+When a player refuses a request to join the nest or to nest, or to mate, the requester gets temporarily "blocked" for these specific requests. The current cooldown is 2 minutes.
Forest Fires
+The innate weather resistance of a non-swimmer creature now modifies how much damage they take from fires -Apato and Sai have particularly high weather resistance stats -Ichthy, Lurdu, Mosa, Krono, and Elasmo are not influenced by this -The Weather Resistance talent does not further reduce forest fire damage +Creatures who have their feet in water no longer can suffer from forest fire flame damage, nor can they be caught on fire -Getting your feet in water will still not put out an already active fire on the player. This requires entering the swimming state
Water Satiation
+Doubled the rate at which water source dirtiness goes away +Full water sat growth benefit is now achieved by having any level of water satiation +Water now cleans itself more quickly when 50 or more players are on the server. For every 50 players online, the rate gains +100% faster cleaning rate. +Water sources get boring at 2/3 the rate they did previously
Skin Mutations
+Bioluminescent skin mutations should now have a consistent chance of rolling across all skins
Rival Shores
+Added a rock slope to the new cave on RS so fat apatos can get out +Made Rival Shores bridge between jungle and forest islands wider at low tide +Made the snowy river deep enough for a 1.2 mosa to swim through (don't recommend larger sizes) +Added a new aquatic cave to Rival Shores +Added new ice shelter on Snowy on RS +Made the base of the waterfall on snowy nicer +Fixed the "baby hole" on snowy to be a normal small shelter +Added a velo/ory sized ice cave
Balance Changes
+Balance: While charging, Pachy no longer deals excessive damage and injury if they hit while jumping +Balance: The Thick Skull talent's damage increase to dart has been increased by 100%
Optimization
+Reduced frame hitch when using scent in crowded areas
Bug Fixes
+Fixed: The requests UI status widget not sizing to fit to the text properly +Fixed: The first message in the top left stack area for requests no longer gets the upper angle of the triangle cut off. +Fixed: The greyness of Ory quills +Fixed: Broken eggs now replicate the state of the egg yolk's eaten-ness properly +Fixed : Issue where the claws on rex did not recolor properly +Fixed: The Elusiveness talent now interacts properly with Kronosaurus' lunge +Fixed: Drinking freshwater through the landscape mesh +Fixed: Elusive players now have the proper graphical effect when entering net relevance range on the non-owning client +Fixed: You can now struggle out of grabs if the grabbing creature is beached +Fixed: Megalosaurus state jam that resulted from using the Identify ability while sitting down +Fixed: Plant debris from tornadoes no longer knocks players into the air +Fixed: Players who would drop large carcasses now drop the proper carcass size (2250 command carcass size or greater) +Fixed: Logging in while underwater no longer results in your breath bar being at 0% if you logged out while above water +Fixed: Comfort Bias, Comfort, Stamina, and Ability Power now save and load properly +Fixed: Thick Skull now properly increases damage +Fixed: Krono's lunge can no longer be blocked by an aquatic egg +Fixed: Tornados can no longer interact with grabbed players or eggs, causing the parent to be picked up as well +Fixed: Several server and client crash sources +Fixed: Certain freshwater sources playing frog ambiance when they should not be +Fixed: Main menu sounds not hooked properly to the game settings, they are now controlled by the environmental sound setting +Fixed: Main Menu graphical issues
Misc
+Updated several language localization texts +Added/Fixed Missing ID entries for Phoenix tropeo
+Added new natural disaster: Forest Fires -When fires start, they cannot deal damage or spread immediately, giving the player about 10 seconds to escape if one unluckily spawns underneath them -Coming into contact with fires will apply a 'On Fire,' debuff for 10 seconds. While on fire, you take periodic damage. Entering water will put this debuff out. -Being in close proximity to direct flames will cause very significant damage to the player. -Being close to significant amounts of fire, smoke, and ash will apply a Stressful Scene debuff. This debuff applies a comfort loss and also serves as a warning for the next debuff -Being close to very significant amounts of fire, smoke, and ash will apply a Suffocation debuff. This debuff starts your breath bar timer. Leaving the area will allow you to breathe -From a distance, a forest fire will release large puffs of smoke, allowing players to easily see the