Mar 31, 2019
Beasts of Bermuda - Soals

NEW
+Added Glimmer Mosasaurus by Soals - for Menacing Mosasaurus donors
+Added Speckled Elasmo by Twilightwolf
+Added Seawolf Mosa by Twilightwolf
+Added Kingfisher Acro by Twilightwolf
-Removed Abyssal because it was the same as Orka.
-Removed Gazelle because we have Gazelle V2 (renamed GazelleV2 to just Gazelle).
-Made Krono's Mouth recolorable.
+Various fixes on Rival Shores
+Work on some islands on Rival Shores
+Added a new config variable, GlobalCarcassSizeModifier, which multiplies randomly spawned carcass sizes
+AP Optimizations / Jungle improvements

BUG FIXES
+Fixed: Bruiser now properly deals injury damage on tail hits when the player has taken 3 talent points
+Fixed: Elusiveness now works regardless of net relevance when the ability is activated
+Fixed: Lightning no longer can kill players who have 3/3 weather resistance
+Fixed: Ability power now increases properly past elder for certain animals
+Fixed: Fish hitboxes should now be much more generous
+Fixed: Caves not being climbable by velociraptor
+Fixed: Lighting in caves being pitch black.
+Fixed: Lighting should now work properly on Forest Island and Rival Shores
+Fixed: Rocks and terrain mesh should now be climbable on Rival Shores
+Fixed: Elasmo can no longer spam LMB to attack between attacks
+Fixed: Ability and stamina are no longer consumed upon failure to lay a nest due to terrain slope
+Fixed: The server should no longer crash due to group-related issues
+Fixed: Bleed now properly reduces when players have friendship-based friendly-fire reductions
+Fixed: Group invites should now work for players who are not net relevant to one another
+Fixed: Asphyxiation now works properly
+Fixed: The Swim Speed Increase talent now properly mitigates against thalassophobia comfort loss
+Fixed: Secondary attacks now subtract air from aquatics
+Fixed: Lurdu, Para, and Apato can no longer stomp while grabbed by a Mosasaurus
+Fixed: Rain particle effects now properly attenuate while inside
+Fixed: Nests now properly have twigs
+Fixed: Creatures no longer grow while on the dino selection screen
+Fixed the extra color boxes that were appearing for some skins on acros customization screen.
+Fixed: The probability function for generating egg damage while stressed and gestating now works properly
+Fixed: The GlobalCarcassSpawnRateModifier variable now works properly

GAMEPLAY BALANCE
+The talent Comfort Increase now improves comfort by 5%, 10%, and 15%, up from 3.3%, 6.7%, and 10%
+The talent Damage Increase now improves damage dealing capablities by 6%, 13%, and 20% at talent levels 1, 2, and 3, down from 10%, 20%, and 30%
+The talent Health Pool Increase now improves maximum health by 6%, 13%, and 20% at talent levels 1, 2, and 3, down from 10%, 20%, and 35%
+The talent Speed Increase now improves sprint speed by 5%, 10%, and 16% at talent levels 1, 2, and 3, up from 4%, 8%, and 13%
+Velociraptor now has Flesh Grazer in place of Bruiser as its tier 5 talent
+Reduced the foliage grade on large seaweed such that juvenile lurdus can eat them, but increased their spawn timer
+Performing attacks while underwater now subtracts from your oxygen bar at a rate of 0.25 seconds of air per ability power spent
-The Breath Bar Increase talent reduces the oxygen spent while attacking underwater
+You can no longer attack underwater while out of breath
+Lurdusaurus now consumes 19 ability and stamina when darting, up from 14
+Lurdusaurus now consumes 19 air when darting, up from 0
+Ichthyovenator now consumes 14 air when darting, up from 0
+Lurdusaurus stationary turn rate is now 110, up from 100
+Lurdusaurus sprinting turn rate is now 80, up from 75
+Lurdusaurus swim sprint speed is now 850, up from 800
+Animal locomotion speeds while swimming now behave differently
+Aquatics now have significantly more stamina in hatchling, juvenile, and subadult forms, and no longer continue to gain stamina past adulthood
-As a fresh spawn, you now have 50% more stamina than adults of your species
-This change was to give young aquatics a better chance at evading predation from larger ones
+Aquatics now move more quickly while in the juvenile and subadult growth stages than before
+Aquatics now gain ability power as they grow past adulthood at a rate of +0.25% per 1% growth

