 - Set in seconds - how frequent migration zones change GrowthMultiplier=1 - Universal multiplier for growth, putting this number too high will stop it to work (stay below ~40)
MaxPlayers=100
0.14.28.61
Additions: - Added DLSS (NVidia) and FSR (AMD) - Added Skin Creator to the Main Menu - Added Previous and Next buttons for generated skins - Re-enabled aerial directional attacks for troodon and omniraptor - Added Global Chat as a server option (Disabled by default) - Added Growth Multiplier as a server option - Added customization for disabling specific AI to server options - Added AI Density as a server option - Added new /unstuck chat command (has a 90 minute cooldown, can´t be used near other players) - Damage now cancels eat/drink - New breath sounds for small animals - Setup separate medium and small crouch footstep sounds - Re-enabled interactive foliage since UE5 update (Enable/Disable available in settings) - Re-enabled low option for shadows - Added juvenile AI - Added new opacity check for smaller animals to see around themselves in grass - Added Ceratosaurus Manual Vomit - Added new Dryo primary attack sound - Added Pattern C to some species (more to come)
Enhancements: - Updated basic attack cooldowns - Adjusted some spawn zone sizes and added a couple more zones for Deinosuchus/Beipiaosaurus - Prevented rain drops from being visible underwater when breaking the surface of watersources - Updated bucking cost math to take into account juvenile pouncers - Map updates and fixes - Improved corpse physics visual and performance - Improved weather lighting during certain weather conditions - Reduced chance for certain weather conditions - Dilophosaurus hallucinations can now be used against AI - Troodon idle camera has been raised - Various VFX improvements - Deinosuchus lunge ability can now drag bigger targets if they are swimming - AI behavior improvements - Increased camera lock angle (total 90º) for when eating/drinking - Moved Deinosuchus spawners to water only - Scavenger AI no longer appear instantly when a corpse is created - Updated carnivore diets - Improvements to spectator mode - Several sounds/music volume improvements - Bees now play the pulse audio for large and small targets - Made schooling fish smaller when caught by beipi - Herbivores/omnivores can now scent while moving - Players can now scent when carrying objects - Adjustments to pounce to avoid various issues with slopes and camera pitch angle - Allow Pounce to work when attacking back of target - Adjustments to Fall damage - Made thrashing a corpse easier to trigger - Made "Perfect Diet" UI status to only showing up if Tier 6 - Various improvements to when eye shine shows on an animal - Imported new pachy trot animations - Increased pachy trot speed - Increased herrerasaurus drop attack hit size - Pounce adjustment to avoid latency issues when a nearby target is already hit - Adjusted mouse sensitivty min/max to better range - Allow juveniles to also see diets listed for migration zone - Increased omniraptor and troodon leg health - Held food will now be dropped during the pachycephalosaurus ram instead of blocking the ability - Reduced volume of open sound in profile menu - Underwater NV should now function more consistently - Adjustments to AI spawn rate - Disabled Humans - Adjusted the trot and sprint steps non spatialised radius for small dinosaurs - Adjusted ceratosaurus manual vomit to deplete only 20% of hunger/thirst and nutrients - Removed seeing unnecessary hints when underwater - Gave Herrera underwater Night Vision - Reduced stormy weather volume - Rendering updates for performance - Chat performance improvements - Grazing hint will now only display when hunger is below 20%
Fixes: - Organs should now despawn - Constant fog should no longer exist - Fixed an issue where issuing a manual ban would kick the last player who joined - Juvenile deinosuchus can now grab schooling fish - Fixes to corpse interactions near water - Fixed nutrient slots not filling for juveniles during certain conditions - Fixed deinosuchus corpse thrash not working in water - Fixed issue that caused players to sometimes spawn in a tree or rock - Fixed AI corpses despawning too soon - Fixed impact animations sometimes not playing for all clients - Fixed ceratosaurus threaten call sometimes getting cutoff. - Fixed walk/crouch footstep audio sometimes playing footstep trot audio - Fixed charge damage not being reset - Setting weather with the admin panel will no longer cause undesired abrupt weather changes - Fixed juvenile dilophosaurus grab montage repeating - Fixed water splash sometimes not triggering - Fixed lunge shake slide - Fixed random footstep in Hypsi slide - Fixed audio issues with deinosuchus juvenile lunge body impact - Fix to Physics Door replication when a new player appears - Fixed effects on rabbit burrows - Removed holes in the ceiba tree - Fixed pteranodon snapping towards walls when holding RMB while jumping - Fixed beipiaosaurus underwater directional attack animation - Fixed camera rotation with UI open - Ptera no longer uses stamina when aerial diving - Fixed stamina consumption at certain water depths - Fixed pteranodon running takeoff not working - Fixed courting when flying/falling/jumping - Fixed boars sometimes ignoring targets they can detect - Fixed AI sometimes spawning under map - Fixed pounce recovery causing some animal AI to begin sliding - Fixes to chicken sound attenuation - Fixed deinosuchus lunge sound attenuation - Fixed collision with the watchtower mesh - Fixed turtle making noise when killed by pounce then dragged - Fixed recoil animation not playing when lunged if too close - Fixed herrerasaurus fall damage - Fixed deinosuchus rotation while thrashing a corpse - Fixed pteranodon animation going from crash recovery to crash landed - Fixed effects not requiring a game restart when changed - Fixed F6 toggling gameplay settings - Fixed incorrect attentuation for various animal idles - Fixed scalability settings not properly setting - Fixed a check with interactable objects so players no longer have move away and reposition to update - Fix to some audio sounding off centre - Fixed fish dying due to lack of oxygen - Fixed bones not giving nutrients to ceratosaurus - Fixed diet screen UI not showing herrerasaurus and dilophosaurus - Fixed an issue when dragging organs - Fixed getting stuck in hatch animation - Fixed an issue with skeleton physics - Fix to organs disappearing and appearing again after swallow - Fixed fast moving clouds - Fixed AI dying from dehydration or starvation - Fixed moving scent animations - Fixed hatchling pachycephalosaurus attract vocal using incorrect sounds - Fixed being unable to scent while carrying something - Fixed gore sometimes becoming stuck to the character's face after interaction - Fixed underwater night vision post process not respecting the river water line - Fixed Goat AI pinned/swimming/idle animations - Fixed dilophosaurus crouch animation - Fixed Tenontosaurus 180 directional attack vocal playing twice - Fixed deinosuchus underwater vision range not properly scaling with growth - Fixed lunged players not losing oxygen properly - Fixed server crash caused by courting - Fixed an issue causing the Day/Night Cycle to speed up - Fixed herrerasaurus fall damage scale (reduced) - Fixed some AI movement issues - Fixed hypsi blind not cleaning off automatically