presence of forest fires are on the map +Forest Fire Spawning: -Forest fires spawn from three sources -Dry Lightning can frequently spawn very aggressive forest fires, but is a relatively rare weather type -Thunderstorms frequently spawn smaller, localized forest fires. Rain often dampens their spread -Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly +Forest Fires can be started with the SpawnFire console command. -Note that fires all use internal global counters that aggregate together, meaning if you want a 'fresh' fire, you need to wait for the old fire to totally stop releasing smoke before spawning another -This command requires "Control Weather" permissions to use +Forest Fires can burn down entire islands (or more) on Rival Shores, and have been seen to sometimes even burn down most of the mainland on Ancestral Plains. -Very significant optimizations have been done regarding foliage eating, foliage respawning, and sending eaten foliage state data to joining clients to enable this kind of destruction to occur without issue +Players selecting a creature for play will now receive a warning prompt if that creature spawns near a forest fire +Spawn points near forest fires will not be selected for use
------Water Satiation and Water Dirtiness------
+Added new mechanic - Water Satiation and Water Dirtiness +Added new status condition, Water Satiation. To obtain Water Satiation, drink from fresh, new water sources -Dirty water sources smell brown, and water sources now dirty when drunk from by many players -Water Satiation improves growth rate +Added new status condition, Water Poisoning. Drinking from dirty, brown smelling water grants water poisoning. -Water Poisoning decays over time back to zero, and can be seen by having negative water satiation on the O menu -Water Poisoning displays a debuff in the corner of the screen -Drinking from fresh, clean water will remedy water poisoning. Eating comfort flowers or crystals will not. -Water Poisoning applies a comfort drop that gets more severe as more poisoning is obtained +Drinking from bodies of water will dirty them. Bigger creatures dirty water more rapidly. +Water gradually cleans itself over time. It rapidly cleanses during intense rain -Drinking from water that is both clean and new and exciting will provide the most water satiation. New and exciting, somewhat dirty water and somewhat boring, clean water provide satiation as well -Sources you are bored of that are also dirty will provide negative water satiation, which is considered water poisoning when it goes negative -This should ensure newer players or roaming players who stumble across dirty water sources are not punished for something beyond their control -Dirty water sources now smell brown, rather than blue, and looks muddy -Water can now be smelt and will prompt the player about how clean it is. This same prompt is now displayed when you begin drinking from a water source -Water Satiation behaves exactly as Food Satiation does, and is removed on the water tick in place of your water bar. -You can drink from water bodies that provide you water satiation until your water satiation is full, even if full on water +Permanent water bodies such as rivers never can provide water satiation, but they also never can get dirty +Orys can now find cucumbers in their burrows, which give +1.5 water satiation when eaten +Tough Stomach reduces the amount of water poisoning received, but does not improve water satiation gain +Water Satiation can never go above 50 +Water Poisoning is shown as negative Water Satiation on the stats screen +Adjusted water body size stats on Rival Shores and Ancestral Plains to better balance them for water satiation and dirtiness +Added new Mobility Trial, Water Satiation, which behaves very similarly to the Food Satiation Trial. Krono, Mosa, and Elasmo do not have this Trial. +Water source boringness / excitingness no longer resets when the player logs out. It takes 45 minutes for a water source to once again be new and exciting
------Added Skin Mutations------
+While mating, players may now encounter various mutations Currently mutations are the following: -Albino (This also has a chance to happen on just a couple skin parts and not all of them) -Melanistic (This also has a chance to happen on just a couple skin parts and not all of them) -Wildcard color mutation - can happen at any time on any layer -Color Mutation - can happen at any time on any layer, drifts the color randomly around the hue ring (cannot exceed 1% of hue drift) -Bioluminescent Mutation - This one is rare. A random skin layer becomes bioluminescent. This will affect stripes and similar patterns. This mutation has the same chance of happening on any skin.
