Fixed some bushes in the spruce and broadleaf grasstypes. Fixed: Baby / Juvi Therzino animation blueprint didn't transition to resting properly. Fixed: Baby Trike having more health at 0.20 growth then at 0.40 growth. Fixed: Look Direction and Aim Offset was not being replicated properly to remote clients for other dinosaurs. Fixed: Hitboxes of dinosaurs were inaccurate due to issues with Aim Offset. Fixed: Deprecated Compile Warnings for Focus Targets, Base Character and Game Mode. Fixed: Deprecated User Interface Calls in Menu and Game HUD. Fixed: LogSkinnedMeshComp Build Warnings. Fixed: Human Toolbelt wasn't correctly emptied on EndPlay. Added: Most of the dino shader functionality to human master shader. Improved: Isle v4 + Shader. - Recreated biomes (Lush Spruce replacing Broadleaf, Rocky Spruce replacing Spruce) - Began repainting landscape textures on V4. Added: Spruce bush assets. Added: better landscape textures. Added: Gave forest floor fartiling a parameter to edit. Fixed: far-tiling textures on landscape MaterialInstances. - Continued work on repainting V4 map. Heavy work in progress, expect lack of food and trees in some areas. - Fixed far-tiling textures on landscape MaterialInstances. Fixed: Bleeding should scale correctly based upon dinosaur weight and growth. Fixed ground material on the menu level. Drastically reduced Shant hunger amount until diets + Adjusted starting food/thirst amount. Adjusted starting food/thirst for Allo and Anky. Fixed: Steam App ID not being written for Shipping Builds Properly. / New Server Installs wouldn't show up on the server list. New: V4 Map Painting Updates.
- Fixed: Dinosaurs going through the growth stages had a bug that caused their character state to get corrupted causing all their stats to reset and death. - Fix to Dryo spawn volume (CharacterSpawnVolume4). - Added various dinosaur skins and set up basemaps. - Updated broadleaf forest, added lakes. - Updated juvenile growth on herrera/galli not working. - Updated Hypo bite damage type. - Updated spinosaurs juvenile health values and growth time. - Updated Minimum Required Nvidia Driver Version. - Game is now built on Shipping mode for non-dev branch builds this prevents a bunch of exploits and dev related functionality. It also allows the game to run faster because its not recording stats / slowly checking game data. - Fixed: Dinosaurs that progress using growth started at max size instead of the correct starting size. - Added Carno and Diablo skins. - Added various skins, fixed Anky normals. - Made broadleaf trees edible by Pues. - Enabled Logging in Shipping / Test Builds for Client + Server. - Updated broadleaf forest. (Added broadleaf nesting grounds, twin lakes reincarnated, peak lake) - Added dinosaur textures. - Fixed: Dynamic World Base and broken Night Vision
- Fixed Austro/Maia thirst being at 0. Fixed Bary Juv HP offsets being reversed. - Juvenile dinosaurs can no longer gain progression points. - Added juvies to plant BP's to eat. - Progression, Nesting and Growth Bug Fixes. - Fixed: Baby Trike spawned with 10 bleed. - Changed: Nests built by game devs or in the editor auto spawn with 1 egg for easier testing. - Fixed: Progression not setting growth properly resulting in broken stats and death. - Fixed Acro growth times and 0 values. - Fixed Allosaurus juvie 0 values. - Fixed TSL Rex using old damage reference types. - Updated V4 (tiles x00_y10 to x02_y15)
NOTICE: SERVER ADMINS SHOULD RESET THE DATABASE WITH THIS PATCH. - Improved: Growth System & Damage Model http://steamcommunity.com/games/TheIsle/announcements/detail/614011511193959247 - Added Acro and Maia skins. Updated Maia basemap. - Growth Stages were using adult bite damage. - Damage Bug Fixes. - Fixed: Dinosaurs that had a growth greater then 1.0 had spawn issues. - Fixed: Starting Hunger / Thirst not working properly. - Fixed: Stats are now loaded after growth percent to avoid spawning issues with dinosaurs. - Updated carnivore hunger tick timers to 120s instead of 60s to allow leeway for hunting. - Updated all dinosaur body food values to equate to body mass. - Nest Bug Fixes
Old System: Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration. If something is set to grow up in an hour, it goes from 20% size to 100% size in that hour. All stats scaled at one rate and the weight of a dinosaur was only updated at .4, .6, and .8 sizes respectively.
