Beasts of Bermuda - Soals
Here is a collective showcase of all our new models, finished and ready to be implemented into Beasts of Bermuda, courtesy of the ever so talented Manuelsaurus.
Check out their Deviant Art page and show them some love!
https://www.deviantart.com/manuelsaurus

Acrocanthosaurus


Lurdusaurus



Pteranodon


Oryctodromeus
Scaley:


Fluffy:


Megalosaurus


Kronosaurus


Parasaurolophus


Tyrannosaurus Rex
Scaley:


Fluffy:
Beasts of Bermuda - Soals
NEW CONTENT
+Added the ScalyTail Megalo, by Omnomnomnivore
+Added Banded Megalosaurus skin, by Senoba
+Added the Leafy Parasaurolophus skin, by Misha
+Added the Sired Megalosaurus skin, by Misha
+Added a battle fatigue mechanic: As your hp drops and your injury level climbs, your damage is now reduced. The combat log will show your damage dealing.
-The intent of this change is to allow smaller animals a better chance at taking down larger prey, as after it's weakened due to damage and injury, it becomes less dangerous
+Donor rank should now be retrieved by use of Steam Inventory API
+Donor scoreboard banners now work and are ready for testing
-Steam donor status inventory items are not ready yet
+The debug command 'ListTalentModifiers' now displays what talent modifiers are present on your character for debug purposes
+Added a new background for the character portrait
+Added first test of a combat event log system.
-Holding down the Enter key will swap the chat log to view a combat log. The combat log can also be undocked and dragged around on the screen.
-This shows all kinds of information about how your various stats are changing while in-game.
+Reworked chat. Tab allows cycling through chat modes, but /p /h /g and /l still work
+Added food poisoning support to the HUD - Your fish / meat / leaves HUD icon becomes rotten when you have food poisoning
+Added Venom assets for Ability, Stamina, and Health HUD elements, from Soals
+Added support for Venom Damage.
-Venom damage slows, and eventually starts draining your ability and stamina
-Venom damage heals exactly as Injury Damage does
-FillAllStats now clears Venom
-SetStats now has a Venom input argument
-Venom damage now turns the stamina and ability HUD icons rotten
-Currently, nothing in-game actually deals venom damage --- yet.
+Working on adding a better support for dedicated servers
+Graphically improved the megalosaurus eye with Soals
+Changed the escape menu and main menu UI
+Added support for implementing Steam API functionality (Achievements, etc)
+Reworked Forest Island map to have the new shader
+Updated the title screen map to use the new shader

Bermuda Island and Deathmatch Arena
By Chris (All-Inclusive)
New Caves , Forest , Painting , Skulping , Herbifood Class 1-5 placed , Added Fish Bots , Cavedepth, Spawnpoints, Redwoods, Blocking Volume - Map is ready for Gametest.
- Fixed Collusion for Trees and Rocks
- Added more Herbifood of all Character Classes
- Added Crystals for Comfort
- Swamp final Work ( Close to done)
- Added Navigation Volume for Raptorbots ( Pls check if its work)
- Adding first Waterfalls
- Start working on a new Area where one of the Waterfalls in
- General Work
BALANCE / MECHANICS ADJUSTMENTS
+Nonwoody plants no longer disappear when walked over by megalo, para, or apato
+Carry weight now shows in the stat panel
+The talent Stoic now also increases how much you can carry
+Modified weather controller storm surges such that they're a bit stronger at low tide to compensate for low water levels
+Megalosaurus size has been reduced to 80% of its previous value
-All other stats are unchanged, including speed
+Temp fix: Mosa and elasmo are immune to fall damage until it's verified they no longer pop out of the water and go splat when against the shoreline
+Adjusted the turning rates of beached swimmers to be much slower, like before
+Beached animals no longer can move their head up and down, and move their head slower while beached
+The velo and utah are now neutrally buoyant in the water
+Adjusted gravity scale on the map to make players fall quicker
+Adjusted jump hold time and jump power for veloci and utah, they should feel a lot less floaty
+Added Jump Stamina Cost, Jump Hold Time, Gravity Scale, and Jump Power to the balance parameters table for individual tuning
+Reduced the size of the para headbutt hitboxes on the front limbs
+Improved cave transition light adjustments
+Bad weather now causes fog, making it look a lot more potently stormy

