Beasts of Bermuda - Soals

+For a limited time, players will be able to earn the 2025 Spring Event skin: Granite Gladiator, as well as all previous year's Spring Event Skins: Skal Archelon and Spring Guardian.
- The Granite Gladiator skin was made by Natahi4 & Twilightwolf
- The skins have a glowing, bioluminescent layer.
- The skins unlock separate equippable cosmetic overlays: Mossy Covers for Apatosaurus & Velo, as well as Algae Bloom for Archelon. The unlocked overlays can go on any skin of their corresponding species.

Earning the Skins:
+To unlock the skins and their overlays, players need to find and collect golden dinosaur idols scattered around the map.
- Apatosaurus Idols will unlock the Apatosaurus Seasonal Skin
- Archelon Idols will unlock the Archelon Seasonal Skin
- Velociraptor Idols will unlock the Velociraptor Seasonal skin
- Gathering the idols will allow the player to progress through achievements associated with earning the skins.
- The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes.
- Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.



Idol Collecting Tips!
  • The idols belonging to land species will only spawn on land randomly anywhere carcasses can spawn.
  • The Idols belonging to aquatic species will only spawn underwater randomly anywhere carcasses can spawn.
  • All Seasonal Skins are now earned by collecting idols scattered around the map and returning them to a matching deity shrine.
  • All skins require gathering 50 idols each. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives.
  • Idols show up on the compass when nearby with a color themed for the deity shrine they belong to
  • Turning in an idol will show achievement progress in the top-right corner of the screen
  • You should also be able to view the progress you've made towards unlocking the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page

Beasts of Bermuda - Soals

Added New Playable Creature:
Kaprosuchus!
The Kaprosuchus is our newest creature that has been added to Beasts of Bermuda! It is a small, semi-aquatic crocodilian that specializes in a swift, fast playstyle. It's a very fast runner and has several tools to help it ambush prey and deal damage quickly.

Moves and Abilities
+The Kaprosuchus' Primary Attack consists of dealing damage with a standard bite attack that inflicts moderate damage. Additionally, the Kaprosuchus can hold Primary Attack to use Bone Snap. Bone snap deals additional damage and applies a crippling, Tendon Tear debuff. The longer the Primary Attack key is held, the more damage is dealt and the longer the Tendon Tear debuff lasts. Be wary, as continuing to hold this ability will actively deplete your ability.
  • While charging a bite, you move and turn slower. This allows you to punish adversaries that face you head-on with this debuff, while making it more difficult to apply to fleeing targets.
  • The Kaprosuchus has the talent Snapping Jaw. This talent increases the duration of the Tendon Tear debuff applied by Bone Snap. It additionally decreases the ability cost, increases the damage multiplier, and reduces the movement penalty associated with charging and using this ability.
+The Kaprosuchus' Secondary Attack key allows it to use Brute Force. Brute Force is a powerful, leap-like attack that deals significantly more damage to its target if it hits. It also deals bonus injury damage. Brute Force gives the Kaprosuchus a tool to hit very hard and potentially cripple its prey before it has a chance to flee. It costs both Ability and Stamina to use and slows your movement speed by 40% while charging the attack.
  • Aiming the camera up and down while holding the Secondary Attack key will allow you to adjust the angle Brute Force leaps with. Additionally, crouching lowers the launch angle. There is now an aiming cursor that shows where you will land while using this ability.
  • Brute Force's leap distance does not scale with growth, Powerful Legs, or being fat. This allows the ability's trajectory to remain consistent and useful as a combat ability regardless of growth. Note that Kapro has another, similar ability specifically for mobility that does scale with growth and Powerful Legs.
+While swimming, the Secondary Attack key allows the Kaprosuchus to dart. Its dart is similar to other creatures with the ability.

+Kaprosuchus' Ability key allows it to use Blood Rush
  • Blood Rush adds additional damage to the next attack the Kaprosuchus successfully lands.
  • Blood Rush also allows your next attack to ignore damage reduction if it hits on the tail
  • Blood Rush cannot be used while in combat, so the Kaprosuchus must be prepared for the fight to get this bonus. A notification will display when you leave combat on the Kaprosuchus, informing you that Blood Rush can be used once more.
  • Blood Rush's damage does not scale with other abilities that add damage such as Bone Snap or Brute Force. It does scale with growth, damage talents, and other conditions that modify damage such as being grabbed.
  • The Talent Thirsty for Blood increases the damage Blood Rush adds to an attack
+The Kaprosuchus' Special key allows it to perform a large, high-angled hop. This ability can also be aimed by tilting your camera up or down, and it has an aiming cursor that indicates where you will land while using this ability. Crouching lowers the launch angle. While charging this ability, the Kaprosuchus moves 20% slower.
-This ability scales with both Powerful Legs and Growth, allowing it to go much farther as it gets bigger. It costs only Stamina. You may find the Kaprosuchus in surprising places due to usage of this ability!


Kapro-Specific Talents
+Added Replenish as a new talent to Kapro's talent tree in socket S3.1
  • Replenish grants stamina to the Kapro on a successful attack. At 5/3 this grants 37.5 Stamina per attack
+Added Thirsty for Blood as a new talent to Kapro's talent tree in socket M3.1
  • Thirsty for Blood increases how much damage Blood Rush adds to your next successful attack. It also reduces the cost of Blood Rush and increases how long the buff lasts until it expires.
Passive Abilities
+Thick Tail
  • -Thick Tail grants the Kaprosuchus 65% damage reduction on its tail rather than the standard 50%
+Thick Scutes
  • Thick Scutes grants immunity to venom. This applies to both the venom damage type and to the Palaeophis' Venom Spit ability and its associated status effect
  • Thick Scutes additionally grants 50% damage resistance to damage being dealt by serpents such as the Palaeophis.
+Lazy
  • The Kaprosuchus can eat a lot, far surpassing being full. This takes overeating to the extreme, allowing the Kaprosuchus to gain substantial amounts of health and weight at the expense of mobility.
  • It also can go a very long time without eating.
  • Note that to take full advantage of Kapro's Lazy trait, the talents Resilience and Tough Stomach are highly recommended. Otherwise, the comfort drop from being this overweight will likely result in your death.

Stats
+Kapro has a growth rate and scaling stats that match the Pachycephalosaurus
+Kapro has a base food value of 125
+Kapro has a max food value of 300, which is higher than any other creature in the game
+Kapro's base health is 425
+Kapro's base damage is 65

+The Kaprosuchus is primarily a meat eater, but it can occasionally eat fish without getting sick. A diet too rich in fish may make you sick via the dietary mechanic, as it has a max fish allowance in its diet.

Skins
+FireBelly by Twilightwolf & Natahi4
+Leopard by Valhalla
+Swamp Runner by Pixeldeer & Novacaine
+Mangrove by Callie
+Seaspray by Novacaine & Valhalla
+Banded by Gamevideosforlife & Novacaine
+Marbled by Nonyapie & Natahi4

Misc
+Added Kapro taunt emote
  • The taunt emote requires visiting all major deity shrines on the map
+Added Kapro dance emote
  • The dance emote requires owning the BoB OST
+Kapro lays nests where the eggs get buried after they are laid. This functions similarly to the Archelon nest. It does not have to be laid on or near a beach.


New Titania Map Expansion: Cypress Marsh
Cypress Marsh is a mysterious and misty biome located behind Titan's Rise. Its a semi-aquatic focused area that connects to the ocean biome: Eroded Coast. It trades good food and water for poor visibility and unpredictable marshy terrain.

+Cypress Marsh features a unique biome soundtrack
+A thick fog covers the biome both day and night, making it perfect for ambushes
+The largest body of water in Cypress Marsh does not have a banner (or a mark on the compass) to prevent confusion while traversing the biome. This main watersource is infinite but does not provide satiation. However, there are many small pristine water sources across Cypress Marsh and the Eroded Coast to drink from instead that do provide satiation.
+Cypress Marsh features a special water Post Process effect which makes the water look dirty and murky when below the surface. All animals are at an equal visual disadvantage to this biome-specific murkiness. There are also chunks of algae floating in the water at some locations.
+Creatures now get covered in algae from the top-down while breaching in swampy water
+There are 3 mini land shrines and 3 mini aquatic shrines in Cypress Marsh.
+There are various types of AI in Cypress Marsh
+Cypress Marsh features various unique POI and environmental story telling

Other Map Adjustments:
+Fixed bad collision on burnt Tropic Trees
+Improved LODs on the Kapok Trees
+Replaced the mammoth bone assets on Titania with lore-correct theropod bone assets
+Added some more broken building structures to the Orchard Ruins at Outlands
+Cypress Marsh Trees, Roots, and Stumps are now in the foliage tool and interactable on Titania. Stumps, Roots, and dead trees can be knocked over, but not eaten. Cypress Trees with leaves can be eaten when playing as correct species type and growth.
+Increased compass scent radius by 75% on Isla Titania to accommodate for map expansion


Other New Content
Earnable, Equippable Cosmetics
+Each creature can now earn an equippable burn overlay if they are caught on fire by a forest fire and manage to survive.
  • There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
  • This cosmetic unlocks game-wide if earned on an Official server.
  • The Burn scar overlays can only be earned if the player survives a fire that has not been spawned with console commands. Note using 'spawnfire' during a forest fire will mark all active fires as console-spawned, and the achievement will not work in this case either. Touching lava and being caught on fire by lava during a forest fire will also not grant the achievement.
+Each creature can now earn an equippable lightning scar overlay if they are struck by a naturally occurring lightning bolt
  • There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
  • This cosmetic unlocks game-wide if earned on an Official server.
+Surviving sickness at or above 2.5 growth now rewards the sickness overlay for the creature that got sick. This sickness overlay is equippable on the Character customization screen.
  • It equips to the same texture slot as the burn and lightning overlays.
  • There is an achievement in the achievement gallery that displays how many creatures you have gotten sick and survived on. All creatures can earn a sickness overlay. Completing the achievement requires surviving a terrible sickness (2.5+ growth) on all creatures.
  • Note that Pachycephalosaurus can earn the achievement, but currently has no sickness overlay.
Skins
+Added new Velo skin: Harrier by Twilightwolf


Admin
+The console command SetAllTalentInheritsTo now dirties a creature

Quality of Life
+Talent points have been reset for this patch
+Added Velociraptor dance sound
+The Palaeophis now removes any visual dirtiness effects such as mud or sand after shedding its skin. It also dries it off.
+Renamed the Pteranodon Idle2 animation to Shake in the emote action wheel. Using this animation now dries and cleans the Pteranodon
+Using the Shake emote as the velociraptor now dries and cleans the Velociraptor
+While not mousing over any talents, the dino information that shows up on the dino select screen now also shows up on the talent screen. Note that all dino information has been updated to be relevant and up-to-date
+Added two additional save slots to all player save profiles, bringing the total save slot count up to 12, from 10

Streamer Mode
+Added Streamer Mode toggle in the gameplay settings
  • Toggling it on automatically randomizes own name, hides global chat, uses only friend's steam avatars and hides server's name
  • Streamer mode now changes other players names to their ID in player list, chat and in group. This is only visible to the streamer. ID can be used for /invite etc.
  • Streamer mode now changes group names to random dino species name from that group in the group finder. This is also only visible to the streamer
  • Player colors and badges are now hidden while in Streamer Mode
  • Leaderboard names are now hidden while in Streamer Mode

Dino Customization UI Edits
+The Dino Customization UI has been edited to make it easier to find various cosmetic options while creating a new creature.
  • The voice pitch, preview growth, and update camera view options are now immediately visible to the player on the left side of the screen.
  • After selecting a skin, additional cosmetic options that can be added to the character are now also visible on the left side of the screen. This includes holiday or warpaint overlays, velo / changyu plumage options, usable model morphs, and any other cosmetic options available to the player.
  • Pressing the back arrow or the escape key will hide the left panel with the customization options, allowing the original UI setup to be viewed instead.
  • The color wheel that displays when a color-customizable equippable item is added to a character can now be closed, allowing the player to get back to the growth preview and voice pitch options
  • These changes were made as we realized players were not finding these options very easily.
  • Note that most of these changes are for the creature creation screen, not the customization screen accessible while playing a creature.


