Beasts of Bermuda - Soals
QoL and General Changes
+Added the reported missing IDs for Shimmer Orycto
+Added new icons for all remaining status conditions
+Localization updates for some remaining, untranslated texts
+QoL: Added a search bar to the player list that can be used to find players by part of their name, steam ID, or CID
+QoL: Aquatics can now see significantly better under the Ocean, and Semi-Aquatics can now improve their Ocean visibility by talenting into Aqua Affinity
+QoL: Tropeognathus can now be possessed by the console command possessentity
+QoL: Added a new config variable, bUseMixedHerdCaps
-When True, calculation of group caps (both soft and hard) use all members of a group, regardless of species
-When False, calculation of group caps (both soft and hard) use only members of the group that match the species of the player
+Save Files now save what map the creature was saved on. All creatures from old saves load up with "No_Saved_Map" instead.
-This is code that preps the public save files for the future capability of swapping save files to different maps without having creatures spawn in improper places
-Between now and our map update patch, players need to log onto each creature they have saved. If they do not, when our map update deploys, they will spawn at a random spawn point on the map rather than spawning at their last logout location
+QoL: The Overfed status condition no longer shows up when you fill up on a carcass, and requires 101% or more food to display
+QoL: Shift clicking a player's name on the player list now copies their name and steam ID to the clipboard
+QoL: Running the console command 'ReqPlayerSteamID' now copies their name and steam ID to the clipboard
+QoL: The usage of a weather command is now displayed in the server's global chat
-This includes SpawnTornado, MoveTornado, KillTornado, SetWeather, PauseWeather, ForceStorm
+QoL: The Observer Camera can now use scent
+QoL: Adjusted burrow lighting such that the Shimmer Ory skin now looks a bit glowier
+QoL: While hovering over status condition icons, the informative tooltip now shows the icon in a larger image



Balance Changes
+Balance: For Tropeo, Egg Thief is now on the Power-Mobility Bridge. Scavenger is now in S3. Strong Bond is now in S5.
+Balance: Replaced Tropeo's Egg Thief talent with Scavenger
+Balance: Tropeo's flight is now 3x more adversely affected by injury damage

Bug Fixes
+Fixed: Servers should no longer, on occasion, mass disconnect the majority of players playing on the server
+Fixed: Pachy can no longer spam its charge starting sound
+Fixed: Skin filters no longer apply to the creature you're editing if done so on the dino selection screen
+Fixed: The wing flapping while sprinting animation now replicates properly to other players
+Fixed: Tropeo's Wing Beat attack now properly interacts with friendship-related damage mitigation
+Fixed: Velo can now use scent while climbing
+Fixed: Tropeo can no longer double (or triple) attack in rapid succession by mixing regular attacks with wing beat
+Fixed: Ory's sand attack visual effects now properly apply to the recipient
+Fixed: M_PostProcessing_Feathers now properly enables and disables when velos are around
Oct 24, 2020
Beasts of Bermuda - Soals
The Seabird Patch


Tropeognathus
+Added new playable flyer: Tropeognathus

Wing Beat
+Added Tropeognathus' Wing Beat mechanic.
-To use Wing Beat, press the Ability key while near another player.
-It can be used while in flight, or while on the ground, but while in flight, it will only hit other players who are also in flight
-If it hits another player, both you and them will be knocked back. It deals significant injury and moderate damage to the hit player
-Wing Beat only hits other creatures who are in front of the Tropeo
-Successive uses of Wing Beat now deal 25% less damage until the target is no longer on DR
Unique Talents
+Added a new talent, Strong Bond.
-This talent is only in the Tropeognathus tree, as the Survival tier 3 talent.
-While grouped and close to a player you've mated with, you and your mate both receive a boost to your max HP, Stamina, and Ability
-If both the mated Tropeognathus have the talent, it stacks additively between the two
-Having a higher friendship grade dramatically increases the effect of this talent
-If the player has mated with multiple other Tropeognathus' in their group, they receive Strong Bond with the player who would give them the strongest buff
+Added a new talent, Deadly Wings.
-This talent is only in the Tropeognathus tree, on the bridge between the Power and Survival trees
-This talent improves how much damage and injury Wing Beat inflicts
+Added a new talent, Swift Wings
-This talent is only in the Tropeognathus tree, on the bridge between Mobility and Survival
-This talent reduces the cooldown, ability, and stamina cost of using Wing Beat
General Info
+Tropeognathus grows at the same speed as Elasmosaurus, Ichthyovenator, and Megalosaurus
+Tropeognathus is a bit faster than Pteranodon in the air, but turns significantly worse
+Tropeognathus has significant weather resistance by default
+The Tropeognathus is actually quite fast on the ground
+It costs the Tropeognathus 60 stamina to take off from the surface of the water.
-This amount is sharply reduced with the "Quick Takeoff" talent.

New Ocean and Lighting

+Added a new Ocean and lighting to Rival Shores, Ancestral Plains, Forest Island, Test Performance, and DM_Caldera
+The quality of the Ocean can be changed in the Options menu
-At the lowest quality level, the caustics will not display
-If shadows are not enabled, caustics will also not display
+The new lighting should make map foliage and landscape shaders look much more naturally colored
+The new Ocean also adds wave drift to creatures near the surface
+Fish are harder to see from above the Ocean with the new Ocean setup.
+Elusiveness looks a bit different, but still functions well enough if the player is clever about their placement
+While skimming the surface of a water body, flyers now experience significant drag if they hit wave crests
+Added ocean sound effects when near the ocean plane

Status Condition Display

+The display of permanent status conditions such as Healthy Herbs, Intimidation, and Near Friends now appear in the top-left corner of the player's screen
-This functionality can be disabled by going to the Options menu and disabing 'Display Status Conditions'
+These status conditions now also display on the Escape Menu, and on the Character screen they now appear in the top-left corner, rather than over the model
+Mousing over these status conditions now displays the tooltip that describes the status condition
+The majority of these status conditions (there are about 2 dozen of them) have been given new icons. The remaining few will be added in a future patch

Server Select Screen

+Totally revamped the Server Select screen
-Official servers and Community servers are now in separate sections, with Officials at the top
-There now exists options to permanently filter out locked servers, or permanently filter out servers not on your favorites list
-Both the Official and Community server sections are collapsable and this status saves, allowing more room for viewing Community servers if desired
-There is a section where community servers will be able to, in the future, add a few paragraphs about their server that will show up on the Server Selection screen
+Fixed: The game mode on the server list no longer sometimes shows up with EGameModes:: beside it

