Mar 4, 2020
The Isle - RWxParadymShift

I’ve been looking forward to writing this, it has been a long road for our team since we initially announced our intentions to rip the game down to its bones and start with a fresh, efficient foundation for the game we want to release.

What does this mean for you? It means that we are getting closer to the release of EVRIMA. We are preparing to stage three branches of our game. One branch, our “Legacy” branch, will contain the game as it is currently, so that people can still enjoy what we have there as we move forward with development.

The second, will be our future live EVRIMA branch moving forward. At the onset this will have one playable carnivore and one playable herbivore along with some of the new mechanics you’ve seen us showcasing in the Phase Two channel.

The third, will be the EVRIMA Q/A branch where our Q/A team will work to diligently test and prove out our new mechanics, animals and other assorted features as our team of creators works to breathe life into the world we set out to make.

I can hear you asking, “But Paradym, this isn’t a release date?!” Our lead man for build deployment has been down for the count. As he is returning to work, we will be streamlining the branch deployment process. This will allow us to get updates moved along efficiently and as painlessly as possible.

No one wants to tell you guys to wait any longer. Believe me when I say that the hardest part of my job is knowing that we have these amazing things in store but I have to ask you to wait longer for them. We want you to play this with us and we are working to make that happen swiftly.

-Paradym
Dec 20, 2019
The Isle - Punchpacket
The Isle - Punchpacket


Hey Islanders,

Today we have a preview of the highly anticipated and first of Atrium B's many playable aquatic predators: Deinosuchus

https://www.youtube.com/watch?v=PJcvlDJrz8A&feature=youtu.be
As our first playable aquatic, this brings many exciting gameplay possibilities to The Isle.
Some of you may know that we are working on a brand new map as part of our recode process, and it is being built with these new creatures in mind. From large rivers, great lakes, and sprawling swampland, there will be plenty of potential hunting grounds for these submerged stalkers.

Think twice before you go for a drink, you may find yourself in the jaws of Deinosuchus!

Be sure to subscribe to our Youtube channel for future showcases!

You can also check out www.twitch.tv/RR_Raptor65 to see Bryan regularly work on animating a variety of different creatures live on Twitch, long before they get their own special showcase!
The Isle - Punchpacket
In homage of a certain recent monster movie, we decided it would be fun to make a poster in a similar vein, with one of our own "titans" that is waiting to be unleashed...

The Isle - Dondi


Greetings Islanders,

Today we have the first preview of a long awaited animal to debut in survival: Stegosaurus.

https://youtu.be/mmT7_I5Xcxc
I'm sure many of you are probably wondering why he has an animation long suspected that all herbivores should have. We'll have more details on that soon.

Be sure to subscribe to our Youtube channel for future showcases!

Apr 11, 2019
The Isle - looter
  • This is a very small hotfix for a server-side crash the game has been experiencing along with other small changes.

    General
  • Fixed a server-side crash related to burrows being destroyed
  • Fixed some foliage shader issues on V3
  • Temporarily disabled the crash reporter while a new backend is implemented
The Isle - Punchpacket


Greetings Islanders,

Today we have a little preview of an upcoming playable creature some of you might be interested in: Pteranodon.

https://www.youtube.com/watch?v=DLziFBXghQs&feature=youtu.be
Playable flying creatures are something that will be coming to The Isle further down the road, but we wanted to show you some of the first steps towards achieving that goal and hope you're as excited as we are for what's to come.

Be sure to subscribe to our Youtube channel for future showcases!

Mar 21, 2019
The Isle - Punchpacket


Greetings Islanders,

As many of you may be aware, we are preparing to rewrite much of our codebase; known to most community members as the "recode". We're not starting over, but there's going to be a lot of changes. We'll delve into what all this means in more detail below.

Why are we doing this?
As many of the veteran players may remember, there have been features introduced into the game that were sadly removed. Unfortunately, things like this happened due to rapid implementation causing more bugs and crashes than the new gameplay mechanics it provided. Our current foundational code severely limits our ability to balance combat and add new, more complex elements to the game. So much of our original codebase will be rewritten to provide gameplay experiences and features that are exciting as well as stable. Like a bandaid, we've just gotta rip it off!

How long will this take?
While we cannot accurately provide an exact timeline, we are estimating a few months. We're focusing on introducing a solid, quality implementation so we won't run into the same issues we've experienced thus far. We're going to take the time we feel is necessary to do this right. Everything we're doing, is for you guys. Making our jobs easier is just an added bonus.


So, what does that mean for you, the community?
During the recode we will not be pushing many (if any) builds to the Live servers. We know, it's a super bummer! But do not fear, production is blazing along full speed behind the scenes! In addition, we'll be updating you all in a transparent fashion like we've never done before. So you can all expect much more insight into our development process, not less. So here's to progressing to the next level!
Feb 26, 2018
The Isle - Dondi
Patch ID: 0.1.34.1

Greeting islanders,

This patch is one of those in-betweeners where it's mostly bug-fixing and nothing super cool beyond a return to functionality for certain features. Next patch should be some cool content stuff, like weather and things like that. Most recently we've been looking into the IK features to smooth things out and get dinosaur bodies and terrain alignment going without looking super weird. There's still a few hiccups with the ragdolls and corpses being inconsistent and will be addressed next patch.