Balance
+Balance: You can no longer dart while Tendon Tear is active
+The talent Vigilance also gives an additional effect:
  • Vigilance reduces how much venom damage is received from all sources. This also shortens the duration of Venom Spit's blind effect. With max talents invested, it mitigates these by 67%.
+The talent Burrow Master now has an additional effect:
  • Increases the rate at which you regenerate Ability, Stamina, Comfort, and Health while in a burrow. With three points invested, these match their resting regeneration rates.
+The talent Snake Senses can no longer sense players that are in a burrow
+Balance: Flyers are no longer knocked out of flight if hit by a gliding velo or changyu while flying
+Balance: Increased the speed threshold at which flyers will transition into a swimming state when diving into the water. This means you enter a swimming state sooner than before.
+Balance: Wing Beat's status diminishing returns timer is now 15 seconds, down from 30. Note this applies to both Archelon and Tropeognathus

Archelon
+Balance: The talent Snapping Jaw also reduces the base Ability cost of Archelon's charged bite attack

Oryctodromeus
+Balance: Increased Ory's base bite damage to 30, up from 25
+Balance: Increased Ory's base health to 145, up from 125
+Balance: Increased Ory's swim sprint speed to 370, up from 250
+Balance: Increased Ory's swim walk speed to 233, up from 150
+Balance: The Oryctodromeus is no longer immune to Tendon Tear
+Balance: Added Metabolism and Hydration to Oryctodromeus' talent tree in talent sockets S3.1 and S3.3

Pachycephalosaurus
+Balance: Pachy is now considered a Piscivore, which means it can eat Chinlea and other sources of fish without getting sick

Palaeophis
+Balance: The Palaeophis is no longer immune to Tendon Tear

Pteranodon
+Balance: Pteranodon can now cancel their dart by releasing Secondary Attack (RMB typically)
+Balance: Increased Pteranodon's base damage to 40, up from 35

Tropeognathus
+Balance: Tropeognathus now has Improved Dart in its M3.1 talent socket
+Balance: Tropeognathus can now cancel their dart by releasing Secondary Attack (RMB typically)

Velociraptor
+Balance: The Velociraptor (all Specializations) is no longer immune to Tendon Tear
+Balance: Reduced Velociraptor Specialization's healing rate by 20%
+Balance: Reduced Changyuraptor's healing rate by 35%
+Balance: Changyu's stationary turn rate is now 230, down from 272.5
+Balance: Changyu's sprinting turn rate is now 170, down from 190
+Balance: Reduced Velo and Changyu's damage scaling below 1.0 growth such that hatchlings and juveniles deal less damage than before


Bug Fixes
+Fixed: Being hit while climbing as velo/chang should no longer cause the creature to fall through the map
+Fixed: Velo's climbing tutorial prompt shouldn't pop up again if player has climbed
+Fixed: Velo no longer jams if it mates while climbing
+Fixed: The preview creature on the dino selection screen now properly adjusts itself so it sits properly on the ground while adjusting the growth slider
+Fixed: Server crash related to AI. The server log would print 'Container has changed during ranged-for iteration!' AI should now be able to be enabled without this crash occurring.
+Fixed: Server crash related to stumps being removed on the map. The server log would print 'Container has changed during ranged-for iteration!' with a note above about FoliageControllerBase.MULTICAST_RemoveStump
+Fixed: Server crash related to burrow networks deconstructing. The server log would print 'Container has changed during ranged-for iteration!' but on line 2l6.
+Fixed: Equipped cosmetic items now properly unequip when you remove them through the Character Customization UI after having just opened it with cosmetic items already equipped
+Fixed: Certain equippable cosmetic items such as elder eyes and supporter eyes now properly stay equipped on Acro/Carch and Apato/Bronto
+Fixed: Trying to take off from a swimming state immediately after being hit by another player no longer results in your stamina immediately draining to zero
+Fixed: Changyuraptor now plays its glide animation when it is selected while on the dino select screen
+Fixed: Pachy should no longer gain plant diet from secret snackies gores
+Fixed: Elusiveness' invisibility effect no longer breaks when you successfully deal damage to another player while having 4 or more talent points in Elusiveness
+Fixed: Newly reincarnated creatures are no longer lost if the server restarts or crashes before doing a save tick

Thank you to the BoB QA Team for the provided screenshots.


Additional Patchnote Languages
https://cdn.discordapp.com/attachments/741512364503072779/1356046566292717578/Kapropatch_AFR.txt?ex=67ebcd07&is=67ea7b87&hm=6828496e2b190800bf3c16cbbf9a1526446544e4b85ed99ba63de1ed6c4490c9&
Beasts of Bermuda - Soals
+Fixed: The Coahuilaceratops Hyperboreos skin now unlocks game-wide rather than server-wide if earned on a community server. Note that you may need to log onto the server you earned the Coahuilaceratops Hyperboreos skin for the skin to then be available game-wide. Also note this same error was present with the Mosasaurus Ice Blight skin as well.
+Fixed: Velo can no longer spam RMB while out of resources, causing it to spam sounds and attempt to play its animation
+Fixed: Velo's pounce sound no longer causes a stutter when the sound is stopped
+Fixed: Velo Skin Kākāpō to have Macrons in the name
+Added Velos to main menu

Warpaints
+Due to popular request the Jewelry-only version of the warpaint dlcs now has the option to switch on the glow layer

Titania
+Fixed: Mud and sand improperly handling subsurface scattering
+Fixed: Lens flare causing water graphical problems
Beasts of Bermuda - Soals

New Velociraptor
+The Velociraptor has been given an entirely new model and set of animations

Gliding
+The Velociraptor can now enter a gliding state if the jump key is pressed while the velo is already in the air. While gliding, the crouch and jump keys offer control of the pitch angle. Note that holding jump only mildly improves pitch angle.
+While gliding, holding the sprint key will further improve pitch angle while gliding
+Releasing all movement keys while gliding will cause the glide to end, placing the player into freefall
+While gliding, pitch angle gradually becomes more and more angled downward. The longer you glide, the harder it is to stay aloft.
+Entering freefall and then re-entering a gliding state will refresh the pitch angle decay, allowing you to begin a fresh glide. Each time this is done, the stamina cost of doing so doubles. The baseline cost is 10 stamina, so it will cost 10, then 20, then 40, then 80, and so on to re-enter a glide. This is reset when the player touches the ground, enters a body of water, or enters the climbing state

New Velociraptor Specialization: Changyuraptor
+The Changyuraptor, a specialization of the Velociraptor, is a quad-winged gliding specialist with feathered pantaloons
+The Changyuraptor and Velociraptor share skins, animations, and sounds. The Changyuraptor, however, has its own unique model
+Changyuraptor and Velociraptor can group by default. If servers wish to keep them separate, it can be done by editing the appropriate settings in the server's config file
+Changyuraptor is substantially better at gliding than Velociraptor. It is, however, a slower climber.
+Changyuraptor has slightly less health, damage, and weight than Velociraptor
+The Changyuraptor can use its pounce while gliding by holding down and releasing the right mouse button. It can do this to gain altitude while gliding

+Added new talent to Changyu's talent tree in talent socket M3.1, Sugar Glider
-Sugar Glider decreases how much more Stamina each successive re-entry to glide costs during one flight
-Sugar Glider also decreases the baseline Stamina cost of entering glide
+Added new talent to Changyu's talent tree at socket M3.3, Updraft
-Updraft also increases the maximum pitch angle you can fly at while holding the jump key

+Added Airborne Ambush as a new talent to both Velociraptor and Changyuraptor talent trees in socket P3.1
-This talent greatly increases damage dealt while pouncing or gliding.
+Baseline, Velociraptor can now use an ability called Intuition. It allows dodging the direction of your current movement keys when quickly pressing and releasing the Secondary Attack key
+Added new talent, Intuition, to Velociraptor's talent tree in socket S3.1
-This talent greatly reduces the cost of using Intuition
-The baseline cost of dodging is 30 Ability and 30 Stamina, which reduces significantly with talent points invested
-Note that if you flick the camera up or down quickly while using this ability, you can control the pitch angle you launch at when using dodge.

+The Velociraptor and Changyuraptor have multiple tail and crest plumage options you can choose from. There are, in total, 4 tail options and 3 crest options. Choosing no crest or tail plumage is also an option.
-Note that you won't have any crest or tail plumage by default. Crest and tail plumage can be added by going to the Character part of the skin customization UI

+The Velociraptor now has a dance emote. It requires owning the BoB OST on Steam to use
+Added Velociraptor taunt emote. It requires 100% in the Hunt Points Trial.
+Added both Velociraptor idle variant animations to the emote action wheel
+Added velo fat, skinny, incest, elder, and baby morphs


New Skins
+New Velo Skin: Redtail by Valhalla and Twilightwolf
+New Velo skin: Snow Leopard Remake by Valhalla (originally by Misha)
+New Velo Skin: Skua by Twilightwolf & Pixeldeer
+New Velo Skin: Chimera by Valhalla
+New Velo Skin: Nuclear by Pixeldeer & Natahi4
+New Velo Skin: Charged by Omnomnivore
+New Velo Skin: Carved by Valhalla & Natahi4
+New Velo Skin: SunBather by Callie
+New Velo Skin: Kākāpō by Soals
+Added Velos Elder Eyes
+Added Velo Supporter Warpaint + Supporter Eyes Cosmetics

Misc Velo Changes
+Velociraptor can now enter the climbing state while gliding by pressing the Ability key
+Velociraptor now enters the climbing state by using the Ability key

Winter Event 2024
+For a limited time, players will be able to earn the new Coahuilaceratops Hyperboreos skin. Previous Winter-themed cosmetics and skins can also be earned once more at this time.
-The Hyperboreos skin was made by Valhalla and Gortys
-The skins have a glowing, bioluminescent layer.
-The skins unlock separate equippable cosmetic overlays. The Hyperboreos skin unlocks a snowy overlay and equippable icicles. The unlocked overlays and items can go on any skin of their corresponding species.



Earning the Skins:
+To unlock the Hyperboreos skin and its Overlay, players need to find and collect Coahuilaceratops-themed idols scattered around the map.
+To unlock any previous Winter-themed cosmetic and associated overlays or other equippable items, players need to find and collect appropriately themed idols scattered around the map.
  • The idols will match the dinosaur type the cosmetic corresponds to. This Winter, you can earn cosmetics for Mosasaurus, Parasaurolophus, and Coahuilaceratops.
  • Gathering the idols will allow the player to progress through achievements associated with earning the skins.
  • The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes.
  • Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.