Skins
+Added Gecko Megalosaurus skin, by Lizardian
+Added Crested Grebe Tropeognathus skin, by Twilightwolf & Natahi4
+Added Orycto Shimmer Event winners
+Added Tropeo skin, Blizzard, by TripTrap
+Added Moah Tropeo skin, by Twilightwolf & Tserra
+Added Tropeognathus Skin: Asymmetrical by Tserra and Natahi4

Mechanics Changes
+Mechanics: Creatures beyond 1.7 in growth now appear as 1.7 growth scale while in burrows, down from 2.0
+Downsized Pteranodon's model by a factor of 25%
+Group limits are now inter-species as well. Each creature count s 1/SpeciesLimit towards the cap. Players cannot be invited to the group (hard limits) or players get comfort drops (soft) if the sum of all members exceeds 1.
+Ptera, Tropeo, and Velo can now grab items while flying or jumping
+Adjusted the Pressure status condition such that if you're deep enough to receive the red 'Pressure' debuff in the corner of your screen, you start taking health damage
+Removed the tumble mechanic that causes flyers to roll when they get hit while in flight
-Instead, if hit while in flight, you now take very significant injury damage
-The Brace for Impact talent mitigates this damage
+Flying creatures can brake while holding items by holding use key. Double tapping use key drops the item
+While digging in Oryctodromeus burrows, both horizontal and vertical ramp pieces can now spawn


Additions
+Added Ory's sleep idle sound
+Added Ichthy roar, call, eat, drink, and sit / sleep transitionary sounds that match the animations better
+Added Ichthy distress and submissive sounds and unlocked the animations for these two gestures
+Added new Ichthy sniff sound
+Added new negative status condition, Out of Bounds
-If outside the map bounds (either under the map or beyond the edge of the landscape tile), you receive an 'Out of Bounds' status condition. You start taking health damage and receive a significant comfort debuff
+Added new negative status condition, Thin Air
-While flying, if you're more than 350 meters above the surface of the map (or Ocean), you will begin taking damage and receive a comfort debuff.

QoL
+QoL (public): Added a new option that allows the player to choose between three colorblind filters (Deuteranopia, Protanopia, and Tritanopia)
-The strength of the filter can also be controlled
-These settings are located with the rest of the graphics settings
-While hiding the HUD, colorblind filters disappear. This is deliberate, for convenient screenshots if desired
+Adjusted the auto lookup behavior such that it more rapidly places the camera above the player's head, making it easier to see incoming flyers
+Improved the burrow light radius such that it's much less harsh at the edges
+You can now talent up to 3 talent points at once by shift clicking
+Added new console command - ReqPlayerSteamID. It returns the steam ID and requires either part of the player's name or the player's CID. It prints both to the log and to the screen
+Added a new console command, RemoveTunnelNetworkDirtPaddies, that removes just the decorative dirt paddies that spawn outside of burrow entrances
+Added new server config variable, TunnelNetworkDespawnTime, which allows players to set how long tunnel networks take to despawn if they have not been dug in
-This variable is in seconds, and, if unspecified, defaults to 259200 seconds (exactly 3 days of time)
+Added CID to the server-side joining player log message
+Improved the Breath Bar widget's appearance
+Updated the Info Pop up for Status Conditions so that it matches the new UI
+Use of ResurrectPlayer now shows more information in the server-side log

Optimizations
+Fixed: Severe clientside frame drops associated with playing a large apatosaurus while walking on top of burrows
+Fixed: Chat message history no longer accumulates indefinitely, causing eventual performance drops while chat is visible.
-It is now capped at a message history of 500 total chat messages
+Major Server Optimization: Servers should run with about 30% less CPU usage than before.
-We encourage large servers to experiment with increasing their player slots
+Reworked how animation montages are handled to be less expensive (RAM usage)
+Several clientside GPU optimizations that should result in better FPS under all scenarios


Balance Changes
General
+Balance: Friendship point losses from "being in close proximity" no longer show up in the combat log or on-screen

Ichthyovenator
+Balance: Switched out Ichthy's Pressure talent and gave it Intimidation

Lurdusaurus
+Balance: Increased Lurdusaurus' speed while walking up slopes
+Balance: Increased Lurdusaurus' walk speed to 275, up from 175
+Balance: Increased Lurdusaurus' base health to 1200, up from 1000

Oryctodromeus
+Balance: Sand Attack now reduces movement speed by 40% for its duration, up from 25%
+Balance: Replaced Ory's Strong Bones talent with Bruiser

Pachycephalosaurus
+Balance: Increased Pachy's walk speed to 375, from 175
+Balance: Increased Pachy's fall damage threshold to match that of Megalo (buffed)
+Increased Pachy's Attack_1 damage to 60, up from 45
-Adjusted Charge damage such that it does not deal more damage
+Increased Pachy's Attack_1 cooldown to 1.33 seconds, up from 1.00
+Increased Pachy's baseline HP to 430, up from 350

Parasaurolophus
+Balance: Replaced Para's Heavy talent with Powerful Legs

Pteranodon
+Balance: Swapped Pteranodon's Flesh Grazer talent out for Egg Thief
+Balance: Reduced the cost of Ptera's bite attack to 10 AP, down from 13
+Balance: Reduced the Effectiveness of the Flyer Swiftness talent by 40%
-This means, with 3/3 talented, the speed increase is 30%, rather than 50%
+Balance: Pteranodon should now be susceptible to tail hits when hit from behind or near its tail
+Balance: Flyers can no longer smell other players while in flight
+Balance: Swapped the locations of Bruiser and Piercing Beak on Pteranodon

Saichania
+Balance: While looking upwards, the Saichania now lifts its tail to make it easier to hit large acros and rexes that may otherwise be above its tail's hitbox
+Balance: Saichania's Spiky Shield now goes off Diminishing Returns after 13 seconds, down from 18
+Balance: Saichania no longer deals minor, nuisance knockback to others that often just made them lose speed and momentum