------Upgraded Sky Sphere and Ocean------
+The new Sky Sphere has volumetric clouds and cloud shadows +Warning: These are expensive. They can, however, be disabled via the Effects Quality graphical options. -EQ low = no water caustics, no cloud shadows, 2D clouds -EQ med = water caustics, cloud shadows, 2D clouds -EQ high = water caustics, cloud shadows, volumetric clouds, exponential height fog -EQ ultra = water caustics, cloud shadows, volumetric clouds viewable from above (performance), volumetric fog -UQ cinematic = water caustics, cloud shadows, volumetric clouds viewable from above (quality), volumetric fog +Enabled denser night fog on all playable maps +The new Ocean has rolling, less chaotic waves -It's also less prone to running up against the shore or poking through the map at further view distances +Weather sound effects such as wind sounds, thunder sounds, and visual effects such as rain, fog, and lightning have been improved +The weather now rolls between Sunny, Partly Cloudy, and Cloudy for the intervals that span between weather events such as Cloudy (now named Overcast), Foggy, Rain, and Dry Lightning -There is a 50% chance of Sunny (little to no cloud cover), a 30% chance of partly cloudy (the 'default' cloud cover UDS had on the previous patch cook), and a 20% chance of cloudy (heavier but still partly-cloudy cloud cover) +Added a Type argument to the setweather command. Accepts the name of the enum weather event types: -Sunny, PartlyCloudy, Cloudy, Overcast, Rain, Fog, DryLightning (not case sensitive)
------Fish------
+Updated the 'Gamecube Fish' to use a nicer, Chinlea fish model +Fish can now be picked up by double tapping and holding down the use key while in close proximity to the fish. -Only piscivores (Ichthy, Tropeo, Ptera, and Elasmo) can pick up fish -Fish behave as any other held "foliage" object, and can be dropped, eaten, or picked up again -Herbivores cannot eat fish, even if dropped -The Stoic talent reduces how much Weight fish apply when picked up +You can now eat fish while darting
------New Player Requests UI------
+Updated all in-game requests to use a new, significantly nicer looking UI -This includes group join requests, group invites, nesting requests, mating requests, and kicking from groups +Added support for group votes on several request types -This includes group votes to both allow players to join groups and group votes to kick players from groups -To join a nest, if either parent rejects the request to join the nest, the player cannot join +Added support for multiple requests to be outgoing at once, including group invites, mating invites, etc +Several in-game prompts should now use the new requests widget system instead of the older one -This includes prompts such as "You have received XX eggs!" and other similar typed prompts
------New Playerlist UI------
+Added new UI to replace the old player list UI (tab menu) +Added tab to the player list that displys group members only +Moved the Group Finder to the player list, under its own tab. It is no longer on the escape menu. +On the Group tab, one can now see if somebody is your parent, mate, or offspring +Mousing over steam avatars on the player list now makes them show in maximum size (184x184)
------General New Stuff------
+Added Baby and fat morph targets to Velociraptor +Added New Rex Skin: Mottled by Tserra +Added New Tropeo Skin: Spotted by Tserra & Natahi4 +Imported and set up new Tyrannosaurus sounds for vocal calls, bites, eat, drink, and sit/sleep transition animations +Added Wildfire ichthy skin +Added new language support: Bulgarian +All Phoenix Tropeognathus event participants should have their shimmer skin rewarded. -Selecting this skin is safe. It won't show up on public branch yet, but it won't cause problems if you use it on the public test. +Added totally new Main Menu
------Growth Tick Changes------
+Balance (public): Max growth speed from comfort is now obtained at 67 comfort, to not punish players who may be further from their group and not receiving very strong "Near Friends" comfort buffs +Balance (public): Growth ticks are now determined by Food, Water, Comfort, and Water Satiation. -To obtain growth ticks equal to pre-patch maxed out food, water, and comfort ticks, the average of these must be 89% full, giving some leeway if one stat isn't excellent +The intent of the above changes are to make it so the best strategy for fast growth is no longer idling in large groups. Players who are actively exploring the map and obtaining water sat should now grow more quickly than players who are idle
------Server Badges------
+Implemented the Community badges, currently located on the server row for each server that has a badge -Servers that have been in long-term, good standing in our community will have badges that reflect as such -These may not be added to all appropriate servers yet for the public test session.