Idol Collecting Tips!
  • The idols will be found scattered across land and sea, spawning randomly anywhere carcasses spawn.
  • The Coahuilaceratops Hyperboreos skin and any previous Winter-themed, earnable skin can now be earned by collecting idols scattered around the map and returning them to a matching deity shrine.
  • All skins require gathering 50 idols that correspond with their dinosaur type. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives.
  • Idols show up on the compass when nearby with a color themed for the deity shrine they belong to
  • Turning in an idol will show achievement progress in the top-right corner of the screen
  • You should also be able to view the progress you've made towards unlocking both the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page

Mechanics Changes
+Nest Raiders can now get food out of empty looking or incompletely filled carcasses dropped by juvenile dinosaurs that would otherwise be non-interactable or have very little food value. Full carcasses do not provide additional food to baby snatchers.
-Carcasses cannot contain more total food than the creature that dropped it ate in total. This was added a while back to combat self-feeding behaviors and to make fresh spawns not an enticing kill for players to hunt, but it also adversely affected the Nest Raider talent. The above change allows only Nest Raiders to bypass this mechanic, getting access to the full carcass value of food regardless of whether or not the dropper of that carcass ate food or not before dying. Full 5/3 Nest Raider allows 100% access to all the remaining, unfilled food value that would otherwise be absent in a carcass. Lower point values of Nest Raider only allow partial access. Nest Raiders eating from a carcass will deplete the hidden Nest Raider food first.
-Nest Raiders will see carcasses with more meat on them if they contain this hidden food that only they can interact with and eat.
-Legging a carcass does not pull Nest Raider food off the carcass. It always stays with the original carcass.
+Disabled Ability key climbing toggle from controls settings. The Ability key is now always used to enter the climbing state.

QoL Changes
+QoL: Improvements to how the moon direct light is handled. It should now be brighter and easier to see at dusk and dawn on all maps.
+QoL: Public branch Velociraptors now get a specialization reset. Skins from public branch should select the best-matching new velo skin.
+QoL: Servers now spawn a world event immediately upon booting up. The first world event has no countdown timer and is immediately active. Additional world events will continue to spawn as normal.
+Added Shape_Plane_Snow and SM_Cube_Snow to the foliage placement tool

Music
+Added looping Save Select and Dino Select music tracks to their respective UIs
+Added new Near Combat music. This music plays when you are near members of your group that are engaged in a fight but are not in the fight yet yourself.

Balance Changes
+Balance: The talent Resilience now adds comfort for beached aquatics
+Balance: The talent Arboreal now increases the rate at which you regenerate Ability, Stamina, Comfort, and Health. With full talent investment, these match their resting regeneration rates.
+Balance: The talent Wing Tear now also applies its damage increasing effect to Velo and Changyu if they are gliding. Note that Velo and Changyu are injury immune, meaning no additional injury damage will be dealt.

Changyuraptor
+Changyuraptor's base bite damage is 25. Velo's is 33
+Changyuraptor's base health is 110. Velo's is 125
+Changyuraptor's size is 110. Velo's is 120
+Changyuraptor's gliding stats are substantially better than Velo's
+Changyuraptor's sprint speed is 760. Velo's is 815

Elasmosaurus
+Balance: Elasmosaurus now has Out of Element in its P3.3 talent socket

Kronosaurus
+Balance: Kronosaurus now has Out of Element in its P3.3 talent socket

Megaraptor
+Improved Megaraptor Slash Attack hitbox

Mosasaurus
+Balance: Mosasaurus now has Out of Element in its P3.3 talent socket

Palaeophis
+Balance: Palaeophis now has the same dietary requirements as Mosasaurus, and cannot eat fish food without risking getting sick
+Balance: Palaeophis is no longer considered a piscivore. This means Chinlea give substantially less food and give negative comfort bias when eaten.
+Balance: Regurgitating now costs 25 Ability Power baseline. The talent Ready to Run reduces this cost.
+Balance: The Palaeophis can no longer use its primary attack while darting, resulting in it doing more damage than intended
+Balance: Adjusted how venom damage is calculated such that the Palaeophis cannot deal more venom damage than it would with a 2:1 weight advantage vs its opponent. This prevents it dealing very high levels of venom damage to very small weight class creatures such as Velociraptor and Oryctodromeus.

Saichania
+Balance: Saichania now resists 50% of all venom damage

Velociraptor
+Balance: Velociraptor now has Tough Stomach in place of Adrenaline
+Balance: Reduced Velociraptor pounce leap stamina cost to 25, down from 40
+Balance: Velociraptor no longer consumes stamina while coiling its pounce leap
+Balance: Velociraptor can now continue to hold its pounce leap indefinitely until RMB is released. Pressing other movement keys will cancel the pounce leap.
+Using pounce leap with insufficient stamina results in a shorter leap
+Balance: Sturdy now activates when above 75% health, rather than 90% health
+Balance: Increased Velociraptor climbing speed by 33%
+Balance: Increased Changyu and Velo heal rates by 60%
+Balance: Velo can no longer use its pounce while blinded by Sand Attack
+Balance: Increased Velo's base damage to 33, up from 30

Bug Fixes
+Fixed GPU-related clientside crash
+Fixed: A rarer but similar instance of growth loss and reversion of save state to a previous version of a saved character being possible.
+Fixed: Sacrificing at a shrine now properly marks the dead creature as having sacrificed to the shrine and awards proper Trials points. It also fixes a sacrificed creature not receiving a boost to their Trials in that deity category for the purposes of reincarnation.
+Fixed: Tyrannosaurus rex's Devastating Ambush ability no longer prints Devastating Bite in the log when consuming stamina
+Fixed: Creatures spawned by the creature select screen now properly despawn if you take an egg while the screen is in use
+Fixed: Pressing the Talent button while in an egg no longer jams the camera
+Fixed: Growth now properly un-pauses if you die with your growth paused
+Fixed: Attacking eggs no longer grants enemy-ship with yourself
+Fixed: Ichthy's animations now work properly in the main menu creature editor
+Fixed: Game should no longer crash randomly or when sniffing other creatures when effects are set to higher or above
+Fixed: Preview animations now work on the main menu's customization preview editor
+Fixed: Typo in scent tooltip for sea anemones
+Fixed: Velo can now climb properly while carrying another player
+Fixed: Attacking eggs no longer makes the Near Combat music play for grouped players
+Fixed: Motion blur should now be disabled regardless of graphics settings

Thank you to the BoB Testing Team for the provided images.


Additional Patchnote Languages
Afrikaans
Beasts of Bermuda - Soals

New Content
Carcharodontosaurus Specialization
+Added a new specialization to the Acrocanthosaurus class. The specialization is the Carcharodontosaurus
+The Carcharodontosaurus uses the same skins as the Acrocanthosaurus and behaves similarly to how we implemented the Brontosaurus as a specialization of the Apatosaurus class
-All other specialization-specific stuff that we did for bronto should work for carch
+See the Balance Changes section of the patch notes for Carch's stats. Note that Acro's stats have changed as well to better-differentiate it from Carch and adjust its balance point a bit.

+Added new mechanic to Carcharodontosaurus: Voracious Roar and Voracious Bite
-The Carcharodontosaurus has Voracious Roar as an ability rather than Intimidating Roar. Voracious Roar is activated by pressing the Ability key and costs 35 Ability. When activated, yourself and all nearby group members (carch and acro only) receive a temporary buff called Voracious Roar. This buff lasts 20 seconds, then 10, then 5, and then cannot be used any longer for one minute.
-While Voracious Roar is active, attacks dealt by any player with the buff against any ungrouped player will result in receiving the Voracious Bite buff. Voracious Bite is a stacking, heal-over-time buff that lasts for a duration of time. This buff resets its timer and increases its stack count each time the player deals another successful offensive attack.
-Carcharodontosaurus, by default, receives 3 stacks of Voracious Bite each time it succeeds in making an attack while Voracious Roar is active. Acrocanthosaurus receives only 2 stacks.
-Voracious Bite's healing is reduced by bleed and hits a 50% reduction when the player has 100 bleed.
-Voracious Bite does not activate if the Carcharodontosaurus' attack struck a player who had Spiky Shield or Evasive Maneuver active
-Carch's Voracious Roar status icon now shows up above the Carch's head while it is both active and on cooldown on non-owning clients
-Note that support toggling whether or not specializations that share the same dino type can group has been added. By default, Carch an Acro will not be allowed to group with one-another on Officials due to balance concerns. This can be changed in a server's Game.ini config file if a server wishes for them to be able to group. More details are located in the Admin section of the notes.

+Carcharodontosaurus has a talent tree identical to Acrocanthosaurus, with only one difference.
+Replaced Improved Intimidating Roar with Voracious Roar on Carch
-Increases how much healing you personally receive from your Voracious Bite healing
-Increases how long the Voracious Bite Heal over Time effect lasts on your character.
-Reduces the cost and increases the duration the Voracious Roar Buff that gets put on both you and all nearby party members
-Increases how many stacks of Voracious Bite you can have going at once. Talent points increase it by two, and inherits increase it by one.
+All saved Acrocanthosaurus have received a specialization reset

+Added new Lurdu Skin: Siliquosa by Pixeldeer & Natahi4
+Added new Acro Skin: Rouge by Callie
+Added new Apato Skin: Genetic Stripe, by Valhalla

Fall Event Skins!

+For a limited time, players will be able to earn the Megaraptor Servant of Charon skin and the Tyrannosaurus Fall Decay Skin.
-The Charon skin was made by Valhalla and Croww
-The skins have a glowing, bioluminescent layer.
-The skins unlock separate equippable cosmetic overlays: Charon's Splendor for Megaraptor & Leafy Refuge for Tyrannosaurus. The unlocked overlays can go on any skin of their corresponding species.

Earning the Skins:
+To unlock the Servant of Charon and its Overlay, players need to find and collect Megaraptor-themed idols scattered around the map.
+To unlock the Fall Decay skin and its Overlay, players need to find and collect Tyrannosaurus rex-themed idols scattered around the map.
-Gathering the idols will allow the player to progress through achievements associated with earning the skins.
-The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes.
-Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.


Idol Collecting Tips!
  • The idols will always be found on land and spawn randomly anywhere carcasses spawn.
  • Both the Megaraptor Servant of Charon skin and last year's Tyrannosaurus rex Fall Decay skin are now earned by collecting idols scattered around the map and returning them to a matching deity shrine.
  • Both skins require gathering 50 idols each. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives.
  • Idols show up on the compass when nearby with a color themed for the deity shrine they belong to
  • Turning in an idol will show achievement progress in the top-right corner of the screen
  • You should also be able to view the progress you've made towards unlocking both the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page
QoL Changes
+Added a setting to only show friends' steam icons in player list and in group. If disabled, shows everyone's steam icons (unless profile is private, no profile picture etc.). This requires a restart to take effect.
+The dawn, noon, night, deity shrine, and combat music all play on all maps now. Not just Isla Titania
+QoL: Added tooltips to the Unstuck and Unjam buttons on the Escape menu so players can see the difference between the two
+QoL: If you've fallen under the map, you can use the Unstuck button on the Escape menu to immediately be teleported to an appropriate spawn point. Additionally, when player is stuck under the ground the unjam and unstuck buttons are immediately available when opening the escape menu
+QoL: Exiting the map's playable boundary now results in the player being moved to a random spawn point appropriate for their creature rather than in a death. Certain bugs were triggering this death condition and we'd rather handle possible out of bounds bugs with something less punitive for the player.
+Minor improvements to dino shader
+Brontosaurus and Carcharodontosaurus now show up as such in combat log events, on the character stat screen, and as the default name on saved entities

Optimization
+Improved various assets on Isla Titania to improve performance
+Optimization: removed shadows from small meshes on all dinos


Admin
+Added console command ClearCommandHistory that clears the history of previously used commands

Group Config
+Admin: Servers can now configure whether or not any specific dino type allows cross-specialization groupings to occur. The default value is set to true. If configured to disallow cross-specialization groupings for a specific dino type, players with different specializations will no longer be able to group with one-another.
-In order to configure this value, the CreatureLimits config value in the Game.ini file can be changed to this:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false)
-By default, Acrocanthosaurus and Carcharodontosaurus cannot group with one-another due to this config value being set to false. If servers wish for them to be able to group, the bAllowSpecializationGrouping value either needs to be set to true or it needs to be removed from this line of the config file, as it defaults to true when not specified.