Bug Fixes
+Fixed: Clientside crash that would occur upon the player's death
+Fixed: Various server-side crashes
+Fixed: Animation issue where ory could exit/enter a burrow while sitting or laying down
+Fixed: Group icons now properly show up when players in your group have been grabbed
+Fixed (exploit): You can no longer use unjam to escape being grabbed
+Fixed: Egg icons now properly show up again after performing any action that would hide group icons
+Fixed: Inconsistencies between the 'Press [Key] to Interact' typed texts sometimes showing up on-screen when the player couldn't interact with an object at that specific location
+Fixed: You no longer turn more quickly than intended when sliding down slopes. This was particularly noticeable with Apatosaurus
+Fixed: Player who is being grabbed should no longer be able to log out. Only after the player is not longer being grabbed they can log out
+Fixed: The use of fillallstats would sometimes cause an admin to get kicked from the server for cheating
+Fixed: Velo should no longer get stuck in climbing animation after latching off from climbable surface
+Fixed: Velo's climbing animation shouldn't get frozen or get replaced by walking animation upon certain actions
+Fixed: All issues associated with skin saving and loading
+Fixed: More rocks and cacti should be climbable as Velo on Rival Shores
+Fixed: The observer camera no longer applies comfort drops to nearby creatures
+Fixed: Using the console command settimeofday now properly updates the lighting on the scene immediately
+Fixed: Broken eggs no longer have collision
+Fixed: The Megalosaurus' stat display no longer gets stuck onscreen if you die or respawn while it is active
+Fixed: The console command possessentity can now be used to possess an Oryctodromeus
+Fixed: The Pteranodon braking while diving no longer causes an animation blending issue
+Fixed: Various issues on Rival Shores and Ancestral Plains
+Fixed: Velo should no longer get stuck in sleeping/sitting/standing animation.
+Fixed: Using screenshot mode no longer allows a flying player to force their flying pitch angle to ignore injury damage (or braking)
+Fixed: When grabbing while flying Ptera and Tropeo flap their wings if they are sprinting and they glide if they are not sprinting
+Fixed: Acro, velo, ichthy, megalo, orycto, pachy and rex now play falling animation when they fall while crouched instead of being crouched in the air
+Fixed: Velo should no longer show incorrect walking/running, crouched or swimming animation when they return to net relevancy
+Fixed: Velo no longer uses walk animation randomly while climbing
+Fixed: Velo no longer slides without animation while climbing, jumping, or dropping from a climb
+Fixed: While in Combat game mode, you can now leave the server by pressing the back arrow while on the creature selection screen
+Fixed: Velo's climbing strafe is no longer mirrored.
+Fixed: Velo should no longer get stuck on jump charging state when it has fallen from climbing while holding jump and has started climbing again.
+Fixed: Auto look up no longer breaks as soon as you press the look up key
+Fixed: Velo should no longer fall through the map when it's climbing and they disconnect / quit to main menu without waiting out the timer
+Fixed: Velo should no longer swim with climbing animation if they were climbing while flooding
+Fixed: Apatosaurus no longer gets into a glitched state if it walks backwards into the water
+Fixed: The Ocean waterline is now properly synched with the Ocean's current height (very noticeable when storm surges rise or fall)
+Fixed: The Stale Air debuff no longer appears if a tunnel network only has exits that lie along a vertical chunk border
+Fixed: Tunnel entrances no longer give the error message "You are too large to enter this burrow" when the tunnel entrance exists at the +X or +Y chunk if the player would otherwise fit
+Fixed: While climbing, the velo no longer continues moving on non-owning clients
+Fixed: While jumping off a surface while climbing, the velo now animates this properly on non-owning clients
+Fixed: Spamming jump while leaping off a surface as a velo no longer causes the player to launch excessively far
+Fixed: Megalo, rex, acro, velo, and ichthy can now grab items mid-jump.
+Fixed: Pteranodon's Attack2 damage no longer scales twice off its growth level if it is flying
+Fixed: Eggs and the admin observer camera no longer continuously prompt you to spend talent points
Beasts of Bermuda - Soals
Balance Changes

Acrocanthosaurus
+Implemented Diminishing Returns on Acrocanthosaurus' Intimidating Roar
-After being hit by an Intimidating Roar, the next roar used on this player costs 25% more Ability Power and drains 20% less Stamina.
-This effect continues to stack as more roars are used
-This effect lasts for 18 seconds and then expires, resetting the cost of Intimidating Roar and the amount of Stamina lost
+Reduced the cost of Acro's Intimidating Roar down to 50 Ability Power, from 65.

Mosasaurus
+Reduced Mosasaurus' ability draining rate while grabbing other players by 20%
+You can no longer release a grabbed target until 0.75 seconds have elapsed, making it much harder to accidentally grab and then release targets
+You can no longer struggle out of a Mosasaurus jaw unless the Mosasaurus is swimming

Oryctodromeus
+The Oryctodromeus can no longer use Sand Attack while swimming
+The Oryctodromeus is now immune to injury damage, just like Velo
+Ory's Sand Attack now has Diminishing Returns applied to it
-While under diminishing returns, the duration of all effects associated with Sand Attack becomes 50% (one successive hit) and then 75% (two successive hits) shorter.
-After three Sand Attacks in a row, the player is immune to the effect for 18 seconds.
+Reduced and moved the Oryctodromeus' Sand Attack hitbox such that it's more centered behind the Ory
+Ory's sand attack no longer prevents a player from sprinting. It now, instead, drops their speed by 25% for the duration of the effect
+Increased the baseline duration of Sand Attack by 1 second
+The Oryctodromeus' Sand Attack's damage component can no longer hit grouped players, causing Adrenaline to activate

Parasaurolophus
+Added Diminishing Returns to the Para Alarm Call
-The duration of the call is halved, then fourthed, and then immune until the player has not been called for 18 seconds

Saichania
+Placed Saichania's Spiky Shield ability on Diminishing Returns.
-It now becomes 1.35x more expensive to use after each successive usage.
-The cost goes back to normal if Spiky Shield has not been used for 18 seconds.
-Reduced the cost of Saichania's Spiky Shield ability down to 30 Ability Power, from 40

Tyrannosaurus
+Increased Tyrannosaurus' growth speed by 33%, to match that of Acro

Velociraptor
+Reduced jump scaling and pounce leap scaling beyond 1.0 growth for Velociraptor by 75%

Grabbing
+Added Diminishing Returns to all grabs
-After being grabbed, the player goes on diminishing returns for all grabs for 30 seconds
-If grabbed again during this diminishing returns timer, the ability tick size for the grabbing player is increased by 25%
-If grabbed again once more, the ability tick size for the grabbing player is then further increased by another 25%
-Players become immune to being grabbed for 30 seconds after being grabbed 5 times in a row
-Friendly grabs (party members / related creatures) do not apply grab diminishing returns