------Scent Hint Prompts------
+Added scent hint prompts to several in-game objects that the player can interact with -While using scent, carcasses will tell you how fresh the carcass is and will inform you whether or not it provides satiation -Bodies of drinkable water will tell you how clean the water source is -Burrow scents now inform you that the burrow was recently in use -Eggs now show whether or not they are yours, and also inform you of the species of the egg if you have Egg Thief -Several interactable foliage objects such as comfort flowers now state what they do -Scent clouds from other creatures now tell you what species they belong to -Fat plants now inform you that they are delicious and should be eaten, as a herbivore -This functionality can be disabled through Gameplay Options, under Preferred Interaction Prompt Mode +You can now smell your own eggs without requiring the Egg Thief talent
------Quality of Life Changes------
+Added the lens flare quality setting +Added gamma correction setting in the graphics settings +Skins now have a HEX display that can be used to get and set color values individually +Toned down the teeth emissive significantly on Rex +Adjusted Tyrannosaurus rex's head look angles while stationary, walking, and sprinting +Adjusted Tyrannosaurus rex's pupils so they better make eye contact with the viewer +The Unstuck button now starts a 600 second timer that teleports the player to a random, appropriate spawn point while they wait on the escape menu +Added tooltip to Devastating Ambush's status condition +Score on the player list now shows in thousands (K) or in millions (M), rather than showing the absolute number +Game will now prompt the player if they happen to try to spawn a saved creature in an area that is potentially dangerous. -Currently, situations checked are: -Underwater as terrestrial -beached as swimmer +Added status condition indicator icons that show whether or not you're in Tunneling or Attack stance as an ory +Reduced Tyrannosaurus' sit and drink sounds down by 30% +Ocean caustics should no longer slide along the seafloor while far away from the map origin
------Administrator------
+Added new console command, MoveToRandomSpawnPoint, which allows moving a player to random, appropriate spawn -It requires teleport admin permissions to use +All admin commands should now prompt the client if they lack permissions to use the command rather than failing silently +The admin command toggleplayernametags now requires UseObserver permissions +Added new console command, DisbandAllGroups. Disbands all groups for all online players. +Added a new console argument, bForceLongStorm, to forcestorm. When true, it's much more likely to generate a lengthy, intense weather event +Added new server config variable, bDisableLocalChat, which allows servers to disable the blue, /l local chat +Viewing of the server manager now requires admin permissions for CheckServerData or ModifyServerData. Deleting of creatures in the server manager requires ModifyServerDataPermission +Added a new command: Reskin <player name or id> which allows an administrator to let a player replace or adjust their skin if needed. +The admin observer camera can now use the megalosaurus ability +The admin command 'ForceStorm' now has an input argument. It accepts overcast, fog, rain, or drylightning. If not provided, it defaults to rain +Added a new console command, SpawnPlant, which spawns a glowing herbivore plant. It behaves similarly to SpawnCarcass +The SetGender console command now has a player name / ID input argument, and no longer dirties the creature when used -If the player name / ID argument is left empty, it will default to being used on oneself
------Optimizations------
+Significantly reduced the count and size of eaten foliage state packets the client receives when joining a server -While loading eaten foliage state data, a throbber now appears on the screen +Reworked hitbox code to lighten server loading +Removed several UE4-native replicated properties from character class - big source of server CPU usage +Moved several BoB-specific replicated properties out of character class - big source of server CPU usage +Optimization (public): Disabled unused Kinematic bone stuff. Was using 3% or so of total CPU +Minor Optimization (public): Removed some old code that was running an unused springarm server-side (0.6% total CPU usage) +Optimization (public): Fixed issue where eaten, woody foliage was causing un-necessary frame drops, especially when lots of woody foliage was eaten +Misc Minor Server Optimizations -Disabled pupil tracking serverside -Carcasses no longer tick on the server -Disabled fish controller ticking on the server +Optimized sending of player location data such that it's drastically less expensive on the network +Implemented a major skin network optimization +The cumulative sum of these optimizations should result in rather significant server-side performance improvements. We encourage servers to experiment with increasing their player slot counts.