New System: Growth is now broken into two phases of juvenile and adult. These each can have their own growth lengths put in, so there's a singular break in pattern. You could have something grow to 40%/60%/80% size within an hour, and then have it grow to max size over the course of two hours (or vice/versa). We are using this to achieve young dinosaurs reaching a certain independence and mobility relatively swiftly, without allowing them to compare to their older adult counterparts. Herbivores usually reach a sexual maturity faster so they can breed quicker, whereas carnivores reach a sexual maturity later. You will also see that once you become an adult, your overall weight mass increases exponentially from where you'd normally see the increase rate as a juvenile.
We have included these stats in the growth system to be edited in the future by users: Size (Size % of dinosaur that all of the stats in the array are being applied to) Weight Mass (Weight of the dinosaur. Used to factor damage) Health (Player health) Health Regen Amount (Health regen'd per minute based off of dinosaur's current hunger/thirst) Stamina (Total stamina) Hunger (How much food you can eat) Thirst (How much water you can drink) Body Food Value (How much food your corpse is worth) Body Food Consume Amount (How much food you consume per eating animation) Body Food Health Amount (How much health you gain per eating animation) Bite Damage (How much damage you deal) Bleed Amount (How much bleed you apply per bite) Bone Break Chance (% chance of your attack breaking a bone) Growth Speed (How fast it takes you to grow from the minimum size value to the max size value) Max Growth Size (Largest growth value a dinosaur can reach)
Weight Classes and Damage:
Old System: Weight classes were put in categories (Tiny/XSmall/Small/Medium/Large/XLarge/Titan/Colossal/Leviathan) for damage mitigation and amplification, so weight tiers made players less susceptible to ankle-biting, and more afraid of larger creatures in the game. Damage amplified up to 200% on attacking 2x smaller weight classes, and damage mitigated up to 100% on attacking 2x larger weight classes.
New System: Based on a suggestion seen here we have taken the consideration of "(Attacker Weight/Victim Weight) * Attacker Damage (or bleed amount/bone break chance) = Damage" into account, allowing a more accurate and vastly superior thought to our own on how combat damage could be applied across the entire spectrum of dinosaurs, as well as allowing guns and other tribal tools to deal a flat amount of damage to creatures without any mitigation factors (excluding future hitbox relevant damage/armor).
All values below are weight masses. They are all subject to change. Stats of individual sizes are not present. Hatchlings are intended to be extremely vulnerable, and dependent for the first 10-20 minutes before reaching any sort of independence. The goal is to make hatchlings truly vulnerable prey items and otherwise grow into independence relatively quickly after a certain window. At this point, juveniles could survive on their own, or simply stay with a parent(s) until the pack is too large to sustain.
As always, the stats are on a first pass so progression points are still relatively low in order to achieve the next dinosaur. When we feel confident all dinosaurs are in a good place, expect to see the system in full swing as progression timers go up so these shortcuts won't feel so easy.
- New: Upgraded to Unreal Engine 4.14.2 from 4.13. - Fixed: Sub Adult and Juvenile Rexes can no longer make nests. - Fixed: Adult Rex now spawns the correct nest type to spawn Juvenile baby rexes. - Fixed: Unused Blueprint Variable in BP_PlayerState. - Fixed: Server Admins / Game Dev Functionality not working. - Fixed: Dinosaurs spawning at a nest didn't have their progression reset. - Fixed: Destroying a nest and relogging causes 4 eggs to show on a destroyed nest.