+Admin (public): Added support for different group caps for different specialization types in the server's Game.ini config. The syntax is like this:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false,Specialization=0) CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=3,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false,Specialization=1)
Note: Acrocanthosaurus is specialization 0, Carcharodontosaurus is specialization 1, Brontosaurus is specialization 1, Apatosaurus is specialization 0, Terrestrial Palaeophis is specialization 1, Semi-Aquatic Palaeophis is specialization 0, and Aquatic Palaeophis is specialization 2

Server Manager
+Fixed a variety of UI-related Server Manager issues
+The Server Manager is now compatible with controller usage
+The Server Manager should now reliably work to fetch information from the server and present it to a server admin who wishes to use it.

Mechanics Changes
+Mechanics: Bottom Walking now triggers from 50% further away from the seafloor
+Mechanics: Hard-capped groups now have a growth threshold at which a player starts counting towards the cap. Previously, all players counted towards the cap regardless of growth. This allows hard-capped groups to have younger dinosaurs in their group without them counting towards the cap. By default, this value is 0.8 growth. If a player grows past 0.8 growth and that player caused the group to exceed its hard cap, they will be automatically removed from the group.
-Note, this value is in the server's config settings, and can be changed on a per-species basis. The CreatureLimits array defines this value with this syntax:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f)
-Players should receive a notification in chat when they are removed from a group for this reason

+Mechanics: Sometimes going through portals, touching foliage that has collision, or being dropped from a grab would cause the player to die. Under these circumstances, the player is now safely logged out immediately and the player's saved character is not marked as dead. Trying to fix these has been challenging, so we're making the impact of these sorts of bugs not nearly as severe for the player as well. That is the reason for this change.
+Experimental new change to Biomutations and other bioluminescent skins:
-The alpha value of the bio's color picker now drives how much of the underlying skin's colors bleed into the bio. A alpha value of 0 causes it to use the underlying color completely, whereas a value of 1 uses the color of the biomutation's color picker. A value of 1 corresponds to current public branch bios, and this setting is totally optional.
+Reduced good parent offspring sniff range and snake senses sniff range from 600m to 60m

Great Nesting Site
+The Great Nesting Site world event now disables the food and water drain increase associated with having the Survival Deity Blessing buff
+Great Nesting Site and the Survival Deity Blessing now both close the gap between your current Good Parent level and 5/3 Good Parent by 50%. This effect does not stack, and having either buff will grant this effect.
+Both Great Nesting Site and the Survival Deity Blessing add one additional Good Parent beyond this effect for the purposes of talent inherit generation.
+Under all nesting circumstances, the odds of passing on inherits has been improved by 0.5 Good Parent.
+The chances of getting inherits during reincarnation has been improved slightly to simulate the effects of having 0.5 Good Parent added to this mechanic as well.
-Note that the above changes were made due to us findi ng a bug related to the Great Nesting Site world event. It was granting the effects of having 7.5 Good Parent for players that had 5/3 in the talent, resulting in players receiving better inherits in this world event than intended. Players can still get the same odds of passing inherits while under both the effects of Great Nesting Site and the Survival Deity Blessing. The improved odds, however, have just been spread around a bit more to make other avenues of nesting fairer in comparison.
-Status condition tooltips have been updated to reflect these changes.


Balance Changes
Acrocanthosaurus
+Acro's stats have been changed a bit to better-differentiate it from Carch
+Acro's base sprint speed is now 785, up from 750
+Acro's base walk speed is now 535, up from 500
+Acro's base swim sprint speed is now 425, up from 400
+Acro's base size is now 1200, down from 1300
+Acro's base health is now 1050, down from 1200
+Acro's base attack damage is now 225, down from 255
+Acro's base stamina is now 70, up from 60
+Acro's base food drain rate is now 0.72, down from 0.76
+Acro's size is now 6% smaller than before
+Acro's base healing is now 24, down from 27.5
+Reduced Acro's stationary turn rate to 110, down from 125
+Reduced Acro's sprinting turn rate to 92, down from 105
+The Acro no longer deals increased damage to bleeding targets

Auroraceratops
+Increased growth rate by 35%

Arganodus
+Increased growth rate by 35%

Beelzebufo
+Increased Beelzebufo's healing rate by 100%

Carcharodontosaurus
+Carch has a sprint speed of 755. public branch Acro is 750
+Carch has a walk speed of 505. public branch Acro is 500
+Carch has a swim sprint speed of 375. public branch Acro is 400
+Carch has a swim walk speed of 280. public branch Acro is 300
+Carch has a size of 1400. public branch Acro is 1300
+Carch has a stationary turn rate of 95. public branch Acro is 125
+Carch has a sprint turn rate of 70. public branch Acro is 105
+Carch has a swim stationary turn rate of 60. public branch Acro is 85
+Carch has a swim sprint turn rate of 40. public branch Acro is 55
+Carch has a base attack damage of 290. public branch Acro is 255
+Carch has 55 base stamina. public branch Acro has 60
+Carch has 1600 base health. public branch Acro has 1200
+Carch has a food drain rate of 0.65. public branch Acro is 0.76
+Carch sitting and standing transition animations play 20% slower than public branch Acro
+Carch is 10% larger than public branch Acro
+Carch's healing rate is 20% less than public branch Acro
+Carch's bite cooldown is 1.25 seconds, up from Acro's 1.2
+Carch's bite AP cost is 13, up from Acro's 12
+Increased Carch's max food to 125, up from Acro's 100
+Carch deals 40% less bleed damage baseline
+Reduced how bendy Carch's spine is when it's looking left and right by about 30%
+The Carch does not deal increased damage to bleeding targets
+Carch's growth rate is now equal to that of rex

Coahuilaceratops
+Balance: Coah now has a small jump similar to Saichania's. It costs 20 Stamina.
+Balance: Added a new mechanic to Coahuilaceratops. Each time it is hit from the front, it receives a stack of Active Defense. Active Defense, baseline, reduces damage by 7.5%. This can be improved by the talent Hardened Shield. Active Defense can stack up to 5 times, and behaves much like Frenzy. It lasts 20 seconds, and the timer for its expiration resets each time the Coahuilaceratops takes damage from the front. The stacking is multiplicative, meaning 5 stacks grants 0.925^5 damage reduction, not 1 - 0.075*5. This mechanic only activates if the Coah is either stationary or crouched.
+Balance: Added Hardened Shield as new talent to the S3.1 socket in Coah's talent tree. It improves the effectiveness of stacks of Active Defense.
+Balance: There is no longer a cap on how much comfort can be lost from a Coahuilaceratops' intimidation

Malawania
+Increased the playable Malawania's dart speed multiplier to 3, up from 2
+Increased Malawania Archerfish knockback by 100%

Oryctodromeus
+Ory's food and water drain rate now reduces by 50% while in a burrow

Palaeophis
+Reduced the Venom and Ability cost of Venom Spit to 17.5, down from 25
+Increased Venom Spit baseline range by 43%
+Increased Venom Spit baseline blind duration by 43%
+Reduced the effectiveness of the Venom Spitter talent by 50%. At 5/3, the effect is identical to before with the above-mentioned buffs.
+Balance: Increased Aquatic Palaeophis' food drain rate to 0.75, up from 0.54
+Balance: Increased AP cost of Palaeophis' bite attack to 10, up from 5


Bug Fixes
+Fixed: Severe memory leak related to the recently fixed Steam group and player list icons
+Fixed: Nested skins very frequently having very low layer counts and lacking complexity
+Fixed: Semi-Aquatics now receive water satiation from eating coconuts
+Fixed: Semi-Aquatic and Terrestrial Palaeophis abandoned eggs now spawn on land and with not-empty water
+Fixed: Aquatic Palaeophis eggs now properly grant live birth to the player when taken
+Fixed: Aquatics no longer deal reduced damage when lower on oxygen. This was especially apparent when playing Life Cycle and at larger growths
+Fixed: Palaeo meat food icon should no longer turn into fish food icon after graphic or HUD settings are changed
+Fixed: Grabbing a creature and then turning elusive no longer turns the grabbed creature elusive
+Fixed: Player list HUD elements load up properly when it's opened through save selection before spawning as any creature yet
+Fixed: The Auto-Resurrection server setting and Death's Blessing world event should no longer sometimes fail to resurrect players after they die
+Fixed: Player list in the creature select menu no longer results a blank screen
+Fixed: Pressing escape in player list in the creature select menu closes player list and opens up creature select menu
+Fixed: Hatchling palaeo no longer gets jammed after hatching while at the same time aquatic mother is holding a gore
+Fixed: Korean and Japanese glyphs now show up properly in chat
+Fixed: The prompt that informs you what foliage object you ate to get sick no longer says you got sick from eating a "None" under certain circumstances
+Fixed: Using portals should no longer fling the player across the map at very high speeds under certain circumstances
+Fixed: Successfully reincarnating or resurrecting dead dino now unselects the dino such that the player is no longer able to resurrect the creature again and again causing it's growth to get smaller
+Fixed: After reincarnation the spawn or creature new button no longer select a random slot in the saved creature list and instead player needs to click a creature or empty slot first before the button reactivates
+Fixed: Creatures with elusiveness should no longer turn completely invisible when it's hit by para's or malawania's ability
+Fixed: Acro can no longer spam intimidating roar ability on a creature that already has intimidating roar debuff, resulting in wasted AP
+Fixed: Egg Carcasses should no longer cause excess server log spam
+Fixed: Abandoned egg nests will now properly get destroyed from attack instead of staying on the map and causing particle effects every time player attacked the abandoned egg
+Fixed: Division by zero log spam should no longer happen when player has no points in stamina improvement or health improvement or forager
+Fixed: Palaeo can now forfeit duels through emote wheel without looking at the creature it's dueling with
+Fixed: Velociraptor no longer loses the ability to climb at high growths, and adjusted velociraptor's climbing speed so it won't slip off from climbable surfaces as easily at high growths
+Fixed: Hatchling's or egg's POV no longer switches to palaeo's POV after it has been dropped by palaeo and then someone else picks the player up again
+Fixed: Safely logging out to main menu or to quit game should save the creature as reliably as safely going back to save selection screen
+Fixed: Creatures with elusiveness should no longer turn completely invisible when it's hit highlight ability like acro roar
+Fixed: Various issues on Isla Titania
+Fixed: Force respawning while in the death animation no longer causes the dino to perma die on auto revive servers or on deaths blessing event
+Fixed: Palaeo picking up other players should no longer result the picked up character's camera to get stuck on palaeo
+Fixed: Wiehenavator is no called Megalosaurus in character / O-menu
+Fixed: Lurdu uses its falling animation and no longer loops its jump animation when it jumps from a high place
+Fixed: First play tutorial window now properly closes with escape key
+Fixed: Ichthy's distress, pain grunt, and death sounds no longer play faster when at lower growths and instead properly play their juvenile variants at the proper speed
+Fixed: Aquatic palaeo should no longer spawn on land after resurrecting or reincarnation
+Fixed: Juvenile calls no longer play for adult creatures when the player making the call is out of render distance
+Fixed: The Father's specialization now shows up properly in the egg select screen instead of always being a copy of the mother's specialization
+Fixed: Nvidia GTX 900-series and older GPUs use system RAM in addition to their VRAM to load dino textures properly on Titania
+Fixed: Abandoned eggs now sort into separate categories based on egg specialization
+Fixed: Eggs now show their specialization name properly in the character stat ui
+Fixed: The Great Nesting Site world event now properly closes the gap between the player's current level of Good Parent and 5/3 Good Parent for the purposes of generating egg inherits.
-Note that Great Nesting Site was previously able to combine with Good Parent and exceed the effectiveness of having 5/3 Good Parent in regards to inherit generation. It was never our intention to allow this mechanic to exceed what players could normally obtain through other gameplay means such as reincarnation or regular nesting. We've decided to fix this bug, making it such that 5/3 Good Parent presents the best possible odds you can get to pass inherits onto your hatchlings.
+Fixed: Archelon can now earn its elder eyes