- Improved the main menu experience.
Basically, we added ambience... and two hidden things.
- Improved network error reporting when having mismatched content with a server.
^ Easier to read and understand how and why something went wrong, both on the back-end, and for players.
- Added Steam Authentication and Valve Anti-Cheat support.
For many reasons on a list longer than the petition of players who want Half-Life 3, we're moving away from BattlEye.
- Added 720p screen resolution support in the video settings.
Self-explanatory. More resolution support, more happiness.
- Increased the connection timeout limit from 60 seconds to 300 seconds.
This is primarily for players with lower end machines. Now people shouldn't be experiencing timeouts while they're loading in just because they can't afford a high-end rig.
- Fixed players characters not being deleted from the database if they were killed while logged out of the server.
Also self-explanatory. Shame on you body dupers. We'd ban you if it wasn't our fault for it being an exploit in the first place.
- Fixed servers not advertising their current player-count.
Remember that thing we said we knew was broken but we'd fix next patch?
It's fixed.

- Fixed several issues related to the chat window.
Nothing special here. Just stupid little things. Also the click-clack sounds will be returning.
- Fixed several issues related to nests.
A bunch of tiny errors and problems thanks to QA showed up. All of them should be resolved and nests should work as they originally did before they became a nuisance.
- Fixed certain server filters no longer working.
Also something we broke moving away from a custom engine and script automation that we thought was good for the game but wasn't. Fixed it!
- Fixed characters rotation not saving.
Don't ask why it wasn't working. It was stupid and we feel bad.
- Fixed listen servers being forced to LAN only.
Now you can host your own servers without being forced to dedicated.
Feb 20, 2018
The Isle - Dondi
Patch ID: 0.1.34.0

"Greetings Islanders,
With almost a month gone by since the last patch, we're trying a few new things. First of which I'm sure you'll notice is a new patch format. After each part of the patch update, there's a bit of a developer explanation (however short or long) posted after, for your convenience to see why we did something, as opposed to us just doing it. If the new patch formatting doesn't work out, we'll just post SVN logs and set ourselves on fire.

That being said, we also have a third development branch up to streamline testing. We updated a private "experimental" branch for us to break everything ourselves before it reaches QA (development) branch, and then touching you all on public. We have enough people that it shouldn't be unrealistic for us to catch most bugs before a patch hits public. The vast majority of you hate frequent patches, regardless of how much it helps us. We will do our best to abide by the desires for uninterrupted gameplay."



- Temporarily halting Mac support.
As it stands there's a lot of issues that have been ongoing with Mac. We're going to have to halt Mac support for an unknown amount of time while we sort out some extremely nefarious issues with the Mac builds.
- Fixed database not saving growth and progression.
There was a lot of wonky saving issues going on and what caused a lot of crashing and performance problems. If we listed it all out, ragnarok would be upon us before you were halfway done reading. It's our fault... sorry.
-- Database system now uses json files.
Easier saving, but the servers now use a new filepath for saving. Server hosts are dependent to update these for their servers to work properly.
- Moved to Unreal Engine 4.18.3
As much fun as it is to have a custom engine, it's actually not. Everything about the first part of that sentence was sarcasm. It's likely we'll move to 4.19.1 when the engine version is out, because there's a lot of parallel development between what we are doing and Fortnite, but any obscene upgrades in the future will just be backported fixes so we can have a stable engine branch.
- Fixed various levelbounds issues on AE-001 and Isle_V3 causing anomalous stuttering.
A lot of players were experiencing random awful stuttering randomly throughout AE-001 and Isle V3. None of it was random. It was bad levelbounds and level loading. All players should see an end to that now.
- Added Giganotosaurus and Gallimimus to development and QA testing on survival mode.
Once QA confirms there's nothing obscenely wrong with either of these two lifecycles, you'll see them publicly released to play in survival, followed swifly by a certain honking hadrosaur!
-- Dinosaur skins are now loaded correctly based on selected gender
*Dinosaurs still only have two genders.
- Web links from game menus will now open in the steam overlay whenever possible.
This is just a quality of life thing, because no one likes a game being minimized for a pop-up.
- Chat system no longer requires enter being pressed twice to open.
When the double-tap chat feature was put in, we were so occupied with whether or not we could, we didn't stop to think whether or not we should.
-- Mouse control is enabled during chat to select necessary tabs.
Because honestly, only using the bracket keys was actually the worst.

Known Issues:
- Servers temporarily do not advertise the amount of players in the session.
It's a pain in the ass, we know. Solved next patch, but we didn't want you all to have to wait for this one particular fix.
- Character rotation does not save.
More of an annoyance than anything, but at least you can reposses your old player controller now.
- AI disabled until next patch.
On occasion they cause a server crash, but we decided to gut the system altogether to begin making AI that has smart decisions.
- Server Filters are currently bugged.
The latest patch seems to have made some server filters sentient. Untick your server filter options and servers will appear.
...