-Screenshots by Soals-
Mar 24, 2019
Beasts of Bermuda - Vipe






screenshot courtesy of Mr.Beardie.

Greetings, beasts! This patch changes Unreal Engine's version, expect a big download, up to almost the entirety of the game's files.

Major Changes from Unreal Engine migration from 4.18 to 4.21
  • Net code was reworked to support larger player counts, which was done to accomodate their game "Fortnite". However we are still looking into these changes. It will allow us to replicate more actors, therefore opening the doors for a more dynamic environment.
  • Lighting is now handled physically
  • Various optimizations to character movement and movement replication
  • and a lot more. See UE's patch notes 4.19,4.20 and 4.21 for the details.
    All in all, we are hoping this will improve the overall server's performance when the population gets high, that would mean less lag, and less rubberbanding.

NEW CONTENT
  • Forest Island and Ancestral Plains were reworked as a whole. New foliage, and new biomes, along with plenty of foliage collision fixes and optimization.
      This includes but is not limited to:
    • More fleshed out AP biomes: various foliage changes, a new jungle biome, changes to water sources.
    • Adjusted plant food values, most notably increased food value for seaweed
    • Reworked lighting, shaders on both AP and FI. Rival Shores is soon to get a similar treatment.
    • Forest Island's shape was redone / rebuild, along with its biomes.
  • New Map: Rival Shores - This is still a work in progress, but is available for playing, as there is food to go for.
  • Aquatic Nesting is now live birth!
  • Players can now fight back when grabbed by Mosasaurus: This is still a work in progress, but for now, one can bite to make the mosa lose more Ability which, when depleted, will force the mosa to let go of you. In the future, it will be changed for a more dynamic type of combat.
    • These attacks now subtract ability power from the grabbing Mosasaurus.
    • All creatures can perform their attacks while grabbed by a Mosasaurus.

  • New Hints and interaction system - Work in progress:
    • Game now hints players at runtime when they can achieve certain actions, such a drink, eat, grab, etc. More will come in the future.
    • Interactable objects now outline up (light up) when you get close enough to them to interact with.
    • This outlining also comes with a hint on the element, to explain what can be done. In the future, it will also be used to let the player know about the effect of certain items, such as special flowers, etc.
    • Some outlining comes with no hint. This will come and be completed/fleshed out in coming patches.

  • Added a new server config variable - GlobalCarcassSpawnRateModifier -Default value is 1.0. Multiplies how frequently the small, randomly generated carcasses spawn.
  • Added a new server config variable - MapNameOverride which, if set, overrides the command-line map name.

    GENERAL AND NETWORK
    • Probably what took most of the time: Various reworks of the game's core code to accomodate with the new engine. Nothing too shiny to write down here though! This includes various optimizations to the game's core code.
    • Reworked various network-related code that would cause serious performance issues on the server, for all creatures and their abilities. This should offer a more responsive gameplay.
      Certain events were causing a net load of a creature for all clients, event when not considered network-relevant, forcing the server to send all this data momentaneously, therefore causing performance drops whenever a roar, or any action would be done by a player.
    • Reworked various materials and lighting / effects to accomodate the new engine's physical lighting. This is still a work in progress and not all maps were revisited yet.
    • Reworked creature's action netcode.
    • Reworked how we treat lighting values and materials. This is part of the process to upgrade the materials and textures / improve the visual appeal. Still a lot of work ahead.
    • Reworked netcode for holdable objects, to prevent a forced net-load on all clients during the decay tick.
    • Reworked the Climbing code to be less network-demanding, and overall less expensive.
    • Removed no longer necessary code to handle Steam's report of player counts, which possibly was causing the delayed crash uppon several people leaving the game within a short timespan. This is now handled by Unreal Engine directly.
    • Reworked water and ocean materials. This is still a work in progress, and is part of improving the game's graphics.
    • Reworked the feather tech and rendering to behave better with lighting.