Global
+Reduced jump scaling beyond 1.0 growth for all creatures by 25%
+Adjusted rex, Acro, Megalo, and Ichthy bite hitbox such that it can more easily hit between its legs with its downwards bite, and the edge of their snouts should now more consistently hit targets

Status Condition Tracking

+Negative status conditions now show tracking icons above the target player's head when they are within 37.5 meters, are in line of sight, and are not crouched
-This also shows a diminishing returns countdown timer after it expires
-They shrink and fade out between 37.5 and 50.0 meters
-Positive effects such as Spiky Shield do not show up overhead for other players
-These status condition icons can be turned off in the Options menu, under Status Conditions
-These status condition icons hide when the player they're attached to is not within line of sight

Mechanics Changes
+Added a new debuff, Stale Air
-While in a burrow, if there is no continuous path to any burrow exit, you will receive a debuff called Stale Air.
-While this debuff is active, it applies -50 comfort.
+Reduced the amount of time burrow scent remains active down to 8 minutes, down from 15
+Acro's Intimidating Roar and Para's Alarm Call now cancel the aiming crosshair if you press LMB or RMB while aiming it

Skins and Graphics

+Added a new client-side option that allows players to select between a couple different skin filters if they choose to do so.
-The first filter option will force cooler colors (green, cyan, blue, purple, pink) to be various shades of grey, and will filter reds, yellows, and oranges into shades of brown
-The second filter option will force cooler colors (green, cyan, blue, purple, pink) to be various shades of red, yellow, and orange. It will then take all reds, yellows, and oranges and make them various shades of brown. This filter is a bit more aggressive than the first at creating natural looking skins.
-This filter is Optional. If you do not want it, you do not have to use it. Somebody else using this filter will not affect your gameplay at all.
+Added Callie's Megalosaurus edits
+Added new Megalosaurus eye
+Added Ringneck Ory by Triptrap & DJZ
+Added Fawn Ory by Twilight

Chat Colors and Tags
+Servers can now specify players to have colored names in chat
-These name colors override the Admin yellow chat color
-They also show up in local, party, and message chats
-Specify these with the following in your config file:
!PlayerChatColors=ClearArray
PlayerChatColors=(SteamID=123456789, ChatColor=(R=1.00,G=0.00,B=0.00,A=1.00))

+Servers can now specify players to have tags by their name in chat
-These tags also receive the player's name color if they have on specified
-These also show up in local, party, and message chats
-Specify these with the following in your config file:
-[Tag][PlayerName]> Text body
!PlayerChatTags=ClearArray
PlayerChatTags=(SteamID=123456789, ChatTag="Admin")

+Server Owners can feel free to reward server donations with both special donor nametags and special donor chat colors

Quality of Life
+Group icons can now be toggled to hide Steam Icons, hide player names, or hide both in the Options menu
+Pressing the escape button now prompts you if you'd like to return to the main menu if you're on the Save Select screen, or if you're on the Dino Select screen with 0 saved creatures
+Pressing the Escape key now exits the player from the Creature Select screen, the Character screen (screen with stats on the left), the Group Finder UI, and the Controls UI
+Reduced Waterfall sounds by 50%
+Ory, Ichthy, and Megalo now make eye contact with the camera while on the Dino Select screen like they do while in-game
+Added a new console command, SetModelAngles, which allows setting of four model parameters for screenshot posing
-Requires admin access for setting Growth
-Only applies on net-relevant clients
-Sets jaw angle, model pitch, model roll, and model offset off the ground for posing
+Group icons now stay anchored more firmly to the character and, in general, behave more cleanly

Server Optimization
+Server-side optimizations to our Player State class which should result in modest performance gains.
-From large servers, we will need some performance logs to see how much of an improvement this will give on heavily populated servers

Language Localization
+We now support Romanian


Bug Fixes
+Fixed: Grabbing a player who is entering a burrow no longer causes them to fall out of the grabbing player's jaw
+Fixed: Carcasses now spawn properly in burrows
+Fixed: Held foliage no longer casts a shadow, which caused large FPS drops while being held
-Carcasses and Characters also no longer cast shadows for the same reason. Characters, only while held.
+Maybe Fixed: Apato's stomp animation should now reliably play on non-owning clients
+Fixed: The Observer Camera can no longer be targeted by Acro Intimidating Roar or Para Alarm Call
+Fixed: Tabbing out and back in no longer hides the mouse cursor and jams the dino select UI
+Fixed: Ory's burrow digging HUD and Krono's Lunge power HUD no longer get stuck on-screen if the player returns to the creature select screen while these HUD elements are visible
+Fixed: Krono can no longer pick things up while it is coiling its lunge, causing the object to stretch
+Fixed: Odd behavior on some clients with Kronosaurus' Lunge ability
+Fixed: Pressing the Sprint or Scent keybind no longer resumes Ability ticking while darting
+Fixed: Aquatic eggs that are incubating inside the parent can no longer be grabbed
+Fixed: Pressing scent or sprint no longer resumes the Ability Power tick while coiling or performing a lunge as Kronosaurus
+Fixed: The chat no longer scrolls to the end while you're trying to scroll up and read previous messages if a new chat message is received
Aug 23, 2020
Beasts of Bermuda - Soals
Introducing Shimmer "Boa" Oryctodromeus!
It is time once again for a Beasts of Bermuda Video Making event! This time for everyone's favorite burrowing dinosaur the Oryctodromeus!


Rules
The rules have been adjusted, new changes have been made and added, and the way the entry is submitted has also changed. Please read the rules and stick to the requested format.
You can navigate to your preferred language in the google sheet by selecting the appropriate tab at the bottom of the page:
Link to the Video Event Rules

Participating in the Event with Discord
In order to submit videos to be awarded the skin, and get the most out of this event with the community, we highly recommend you join our Official Discord!

Once there be sure to check out these channels:
#shimmer-event-rules (Everything you need to know should be in here.)
#event-group-search (Looking for some people to help you participate? Check this channel out!)
#shimmer-submissions (This is where you go to submit your entry once you have it ready! You may also view additional screenshots of the skin here.)

The event will run from
August 23rd 2020 to September 23rd 2020
until 11:59 PM EST on that day!
Beasts of Bermuda - Soals
Thank you for your continued support and patience while we hammer out these bugs!