------General Mechanics Changes------
+Carnivores can now eat the bones that spawn in ory burrows +Overpopulation caps now check for how many players of that species are online rather than checking this number minus one +Larger animals should now move more noticeably with the Ocean waves while at the surface +Enabled the console commands 'stat gpu' and 'stat memory' to help diagnose performance and memory issues +Terrestrial and flyer typed fresh spawns should no longer spawn underwater during floods -A terrestrial spawn point above the maximum flood point has been added to all maps +Ocean tides now have spring and neap tides +The head look angle no longer goes lower while carrying objects if swimming +Removed the KILLING BLOW! text from printing under all conditions. +Increased growth speeds from 0.7 to 1.2 significantly +Creatures dying above the Ocean's surface now spawn a carcass at the Ocean surface, rather than on the floor of the Ocean +Creatures dying in the Ocean now drop a carcass where they died, rather than on the floor of the Ocean +Adjusted head tracking so the head stays more level while sprinting +Set up meshing detection on bite hits such that biting through walls, logs, or other obstructions is no longer possible +Fov command is clamped to user settings
------Balance Changes------
-Note, several bug fixes also will influence balance +Carrying held objects while in flight now slows down your flight speed +Scavenger no longer grants additional food from eggs +Sprinting no longer consumes oxygen for aquatics +Attacking no longer consumes oxygen for aquatics +More food poisoning is now obtained for non-piscivores while eating fish +Reduced the comfort bonuses received for having high friendship grades with other players +The Crowded Group status condition now reduces growth rate by 15% +Increased the comfort drop associated with being over the soft cap limit by 50% +Semi-aquatics now get sitting-sized (2x) health regeneration ticks while swimming +Increased the effectiveness of the Egg Thief talent by 25% +All creatures will receive a talent reset in this patch +Out of Element now increases damage dealt while it is storming
Acrocanthosaurus
+Acro roar's damage reduction is no longer considered when applying thick hide or sharp teeth
Elasmosaurus
+Increased the oxygen cost of using dart to 45, up from 30 +Increased Elasmosaurus' swim sprint speed to 1900, up from 1750 +Increased Elasmosaurus' swim walk speed up to 900, from 800 +Reduced stamina and ability resource costs of Elasmosaurus' dart by 20%
Kronosaurus
+Reduced the ability cost of Kronosaurus' bite down to 12, from 15 +While aiming Lunge, Kronosaurus now orients towards the direction of your control input (camera + keys) +Reduced Swift Flippered's influence on Krono's lunge control by 50% +Kronosaurus can now charge its lunge 20% further +Kronosaurus' weight for the purposes of grabbing or being grabbed has been increased by 50% (buffed)
Megalosaurus
+Reduced Megalosaurus' base bite damage to 115, down from 135
Mosasaurus
+Increased the oxygen cost of using dart to 45, up from 30
Oryctodromeus
+Oryctodromeus now has Wing Tear in place of Out of Element -Wing Tear increases damage dealt to flyers and also inflicts significant injury damage
Pachycephalosaurus
+Replaced Pachy's Out of Element talent with Stoic
Parasaurolophus
+Para no longer exits quadrupedal stance if it jumps +Improved Para hatchling and juvenile speeds +Reduced Para's stomp ability power cost to 28, down from 35 +Increased Para's stationary swim turn rate to 85, up from 70 +Increased Para's sprinting swim turn rate to 55, up from 45
Pteranodon
+Increased Pteranodon's swim sprint speed to 775, up from 650 +Increased Pteranodon's swim walk speed to 380, up from 325 +Pteranodon can now dart. It cannot struggle. +Pteranodon takes 15 stamina baseline to take off from land or from freefall, improved by the Quick Takeoff talent +Reduced Pteranodon's injury damage by 33% under all scenarios
Saichania
+Saichania's reflect no longer scales with its damage output beyond 1.0 growth
Tropeognathus
+Adjusted Tropeo down bite angle +Increased Tropeognathus' swim sprint speed to 800, up from 650 +Increased Tropeognathus' swim walk speed to 400, up from 325 +Tropeognathus can now dart. It cannot struggle. +Tropeognathus takes 25 stamina baseline to take off from land or from freefall, improved by the Quick Takeoff talent +Tropeognathus can no longer hit players who are behind them with Wing Beat while on the ground
Tyrannosaurus
+Tyrannosaurus rex's down bite no longer goes into its chest and is better-aimed at the feet while stationary +Devastating Ambush now consumes stamina while in use, but continues even while out of stamina +Swapped the location of Intimidation and Sharp Teeth on the Tyrannosaurus rex talent tree +Reduced Tyrannosaurus' swim sprint speed to 400, down from 600 +Reduced Tyrannosaurus' swim walk speed to 300, down from 350 +Reduced turn rate while using Devastating Ambushed by a further 25% +Tyrannosaurus no longer receives double the increase in stamina from the Endurance talent