    BUG FIXES
    • Fixed: Creature stomps not replicating to other clients, dealing damage without playing the animation.
    • Fixed: Messed up foliage collisions that were way too large for what they look like.
    • Fixed: Issues with replicating attacks, calls, and other montages.
    • Fixed: Crash that got introduced with the new engine, whenever a meatleg would turn into meatless bone.
    • Fixed: Crash that got introduced with the new engine, uppon a player joining or leaving the game.
    • Fixed: Issues with scaling when plants or crystals were picked up and placed back down. They would scale to crazy large sizes due to an error in the maths.
    • Fixed: Fishes should work properly.
    • Fixed: Apatosaurus now walks at the proper speed while in reverse
    • Fixed: Various collision issues on the playable maps.
    • Fixed: Various network-related issues due to the previous netcode.
    • Fixed: Various shader issues on the maps.
    • Fixed: Cave entrances getting players stuck.
    • Fixed: Storm surge heights and ocean heights now work properly
    • Fixed: Occasional Actors/Creatures replication issues.
    • Fixed: Various optimizations on foliage assets, fixed LODs and material collision settings.

    BALANCE CHANGES/CREATURE ADJUSTMENTS
    • Increased Pteranodon's fish highlight timer to 20 seconds, up from 12.
    • Replaced Batter with Slippery in the Kronosaurus' talent tree.
    • Increased the volume of the Pteranodon's flight wind sound.
    • Kronosaurus now resists 50% of the negative effects of depth.
    • The Good Parent talent, when taken by the male, now grants a chance to generate two or more eggs per session of mating. The chances of getting more and better inherits are higher than they were before. Ladies?
    • Increased the logout timer to 60 seconds, up from 30, to prevent people from running away from a fight.
    • Reduced Mosasaurus bite cost to 6.5 Ability Power, down from 8.5, to accomodate the grab mechanic changes.
    • Reduced Mosasaurus grab ability cost to 7.5 Ability Power, down from 15
    • Reduced Kronosaurus bite (both attack 1 and 2) cost to 15 Ability Power, down from 20

    NEWS IN DEVELOPMENT
    • Due to issues with a previous animator, we've hired a new animator to help get the creatures done and/or reworked in terms of animations.
      The Pachycephalosaurus is the first on the list!
    • We've received the Pteranodon's animations, and are going to begin its from-ground-up rework if this patch is eventually proven stable and without crashes. We didn't manage to crash the servers during the testing sessions!
    • We're going to open applications for new testers in the coming days! If you are interested to help us build this game, stay tuned in our #announcements channel on Discord! https://discord.gg/2KnBwyC


    Due to the nature of this patch, and the fact a large portion of the code changed down to the roots with the engine upgrade, we highly recommend server hosts to wipe their database, or better yet, perform a clean install of their servers, to avoid possible unforeseen issues. We will be resetting the official servers, and put one of the three maps for each official server.

Mar 4, 2019
Beasts of Bermuda - Vipe
Hello everyone,
progression has been a little slow for the past few weeks, there are several reasons for this.

  • We've been in the tedious process of upgrading our engine from Unreal 4.18 to Unreal 4.21, and testing the implemented mechanics during the process to make sure things work like they should / better. After discussing with other friend developers, they recommended us to upgrade, as Epic Games updated their entire Net Code (server/client related) to support their game "Fortnite", along with several other things. Furthermore, that's admittedly something we should have done sooner.

  • We're hoping this will address lag-related issues from collision updates, server-side, that's been the majority of the lag source: server ticking slowly for large player counts due to updating every player's collisions.