WARNING: Isle v4 is unfinished and still has some crashing issues, for the most stable game experience, please play on isle v3. Database Schema has changed: Server Admins will need to reset their databases with this patch so saving works properly with the new database and nesting systems. - New: Nesting System: = Please see this forum post for more details. http://steamcommunity.com/app/376210/discussions/0/154644045356924141/ - New: Native Database Engine = Can now save characters, accounts and nests in a more efficient way using less server performance. = Databases are now saved in "TheIsle/Saved/Databases" Subfolder instead of the folder root. - Fixed Width of Saved Folder Config Label in Settings UI - Added missing foliagetypes. - Added lakes on V4. - Added 0 bonedepth blending on feet to fix feet stretching during anims for tribals. - Updated V4 map. Biomes/Proc Foliage/ Food types. - Updated savannah/redwoods to have edible food. - Started road system on v4. - Additional variations of Giga threat sound - Made Swamp and Plains material instances, created one swamp at approx x06_y04 on V4. - Updated some Trike skins, added Yellow Trike skin, added Jungle Utah skin. - Fixed: SQL Query Error for GetSavedLocation in Progression Game Mode. - Updated foliage types for v4. - Added updated biome pieces. - Completed more on v4 map. - fixed character spawn volume to not be blocked by other volumes - added character spawns to v4 - v4 prototype launch changes. - Fix Error Msg for Failed Import Component PathFollowingComponent. - Fixed missing footstep particles for small and medium dinosaurs - Increased trace distance for footstep effects to make sure they play for larger creatures - Start of tribal footsteps collection - Adjustments to Triceratops animation timings - Lowered volume of Giganotosaurus calls - Optimized fish & bird assets a fair bit - Changed: Nesting is now enabled by default. - Fixed: Progression Points / Progression Tier not loading correctly from the database. - Added Galli skins, fixed rocks on V4. - Converted all man-made ancient ruins assets over to the master prop shader - Created new gore shader for rotting carcasses, uses spec map stored in diffuse alpha channel + gloss mask for a wet look - Set up nest assets to actually use material instances instead of having a separate shader for each model, gave them detail maps - Added a few lakes and plains biome to V4. - Added flesh physical material - Updated broadleaf biome. Minor map edits. - Added Main Menu Scenes - Disabled: Thirst Loss on vocal spamming for dinosaurs. - Added More Nesting Functionality and the ability to spawn at a invited nest. - Improved Main Menu UI - Added a Background to Battleye Error Message Boxes - Added a new warning message box for when the steam online subsystem fails with some more helpful information. - Changed: Beta Branch Name / Build ID are no longer displayed when not connected properly to steam. - Added Higher Detailed Main Menu Logo. - Changed: Mac and Linux Platforms don't load Main Menu Scenes. - Added: Option to Disable Early Access Startup Warning Dialog in Game Settings. - Fixed: Settings were sometimes not saving correctly to disk. - Fixed: Crash for Mac and Linux on Game Exit. - Fixed: Main Menu Scenes are showing up on Connection Hosting Menu. - Options for AI, Growth and Nesting now load correctly in the Connection Menu. - Added a new Invite Message Box for both Nest and Group Invites. - Anti Spam Prevention Added for receiving invites sent by the same person for groups. - Improved Performance of handling Nest and Group Invites by 10x. - Improved: Functionality of Group Invite System. - Fixed: Nests were not respawning correctly after server restart. - Fixed: Nests were not being assigned to the owner on character relog or server restart. - Fixed: Nest invites were not working correctly. - Fixed: Points, Food and Eggs for Nests now save properly. - Fixed: Players could add food to destroyed nests. - Fixed: Hitting the Nest Build key in a chat window would still a build a nest. - Changed: Destroyed nests are now cleaned up after 15 minutes. - Fixed: Players could add food to destroyed nests. - Fixed: Hitting the Nest Build key in a chat window would still a build a nest. - Fixed: Nests are now properly destroyed on player death. - Fixed: Nest Button wasn't visible. - Fixed: Dev Button stopped working on progression screen. - Fixed: Several Isle v4 Map Errors. - Fixed: Dev Button stopped working on progression screen. - Fixed: Destroyed nests still generated eggs - Fixed: Nests had weird collision for big dinosaurs. - Fixed: Large dinosaurs couldn't build nests. - Improved: Server Performance of PlayerStates - Improved: Play In Editor Unique ID System. - Improved: Nest Active Egg Replication. - Fixed: Nest Eggs not being destroyed correctly after use. - Added: New Main Menu Scene - Changed: Main Menu Scenes are now hidden from the Connection Server List. - Added: Message Boxes showing the spawning process of a nest. - Added: Error message if a nest spawn fails, (destroyed, no eggs, invite expired etc) - Fixed: Nests now force save when a egg is added or destroyed. - Added: Native C++ Class for Nests for more Nesting Optimizations. - Added: Nest Skin Selection. Babies will spawn with the same skin as the parent of the nest / eggs. - Changed: Carnivores and Herbivores should no longer gain progression points while they have a active nest. - Worked on transition from spruce to plains on V4 map. - Fixed: Dinosaurs that spawned from a nest couldn't progress to the next tier once they are an adult. - Improved: Combat Log AI System & Performance - Fixed: Bug that could cause you to duplicate your Combat Log AI Body. - Fixed: Combat Log AI System now works for humans too and not just dinosaurs. - Updated Dinosaur Pre-load list + Character States. - Improved: Database Saving and Character States. - Updated more spruce and plains areas on V4.
Ho-hum. The December update. I skipped November... and October... and I'm a week late on this one. I sat with WordPad open for a week with the phrase "It's been a year already?" and proceeded to write absolutely dick-all after that until tonight. I've formulated this announcement in my head several times over, but it's always defaulted to a touchy subject so I'm just going to drop it all on you. By the end, I'm sure it'll be less of an update and more of an address.