Balance and Mechanics
+Balance (public): The talent Swift Claws now has more of an effect on how quickly an Oryctodromeus can enter or exit a burrow
-This effect is now properly listed on the talent description
+Effects (public): Reduced the volume of crystals and water droplet sounds while in a burrow by 50%
+Balance (public): Increased the range of Oryctodromeus' Sand Attack ability by 100%
+Balance (public): Players under the effects of Sand Attack can no longer jump or sprint until it ends
+Balance (public): Reduced the size of burrow scent clouds by 75%
+Balance (public): Adjusted the juvenile and subadult speed and stamina scaling of Acro, Ichthy, Megalo, Ory, Pachy, Lurdu, Para, Sai, Ptera, rex, and Velo such that they have speed and stamina closer to their adult versions at these growth levels than before
+Balance (public): Adjusted the juvenile and subadult speed scaling of Apato such that it has speed much closer to their adult versions than before
+Balance (public): Buffed hatchling, juvenile, and subadult Apatosaurus turn radius
+Balance (public): Significantly buffed Apatosaurus stamina at hatchling, juvenile, and subadult growths such that it has more stamina than it does in adulthood at these growth levels

Bug Fixes
+Fixed (public, issue 497): Talent inherits no longer erase if you put a point into the talent before you've hit the growth level required to receive the inherit
+Fixed (public, issue 454): Tunnel network nodes just above sea level no longer change what decorative mesh they're using every time the tide level ticks
+Maybe Fixed (public): Players can no longer place a dirt block immediately while they are digging out a tunnel node with the right combination of inputs
+Fixed (public, issue 474): Apato can no longer stomp at the surface of the water
+Fixed (public): Players can no longer spam jump out of water to skip across bodies of water
+Fixed (public): Shelter state no longer goes to 100% if you're stuck into the ground or into other obstructions while grabbed
Aug 15, 2020
Beasts of Bermuda - Soals
We're deploying a small patch to fix some bugs and adjust some burrowing mechanics!

Burrow Optimization
+Reduced the number of dirt paddies that spawn from burrows by 87.5%, such that they do not blanket areas with lots of burrowing traffic
-This should drastically improve some players' FPS near heavily burrowed areas
-This will apply to currently existing burrows as well
+Dirt paddies no longer render while inside of a burrow, and burrow underground exit points and tunnel networks no longer render while outside of a burrow
-This saves a lot of 'render query result' time on the GPU

Burrow Mechanics
+Burrow entrances now only emit scent if they have been dug, moved, entered, or exited from within the past 15 minutes
-Previousy, use of a burrow would cause all burrow entrances in a large area to emit scent once again, making it very hard to figure out which burrow was actually being used
+Tunnel network despawn timers now only refresh when an Oryctodromeus digs a new tunnel node
-This prevents curious velos or other players from constantly refreshing tunnel network despawn timers, which is causing them to never actually despawn during regular gameplay

Shimmer Skins
+Added missing shimmer skin entries for players who participated in our Ichthyovenator Shimmer event

General Mechanics Changes
+Disabled collision on the observer camera / enterspectate
+Increased the minimum size of the use key trace for eating foliage while outside of a burrow
+The SetInBurrow command now properly updates the state of bInBurrow server-side as well as on the owning client

Bug Fixes
+Fixed: Inherits now reliably register on the client when the player hits growth thresholds appropriate for the inherits
+Fixed: Non net-relevant burrow entrances can now be smelt with scent
+Fixed: Clientside Crashing issues from various sources
+Fixed: Dropping held foliage bundles no longer occasionally results in them becoming stuck and unable to be interacted with
+Fixed: Rain particle effects no longer get stuck left behind the player when they go underwater
+Fixed: Quickly logging out and back onto an abandoned pawn that's been left in a burrow now properly sets the player's burrowed state to true
+Fixed: You can now carry carcasses into and out of burrow entrances
+Fixed: Para alarm call and acro roar no longer can hit players who are in a burrow while outside of a burrow
+Fixed: Players above-ground can no longer eat plants or mushrooms that are inside of a burrow
+Fixed: Errors in the state of whether or not a player is in a burrow (shows visual effects, ect) is now self-correcting when the player changes movement states
+Fixed: Fixed broken collision on one of the ruins that can spawn in ory burrows
+Fixed: Knockback effects no longer reset the cooldown on attacks, allowing a player to attack
Aug 10, 2020
Beasts of Bermuda - Soals


Added new playable creature:
The Oryctodromeus!


Oryctodromeus Burrowing
Digging Tunnels
+While above-ground, the Oryctodromeus can dig a tunnel entrance by pressing the Ability key.
-Once the entrance has been dug, it can be interacted with by pressing the Use key
+While underground, while in dig stance, the Oryctodromeus can dig new tunnel nodes in any direction by using LMB, and can fill dirt in any direction by using RMB
-Holding the Ability or Look Up keybindings will cause the Oryctodromeus to place a node upwards, rather than in the direction the camera is facing
-To dig a burrow exit, dig upwards until you get near the surface. Once close enough, it will show that you can place an exit rather than another tunnel node
+To exit the burrow while underground, either look at the exit and press the Use key, or press escape and select 'Leave Burrow'
-Leaving a burrow by the Escape Menu has a standard combat timer just like logging off or logging to another creature

Dirt Carrying
+While in a burrow there is a dirt jar HUD on the left side of the screen.
-When this dirt jar is full, you cannot dig more tunnels
-To empty the dirt jar, either fill in tunnel nodes that have already been dug, or exit the burrow, which causes the dirt to automatically place itself around your burrow entrance
-Every time a tunnel node is dug two dirt is added to your dirt inventory, and filling in a tunnel node only subtracts one dirt.

Attacking while in a Burrow
+To attack while in a burrow, press the Special keybind.
-This swaps between dig stance and attack stance.
-While in dig stance, the dirt jar HUD element is visible. You can dig by using LMB and place dirt by using RMB
-While in attack stance, the dirt jar HUD element is hidden. You can peck by using LMB and use Sand Attack by using RMB
-You are always in attack stance while outside of a burrow

Sand Attack
+While above ground or while in attack stance, the Oryctodromeus can use Sand Attack by pressing RMB.
-This attack blinds your opponent for a few seconds.
-Talenting into Sand Hoarder increases the effect of this special move.
-You cannot hit party members with Sand Attack.