  • We're adding a first pass on the aquatic live birth - that means no more "nest" required to nest as aquatics.

  • We've re-coded several things related to players and creatures, removing code that was added between the acro patch, which was crash-less, and the egg thief patch, which introduced the crashes. This code could potentially have been the source of the occasional server crashes when players log out. This is the kind of problem we're pretty much unable to test outside of the public branch, despite our efforts at trying to reproduce it with our testers.

  • Along with this, game's lighting is being revisited with the new engine's version, and is a first pass for the process of upgrading our creature's shaders, and the overall look of the game. This, of course, will come in due time and improved through several future patches.

  • Thanks to resources we did not have before the game's Early Access release, we're looking into talents to help work on mostly animations. Once we are in contact with artists capable of pulling off the quality we're looking into, we'll be updating/doing proper animations for most of the new creatures (acro, megalo, para, pachy, orycto, krono... And any other new creature model requiring an update), along with various texture and/or model updates.

  • Pteranodon will be fully recoded soon, with fresh, pure c++ code. Should run faster, and work better. We're very aware of its current issues!
Feb 10, 2019
Beasts of Bermuda - Ken
Crash Fix Patch

We believe to have found a resolution to the server crashes that have been plaguing the game for the past week or so. It took us a while to track it down, but we have a patch ready to deploy that should fix the issue. It also has a few other minor things in it too.

+Hopefully Fixed: The crash problem occasionally happening upon a player's death, which has been a major nuisance
+Fixed: Steamauth called twice when a player leaves the game, instead of once.
+The eggs now make cute peep sounds when you press vocal keys
+Misc fixes on AP / FI
+Minor optimizations for server performance
+Fixed: Favorited servers / servers with a creature will now save properly.
+Fixed: It should no longer be possible to bite, sit up, etc, while chatting.
+Replaced the megalosaurus run, and all sit and laying animations
Short and to the point. Elasmo will probably be coming out this week.
Feb 9, 2019
Beasts of Bermuda - Ken
Hello everyone,

As many of you know, there have been major server stability issues this patch regarding crashing. This is due to an oversight in the code handling player deaths. We are very aware of the issue and have been working on a fix for the past few days.

Any servers hosted by G-Portal (this includes all of our Official servers) have been down for the majority of the time the development branch patch containing crash fixes has been released for testing. This is due to G-Portals servers automatically updating to the most recent patch upon crashing, which just happens to be a patch that any non-testers do not have access to. Unfortunately, this is something that cannot be prevented, and therefore we were forced to close all Officials until the crashing is resolved. A patch with the solution is underway, and can be expected within 24 hours.

We appreciate your patience.
Feb 3, 2019
Beasts of Bermuda - Vipe
This patch should improve the server's performances.


BUG FIXES
  • Fixed: Water bodies sometimes disappearing while in game.
  • Fixed two big offenders causing lag and improved the way they are being handled.
    • This should reduce the lag problems a whole lot.
    • This will reduce CPU usage on the server.
    • This should also lessen the CPU usage on client computers, as serialization is a relatively expensive task, this may or may not be noticed, but is likely to help lower-end computers.
    • The features they allowed are still present, but handled in an optimized way, only updated if the players are not net-relevant to the local player, if they need to know the information, only for the player in question, and only once a second at most.

  • Blocked non-initialized friendship grades to display on screen.
  • Fixed various shader and collisions problems on Ancestral Plains:
    • Fixed the weird stretched, ugly texture on certain assets.
    • Fixed various collision problems with assets (invisible oversized hitboxes, areas seemingly walkable but causing the player to fall through anyways, etc.)