GPU Crashes
Possible fix for various GPU related crashes:
+Maybe Fixed: D3D12 async crash should no longer happen
+Maybe Fixed: D3D11 and D3D12 command queue crash should no longer happen
+Maybe Fixed: RHI command parallel crash should no longer happen
+Maybe Fixed: D3D12RHI Sync Threshold Reached crash should no longer happen
+Maybe Fixed: DXGI_ERROR_DEVICE_REMOVED and DXGI_ERROR_DEVICE_HUNG should happen less

Volcano Bay
+Fixed: Volcano Bay should no longer spam tile limit reached in the log
+Fixed: AI should work properly in Volcano Bay


Thank you to the Beasts of Bermuda QA Team for providing the above featured screenshots.


Additional Patchnote Languages
Afrikaans
Beasts of Bermuda - Soals
Note this build does not change the build ID. Updated clients should be compatible with public branch servers, and clients on the public branch should be compatible with the testing servers.

+Fixed (public, server): Nested skins very frequently having very low layer counts and lacking complexity
+Fixed (public, client): The Wiehenvenator nails now look correct on the elder morph
+Fixed (public, client): Ichthy's teeth now sit properly on the juvie morph
+Fixed (public, client): Ichthy's DirtMask causing black patches
+Fixed (public, client): Ichthy dance can now be cancelled with right mouse button

+QoL (public, client): Lowered Coah's skin dirtyness levels
+QoL (public, client): Edits to placement of the Ichthys on main menu
+QoL (public, client): Made Mac compatible Splash Screen for Loading
+QoL (public, client): Improved Detail Maps of Apato's Shader
+QoL (public, client): Simplified the taskbar logo for BoB so it should appear less grainy


Additional Patchnote Languages:
Afrikaans
Aug 23, 2024
Beasts of Bermuda - Soals
Return of the Giants!

Apatosaurus and Brontosaurus Specializations
In this update, players will now be able to choose between two specializations for our playable Apatosaurus creature class.

Note that when the Apatosaurus is referred to in a general sense, it means the Apatosaurus creature class. When the context refers to the Apatosaurus specialization, it will be specified in this way.

The Apatosaurus specialization will be very similar to how the Apatosaurus played prior to the Rise of the Earthbreakers update back in April, 2022. Its stats, attacks, talent tree, and, of course, its size have been restored to its previous glory through the new Specialization mechanic! I personally went back and found the apato update patch and took all the old stats and put them onto the Apatosaurus specialization, and we've been digging through old bob stuff making sure we got other aspects of its stats right too. It should be as similar to the original, large, slow, heavy-hitting apato with ginormous health as we could manage to get it to be.

Additionally, we know a lot of players very much liked the Rise of the Earthbreakers update where we made the Apatosaurus faster, smaller, swifter, and have a wider variety of attacks such as its neck sweep and kick in place of stomp. This is why we have added the Brontosaurus specialization. Brontosaurus is a specialization of Apatosaurus that can be selected under the Apatosaurus playable on the dino select screen. It is exactly the same as public branch current Apatosaurus. It has all the same stats, the same size, and the same attacks as public branch Apatosaurus. It does, however, have a new look.

Here are a few things to note about what we're doing here:

The Apatosaurus specialization has stomp as its Left mouse button and tail whip as its Right mouse button.
The Brontosaurus specialization has neck sweep as its Ability, tail whip as its RMB, and kick as its LMB.

The Apatosaurus specialization uses the current Apatosaurus model.
The Brontosaurus specialization has kick as its Left mouse button, tail whip as its Right mouse button, and neck sweep as its Ability.

All Apatosaurus skins are compatible between both the Brontosaurus and Apatosaurus model, and the skins will swap seamlessly between the two. The Apato's quills on its head will map to the color customization channels used to change the Bronto's spikes. The Bronto, additionally, has a new customization layer that lets players change the color of its osteoderms.

Bronto and Apato can mate just as Palaeophis can. The mother's specialization is used for the hatchlings, and all specialization-specific stuff related to Palaeophis applies to Apatosaurus as well.

Bronto and Apato can group, as they're technically the same creature type internally.

Apato and Bronto share the same animations, skins, and several of the same sounds.

Specialization Resets
When players log onto a saved Apatosaurus, they will be given a one-time specialization change. You have the option of choosing to stay with the Apatosaurus specialization, swap to Brontosaurus specialization, or decide later if you want to do more research. If undecided, you default to the Apatosaurus specialization until you consume the one-time specialization change. It can be accessed by opening the Character menu.

There is also a console command named resetspecialization accessible through the admin permissions ModifyTalents that allows server admins to give players another specialization change. Server admins are free to use this console command however they see fit to meet the wishes and needs of their players.

Talent Inherits and Specialization Resets
The talent trees between Apatosaurus and Brontosaurus are different. I've created some new code that remaps talent point inherits from one tree to another. It handles inherit transfers in this order. First, any talent points in the new tree you have talent inherits in already will transfer over. Next, any talent points you have inherits in will try to place into the talent that replaced it on that talent's location in the talent tree, but only if that talent does not exist elsewhere in the new tree. Finally, any remaining inherits map to talents in the new tree that don't exist in the old tree. This was the cleanest and fairest way I could figure out to allow talent trees to swap while preserving a player's inherits. If you swap specializations, an inherit remap will occur.


Other New Things
+The Ichthyovenator has been given its new model! It now has an elder morph. It also has a totally new set of animations.
+The Ichthyovenator now has a taunt it can play while swimming if it has visited all major deity shrines on the map
+The Ichthyovenator now has a dance it can do while on land if you own the BoB OST. The dance was referenced from a video created by Arturo García, which can be seen here: https://www.youtube.com/watch?v=3FHkdCASH7I
+Added Ichthy juvenile Roar, Friendly, Aggressive, Distress, Submissive, Death, and Pain sounds. They play at full value when at 0.45 growth or below. At 1.2 growth and above, they have fully faded out.

Titania
+Added offshoot cave entrance connecting Racing River to Northern Falls River.
+Added flier and land player spawns on Titan's Rise (West)

Admin Changes
+Added new consolecommand, ResetSpecialization, with ModifyTalents admin permission requirement. It allows resetting the specialization on a provided player name or ID
+When a specialization is reset, the player's character will be flagged as having a specialization reset available. This will show up on the Character menu. When used, it will bring up a menu that allows the player to swap specializations. Once used, it will no longer be available.
+When specializations are changed, talents with inherits will remap in the following way:
-Talents that exist in the tree of the new specialization will keep their inherits
-Talents that replace a talent at the same socket will receive inherits so long as the talent that was replaced does not exist elsewhere in the new specialization tree
-Remaining talent inherits will be transferred to any remaining talents that weren't covered in the above-two checks. If the new tree has less talents than the old tree, talents with inherits will be prioritized when being remapped.

QoL Changes
+Added two more save slots to all player save profiles, bringing the total save slot count up to 10 per server
+Any Apatosaurus will receive a one-time specialization reset upon being logged into. This state is saved, so if the specialization swap is not used during the first login session, it will persist until the player uses it. It can be found by opening the Character menu while playing as the saved Apatosaurus. If you'd like to decide to swap specializations later, you can select the "Decide Later" button on the prompt that is displayed when you open the Character screen. Note that selecting "No" when asked whether you'd like to change your specialization will consume the specialization reset and keep you at the current specialization you are, which, by default, is Apatosaurus, not Brontosaurus.
+All players will receive a talent point reset in this patch.
+Updated Flier Warpaints so that the underside of the wings has pattern + bio (by Valhalla)
+WIP implementation of Hungarian, Korean, Vietnamese, and Japanese localizations
+Restored the Long Roar, Aggressive, Death, Idle, and Pain sound effects (for high, medium and low pitches) from the old Apatosaurus variant for the Apatosaurus specialization
+Doubled the net-relevance range on the fat plant actor so they are easier to find on Apa
+Added some more UI sounds to UI's that lacked them such as the keybinds menu
+Added an Official Server Rules button on the Escape Menu and Save Selection that opens up the Official Server Rules list
+Updated taskbar icon, and splash screen that shows when the game launches

Mechanics Changes
+Adjusted the coefficients on the talents Metabolism and Hydration such that they're less polarizing. At 5/3, they both now reduce food or water drain rate by 25%
+Experimental changes to server bandwidth that may improve net performance on crowded servers


Balance Changes
Apatosaurus Specialization
+Balance: The Apatosaurus Specialization has a walk speed of 175, down from Bronto's of 200
+Balance: The Apatosaurus Specialization has a sprint speed of 280, down from Bronto's of 470
+Balance: The Apatosaurus Specialization has a swim walk speed of 120, down from Bronto's of 200
+Balance: The Apatosaurus Specialization has a swim sprint speed of 200, down from Bronto's of 300
+Balance: The Apatosaurus Specialization has a base health of 6000, up from Bronto's of 4200
+Balance: The Apatosaurus Specialization has a tail whip damage of 333, up from Bronto's of 175
+Balance: The Apatosaurus Specialization has a stomp damage of 800
+Balance: The Apatosaurus Specialization's tail reaches further along its sides than Bronto's
+Balance: The Apatosaurus Specialization has a turn rate of 25, down from Bronto's of 45
+Balance: The Apatosaurus Specialization has a swimming turn rate of 20, down from Bronto's of 35
+Balance: The Apatosaurus Specialization has a weight of 5000, up from Bronto's of 3300
+Balance: The Apatosaurus Specialization has a water drain rate of 0.5, down from Bronto's of 0.7
+Balance: The Apatosaurus Specialization has a food drain rate of 0.7, down from Bronto's of 0.8
+Balance: The Apatosaurus Specialization has a base heal rate of 27, up from Bronto's of 18
+Balance: The Apatosaurus Specialization has a model scale that is 30% larger than Bronto's
+Balance: The Apatosaurus Specialization now has its original talent tree. Strong Legs has been added in the new M3.1 speed talent socket
+Balance: The Apatosaurus specialization does not deal reduced tail whip damage to Saichania
+Balance: The Apatosaurus specialization can now knockback Saichania with its trample
+Balance: The Apatosaurus specialization is immune to creatures that are flying
+Balance: The Apatosaurus specialization now ignores Coah's frill shield when attacking it
+Balance: +Balance: The Apatosaurus specialization is now immune to being grabbed when above 0.9 growth
+Balance: The Apatosaurus specialization is immune to trample knockback from the Bronto specialization
+Balance: Further increased Apatosaurus specialization trample knockback by 100%
+Balance: Increased Apatosaurus Specialization Ability pool size to 135, up from 120
+Balance: Saichania is immune to the Brontosaurus specialization tail whip knockback.
+Balance: The Apatosaurus specialization now has a 25% slower Ability power drain rate while aiming its tail
+Balance: The Apatosaurus specialization has a tail whip that has a 2 second cooldown, up from 1.2 seconds on Bronto
+Balance: The Apatosaurus specialization tail aims differently, and whips further up alongside the Apato than previously
+Balance: Added Metabolism and Hydration to the Apatosaurus specialization talent sockets S3.1 and S3.3