BUG FIXES
+Fixed: It should no longer be possible for animals to, on non owning clients, appear to scoot around in the resting state
+Fixed issues related to the new swimming mechanic spazzing out at the surface of the water and sticking the animal's tail way up in the air
+Fixed: Ichthy's head now properly tracks in the pitch direction while on land
+Fixed: Ichthy, Mosa, and Elasmo fish kill sphere detectors now work, and it should now be much easier to eat fish
+Fixed: The chat log no longer displays "Resetting Character States" when players respawn
+Fixed: The talent tree now shows the proper background image for your talent choices
+Fixed: Grabbing plants from another player's mouth no longer jams them with heavy weight
+Fixed: The dino select screen now properly looks underwater when an aquatic animal is selected
+Fixed: The talent tree should now behave and save properly (we hope)
+Fixed: Players should no longer get stuck being unable to spawn when joining a populated server
+Fixed: Max overeat ratios now properly work for all growth levels
+Fixed: Max water now properly applies for all growth levels
+Fixed: Dying by fall now properly registers damage, kills you, and displays the escape
+Fixed: Elasmo swimming now works properly
+Fixed: Carcass pickup now works properly
+Fixed: Attacking unowned characters no longer crashes dedicated servers
+Fixed: Leaving the water should now be significantly easier than it was before. This was really, REALLY buggy
+Fixed: Spamming left attack as Ichchy no longer drains extra ability power
+Fixed: Ichthy RMB attack now properly has a 0.8 second cooldown
+Fixed: Ichthy crouch is no longer super fast after coming out of the water
+Added support in the sound table for drink loop, and fixed Megalosaurus drink sounds
+Fixed: Eating animals whole as a mosa or elasmo now properly grants food value
+Fixed: Aquatic air now works properly
+Fixed: Utah no longer loops its standing up animation
+Fixed the area of Bloodbath that players could get stuck underwater
+Fixed: Acro no longer has collision with other animals
+When swimmers beach, they now properly set their walkable floor angle to 45 degrees so you don't slide around and get stuck
+Fixed: Foliage bundles no longer change the transform rotation after a brief time when they are placed on the ground
+Fixed: The servers should now properly report how many players are online, rather than always reporting 0
+Fixed: Held foliage actors should no longer crash the server or cause substantial server lag
+Fixed: Root balls now show up on clients for held foliage actors
+Fixed: Apato can no longer tail whip while using, sleeping, or dead
+Fixed: Primary attacks no longer occasionally deal the damage of the secondary attack
+Hopefully fixed: Trampling, respawning, or carrying foliage should no longer crash a dedicated server
+Fixed: Minor UI stuff
+Fixed: The player cam can now be translated by holding down the right mouse button on the dino select screen
+Fixed: Clientside animation issues with velociraptor climbing