  • Fixed: HUD should once again be customizable
  • Fixed: Apatosaurus can now properly carry objects in adulthood.
  • Fixed: Trees and plants should no longer get stuck up in the air client side, causing invisible obstacles client side due to client/server disagreement on the location of these assets.
  • Fixed: Mosasaurus can no longer grab players that are already grabbed by another Mosasaurus.
  • Maybe Fixed: Players should no longer, occasionally, receive random talents that do not belong to their creature type.
  • The user function "AnnoyingDinosaur" should now work properly, instead of denying everyone.
  • Fixed: Jaws no longer open a ridiculous amount when holding eggs.
  • Fixed: The Clotting talent now works properly, and improves the rate at which players recover from bleed damage.
  • Fixed: Comfort from weather no longer applies twice, causing players to lose a ton of comfort in a matter of seconds.
  • Fixed: Pressing "Quit Game" should no longer show the session error window, and should now allow the player to properly leave the game.
  • Fixed: Tyrannosaurus feathers should now properly stay applied when opening and closing the character panel.
  • Fixed: Some eggs no longer turn inside out when broken open.
  • Fixed: Changing gender while picking your dinosaur should now work properly.
  • Fixed: Creatures that cannot sit no longer jam when mating

BALANCE CHANGES/MECHANICS CHANGES
  • Mosasaurus
    • Beachgoer no longer increases turn rate while jumping or in freefall.
    • Stamina now drains twice as fast while sprinting if beached.
    • Mosasaurus grab hitbox has been adjusted such that animals in its torso or behind its jaw should no longer be grabbable.

  • Apatosaurus
    • Increased fall damage threshold for Apatosaurus.

  • Ichthyovenator
    • Ichthy's weather resistance is now 0.5, down from 1.0. This is large buff, and causes Ichthy to ignore 50% of weather induced discomfort.

  • Misc
    • You can now possess eggs laid by a creature previously controlled by you.
    • Halved lightning damage.

NEW CONTENT/CHANGES
  • Added various loading screen images and hints, about 2-3 for every image made.

  • Added spawn nodes, attached to customization points.
    • Spawn nodes are used with the customization points. They are randomly selected as the player spawns in game, and are attached to the point the player customized their dino. They represent an area in which the player will spawn.
    • This should reduce the chances of spawnkilling, and also allow spawning in more areas.
    • There is always a slight chance to spawn where you customized your animal, but in 9 cases out of 10, you will get a random spawn node.
    • On Ancestral Plains, there is in average 4 spawn nodes per customization point. Some have five, other two.
    • On Forest Island, there is in average 3 spawn nodes per customization point.
    • Deathmatch/combat maps have received no spawn nodes.
    • Spawn nodes that happen to be underwater are not used, unless you're a marine creature.

  • Misc work on Ancestral Plains. Changed lighting, colors, etc.
  • Misc work on Forest Island, same treatment.

  • Finished implementation of the server search feature.
    • Users can sort the servers by ping, player count, name, servers on which they have a creature, and favorites.
    • Servers with a creature are added automatically and saved locally (so you will only see this once you play on the server in question)
    • favorites can be added via the server list screen.
    • Users can also search a server via its name with a "contains, case unsensitive" feature.
Jan 26, 2019
Beasts of Bermuda - Soals


ADMIN / CLIENT / SERVER CHANGES
Players:
-Players can now locally block players if they don't wish to hear from them. They cannot however block administrators on their own server.
-Use AnnoyingDinosaur Player Name, Steam ID or CID to block a player (blocking their messages in chat).
-Use GoodDinosaur Player Name, Steam ID or CID to unblock a player.
-Use ClearBlockedDinos to unblock all players.
-This blocking feature is saved by the game.

Admin players:
-The Respawn function can take a player's Name, ID64 or CID, and respawn this player, granted they're allowed to do so by the host's settings.
-MakeBrood now requires admin rights.
-Added the command UseIncognito for admins. It is toggled. Allows administrators to "hide" themselves from the chat if wanted.

General:

-Added autologin for locally hosted servers, putting the local controller as administrator, ignoring rules and ranks. This should allow not having to put your steam ID in the game's config just to host a local server.