Bug Fixes
+Fixed: Aquatic Palaeo hatchlings now properly show out of air status instead of dehydrated status after hatching
+Fixed: Aquatic Palaeophis fresh spawns now spawn with full health
+Fixed: Having Vsync enabled while also capping FPS should no longer cause the infamous CurrentFence + 1 crash
-It's recommended to run the game with Vsync DISABLED and match max fps with the display frequency (normally 60)
+Fixed: Swapping between windowed and fullscreen mode no longer causes lower-end gpus to crash
+Fixed: SM_BushA_02 and SM_BushA_02_Dry no longer have collision when placed with the foliage placement tool
+Fixed: The Palaeophis now exits the coiled state when grabbed, which prevents some buggy behavior from occurring
+Fixed: Elasmo's lily cosmetics now disappear when you enter Elusive
+Fixed: SM_Pillar_2x3 no longer improperly tiles its texture after an instance of it is undone or erased
+Fixed: Freshly spawned Archelon and Aquatic Palaeophis now spawn in the water
+Fixed: “There is no escape” no longer stays on screen while changing characters if it is on screen
+Fixed: 'Out of bounds' message should no longer get stuck on the screen after the player dies to it
+Fixed: Pressing escape in creature select and pressing escape again no longer causes the cursor to disappear
+Fixed: Pressing escape to close the 'go back to main menu' or 'close game' prompt properly brings the focus back onto the character menu or main menu without needing to click the UI
+Fixed: Issue where the skins would sometimes get layers locked together during nesting or reincarnation. One layer would appear to drive the texture channel of another and result in skins missing customization layers that should normally be present.
+Fixed: Snake Senses no longer show stats on creatures that are using elusive
+Fixed: Achievements / Mutation gallery should no longer get stuck with the back button and Escape key doing nothing
+Fixed: Achievements / Mutation gallery now has proper UI hover and click sounds
+Maybe fix: Steam profile icons in the playerlist should be mostly loaded for the first time once the playerlist is opened instead of everyone being question marks.
+Fixed: Resetting all keybinds multiple times in a row should no longer cause some of the keybinds to turn into duplicates. For example with forward and back keybinds there should be just one W and one S keybind instead of W W or S S
+Fixed: Resetting all keybinds multiple times in a row should no longer cause some of the keybinds to turn into None. For example with forward and back keybind it kept losing W and S but the left analog stick would work fine.
+Fixed: Clearing a keybind and immediately setting a new one should now accept the new keybind properly
+Fixed: Changing between playstation and xbox button layouts apply immediately on controls UI without needing to close the UI first
+Fixed: Ichthy now plays its death sound when it dies rather than the eating sound



Additional Patchnote Languages:
Afrikaans
Beasts of Bermuda - Soals

Summer Lily Elasmosaurus Event Skin
+For a limited time, players will be able to earn a unique Elasmosaurus Lily Shimmer Skin.
-This skin has a glowing, bioluminescent layer
-The skin also unlocks three separate, equippable cosmetics that are associated with the skin:
  • Lily Hat: sits on the Elasmo's head.
  • Lily Foliage: mesh additions that adds lilies, flowers, and various stick debris to the Elasmosaurus' head and back.
  • Lily Overlay: fish silhouettes and lilies painted onto the Elasmo's back and head.
These equippable items can be put on any Elasmosaurus skin.
Note: only one Texture-type Overlay can be equipped on a skin at a time.

Summer Event Skins Unlocking & Mechanics
Rather than have our new Elasmosaurus event skin unlocked by growth as we've done in the past, we've decided to try something new!
To unlock the Elasmosaurus Summer Lily event skin and its associated equippable cosmetics, players will need to hunt for and collect Elasmosaurus-themed idols scattered around the seafloor.
The Lurdusaurus Waverider skin is now earned by gathering Lurdusaurus-themed idols also scattered around the seafloor, and is no longer earned by growing to 2.0 on a Life Cycle server.
Gathering the idols will allow the player to progress through and complete achievements associated with earning the skins.

The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes. Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.

Here is some more useful information about some of the nuanced details regarding how players can gather idols and earn the skins!

-The idols will always be found on the seafloor and spawn randomly anywhere a carcasses spawn.
-Both the Elasmosaurus event skin and last year's Lurdusaurus Skal skin are now earned by collecting idols scattered around the sea floor and returning them to a matching deity shrine. There are Elasmosaurus idols for the Elasmosaurus Lily skin, and Lurdusaurus idols for the Lurdusaurus Skal skin
-They currently require gathering 50 idols each. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives.
-Idols show up on the compass when nearby with a color themed for the deity shrine they belong to
-Turning in an idol will show achievement progress in the top-right corner of the screen
-You should also be able to view the progress you've made towards unlocking both the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page

We hope you all enjoy this new means of earning our event cosmetics. Happy idol hunting!

Isla Titania
+Added several new bob-specific props around Isla Titania
+Added Speed mini shrine inside the cave on Titans Rise
+Added Event Nodes to Titans Rise and Ashen Island
+Added AI spawns to Titans Rise

Optimization
+Optimized several server-side functions that may result in slightly improved server performance while many players are connected

Admin
+Added BP_RexTorch to the foliage placement tool as an actor
+Added ApatoDoll, CoahSit, MegaraPlanter, Mosa, NestingVelo, PteraPost, and RexLamp props to the foliage placement tool

Quality of Life Changes
+Reset all spent talents
+Updated idol icons to show power, survival, or speed colors
+The Palaeophis no longer has to be as close to one-another to mate
+The Palaeophis should now have an easier time coiling or sitting down in an arboreal nest
+Added underwater sound variants for Palaeophis' roar, friendly, aggressive, submissive, distress, eat, idle to sit, sit to idle, pain low, pain med, pain high, and regurgitate sounds
+Reduced volume of the world event start sound by 50%
+Added the QA bug, called bugfriend, to the foliage placement tool and they can now spawn in ory burrows
+Adjusted how quickly the Palaeophis gets dirty while in mud or sand


Mechanics Changes
+Mechanics (public): Adjusted the amount of Stamina damage inflicted with Exhausting Bite such that it should deliver a more consistent result. Very large or heavy-hitting creatures should see less Stamina damage inflicted when attacking smaller targets, and smaller creatures should see the talent being more effective at dealing consistent Stamina damage.
+Mechanics (public): Grabbing other players or dealing drown damage to them with Mosa's thrash both now count as hitting another player, which is used for assigning hunt points

Balance Changes
Auroraceratops
+Balance: Burrow Master has replaced Acrobat as the tier 5 power talent. Slippery has been replaced with Acrobat. Nest Raider has been replaced with Sand Hoarder.

Malawania
+Balance: Added Sharp Teeth to the Malawania's talent tree in the P3.3 socket
+Balance: Added Stoic to the Malawania's talent tree in the P3.1 socket
+Balance: Increased Malawania dart speed by 15%
+Balance: Malawania now has Powerful Legs in the M3.1 talent socket

Palaeophis
+Balance: Reduced Venom Spit base regular damage to 7.5, down from 15
+Balance: Reduced Venom Spit venom damage by 50%
+Balance: Venom Spit now applies Frenzy when it successfully hits
+Balance: The Palaeophis now receives 30% less food from eating Chinlea
+Balance: Sneaky is now where Acrobat was on the Aquatic Palaeophis, and Acrobat has been removed from its talent tree
+Balance: The Terrestrial Palaeophis now has Stoic in place of Wing Tear, and Wing Tear has been moved to the new P3.1 talent socket
+Balance: The Terrestrial Palaeophis can now lay arboreal nests baseline
+Reduced volume of Palaeophis coil, slither, and idle sounds by 33%

Bug Fixes
+Fixed: Players can now get credit for sniffing the Axanthism mutation if they had previously completed the mutation achievement gallery before the Palaeophis patch
+Fixed: SM_Bridge_A, B, and several other newly added objects no longer have very small texture tiling when instances of these objects are either erased, undone, or placed very far apart while using the foliage placement tool
+Fixed: The glowing wisp that spawns in ory burrows can now properly be moved if you have sufficient Burrow Master
+Fixed: The Palaeophis can no longer slither out on top of the burrow mesh after entering a burrow
+Fixed: Dart no longer damages grabbed players who are in your group
+Fixed: The new teleporters to and from Ashen Island now allow significantly larger creatures to pass through
+Fixed: The Palaeophis no longer shakes or rotates oddly if grabbed while in the coiled state
+Fixed: The Palaeophis can now properly grab larger growthed flyers when talenting into the Aerial Ambush talent
+Fixed: The Aquatic Palaeophis no longer has incoming damage reduced at all times if it takes the Acrobat talent
+Fixed: Being hit by Venom Spit while already blinded by Venom Spit no longer causes a movement speed desync that causes severe stuttering and rubberbanding issues
+Fixed: Aquatics no longer gain Air Satiation from eating coconuts or other foliage elements that grant water sat
+Fixed: Palaeo should no longer do splashes while slithering underwater
+Fixed: Aquatic palaeo should no longer get jammed when it gets up from rest using jump key
+Fixed: Aquatic palaeo no longer gets jammed after trying to get up from rest on land
+Fixed: Semi and Terrestrial Palaeo no longer gets jammed after trying to get up from rest in water
+Fixed: Seaweeds_Seaweed3_1, Seaweeds_Seaweed3_2, Seaweeds_Seaweed3_Tall no longer have collision with the Palaeophis when placed with the foliage placement tool



Additional Patchnote Languages
Afrikaans
Beasts of Bermuda - Soals

New Playable Creature: The Palaeophis
Welcome our the newest creature to the Beasts of Bermuda roster. The Palaeophis! The Palaeophis is our first playable snake, and, being a snake, it has come with a tremendous amount of new challenges. First of all, the Palaeophis has a totally unique mode of movement. Rather than walking or running, it instead slithers and glides along the ground. The player will notice the Palaeophis is capable of scaling very steep terrain and can even climb trees or other objects. The Palaeophis can also periscope, standing tall with its head up off the ground by holding the jump key. If the Palaeophis has insufficient contact with the ground or an object it is climbing, it will fall. The quality of your contact with the surface you're on is represented by a bar that shows up while climbing. If it goes to empty, you fall.