Auto Jump
+To auto-jump while in a burrow, either press jump while already in the air or press jump twice while on the ground. If there is a suitable burrow ledge to jump up and onto, auto-jump will activate and bring you up
-This can be used by any creature, such that larger animals that may find themselves in a burrow can navigate different heights without getting stuck
-You cannot auto jump into passageways that are too small for you to fit otherwise

Burrow Scent
+Burrows that have been active in the past fifteen minutes release a purple scent at the entrance
-This uses the same timer as the Despawning Mechanics section describes, so it's an easy way to check if your burrow needs its despawn timer refreshed

Claustrophobia
+Added a new debuff named Claustrophobia.
-This debuff significantly drops comfort and damage output while in a burrow.
-The Oryctodromeus is immune to Claustrophobia.
-The talent Vigilance mitigates the effects of claustrophobia.
-The Velociraptor now has Vigilance in place of Heavy

Talents
+Vigilance increases the distance one can see while inside of a burrow.
-For creatures that are not an Oryctodromeus, it also reduces the negative effects of Claustrophobia.
-Currently, only the Oryctodromeus and the Velociraptor have access to this talent.
+Burrow Master increases both the amount of dirt you can carry before exiting a burrow to empty your dirt, and increases the amount of tunnel network entrances you can have
-Tunnel entrances belong to tunnel network chunks, so it is normal behavior for adjacent chunks to allow a player to spawn additional entrances
+Swift Claws increases the speed at which an Oryctodromeus can dig, as well as reduces the amount of Ability digging consumes
-It also allows an Oryctodromeus to enter or exit a burrow more quickly
+Sand Hoarder increases the time that Sand Attack lasts, and reduces its Ability cost as well


Tunnel Network Saves
+Tunnel network save data is saved in a separate file titled 'DynamicWorld' on servers. If, for any reason, servers need to wipe all tunnels on a server, deleting this file will do so safely without loss of any other save data
-Deleting this file will not cause loss of creature save data or saved profile data for players on the server

Despawning Mechanics
+Tunnel networks despawn after 72 hours of inactivity.
-Activity constitutes being present in the burrow while an activity tick happens
-Burrow activity ticks every 15 seconds, so make sure you stick around for a good few seconds while inside a tunnel network.
-Tunnel networks chunk to the nearest 10,000 UE units in each dimension (seen by typing displaycoords into the console)
-This means a node at coordinates <14000, -17000, 3500> is controlled by the tunnel network chunk centered at <10000, -20000, 0>
-When a tunnel network chunk is refreshed, it also refreshes every adjacent tunnel network chunk in each dimension (27 chunks total, making a 3x3x3 cube, each of which represents 10,000 UE units on the X, Y, and Z axis).
-You do not have to be an Oryctodromeus to refresh a tunnel network's despawn timer

Misc Burrowing Info
+Necrophobia does not apply to creatures inside a burrow
+Burrows have group icons that show up if the entrance belongs to either you or a member of your party. These burrow group icons show up only while close to the burrow. They can greatly help in finding your way back out of a complicated tunnel network.
+Logging off of a creature and then reselecting it for play will move the player above-ground at the location of the last-used burrow entrance
+Contact with water while underground will also move the player above-ground to the last-used burrow entrance
+Pressing Escape and selecting 'Leave Burrow' will allow a player who has gotten lost or stuck to leave a burrow and port to the last-used burrow entrance location, but this has a combat timer, much like logging off or swapping characters


Combat Game Mode
+While in the combat game mode, the player is now always brought to the creature creation screen, rather than the save selection screen
+While in the combat game mode, none of the player's creatures will save
+In Combat game mode, Necrophobia is no longer present for herbivores near carcasses
+In Combat game mode, points are now scored for killing members of your own species
+Significantly reduced the amount of points the blue crystals in the cave give
+Fixed: Player score now properly reduces by 65% every time the player dies or respawns
+Fixed: The Kills and Deaths info now properly displays on the player list
+Fixed: The number of talents given to freshly spawned players is now correct

Skins
+Added the Shimmer Ichthyovenator skin for event participants
+Added Fire Eel Ichthy by DJZ and Triptrap
+Added Swan ichthy by Natahi4 and Twilightwolf
+Added Sea Dragon Ichthy, by Omnomnivore and Natahi4
+Added Marsh Ichthy by Omnomnivore
+Added Butterfly Fish Ichthy by Twilight and Natahi4
+Added Hollow Ichthy by Triptrap and Vendi

User Interface
+Totally revamped the Escape Menu
+Totally revamped the Dino Select UI


Map Work
+Fixed the lighting issues on Forest_Island
+Added Forest_Island2 to the game once more (old map, was around pre-Steam release)
+Misc fixes and issues on Rival Shores and Ancestral Plains

Language Localization
+Danish is now supported
+Turkish is now supported

Balance / Mechanics Changes
+Swapped Velo's talent Heavy out for Vigilance (burrow visibility / claustrophobia resistance)
+Players no longer play a distress call when grabbed, which prevented action from being taken during the call
+Ungrouped herbivores now stress each other
+Herbivore herds are now restricted to having a maximum of 3 different species types per group. Admins can invite beyond this, just as they can with carnivores.
+Reduced the effectiveness of the Whipcrack talent. It now takes 3 talents to get the effectiveness of 2 in the previous patch
+Slightly reduced the apato's tail curling, such that it cannot wrap quite as far along its body towards its front legs
+Saichania no longer suffers food poisoning from eating cacti
+Piscivores now gain food satiation from eating carcasses left by dead players and from destroyed eggs
+Improved Mosasaurus' turn rate while darting by 40%
+Improved Lurdusaurus' turn rate while darting by 20%
+Reduced the minimum size of the use key trace when searching for plants to eat, which was making it hard for very small creatures to eat without eating adjacent plants as well
+Velo's bite attack now costs 6.5 Ability Power, up from 5.0
+The stamina and ability power tick now pauses while dart is active
+Altered tornado target seeking such that it avoids flying or swimming creatures
+Increased lag hit threshold size such that less legitimate client-side hits are rejected server-side due to client-server disagreement
+Female aquatics now have a 30 second time window to possess their own egg
+Improved Pachy's uphill sprinting speed
+All animals can now pick up plants more easily, and plants in general weigh less
+Significantly increased the speed of hatchling aquatics
+Being larger than 1.0 no longer influences how momentum and slopes interact with your movement speed
+Dead creatures no longer automatically get deleted after 48 hours
-This hopefully flushes out a bug where dead creatures have been deleted before the 48 hour timer has run
+Toggling the resource display or HUD now hides the ory dirt meter, the ory burrow digging meter, and the krono lunge meter
+The 'Press E to Use' interaction messages now hide if you have the HUD set to hide