BUG FIXES
Eggs:
-Fixed: Unpossessed eggs now properly grow.
-Eggs can no longer be damaged by their parents.

Your dinosaur:
-Fixed: Growth tick-based notifications such as inherited talents or prompts about spending talent points now properly display.
-Fixed: Sending mating invites to one another and accepting them simultaneously no longer generates two eggs.
-Fixed: Health ticks now heal the proper amount.
-Fixed: Bleed, Venom, and Injury no longer report combat log events when the player has 0 of this damage type on them.
-Saved skins can now be loaded prior to growth 0.8 during Life Cycle.
-Disabled the sonar effect until the issue causing it is fixed.

Apato:
-Fixed: The Apatosaurus can now properly pick up foliage as an adult

Megalo:
-Fixed: Megalosaurus ability no longer jams

Lurdu:

-Fixed: Lurdusaurus no longer consumes water when it darts.

Acro:
-Fixed: Acrocanthosaurus no longer gets stuck in the wrong animation after jumping into water.
-Fixed: Acro roar no longer can hit party members.
-Acro is no longer immune to apato damage when being hit on the tail

Para:
-Fixed: Para alarm call now functions properly.
Velo:
-Fixed: Velociraptor now properly heals and recovers other stats more quickly while sitting or resting.
-Fixed: Velociraptor camera no longer glitches when running down slopes.
-Fixed: Velociraptor aggressive call now sounds proper.
-Fixed: Velociraptor no longer jams on aggressive call.
-Fixed the seams on Velociraptor's feathers. This will be further improved in the near future.
-Velo now splays its wings while it's freefalling or jumping, and fixed a minor anim issue with velo jumps.
-Fixed: Velo can now properly eat and pick up objects while swimming.
-Velo can climb trees and other assets on Forest Island.

Misc:
-Fixed: Log error spam related to the camera component, when being underwater using the spawn camera / should prevent weird itches client-side related to "handled" errors, while spawning.
-Fixed: On life cycle, above 0.8 growth, skin should now properly recover after logging in from the previous time it was set up by the player.
-Fixed: Players should no longer rarely get stuck on the loading phase when joining a server, as the client finishes the post-login loading in the background, instead of preventing control of the pawn until this loading is finished.
-Blocked all console commands that aren't whitelisted (admin commands, player commands such as setres, displaycoords, etc.).
-Dropped items no longer ignore rock collision, going through them.
-Fixed a bug with the saved skins and saved generated skins that would never update the data of an already existing instantaneous skin of a creature.

Maps:
-Fixed: Various Ancestral Plains bugs.
-Fixed: Various Forest Island collision issues, and the Velociraptor should now be able to climb trees, rocks, etc.

OPTIMIZATIONS / GRAPHICS
-Refactored the nasty "Update Post Processing" function, in BB Camera, reducing its execution time by 85% and therefore improving client-side FPS.
-Fixed texture sizes on all dinosaurs to improve GPU memory usage and in-game performances.
-Fixed velociraptor feather's draw distance to not turn into a featherless abomination even when still close and optimized its texture maps to lower the load on the gpu.
-Fixed velociraptor's feathers aliasing issue, should prevent rendering artifacts in the distance (white spots, etc).
-Adjusted specular on all dinosaurs so that their skin isn't just diffuse.
-Adjusted ocean water's specular.

MECHANICS CHANGES / BALANCE
-Shortened Velociraptor vocal animations.
-Velociraptor camera now can go 50% further away.
-Health, injury, venom, and bleed now recover on a 30 seconds tick, up from 5, and per-tick values have been adjusted accordingly.
-Reduced all food and water drain rates by 20%.
-Small carcasses no longer induce necrophobia, and necrophobia in general has been reduced substantially.
-Ichthy can once again escape a Mosasaurus' jaw by right clicking, at the cost of 50 ability power, 50 stamina, and substantial injury and HP damage.