Additionally, while playing the Palaeophis, you can choose from one of three specializations when you first spawn in. These specializations are Terrestrial, Semi-Aquatic, or Aquatic. These specializations give the Palaeophis different talent trees and baseline stats suited for its environment.

The Palaeophis has a special new resource called Venom. The player can, at any time, toggle between whether or not they'd prefer to use their Venom or not by pressing the Special key. While using Venom, all attacks inflict Venom damage when they successfully hit, but it also costs some of your Venom resource to use. If you run out of Venom, you cannot inflict any more Venom damage. Additionally, Venom can only be regenerated while sitting down, so use it carefully while hunting! If you choose to toggle your Venom off, you will instead do dry bites. Dry bites inflict more regular damage but deal no Venom damage and use no Venom resource.

Venom reduces the rate at which a player's Ability and Stamina regenerate and, at extreme values, may actively deplete your stamina. Ability can never actively deplete from Venom, but it can stop regenerating. Note that this is an experimental implementation of Venom and that we are open to ideas and suggestions regarding how it works. Another implementation we're considering is that it instead reduces your maximum Ability and Stamina instead. Venom heals more quickly while sitting or resting.

Venom is a rather new type of status condition that the Palaeophis specializes in dealing. Venom applies a static drain to both your Stamina and Ability Power. This drain is negated from the rate at which you would normally regenerate Ability and Stamina. The more Venom you have applied to you, the harsher the drain. If the drain rate gets greater than the regeneration rate of your Stamina or Ability Power, the respective resource will begin decreasing instead. All mechanics that influence Stamina or Ability Power regeneration can help thwart the effects of Venom, such as sitting down or resting, bottom-walking, having high food, water, and comfort, or taking the Endurance and Persistence talents. Venom's degenerative capabilities have been tuned such that players with high food, water, comfort, and Persistence talented will always continue regenerating Ability Power, even with 100%

All three Palaeophis specializations can shed its skin, which it can do only while sitting. Shedding your skin allows you to remove all bleed damage.

The Terrestrial and Semi-Aquatic Palaeophis can enter a coiled state while on land. While coiled up, it can strike for additional bite damage or spit venom at its opponents. When successfully hitting another player with Venom Spit, they will receive a blinding effect similar to that of Ory's Sand Attack and will also receive venom damage. Only the Terrestrial Palaeophis has access to the Defensive Coil and Venom Spitter talents.

The Aquatic and Semi-Aquatic Palaeophis can both use Dart while swimming.

All Palaeophis specializations receive a buff called Frenzy when they successfully strike with an attack. Frenzy grants a temporary speed boost and can stack multiple times. Each time Frenzy is re-applied, the timer resets, allowing the Palaeophis to keep its speed rather high while in continuous combat.

All three Palaeophis specializations can also regurgitate some of their food to gain several stacks of Frenzy. The regurgitated food will get spit up as a bile-colored carcass that never provides satiation.

The Aquatic Palaeophis is 30% larger under all circumstances, has significantly higher weight and base health, and has the Elusive talent


Palaeophis Mating and Specializations
+Two Palaeophis can mate with one-another regardless of specialization. The children will always have the same specialization as the mother. If the father does not have a talent the mother does due to having different specializations, the inherits for that talent will roll twice from the mother's side. This should keep the quality of the inherits your offspring get consistent regardless of whether or not the parents have different specializations.
+An Aquatic Palaeophis gives live birth like other aquatics. The other specializations make nests on land and lay eggs.

Talents
The Palaeophis has several unique, new talents that are designed to enhance various aspects of its kit. Each Palaeophis specialization has its own talent tree.
+Snake Senses: Provides all the benefits of Keen Senses. In addition, with one, two, or three talent points invested, the Palaeophis can see how much venom has been applied, water, and then food of a target while sniffing it.
+Venom Spitter: Increases the duration of the blinding effect of Venom Spit, increases its range, and reduces the Ability and Venom resource cost of using Venom Spit.
+Defensive Coil: Reduces how much damage you take while coiled.
+Ready to Run: Reduces the amount of food required to use Regurgitate, and increases how many stacks of Frenzy you gain from using Regurgitate
+Snake Blood: Provides the benefits of both Constitution and Clotting as one talent
+Frenzy Fortitude: Increases the maximum amount of Frenzy stacks you can have, and additionally slightly increases the speed bonus received by each stack of Frenzy.
+Venomous: Increases the maximum amount of Venom resource you have. Additionally, increases the rate at which you regenerate your Venom resource. Increases how much Venom resource you receive and decreases how much negative comfort bias you receive from eating poisonous objects such as mushrooms
+Lethal Fangs: Increases the amount of Venom damage you deal with all attacks.


Other Details about the Palaeophis
+You can see how much Venom resource you have by opening the Character screen. Note that your Venom resource can only regenerate while sitting down or while resting.
+The Palaeophis' specialization shows up as an icon next to the gender icon on the save select screen, and shows up on the Character screen next to your gender icon
+The Palaeophis has a dance emote. It requires the Beasts of Bermuda Original Soundtrack to use.
+If you reincarnate as a Palaeophis, your reincarnation will have the same specialization
+Palaeophis' food and water drain rates match that of the Tyrannosaurus rex
+You cannot deal Venom damage to a creature that has its shield intact. This is currently only relevant for the Archelon.
+The default max group size for the Palaeophis is 6
+Palaeophis from different specializations can group with one-another
+The Special key toggle between dry and venomous bites has text that tells the player that dry bites do more damage
+The Palaeophis does not consume venom on its bites if it misses with its bite attack or bites an AI while in venom mode
+Venom for Palaeophis phases in between 0.6 and 0.9 growth. Below 0.6 growth, you deal significantly reduced venom damage
+The Palaeophis responds to tail hits. The tail must be far away from the head for it to count as a tail hit
+The Palaeophis regurgitates fish carcasses if it has eaten more fish than meat in its diet

Skins
+Added the following new skins for Palaeophis:
-Blue Beauty by DJZ & Twilightwolf
-Keelback by Natahi4 & Valhalla
-Mangrove by Twilightwolf
-Oxidized by Lifeon
-RedHead by Natahi4 & GamevideosforLife
-RedTail by Croww & Valhalla
-Viper by Natahi4 & Twilightwolf
-Watersnake by Natahi4 & Twilightwolf
-Woma by Valhalla & Croww
-Tricolor by Twilightwolf & Croww


Titania
+New Titania map expansion: Titan's Rise
Titan's Rise expansion covers the entire area of the central mountain on the map. It is a mountainous biome with narrow passages, steep cliffs, high elevations, and deep winding caves. The biome offers clean water sources, but less plant life and salt.

+Moved the Survival Shrine to Titan's Rise. There is now a survival minishrine and a hunter-gatherer village at the old location.
+Added a high elevation ambient sound that plays around the tip of Titan's Rise and across the whole map at this height.
+Expanded the ocean from Ashen Island to Outlands

+Added new foliage: Torbernite_Mineral_1,2,3 It is a toxic radioactive rock which can be eaten to replenish health in exchange for heavy comfort damage.

Other New Stuff
+Added Power, Survival, and Speed Deity music tracks to the deity shrines on Isla Titania
+Added new Pachy skin: River Rock by Valhalla
+Added new pachy materials + new detail mask for scutes and body Keratin, by Valhalla
+Added new mutation: Axanthism: the inability to produce yellow pigment, often resulting in blue, black and white coloration on feathered and scaly animals. Axanthism is a similar rarity to its opposite: Xanthochromism (excess of yellow pigment).


Admin
+Admin: You must now have mod permissions on a server to search for a player by their Steam ID in the player list
+Admin: Using ResurrectPlayer on a player's dead creature now causes it to spawn at a random, appropriate spawn point rather than resurrecting where they died
+Admin: Added a new server config variable. bDisableLeaderboard. When true, the Leaderboard is disabled on the server.


Foliage Placement Tool
+You can now add a z offset to the eraser. The up and down arrows now also move the eraser up and down
+Using the arrow keys to move an object's placement location up or down now properly updates the Z offset text field in the Foliage Placement Tool's UI
+Added an AI Spawn Inhibitor actor to the Foliage Placement Tool. Any AI spawners within the green sphere of an AI Spawn Inhibitor will no longer spawn AI, and will also destroy any AI currently active from the spawner when the inhibitor is placed.
+Seaweeds_Seaweed2_1, _2, and _3 no longer have collision
+The Foliage Placement Tool Kapok tree can no longer be knocked down
+Disabled SM_pine_j and SM_pine_j_winter from the foliage placement tool due to issues these foliages were having

+Added the following sets of objects to the Foliage Placement Tool:
DEC_SM_Cliff 1 to 7
SM_AncientCoin 1, 3, 7
SM_DebrisSmall A, G, I, J
SM_DecorPillar A, B
SM_EntryDecor
SM_EntryRock 1 to 3
SM_EntryTotem
SM_Generic_Rock A to E
SM_GroundStone 1 to 7
SM_MushroomNucleus A to H
SM_Archway_9x6
SM_Bridge A, B
SM_Ceiling_Main
SM_Floor 3x3, 3x6, 6x6
SM_Floor_Piece A to D
SM_Pillar 2x3_A, 2x3_B, 2x6, 3x6
SM_Wall 2x6_A, 2x6_B, 4x3_A, 4x6, 6x6
SM_Wall_Corner
SM_WallArchway 12x3, 3x3, 3x6, 6x3
SM_WallRock A to C
BaseRock 1 to 16
BaseRockFlat 1 to 16
UCX_WoodBridge 1, 2
WoodPillar 1 to 3
Rock 1 to 10
RoundStone 1 to 9
+Added SM_LCave_P_Floor_Terrain 01 to 09 and Hill to the Foliage Placement Tool
+Added Dry Tropic trees to placeable foliage


+Fixed: All solid objects placed with the foliage placement tool with a number that starts with a non-zero digit immediately after an underscore no longer causes server-side log spam and causes the client's location to appear glitchy and rotation to appear rotated upwards on non-owning clients. Examples include SM_LCave_P_Mesa_12, SM_LCave_P_Column_48, and any other object with similar nomenclature. It's unknown if other objects may also have had this issue at times. It was an uninitialized variable being used in part of the name of these objects that caused random and problematic behavior.