Bug Fixes
+Fixed: Pteranodon, Velo, and Rex now blend their swimming and eating animations properly
+Fixed: Players with duplicate names now show up properly on the player list
+Fixed: The Persistance talent no longer interacts with Thick Hide and Sharp Teeth
+Fixed: Players who load from save data now properly initialize talents server-side
+Fixed: Odd behaviors with groups if a player created multiple groups using the same creature while other group members were offline
+Fixed: Aquatics can now consistently breathe air from steeply graded river surfaces
+Fixed: Knockback or falling doesn't interrupt apato's attacks anymore
+Fixed: The egg's camera now properly attaches to the egg, rather than floating way above the egg
+Fixed: Soft group caps should now properly work and apply correct comfort loss client-side to players in overcrowded groups
+Fixed: Eggs should no longer cause players that go back to creature screen to have black void from burrow & egg overlay in every case.
+Fixed: Eggs possessed and then left by the player no longer chirp if the player does a vocal
+Fixed: Settings in the keybinds window regarding mouse sensitity, etc, now saves and loads properly
+Fixed: It should play dart animation as ichty when darting and grabbing at the same time now
+Fixed: Ptera should no longer do running animation while swimming
+Fixed: Pachy's neck no longer behaves erratically while it is in the sitting position
+Fixed: You can no longer select and start as another creature from the dino selection screen while a pending request to join a nest exists, leading to undesirable game behavior
+Fixed: The 'Too Old to Swap Skin' message no longer comes up if you swap between creatures on the dino selection screen
+Fixed: Satiation now behaves properly when eating multiple plants at a time
+Fixed: Display messages informing the player of an increase in friendship grade between them and another player now properly display the correct grade
+Fixed: Apato can no longer turn faster than it's supposed to by pressing the jump key
+Fixed: Under certain circumstances, the keybinding menu would break one of the movement key bindings, setting it to 'None' and disallowing the player to properly set their keybinds
+Fixed: Velo walking grabbing animation and Velo swimming grabbing animation
+Fixed: Creatures no longer stand slightly off the ground. This was particularly noticeable on small animals like velo
+Fixed: Carnivores now have an animation for jumping and eating at the same time instead of playing the walking animation.
+Fixed: Krono can no longer begin lunging while it is still playing an attack or vocal animation
+Fixed: You can no longer use the 'Lay a Nest' keybind while in an egg
+Closed Pachy's mouth, and Megalosaurus now plays a different animation while eating while underwater

Screenshots by Detestation, Callie, and Triptrap.
Beasts of Bermuda - Soals

Its time for another video-making event, this time for the brand new Ichthyovenator! To participate, please read over the Rules and Guidelines! Failure to follow the rules may lead to disqualification!

How to Enter

You will need to join our Official Discord, and message the following format in a private message to the user EchoAlien:

Participants:
Video Link:
Spotlight Bonus:


For Participants, The first number is the Steam ID64, the center is the individuals name, and the right is the Discord Dev ID. Please use Google if you do not know how to find the Steam ID 64, or the Discord Dev ID!

Spotlight Bonus is only needed if you have more participants than the limit, otherwise you can leave that out. Those in Spotlight Limit will only receive the skin if your video entry is a favorite of the official game staff!

Entry Example:

Participants:
76561198083026152 IndigoBlue 317764420753293322
76561198015374176 EchoAlien 168665144442748928
Video Link:
[Insert Video Link Here.]
Spotlight Bonus:
None


Shimmer Event Rules, Guidelines, and Limitations

The Beasts of Bermuda Official Staff (Moderators and above) reserve the right to deny skins to participants who are offenders regarding the Event and its rules for any reason deemed appropriate by the Staff, including but not limited to bad behavior, falsifying information, or finding loopholes within the conditions written for the event. Participants who break these terms can be reported, and if adequate proof is provided, and they cannot provide counter evidence to defend themselves, may be denied the skin, and if the offense is bad enough, or retaliation occurs, may also be banned from future events. If you have questions regarding these conditions, contact the Head Moderator or Quality Assurance Manager.

Event Guidelines and Requirements

Avoid being any shorter than the minimum, or longer than the maximum for your video entry:
Minimum Video Time: 30 seconds.
Maximum Video Time: 20 minutes.

- The creature the Shimmer is for must be featured as the primary subject in the video. This can be done with gameplay recording, or other means that are listed in the examples below. If your entry does not contain game footage, it must contain some other indicator that the video is connected to Beasts of Bermuda.

- Must contain more than just raw game footage if you are choosing gameplay as your route for your entry. (Raw footage is recording the game with or without sound, and then uploading it without doing anything else to it.)

- Doing any of these things to/for your video can potentially qualify you to recieve the skin, and are listed here as examples, but may not be the only limitations if good effort is noticable:
- Adding Music, Sound Effects, Memes, or other things of that nature throughout your video.
- Speed Paints.
- Animations.
- Vocal work (such as Documentaries or "Lets Plays".)
- Scene switching.
- Other forms of editing such as adding text, or special effects.

- You do not require high-end hardware or software to enter. Having watermarks in the video as a result of using trial on a program, or having bad FPS will not effect your chances of getting the skin as a normal entry. The only thing this may effect is your chances of getting Spotlight on the Announcements when the Event is over.

Additional Conditions

- One skin per person (You may pick which account, but may not put your alt accounts as participants to gain more skins for yourself. Getting caught attempting to do this may result in denial of skin from all known accounts of the offender.)

- Max number of Participants is 5 (five) people.

- If your video has more than 5 participants, and the video is picked as a favorite of the Staff to receive a Spotlight in Announcements, all participants for the video will receive the skin. Spotlight videos are chosen by vote by the Official Beasts of Bermuda Staff, and are selected based on overall visible effort, quality, and uniqueness, so do your best if you want to try to earn Spotlight.

- This event is NOT a contest! If you meet the basic participant requirements, up to 5 people of your participating group will still receive the skin, earning Spotlight only allows the qualifying video to earn skins for higher than the 5 participant limit.