-Eggs can now be attacked
-It takes several hits of any kind to kill an egg. They heal over time if not being attacked.
-The Egg Thief talent improves the rate at which you can attack and kill an egg.
-When killed, eggs now drop the same food value as the creature they hatch at 0.15 growth.
-WIP making an egg broken 'carcass' actor with Soals, and making egg thief better at grabbing and running off with eggs, and making eggs give more food if you have egg thief.

-Egg Thief now does something
-Eggs now have a weight based on the egg type.
-Egg Thief now reduces the heaviness of eggs.
-Egg thief now grants comfort while eating eggs.
-Egg thief now makes eggs grant more food.

-Jump height is now modified by carrying objects such as eggs.
-Acrocanthosaurus Intimidating Roar's baseline duration is now 6 seconds, down from 15.
-Acrocanthosaurus Intimidating Roar's talents now are about 2/3 as effective as before at improving the roar's capabilities.
-Reduced Acrocanthosaurus' growth rate by 20%.
-Buffed the Slippery talent modifiers by about 50%.
-Bleed now only prevents total healing or comfort recovery at 30. Values less than 30 partially prevent healing.
-Acrocanthosaurus now deals 275 base damage, down from 350.
-Acrocanthosaurus now heals 2.5x faster than before.
-Hatclings now automatically join their parents' group, as they hatch.

-GROUP LIMITS ARE NOW SOFT OR HARD - This is a configuration setting: bUseHardGroupLimits:
-When a group limit is exceeded, comfort drops will be added to all party members.
-The more severe the group limit violation is, the worse the comfort drop will be.
-Creatures less than 0.6 growth do not influence total party count.
-Essentially, Soft group limit softly kills you, while hard group limits kicks the most recently joined player(s).

-Bleed now reduces damage output, with more bleed causing a stronger damage reduction. At 100% bleed, damage output is now 67% of baseline value.
-Acro size stat is now 1200, up from 800. No, it does not change how the model looks. This is a balance stat used for knockback and stress effect on other foes.
-Taking damage now causes objects to be dropped, including eggs.
-Extinction event-level surges can no longer cover the map in its entirety, giving no way to survive to the players. In the worst cases, it will cover up to 75% of the maps at most.
-Increased Megalosaurus sprint speed to 950, up from 925.

SKINS
Misc:
-Edited the glow mask on Glimmer Acro for full costumizable control.

Velo:
-The Velociraptor now has a customizeable skin: Dart.

Apato:
-Added Kai's Genetic Stripe Apato Skin.

Mosa:
-Riptide by FilthyCasualSkarm.
-Aeqour by DeviouslyKITT & Nautilus.

Acro:
-Undergrowth by Omnomnomnivore.

SKIN CUSTOMIZATION
-Added a way for the player to toggle a custom lighting in order to properly customize their creature, including underwater.
-This window shows up only during the first time the skin is customized, from a fresh spawn. Right now, this interface allows the player to change the time of day to see how their skin behave on this map at different times of the day, along with some buttons to quickly switch between certain times of day.
Jan 13, 2019
Beasts of Bermuda - Soals
-The crash bug when spawning is fixed.
-Servers now record the chat log.

+Updated the bleed debuff information to convey players must stand still as an aquatic to heal from bleed
+Carnivores of the same species now inflict twice the previous comfort drop from before, as long as they are not grouped
-This is to further discourage large acro and/or rex packs ignoring group limits and enduring the comfort mechanic to stay near one another

+Set Network Max Smooth Update and Network No Smooth Update Distances back to 256 and 384, down from 2560 and 3840
-This seemed to do nothing helpful, but resulted in some odd instances of large rubberbands or glitchy motion otherwise

+Modified replication settings that should limit packet size while moving.
+Acro water now drains 20% slower.
+Acro Intimidating Roar no longer drains the target's ability power
+Removed the utahraptor bots on Forest Island
Beasts of Bermuda - Soals