Mechanics Changes
+Mechanics: Capped the number of abandoned eggs that can be present on the map for each species to 12 so servers aren't flooded with unwanted eggs
+Mechanics: Malawania no longer aggro to the Archelon on sight unless they are 0.55 growth or bigger
+Mechanics: Increased model growth scaling for all growths 1.2 and beyond.
+Mechanics: Added a new status condition called Near Parents. You must be below 0.7 growth and near one of your parents to receive this buff. While this buff is active, you receive a comfort boost and are more resistant to the effects of weather.
+Mechanics: You now have the option to bless for either 30 minutes or 60 minutes at deity shrines for all blessing types
+Mechanics: Reincarnation now should more reliably give you inherits in the talents you've invested into if you would otherwise have gotten a below-average set of inherits. It has extra bad luck protection added into it now. This bad luck protection accounts for the quality of your Trials, making the bad luck protection stronger on dinosaurs that have higher quality Trials. It also accounts for creature growth, so creatures with more talent points invested should now more reliably get a solid count of inherits after reincarnating.
+Mechanics: Increased the rate at which players gain talent points on Free Roam such that all talents can be maxed out at 3.6 Growth.
+Mechanics: All players now have two additional save slots. These save slots will automatically show up on your save profile and work exactly as other slots.
+Mechanics: Added the Leaderboard mechanic to the Free Roam game mode. Players will see their growth updated on the leaderboard each time they log off of a creature while on Free Roam. The Leaderboard still functions the same on Life Cycle. Note it can be disabled via a new server config variable.
+Mechanics: The talent, Arboreal, now allows you to lay Arboreal Nests if you cannot do so baseline if you have 3 points invested into the talent; including inherits.
+Added new keybind: Special 2. This keybind now toggles the Venom resource for the Palaeophis. The Elusive ability is now bound to the Special key for the Palaeophis.
-Note you may need to reset your keybinds to see the new Special 2 keybind

Quality of Life
+QoL: You can now choose to keep your inherits when reincarnating, allowing players to just reroll their skin if they wish to do so
+QoL: Improved Pachy walk animation, added banking to its sprint and charge, made the headbutt animation more extreme
+QoL: Straightened out Tyrannosaurus' back when its walking
+QoL: +The talent UI now separates core talent points from bonus talent points in its UI text. This shows the player how many talent points they will receive upon reaching 1.32 Growth, and describes any talent points earned beyond this to be bonus points. The UI also now shows you what growth you must achieve to get your next talent point.
+QoL (public): Lowered volume on Pteranodon sleep, Velo sleep, Sai idle, Pachy idle, and Beelzebufo broadcast roar sounds by 50%
+When Ory or Aurora enters a burrow, prompt for stance switching is shown
+QoL: The ready to hatch prompt now has the ability key specified in the prompt
+Added Playstation controller button toggle in the controls settings
+Added icons for mouse keys
+Lowered the sandiness/muddiness etc. height on tall creatures
+Reset all talents, and transferred inherits in Mosa's Powerful Jaw to Adrenaline
+Added Console Command list to Help Menu


Balance Changes
+The Clotting talent now also increases the rate at which you heal venom
+Acro, Ichthy, Wiehen, Pachy, Ptera, Rex, Velo, Tropeo, Coah, Megaraptor, each Palaeophis specialization, Elasmo, Mosa, Krono, and Archelon now all have Keen Olfactory in the S-3.3 talent of their tree. It now additionally improves the sensitivity and range of detecting other creatures on the compass while using scent

Apatosaurus
+Balance: Apato takes 35% less venom damage from all sources
+Balance: Improved Apatosaurus kick hitboxes
+Balance: Increased Apato's Neck Sweep attack base damage by 25% and further increased injury damage from this attack by 50% more

Elasmosaurus
+Balance: Increased Elasmo's max camera zoom distance by 20%


Ichthyovenator
+Balance: Increased Ichthy's base health to 825, up from 750
+Balance: Increased Ichthy's base bite damage to 105, up from 95. This also increases dart damage.
+Balance: Increased Ichthy's claw swipe base damage to 140, up from 125

Mosasaurus
+Balance: Reduced the Ability, Stamina, and Breath cost of Mosasaurus' Dart by 40%
+Balance: Increased Mosasaurus' thrash drown damage by 30%
+Balance: Mosasaurus' thrash no longer deals any damage type other than drown damage
+Balance: Mosasaurus now has Adrenaline in place of Asphyxiation, and Asphyxiation has replaced Powerful Neck. The talent Powerful Neck no longer has any application due to the removal of thrash damage.
+Added new talent: Archerfish. Archerfish allows a Mosasaurus to spit water at another creature, knocking it back and inflicting a small amount of damage. This ability is activated on the Special key. Holding the Special key down displays an aiming cursor that turns blue if the attack will hit a target. You can Water Spit while swimming if your head is near the surface of the water. Additionally, you can use Water Spit once after leaving the water. After using it once while out of the water, you must return to water to use it again. More talents invested into the talent greatly increase the range and knockback power of the ability. Can hit multiple targets at once. Hits in a 30 degree cone in the direction you're looking, but cannot be used while looking backwards. Close targets will be hit with a wider cone angle.
-You can now cancel Water Spit by pressing RMB or LMB while aiming Water Spit
-Note that this talent has been added in a new talent socket, located in the Survival part of the Mosasaurus' talent tree. It is a tier 3 talent, and allows you to go from Thick Hide to Forager while bypassing Strong Bones.
-If knocked into the air by Water Spit, you are immune to fall damage until you land
-The Malawania playable critter also has Archerfish

Pachycephalosaurus
+Balance: Increased Pachy charge hitbox size and moved it down so it hits smaller creatures more easily

Saichania
+Increased Sai's swimming turn rate by 20%

Velociraptor
+Balance: Swapped the positions of Nest Raider and Acrobat on the Velo's talent tree


Bug Fixes
+Fixed: Wie's identification ability now properly shows bleed, injury and venom levels
+Fixed: Wie's identification no longer has two shadow backgrounds behind food value
+Fixed: Tendon Tear no longer starts charging again and activates twice if you have LMB held down right when the currently active charge bite ends its animation
+Fixed: Acro swim idle should feel less stiff now
+Fixed: Apatosaurus No Jewelery Variant's Glow
+Fixed: Wiehenvenator can now apply Tendon Tear to grouped players if they are dueling one-another
+Fixed: Issue where grabbed players would sometimes disconnect from the grabbing creature's jaw and float around
+Fixed: If a player gets disconnected from a server because it has not yet initialized, it no longer tells them they have been banned.
+Fixed: Resting Cooldown is no longer removed upon death, allowing players to rest for longer than intended if they died in Death's Blessing world events
+Fixed: The Dangerous Location and Point of Interest music tracks now properly attenuate their volume in response to the in-game music volume slider
+Fixed: Steam Deck's Proton layer to support devices with over 16GB of RAM
+Fixed: Player can no longer click hud items when the chat is open to cause the venom icon to appear
+Fixed: Player can no longer resize the hud elements by opening chat and right clicking on hud elements
+Fixed: Pressing T while in the save select talent tree preview no longer causes the cursor to disappear
+Fixed: Aquatics no longer take a breath of air if they're already at 100% air while out of water
+Fixed: Being kicked by a para while you are transitioning between a sitting, standing, or lying state no longer results in a jam that prevents you from sitting back down again
+Fixed: Servers under very heavy load no longer start blocking all attempts by players to deal damage
+Fixed: Tornado should no longer crash the server when it dies to natural causes (dehydration)
+Fixed: Possessing a tornado with possessentity should no longer crash the client
+Fixed: An issue that would cause carcasses and fat plants to be much more likely to spawn in the middle of the map rather than along the edges
+Fixed: Carcasses, fat plants, and abandoned eggs can now spawn on Isla Titania's Ashen Island
+Fixed: Moving HUD elements should be easier now. The new location should match the cursor location better and moving HUD elements long distances should no longer make them go out of screen
+Fixed: Excessively loud ambient sounds while loading into a server
+Fixed: Sai's taunt cue sound should now broadcast properly to other players
+Fixed: Archelon no longer appears in the Herbivore tab on the main menu's creature editor
+Fixed: Main menu properly closes when Creature Editor is selected
+Fixed: All main menu buttons should have proper UI click sound and on hovered sound
+Fixed: Players no longer quickly teleport to the map origin and back under certain circumstances when being released from a grab
+Fixed: Elasmo's head and body movement now transitions smoothly when it looks behind itself and back and forth


Additional Patchnote Languages
Afrikaans
Beasts of Bermuda - Soals

Spring Event Skin
For a limited time, players will be able to unlock and earn the Archelon Skal Spring Event skin. The skin has two separate bioluminescent regions, one on the body and one on the shell.

This skin comes with two equippable cosmetic items that can be added on top of any Archelon skin:
1. A pink algae overlay with barnacles.
2. A coral growth mesh item for Archelon's shell.

Both cosmetics (plus the event skin) can be equipped at the same time.
The pink algae overlay cannot be used simultaneously with other texture overlays such as the Archelon Supporter Warpaint Overlay. The coral growth, however, can be used simultaneously with overlay-type cosmetics.

Changes to Event Rewards Unlocking
In order to unlock the Archelon skin and its associated equippables, players must grow to 2.0 on a Life Cycle server.
This skin will unlock on a per-server basis unless the skin is earned on an Official server. This means players have the option of earning the skin on a server of their choice, or earning the skin game-wide if unlocked on any Official Life Cycle server. This is to ensure game-wide unlocking is earned on a consistent difficulty and to improve the security of player rewards data.

You will also be able to earn last year’s Spring Event skin: Spring Guardian Apatosaurus!
This skin requires unlocking by growing an Apatosaurus to 2.0 Growth on Life Cycle

Mechanics Changes
+Mechanics: Slightly adjusted the food drain rates of most creatures to better-balance their relative performances in Life Cycle
+Mechanics: Deity pledges and deity blessings are no longer removed upon death
+Mechanics: The Wiehen's identify ability now shows armor next to health if it is relevant
+Mechanics: Tendon Tear can no longer be applied to members of your own group


Balance Changes
+Balance: Velociraptor, Apatosaurus, Kronosaurus, and Archelon now incurr less weight when picking up inanimate objects
+Balance: Increased AI Frog and Auroraceratops carcass drop sizes by 50%

Acrocanthosaurus
+Balance: Acro's Intimidating Roar effect is no longer stronger or weaker based on its size compared to the size of its target
+Balance: Reduced Acro's jump Stamina cost to 15, down from 32

Archelon
+Balance: Increased the amount of Ability and Stamina damage received when hitting the Archelon's shell counter ability by 25%
+Balance: Reduced Archelon's Ability drain rate by 50% while it is holding its charged bite attack
+Balance: Tough Stomach is now in Archelon's survival talent slot 1.2, replacing Weather Resistance
+Balance: Forager is now in Archelon's survival talent slot 2.2, replacing Tough Stomach
+Balance: Hard-Headed is now in Archelon's survival talent slot 3.1, replacing Forager

Coahuilaceratops
+Balance: Increased Coahuilaceratops' stationary turn rate to 95, up from 85
+Balance: Increased Coahuilaceratops' sprint turn rate to 60, up from 55

Ichthyovenator
+Balance: Reduced Ichthy's base health to 750, down from 850
+Balance: Reduced Ichthy's base primary attack damage to 95, dowm from 110
+Balance: Reduced Ichthy's secondary attack base damage to 125, down from 140

Oryctodromeus
+Balance: Increased Oryctodromeus' breath bar time by 50%

Velociraptor
+Balance: Increased Velociraptor's swim walk and swim sprint speed by 33%
+Balance: Increased Velociraptor's coiled jump power by 15%
+Balance: Velociraptor is now immune to fall damage
+Balance: Increased max player carry weight of velo by 25%, making it easier to grab group members and enemy players
+Balance: Increased Velociraptor's breath time by 50%

Bug Fixes
+Fixed: mesh holes in Acrocanthosaurus model. This has resulted in some minor changes to the model.
+Fixed: Mosasaurus' Ice Blight, Tyrannosaurus' Fall Decay, and Lurdusaurus' WaveRider, seasonal event skins should now mix properly when nesting
+Fixed: The Archelon is now oriented properly in the main menu's creature editor
+Fixed: The Tyrannosaurus rex no longer plays the idle2 animation while in the main menu creature editor, which caused an issue
+Fixed: Counter now properly reflects secondary damage types back at the attacker



Additional Patchnote Localizations
Afrikaans
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002