-----PART 2-----
+Added the Kronosaurus, and it is ready for testing.
+Revamped and added Forest_Island back to the game
+Fixed: Turning as a swimmer now works smoothly on the client
+Added Kronosaurus sounds, from Sepiks
+Improved the lunge mechanic
-Aiming works better now / fixes to turning while lunging
+Added blendspace for Krono curling, didn't implement the curling mechanic yet
+Fixed Krono lunge crash from hitting foliage objects
+Added BananaBae's Butterfly Skin
+Fixed: LifeCycle now spawns you at 0.4 growth
+Improved rotation handling of underwater creatures - they should rotate towards the camera less frequently
+Fixed camera zoom issues that would sometimes come up
+Improved krono turning issues
+Megalosaurus adult length is now 9.0 meters, up from 8.0
-Fixed Krono curl left / right jaw issue
-Replaced Krono forced head tracking with proper files
-Tinkering with krono talent values
-Fixed krono now inflicts damage with its charge
-Krono Elusiveness talent now properly breaks for lunging
-Reimport krono idle, swim slow, and swim fast to fix jaw being too open and head being droopy
-added resource costs to krono lunge and appropriate handling of such
+Fixed: Swimmers on the non owning client will now properly orient to match the rotation of the owning client
+Aquatic head tracking now droops when they accumulate injury
+Fixed up the hints on the dino select screen so they all show once again
+Fixed: Aquatics now properly swim when spawned, rather than dropping to the bottom of the dino select screen
+Fixed: Bots now can take damage once again
+Fixed: Gravity should now properly be applied
+Added Leapord Seal Krono Skin, from Misha
+Fixed: Fall damage works once again
+Fixed: Fall damage while crouched no longer sometimes plays a death
+Fixed: Megalo eye color no longer bleeds into the mouth
+Fixed: Players now rotate properly at the water's surface
+Fixed area of Bloodbath that caused players to swim
+Fixed: Utahraptor can no longer double-bite if the attack key is spammed
+Fixed: The playable fish no longer dies from water pressure
+Fixed: The fish no longer runs out of air and drowns
+Fixed: The fish now is properly considered a swimmer, and doesn't try to jump when you press the jump key in water
+Fixed: The HUD should now load properly to show herbivore / aquatic bubbles and leaves
Beasts of Bermuda - Soals
+Added a new landscape shader to Test_Performance and Bloodbath
-This should make the game run a lot lighter on the GPU
+Added Red Throat Megalosaurus skin, by Misha
+Updated game lighting to look more realistic
+Added volumetric fog and a fog system, where certain mornings are much foggier than others
+Fixed: Sound should now attenuate properly
+Fixed: Pachy no longer jams while sitting down
+Fixed: Pachy charge now works properly while fat
+Fixed: Dart now works properly
+Fixed: Grab range now scales properly with mosa size
+Fixed: Mosa can now properly attack and roar after darting out of the water
+Fixed: The foliage carrying mechanic should no longer crash the client
+Moved footstep blueprint code up into C++
+Reworked swimming code up into C++
-This swimming code should feel a lot better in the water than our old code
+Reduced mosa bite cost to 8.5 ability power, down from 10
+Added support to give all animals swim sprint speed, swim walk speed, swim turn rate sprint, and swim turn rate stationary balance parameters
---------PART 2---------
+Fixed: Numerous animation problems with Megalosaurus and Parasaurolophus
-Crouch and walk, most notably, weren't playing. A blend of walk and run, or crouch and idle, was playing instead.
+Fixed: The swim animation rate for Megalosaurus and Parasaurolophus is now properly faster
+Fixed: Limp speed now is properly computed for all growth levels, rather than dragging feet, for Megalo and Para
+Fixed: Attack animations no longer adjust play rate for growth
+Fixed: Para roar, call, threaten, and alarm animation montages now properly adjust play speed for growth level
+Fixed: Para now properly plays its walking animation while walking
+Fixed: Utah 1 and 3 calls are no longer reversed
+Fixed: The HUD draw order now saves properly for players who move and stack HUD elements in different orders
+Fixed: The game volume setting sliders now properly save user settings between sessions
+Fixed: The game volume setting sliders now properly display their values when the options panel is open, rather than showing zero values
+Improved the Ichthyovenator eye

(Published: 06/14/2018)
Beasts of Bermuda - Soals
GENERAL GAMEPLAY BUG FIXES
+Fixed: Player speed should no longer be reset to 0 when they hit the ground.
+Fixed: Velo, Elasmo, and Mosa can no longer rest.
+Fixed: Para no longer jams while stomping clientside
+Fixed: Sitting and resting should no longer jam
+The 'ResetCharacterStates' console command and 'Unjam' button now also reset the state of the player's animation graph -This will unjam potential sit or rest jams
+ResetCharacterStates' console command and 'Unjam' now print its use in the chat log +Fixed: The wind is no longer deafening when you first join a server until the game loads up
+Fixed: Ichthy aggressive roar now animates properly
+Fixed: All sounds should now properly attenuate
+Fixed: Knockback is no longer applied from the comfort sphere
+Fixed: On Lifecycle, clients once again spawn as juveniles and grow properly
-This also removes some jitter issues caused by server-client disagreements on the character's growth level
+Added lots of debug log prints to trace down held foliage crashes
+Fixed: Pteranodon braking animation now properly flaps its wings
-This also gets rid of a divide by 0 log warning
+Fixed: Megalo walk animation now properly plays
+Fixed: Mosa grab, Elasmo grab, Megalo identify, and Para alarm call now work
+Para alarm call now costs 20 ability power, down from 35
+Fixed: Para alarm call no longer jams after use
+Fixed: Mosa and Elasmo now properly display the air icon, rather than leaves
+Fixed: Ichthyovenator can now crouch +Fixed: Scent now works

GRAPHICS ISSUES FIXES
+Fixed: Ichthyovenator skin no longer has an improperly applied specular map, making the skin have strange spots and blotches
+Fixed: Ichtyovenator Normal map was boosted and reversed, due to improper and unconvincing rendering.
+Lighting was adjusted:
-there was no shadows at certain times of the day due to an improper setup of light sources
-Colors were once again adjusted.
-Tweaked SkyLight in order to have a better overall look in shadowed areas.
-Tweaked lighting in order to have Screen-Space shadows in the distance. This allows avoiding flat lighting when looking far away on the maps.
+Edited AO maps for most characters to prevent dark shadowing from happening.