Firstly, it has been a year. That's insane. It's hard to explain to someone who hasn't published a game before exactly what it's like to have your work made real. This game's inception dates back several years in a dining room, throwing ideas down in a journal while I worked on another game entirely. This was the dream; my "Jurassic Park" so to speak. Seeing The Isle come to life is one of the proudest moments of my life and I wouldn't trade it for anything. Having the support of so many of you is impossible to describe, and no amount of thanks will appropriately do it justice but I thank you all the same. I'm not good with gratitude or expressing severe bouts of joy yet this was one of the coolest fucking things I've ever done and I wouldn't trade it for the world (and that's about as close as I'll get).
The past-tense context is the problem. On a personal level with all irreverant jokes aside, I'm not happy as a game developer. I'm sure you all noticed the October update never got properly addressed. November just got glanced over and forgotten. My streams have become steadily less frequent. I would say it's because I procrastinate but in all honesty I'm just not inspired the way I used to be. It's actually quite difficult to say I honestly don't want to work on The Isle, but I would be lying if I said anything otherwise. The game has steadily increased in popularity since release, regardless of outcry. The team is getting more talented with each passing day and we are discovering and pushing the limits of ourselves and each other, yet I can't overlook my overwhelming disinterest in dealing with the public anymore.
For the longest time I demanded of myself and those that worked on this game to be as transparent as possible because the lack of it destroys so many early access (henceforth EA, but not 'that' EA) games. I despise that EA games have a mostly opaque window with just some outlined roadmap that may or may not be touched upon, whilst being abandoned somewhere down the road for some reason or another. It's disheartening to see good projects go under and get listed as scams and blatant milking attempts get released so frequently. EA as a whole is a fucking trainwreck, but it's the best learning opportunity an aspiring game developer could ever ask for. You have an entire host of projects from failures, abandonments, and successes, to research and study. Most of these game lay out what went wrong, and some have the occasional devblog where you can put together how they worked their process.
I figured I could avoid a great deal of player concern and general accusation of being "ayyy lmao scam" by being as open as possible about what the game is, our mindset as developers, and what we do as we do it. I took to blogging, dev rolls, and even streaming almost around the clock before we even released. Since that first day it has more or less worked heartily against us. I know a great deal of you looked forward to and watched a great many of my development streams, and I'm extremely grateful for your support, but I genuinely cannot openly develop this game in front of an audience anymore.
For over a year I've seen explanations as to why decisions are made go almost universally unheard. A temporary removal in sandbox, which is something this game has not nor will it ever intend to be, resulted in the most absurd childish uproar I have ever seen. Multiple attempts over the past year at openly displaying how development works is still met with incorrigible bashing of "why are skins being made instead of this mechanic!?" I genuinely cannot fathom the entitlement with such a surplus of ignorance.
To my great astonishment, it seems widely accepted in the gaming culture that gamers with not the slightest clue of how development works should be allowed to berate and shit on the works of those that create. I have yet to find another profession where it's considered acceptable to walk in and tell someone how to do their craft. I have mercilessly defended almost all decisions done on this project and displayed the reasoning that drives decisions or the purpose of something that exists (or lack thereof) in the game, but all it does is fuel the growing mob mentality that I'm just a menial asshole that managed to produce a game. That being said, I am not apologizing when I feel I am in the right. I'm too mentally exhausted to put up with the childish behavior, and rather than continue to unsuccessfully display to people why things are happening, it's wiser to take development to radio silence.
Thank you to those that have given us your support. As I have always said: We go forward.
- Fixed some Grass and Foliage types. - Fixed Developer Test Maps no longer broadcast on Steam Server Lists. - Created Broadleaf biome in prep for V4. - Updated biomes and tree growth stages. - Optimized performance on V4. - Changed broadleafs to not be bleach white trunks. - Settings now shows config path to let users know what folder to delete to reset settings, Mac users should be able to delete this folder to reset their options and keybinds.
- Updates Rex skins. - Trying some more aggressive attenuation fadeoff on small dino sounds, increased non-focus volume of large dino calls - Gave Acrocanthosaurus his health boost that was missing. - Added Giganotosaurus to progression. - Reduced Stegosaurus bleed. - Updated Spino stats. - More work on spruce forests in V4. - Fixed seams in Giga DetailMask. - fixed Utahraptor having a footprint scale of zero, fixed blend weights on Utahraptor movement animations - Added carnivore ambushes to their blueprint. - Adjusted weight classes due to new turning mechanic. - Fixed backwards footprints on Velociraptor crouch animations, reduced size of Veloci prints slightly