New Content
+Added the Acrocanthosaurus with its new model
+Added new Acrocanthosaurus ability: Intimidating Roar
-At the expense of significant ability power, the Acro can roar at an opponent, causing them to lose mild stamina, ability, and receive a substantial damage debuff for a short period of time
-The new talent, Intimidating Roar, improves upon all the aspects of this ability
-The intent of this ability is such that Acro can contend with larger, harder hitting creatures
-There is a talent in the power tree that enhances this ability
+Updated the following skins by Kelskora to be fully customizable:
-Autumn & Banded Apatos, Canyon Megalo, & Raptured Para
+Added Clownfish Lurdu by Misha & Spoon

Optimization
+Numerious server-side optimizations that should significantly relieve the server's CPU load, resulting in less lag
+Some client-side optimizations that may yield a performance improvement

Bug Fixes
+Fixed: Transitions into crouch no longer play the crouch animation rapidly until the creature slows down
+The blocking of certain console commands such as r.fog now work properly.
-Let us know if any more commands are giving players unfair gameplay advantages
+The Observer Camera no longer plays splash sounds or becomes enemies with other, nearby creatures
Mechanics Changes
+Modified the feather technology a bit to support more patterns on the feather masks
+Added comfort drop code to groups + fixed some loopholes related to getting the pawn ref from the group member.
-Removed Solo Mode from the main menu. We will not be developing a solo gameplay mode.
+Eggs no longer receive necrophobia
+Necrophobia now only starts applying to herbivores who are subadult, and only grants its full influence when at adulthood
+Necrophobia is only induced by ribcage carcasses. Meat legs no longer apply Necrophobia.
+Enemy status is now only gained from other players of whom you are in line of sight with
+Players now have a 30 seconds supplice window post login and post spawn to prevent spawn killing. It allows them to move invisible to other players for 30 seconds, unless they use any kind of broadcast, ability, or attack.

Balance Adjustments
+Acrocanthosaurus now has Serrated Teeth where Sharp Teeth was
+Acrocanthosaurus Power talent 5.1 now has a new talent, Intimidating Roar
+Acrocanthosaurus is now available for play
+Tyrannosaurus now does 450 damage per bite, up from 400
+Kronosaurus Survival talents Food Longetivity and Lunge Hard Headed hav been swapped in location
Post-Testing Notes
+Acro sprint speed is now 780, down from 800
+Acro stamina is now 60, down from 70
+Acro bite now deals 350 damage, down from 400
+Swapped location of Acro Ability Pool Increase and Stoic talents
-This provides a tougher decision as to which side of the power an acro player may want to go down, and makes it slightly less easy to stack the "good" acro power talents
+Megalo sprint speed is now 925, up from 900
+Acro Intimidating Roar now costs 65, up from 50
+Acro Intimidating Roar now has a range of 30 meters, down from 600
+Acro Intimidating Roar now prompts both the user and receiver of the roar as to what it's doing to you
+Acro can now properly pick up items, and its jaw opens properly
+Fixed: Intimidating Roar now only drains ability power if it successfully hits another player
+Fixed: Acro swim idle animation now properly blends in
+Players are now invisible for 30 seconds after logging in, provided they do not move, roar, or attack
+Acro now gains weight properly


There will be a hotfix deployed shortly to address the occasional crashes players are experiencing with this new patch.
(Screenshot by Jynn & Misha on the Official Discord)

It is known that players occasionally crash as they spawn or respawn. This was fixed, but until the hotfix drops, a way to avoid the crash is to stay still for 30 seconds post spawn.
Beasts of Bermuda - Soals

Announcing Soundtrack: "Hidden World"
We have released the trailer's soundtrack as a standalone video. This soundtrack was done by Sachbun in our Discord. He's our music composer!

You can check it out here on BoB's official Youtube channel:
https://www.youtube.com/watch?v=-w9vEME9KVg
Please consider subscribing to our channel to be the first to hear all the latest BoB Soundtracks!

(Sorry this is a little delayed but I wanted to share this with those of you that do not watch our discord news.)
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