UI BUG FIXES
+Fixed: The early version of the social system should be usable, fixed the widget instancing issue when deploying options on a player, which prevented from actually doing any actions.
+Fixed: The chat box should no longer act oddly.



BALANCE ADJUSTMENTS
+Utahraptor sprinting turn rate is now 175, up from 150
+Utahraptor stationary turn rate is now 225, up from 185

(Published: 06/06/2018)

----------------------------
PATCH NOTES: PART 2
----------------------------

UI BUG FIXES
-Fixed: The chatbox should no longer be in love with E's ONLY.
-This also gets rid of the issue with semitransparent text messages.

-Fixed: Server hosting user interfaces should no longer cause a network error when attempting to select an other map than the default.
-Added nicenames for map titles being displayed.
-This is part of an improvement dev-side to add maps to the game. They will also come with a description and gameplay tips and recommendations later down the road.

-Fixed: Duplication issue with certain widgets.


GAMEPLAY
-The talents should work better. Hopefully fixed the issue that would mess up the talents when loading from save.


SOCIAL SYSTEM
-The social system now allows displaying your friends on screen. Furthermore, their icon is no longer affected by where they are on the map (water, dark areas, etc)
-Your group mates icons will, like the playerlist, reflect their talent choices and colors. Like before, use the toggle pack tags key to show or hide them.
-Down the road, some settings will be added to customize the icon's displayed size, and their opacity.
-This system updates automatically on "code's demand", meaning it will only update when one of your friend's state changes (talent points, skin, etc).
-This allows it to be very responsive to the players, and optimized for the network, and your CPU.


NETWORK
-Improved network performance by optimizing some parts of the code relying heavily on data.


GRAPHICS
-Improved lighting on Forest Island, Bloodbath, and Performance Test.


BERMUDA V3
-General work on the map. Added more food, more work on the environment.

(Published: 06/08/2018)
Beasts of Bermuda - Soals
NEW CONTENT
+Soals reworked the entire UI, including Main Menu, Loading Screen, Keybinds, PlayerList, ServerList, GameHosting, AdvancedServerSettings, DinoSelectScreen, DinoCustomizationScreen
+New HUD icons, by Soals
-The health HUD element changes color based on comfort level
-The HUD layout can be rearranged by going to the game's options and selecting 'Customize HUD.
-You can then drag and drop each HUD element to wherever you'd like it to appear.
-Right clicking them will change the HUD element size.
+Replaced emblem on main menu with a new one
+Added Backgrounds to the talent screen that change based on what kind of build you're doing; Power, Mobility, or Survival
+Added new megalosaurus model, and accompanying Sanguine and Firebelly skins, by Misha and Senoba
+Updated the Para detail map and changed how the shader behaves to try and create a more realistic look
+Added beak and nail masks to para and megalo
+Added the Dappled para skin, by Senoba
+Added the Contagen para skin, by Soals
+Players can now pick up eggs just as they do meat and plants. Eggs, however, cannot be laid yet. To see an egg, type 'Spawnentity Egg' into the console
+Added post processing effects to the game's camera, by Soals
Social System
+Players can now once again invite each other to parties. Friendship now works as well.
+Added capability to block invites from specific players.
+Group invitation accepting or declining now has its own set of keybinds, rather than using the 'Use' keybind.
+Dueling and mating will take place through this system, but are not yet implemented
+Added group management tab to the player list, where players can grant various permissions to group members such as the ability to kick, invite, rank, rename ranks, or manage group permissions of others.
+Added support for selecting dinosaur gender upon spawning, but it currently does not do anything
-Players can select male, female, or unspecified. If unspecified, a random gender is assigned to them.
-Players can choose to not release pheromones, meaning nobody will be able to determine their gender
Bloodbath
+Added big rocks and a dock to the new island.
+Started trying to convert static meshes to foliage assets.
+Added a little house to the new island