- You must communicate with those planning to participate and clarify between your participants(if there are more than the max permitted number of participants) who will get the skin prior to putting the work in, in the event that your video does not get Spotlight.

- Participants count as the following:
- Actors who are aware and made prior arrangements with you to be involved in your video.
- Recorders
- Video Editors
- You cannot include non-participants to receive the skin unless they qualify in one of the above categories.

The event ends on July 25th at 11:59PM EST!
Beasts of Bermuda - Soals


Ichthyovenator



+Replaced the old Ichthyovenator model with a new, updated model
-The new model has underweight, overweight, and baby morphs
-The new Ichthy has three skins:
Lizard, by Twilightwolf, concept by Natahi4
Striped, by Callie, Triptrap, and Omnomnivore
Deepsea, by Triptrap and Omnomnivore
-Ichthy currently is missing its 4 and 5 calls. This is normal.


Megalosaurus
+The Megalosaurus has been going to the gym over the past week. It has been buffed back up quite a bit.

Mechanics Changes
+Your head now looks straight forward while darting as ichthy, lurdu, mosa, or elasmo
+Improved ease of interacting with foliage for small animals
+The talent Nimble Footed now increases your turn rate while swimming or falling, both for aquatic and terrestrial creatures
+Lowered volume of waterfalls

Balance Changes
+Reduced Kronosaurus' swimming turn rate by 33%
+Reduced Mosasaurus' ability power scaling past 1.0 by 50%
+Reduced injury damage recieved by struggling out of a mosa jaw from 50 to 40
+Increased Kronosaurus' lunge time by 1.5 seconds, to 2.0 seconds total time lunging
+Buffed the Slippery talent such that 2 talent points invested now give the benefit 3 used to give
+Slightly reduced mosa grab hitbox width
+Elasmosaurus can now struggle out of a Mosa jaw, just like Lurdu and Ichthy
+Kronosaurus damage scaling now behaves like the rex - less damage while small
+Increased Mosasaurus base damage from 140 to 165
+Reduced the ability power tick size scaling on Mosasaurus, such that at larger sizes, ability power ticks arent reduced by as much
+Increased Kronosaurus upfront lunge cost to 30 ability power, up from 20
+Decreased Kronosaurus lunging coil cost to 10 ability power per second, down from 12.5


Bug Fixes
+Fixed: The Megalosaurus sacred skin now works properly with the model update
+Fixed: Soft group cap comfort drops now work properly when players are out of net-relevance range with one-another
+Fixed: Double tapping and holding the use key no longer causes some animals to slide along the ground.
+Fixed: It is no longer possible for sprinting to be slower than walking if you stack several movement speed-reducing mods on top of one-another (pregnant, fat, carrying stuff, etc)
+Fixed: The Megalosaurus dew claw now properly connects on the baby morph
+Fixed: After darting, animals should no longer continue sliding around on the terrain if the darting angle was high and the terrain is steep
+Fixed: Pressing escape while transitioning to the save select screen no longer results in an escape menu UI jam that forces the player to leave the server
+Fixed: If a carcass finishes rotting while being carried, it no longer jams your jaw open and jams you with carry weight you cannot get rid of
+Fixed: Megalo's Claws now properly recolor
+Fixed: Group icons no longer get stuck on-screen for players who are behind you
+Fixed: Pachy no longer starts gaining ability power while charging if it does a head butt
+Fixed: The Powerful Lunge talent now properly returns more ability power to the player when they hit with lunge, rather than less
+Fixed: Friendship is now accounted for when considering damage from Pachy's charge or Krono's lunge attack
+Fixed: Aquatic creatures no longer indefinitely slide along the terrain if they jump onto land
+Fixed: Various reported map bugs on Rival Shores
+Fixed: Velo, Acro, Megalo, Ichthy, Tyrannosaurus, and Pachy no longer stand up to play vocal animations while crouched
+Fixed: Skin name edit being ignored if not pressing enter
+Fixed: The afk timer now properly updates while working on skins, preventing the player from being kicked from the server due to inactivity while doing so
+Fixed: Underwater blur staying on screen when out of water

Screenshots by discord community members: Katze, Bite, Indigoblue, River, Lazulie, and Callie.
Jun 17, 2020
Beasts of Bermuda - Soals
While this patch is heavily geared towards fixing bugs that are currently causing problems on our public branch, it does have another nice surprise in it! Cαllie has done some improvements to our Megalosaurus model! She also gave it a baby morph, a fat morph, and a starvation morph! Here's a picture of the new baby morph! You'll need to go over (or under) eat to see the fat and starvation morphs!



+New (public): Improved the Megalosaurus model
+New (public): The Megalosaurus now has a proper morph target to
indigate being over (or under) fed
+New (public): The Megalosaurus now has a baby morph target

+Fixed: A FPS spike no longer occurs when dropping held foliage bundles
+Fixed: Order of operation issue that could, on rare occasion, cause another server crash.
+Fixed: Eggs should no longer save duplicates when possessed by a player, saving, and the server restarting or crashing.
+Fixed: Bleed damage is now influenced by friendship grades while in a group with another player
+Fixed: Rare but existing crash on startup for servers with old (patch 1.1.910) dead entities data. If that'd occur, the server would no longer start. Servers may get messages about dead entities being culled when the server starts. These entities hold invalid data and reviving them would otherwise cause problems.
+Fixed: Fixed a crash that could occur when trying to spawn an entity with an invalid index
+Fixed: Logic error that would cause inconsistencies when saving or updating data at runtime (e.g switching creature, getting nested, etc), and cause rollbacks and similar issues.
+Fixed: The player list now sorts alphabetically once again
+Fixed: Server crash related to the server saving while garbage collecting
+Fixed : All console commands that are either explicitly blocked or allowed should now reliably be returned as blocked or allowed by the IsCommandBlocked and IsCommandAllowed functions
+Misc: Group Finder messages in chat no longer show up in global chat if the player is muted. They still show up in party to alert party members of who's doing the name changes.
+Fixed: Group icons no longer flicker in the top left corner of the screen when the player transitions across net relevance range
+Fixed: The background image on the talent screen now properly displays when you first open the talent screen
+Potentially fixed the "VerifyTimeout" crash happening when loging in (deleted the command, and made a timer that self destroy this actor in case of timeout)
+Fixed: Kronosaurus and Elasmosaurus can no longer use regular attacks while out of air
+Fixed: Skin Saving works properly

Screenshots by Triptrap and Predatoria
...