Velociraptor
+Velociraptor now has Wing Tear in place of Out of Element -Wing Tear increases damage dealt to flyers and also inflicts significant injury damage +Velociraptor now has Acrobat in place of Tough Stomach -Acrobat significantly reduces damage taken if hit while in the air (jumping, falling) +Velociraptor now has Vigilance where Intimidation was, and has Arboreal where Vigilance was. -Arboreal significantly increases climbing speed
------Bug Fixes------
+Fixed: Trials no longer reset for parents if their offspring reaches adult age (0.7 growth) while they are offline +Fixed: The Beachgoer talent now improves turn radius while on land +Fixed: Tough Stomach now properly mitigates against the turn radius reduction incurred while overweight +Fixed: If exiting a sprint and transitioning to walking, characters now properly use their walking turn rate stat +Fixed: Bright underwater fog near dawn and dusk while underwater +Fixed: Offspring Trials no longer receive an additional point until your child grows to 0.7 +Fixed: While offline or on a different creature, if your offspring grows beyond 0.7, you're now given an Offspring Trial point +Fixed: Pressing the ability key while Devastating Ambush is in use no longer causes undesirable behavior +Fixed: Water sources underground or in caves no longer release blue scent clouds through the landscape mesh +Fixed: Pressing escape while on the dino select screen no longer deletes the spawned creature if you have zero saved creatures +Fixed: Alt f4'ing no longer bypasses the logout timer if you've been standing still for 30 seconds +Fixed: Using Megalo's ability no longer resets its bite timer +Fixed: Eating carcasses with your internet disconnected no longer grants food +Fixed: Eating fat plants with your internet disconnected no longer grants food +Fixed: While picking up plants, they no longer occasionally duplicate +Fixed: Picking up foliage while carrying too much no longer causes frame drops due to the 'You're carrying too much' widget drawing on top of itself +Fixed: Tornados now pick up and throw plant debris +Fixed: Pressing enter while on the main menu no longer brings up the chat window +Fixed many map bugs on Rival Shores, Forest Island, and Ancestral Plains +Fixed: Sai, Lurdu, Ory, and Pachy now properly blend their eating animation if eating and/or picking up foliage while moving +Fixed: Ory's hands no longer go into its chest while looking up during the idle variant animation +Fixed: It is no longer possible to heal players who have high levels of Thick Hide by dealing very small amounts of baseline damage +Fixed: Pachy's charge damage, injury, and knockback now properly scale with their growth level +Fixed: Several woody plants that showed up as un-eaten from a distance +Fixed: The 'Press Use to Drink' prompt no longer displays if you are near freshwater bodies while in a burrow +Fixed: Ory's Attack Stance no longer periodically resets to Digging Stance while in burrows +Fixed: The state of the breath bar now saves and loads properly +Fixed: The Score value visible during the Combat game mode should no longer overflow and turn negative +Fixed: The Dry Lightning weather type now works properly +Fixed: Changing the HUD to colorblind mode now properly updates the satiation color without requiring a respawn +Fixed: Aquatic eggs left behind after the mother logs are no longer able to be damaged +Fixed: Lightning can no longer strike the admin observer camera +Fixed: After death, the escape menu button background no longer shows up as a white rectangle +Fixed: Dart damage now scales with growth +Fixed: The Apatosaurus no longer gains ability power when it opens the Character menu while grabbing another player +Fixed: Apatosaurus no longer enters a state jam disallowing it to attack if it is grabbed while it is tail is whipping +Fixed: Creatures dying in very deep water no longer fail to spawn a carcass +Fixed: Latency-related bug that would sometimes allow two players to thrash a grabbed target at the same time +Fixed: Holding jump or crouch while crouched no longer allows you to move more slowly to charge up Devastating Ambush while continuously moving +Fixed: Error in skin database for acro and lowered texture quality of several elements such as spikes, claws and eyes to save memory +Fixed: Devastating Ambush no longer charges while crouching at full speed as a juvenile Tyrannosaurus rex +Fixed: Devastating Ambush no longer charges while crouching at full speeds if walking diagonally +Fixed: Friendship friendly fire reduction percentages in the message displayed when reaching new friendship tiers now display correctly +Fixed: HUD no longer gets blurry on lower settings +Fixed: Carcasses now spawn on the floor of deep Ocean water +Fixed: Admins now bypass the logout timer +Fixed: Net-relevant carcasses no longer release scent or have prompts +Fixed: Certain palms had collision that would trap flyers +Fixed: You can no longer dart while carrying group members if the group member is also grabbing another creature
Screenshots courtesy of the Beasts of Bermuda Testing Team.