OPTIMIZATION
+Moved mouse and keyboard control inputs into C++, out of Blueprints
+Movement code moved over to C++, including tripping, turn radius, swim direction and speed, and speed computations
+Head tracking is now in C++
+Lightning generator code is now in C++, including both geometry and spline spawning code
+Fish controller code is now in C++
+Talent data, getters, and setters are now in C++. This was surprisingly, very laggy the way it was set up in Blueprints
-Previously during the movement / turn radius computation, talents would be referenced 14 times, causing a huge CPU burden
+Complete overhaul of animation blueprints. Now, the vast majority of the animation code takes place in C++.
-All sounds, montages, and animation notifies are now handled by C++ with databases, rather than being programmed individually into Blueprints
+Moved hitbox components and accompanying attacking code up into C++ and out of the Playable_Entity blueprints.
+Moved sound attenuation, pitch, and volume shift computation into C++, out of Blueprints
+Set up proper LODs/shader changes to our foliage selection
+The server save data is no longer replicated, which was causing lag spikes on the server

BUG FIXES
+Fixed: Pteranodon is no longer bugged
+Fixed: Cave darkness transition is now instant, rather than delayed slightly
+Fixed: Pachy can now charge while fat
+Fixed: Pachy can no longer turn quickly while charging
+Fixed: Megalo ability now properly shows percent hp and compensates for player growth
+Hopefully fixed: Picking up foliage should no longer crash the game, the server, or other clients
+Fixed: Mosa and elasmo can no longer grab other players through walls
+Fixed: Meat now properly gets placed on the ground in areas with a low ceiling
+Fixed: Lightning bolts no longer occasionally generate very poorly formed bolts
+Fixed: The chatbox no longer remembers an indefinite number of chat entries, and hidden entries no longer draw while offscreen.
-This was causing significant CPU waste which got worse the more the chat had accumulated
+Fixed: Plants granting comfort bonuses that shouldn't be doing so
+Fixed: You can now swim up and down while no movement keys are pressed with crouch and swim
+Fixed: Apato knockback works again
+Fixed: Swimming now works properly for all growth levels, and players should no longer struggle to get out of water while they are juveniles
+Fixed: Jumping and turn rate issues that were causing unnatural jumps for some animals
+Fixed: Para head tracking should work better now
+Fixed: The pteranodon pitch and yaw angular rates while flying to work properly
+Fixed: Players should no longer lose their saved data for growth level and other stats
+Fixed: Elasmo can no longer eat from empty carcasses by tapping use
+Fixed: The HUD no longer displays while you are on the dino customization screen
+Added a new console command: ReqAnimationData. It behaves like ReqCharacterData, except returns the state of the animation variables.

MECHANICS CHANGES
+The talent 'Grab Size Increase' now also makes you able to pick up larger carcasses
+You can now use scent while holding objects
+Speed no longer continues to increase after 1.0 growth
+Adjusted the random skin generator to more frequently create monochromatic or dichromatic skins
+Adjusted the lighting on the maps and the colorations of some of the foliage and terrain colors

BALANCE ADJUSTMENTS
+Para headbutt is now back at 10 ability power, down from 15
+Buffed megalo speed to 900, up from 874
+Buffed Utahraptor speed to 900, up from 820
+Nerfed Para speed down to 900, down from 975

(Published: 06/04/2018)
Jan 1, 2018
Beasts of Bermuda - Predatoria
+Tons of work done on the Bloodbath map, by Soals
+Added a new map, by Asoka, Forest Island 2

+Fixed: (hopefully): Players now save properly
+Fixed: Tooltips for talents now properly show talent level
+Fixed: Centerpiece of the talent widget now properly activates when it should upon reopening the tree
+Fixed: You can no longer open the talent tree while on the dino select screen, jamming the UI
+Fixed: Dying now properly closes the talent tree, preventing it from jamming the UI
+Fixed: You can no longer attack while the talent tree is open
+Fixed: The camera no longer repositions on the growth tick
+Fixed: Velociraptor no longer jams after roaring, calling, and attacking as a juvenile
+Fixed: Ichthyovenator and Velociraptor no longer have the wrong talents in their trees
+Fixed: Mosa, Ichthy, and Elasmo now behave more smoothly when changing orientation when not at growth 1.0
+Fixed: Players should no longer get stuck flying while above the water's surface
+Fixed: Ichthyovenator once again does not take fall damage when darting out of the water
+Fixed: Growth volumes no longer trigger when on free roam mode
+Fixed: Growth volumes no longer block the player from drinking
+Fixed: Some talents are no longer unclickable at certain screen resolutions

+Adjusted pteranodon braking to drop dive boost, so it no longer speeds up after you release the brake so suddenly
+Adjusted dive boost to decay more quickly
+Added Quadratic Iththy skin, by DeviouslyKITT
+Added growth modifier volumes, which increase your growth rate and food drain rate while inside
+Finished adding growth accelerating volumes for Soals' arena
+Added lots of new talent icon assets, made by BananaBae and Misha
+Added code to catch state related bugs where players continued swimming while not in water
+Pteranodon now has a minimum fly speed while braking
Jan 1, 2018
Beasts of Bermuda - Predatoria
+Tons of work done on the Bloodbath map, by Soals
+Added a new map, by Asoka, Forest Island 2

+Fixed: (hopefully): Players now save properly
+Fixed: Tooltips for talents now properly show talent level
+Fixed: Centerpiece of the talent widget now properly activates when it should upon reopening the tree
+Fixed: You can no longer open the talent tree while on the dino select screen, jamming the UI
+Fixed: Dying now properly closes the talent tree, preventing it from jamming the UI
+Fixed: You can no longer attack while the talent tree is open
+Fixed: The camera no longer repositions on the growth tick
+Fixed: Velociraptor no longer jams after roaring, calling, and attacking as a juvenile
+Fixed: Ichthyovenator and Velociraptor no longer have the wrong talents in their trees
+Fixed: Mosa, Ichthy, and Elasmo now behave more smoothly when changing orientation when not at growth 1.0
+Fixed: Players should no longer get stuck flying while above the water's surface
+Fixed: Ichthyovenator once again does not take fall damage when darting out of the water
+Fixed: Growth volumes no longer trigger when on free roam mode
+Fixed: Growth volumes no longer block the player from drinking
+Fixed: Some talents are no longer unclickable at certain screen resolutions

+Adjusted pteranodon braking to drop dive boost, so it no longer speeds up after you release the brake so suddenly
+Adjusted dive boost to decay more quickly
+Added Quadratic Iththy skin, by DeviouslyKITT
+Added growth modifier volumes, which increase your growth rate and food drain rate while inside
+Finished adding growth accelerating volumes for Soals' arena
+Added lots of new talent icon assets, made by BananaBae and Misha
+Added code to catch state related bugs where players continued swimming while not in water
+Pteranodon now has a minimum fly speed while braking
Dec 3, 2017
Beasts of Bermuda - Predatoria
New patch should be up on steam. Mostly just a bunch of bug fixes and a few balance adjustments and mechanics adjustments from feedback last patch. I had another big batch of bug fixes that didn't make it into this patch as well that were posted in bug reports.
+Added Ringtail Utahraptor skin, by BananaBae
+Added placeholder hint tooltip for talents with descriptive bullet points

+Fixed: Escape menu not behaving the way it should
+Fixed: Hopefully finally fixed the main menu issue.
+Fixed: Debugging the shader and the main issues encountered in the last patch
+Fixed: Saved dinos should now load properly
+Fixed: Comfort / Discomfort area of effect actors now work properly
-This was causing the pteranodon to get uncomfortable when near the volcano or on the ledge on Bloodbath
+Fixed: Injury damage now works properly in the water, instead of making you super slow
+Fixed: Velociraptor can now roar and bite
+Fixed: Carcasses now properly set fly volume on the client
+Fixed: Megalosaurus and Parasaurolophus sounds now attenuate properly
-Megalosaurus roar, call, and aggressive were reduced in volume
+Fixed: Ichthy, Velo, and Utah had scrambled talent trees
+Fixed: The talent M1.2 now properly unlocks talent M2.2
+Fixed: Mosa and Elasmo now properly have the beached stress talent in P2.1, rather than the stress reduction talent
+Fixed: Talents should no longer double register, occasionally causing a player to talent two points instead of one
+Fixed: Demon no longer gets stuck in the cave
+Reduced the fly volume on the carcasses by 50%
+Moved the (Currently not in use) sonar ability to the special keybind, off the scent key
-Aquatic animals can now use scent underwater to detect carcasses
-Animals still leave no scent trails while in water
+Adjusted ocean color to hide underwater animals better
+The Ocean water surface now has faster waves while it is windy
+Increased mosasaur turn rate while beached if the beached mobility talent is taken
+You can now sprint while out of food or water, but aquatic animals cannot sprint while out of air
+The beached mobility talent now also makes players rotate faster while jumping
+Ichthy dart now costs 14 ability and 14 stamina, up from 12 ability and 8 stamina
+Elasmo dart now costs 30 ability and 20 stamina, down from 35 ability and 25 stamina
+Mosa dart now costs 48 ability and 32 stamina, down from 60 ability and 40 stamina
+Nerfed the efficacy of the improved dart talent in reducing cost by about 17%
+Pteranodon, while in flight, now super highlights fish with its call
+Server host whitelists are gone. Everyone with a key can host.
+Pteranodon can now highlight fish from the air by calling
+The Ocean now appears significantly clearer from the air as a flyer
Dec 3, 2017
Beasts of Bermuda - Predatoria
New patch should be up on steam. Mostly just a bunch of bug fixes and a few balance adjustments and mechanics adjustments from feedback last patch. I had another big batch of bug fixes that didn't make it into this patch as well that were posted in bug reports.
+Added Ringtail Utahraptor skin, by BananaBae
+Added placeholder hint tooltip for talents with descriptive bullet points

+Fixed: Escape menu not behaving the way it should
+Fixed: Hopefully finally fixed the main menu issue.
+Fixed: Debugging the shader and the main issues encountered in the last patch
+Fixed: Saved dinos should now load properly
+Fixed: Comfort / Discomfort area of effect actors now work properly
-This was causing the pteranodon to get uncomfortable when near the volcano or on the ledge on Bloodbath
+Fixed: Injury damage now works properly in the water, instead of making you super slow
+Fixed: Velociraptor can now roar and bite
+Fixed: Carcasses now properly set fly volume on the client
+Fixed: Megalosaurus and Parasaurolophus sounds now attenuate properly
-Megalosaurus roar, call, and aggressive were reduced in volume
+Fixed: Ichthy, Velo, and Utah had scrambled talent trees
+Fixed: The talent M1.2 now properly unlocks talent M2.2
+Fixed: Mosa and Elasmo now properly have the beached stress talent in P2.1, rather than the stress reduction talent
+Fixed: Talents should no longer double register, occasionally causing a player to talent two points instead of one
+Fixed: Demon no longer gets stuck in the cave
+Reduced the fly volume on the carcasses by 50%
+Moved the (Currently not in use) sonar ability to the special keybind, off the scent key
-Aquatic animals can now use scent underwater to detect carcasses
-Animals still leave no scent trails while in water
+Adjusted ocean color to hide underwater animals better
+The Ocean water surface now has faster waves while it is windy
+Increased mosasaur turn rate while beached if the beached mobility talent is taken
+You can now sprint while out of food or water, but aquatic animals cannot sprint while out of air
+The beached mobility talent now also makes players rotate faster while jumping
+Ichthy dart now costs 14 ability and 14 stamina, up from 12 ability and 8 stamina
+Elasmo dart now costs 30 ability and 20 stamina, down from 35 ability and 25 stamina
+Mosa dart now costs 48 ability and 32 stamina, down from 60 ability and 40 stamina
+Nerfed the efficacy of the improved dart talent in reducing cost by about 17%
+Pteranodon, while in flight, now super highlights fish with its call
+Server host whitelists are gone. Everyone with a key can host.
+Pteranodon can now highlight fish from the air by calling
+The Ocean now appears significantly clearer from the air as a flyer
Beasts of Bermuda - Predatoria
We just received an update on the modeling of our Lurdusaurus model, by Manuelsaurus! This is a very beautifiul model, and I think it may be my personal favorite of Manuel's models.



I also want to post a bit of an update on our animation situation regarding Manuelsaurus' models and Beasts of Bermuda. We now currently have four models from him, including Tyrannosaurus, Apatosaurus, Parasaurolophus, and Lurdusaurus. Unfortunately, we're very much in need of an animator.

I am considering installing Maya LT onto my computer after I finish setting up our steam page and code in our nesting, hatchling, and parenting mechanics to see if I can learn to animate our models, but it'd be very great if anyone has a potential animator looking for some commissions for bringing these models to life.
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