Today we start the event for the Shimmer "Phoenix" Tropeognathus! To participate, you must join the Beasts of Bermuda Official Discord, located here: https://discordapp.com/invite/PQ5fPNn
In the Discord, these are the channels to make use of:
#shimmer-event-info which has a link to a spreadsheet containing the rules of several different languages! Please read the rules carefully! It will also contain additional screenshots of the skin.
#event-group-search For those of you looking for some people to help you participate.
#shimmer-submissions This is where you go to submit your entry once you have it ready! Please do not open a ticket for it until you are actually ready to send it!
The event will run from:
February 21st 2021 to March 21st 2021, and end at 11:59 PM EST!
If you have any questions, direct them (in the Discord) to #bob-questions, and if something is broken (such as the bot giving you trouble or something) feel free to contact EchoAlien or any online Admin!
+Fixed: Admins no longer have to wait for the logout timer +Fixed: Excessive log spam on Ancestral Plains which was causing both memory and fps issues for both the server and the client +Fixed: Non-admins can no longer use the useincognito console command +QoL: Added support for Global Administrators
-Reverted the change to negative friendship events which was making server administration harder -Reverted the change to the setweather command that prevented it from granting growth or reducing water drain rate -You can now move the camera around while waiting on the logout timer and the logout window is semi transparent. -Lowered logout/combat timer from 60 to 30 seconds to work better with the new behaviour.
Bug fixes
-Deity shrines can no longer be interacted with, despite being invisible. -The Effects graphics setting no longer prevents scent from being visible. -Botanist and Scavenger no longer erroneously state they reduce food or water drain rates. -Devastating Ambush now properly stops if you enter water. -Dart now properly deals less damage to grouped targets with friendship grades. -Baby Tyrannosaurus rexes now sit in the jaw properly when picked up. -Adjusted scalability settings to let the textures load even if on a lower setting than Ultra. -Lowering the texture quality properly has an effect on the effective maximum resolution of textures in game. -Skin saving should no longer be blocked after selecting a new skin on temporary editable skins. -All available T-Rex skins are now be saveable and loadable. -Several clientside crashes happening when attempting to access skins or closing the character menu. -Anti cheat should no longer throw false positives and all recorded false positives so far should be cleared.
Balance
General:
-Raised fall damage kill tresholds globally by 35% for every creature. -Unbreakable now mitigates against the jump height reduction received from injury damage
Apatosaurus
-Increased Apatosaurus' walk speed to 175, up from 100 -Improved Apatosaurus' slope movement by 25% allowing it to more easily walk up slopes.
Megalosaurus
-Now has a 20% air turn rate increase -Increased jump power by 20% -Increased Megalo fall damage threshold by 10%
Pachy
-Now has a 20% air turn rate increase -Increased jump power by 20% -Increased Pachy's fall damage threshold by 10%
+Updated Tyrannosaurus Rex to have a new model, new skins, and a new set of animations -Added Firestorm Trex by Twilightwolf -Added Torn Trex by Triptrap & Natahi4 -Added Tegu Trex by Twilightwolf -Added Bear Trex by Twilightwolf -Added New Glimmer Trex Skin by Twilightwolf and Tserra +Upon first login to an old Trex, -The code will attempt on its own to rebuilt a procedural skin based on the existing skin data. -The player will be allowed to roll a one time skin complete change if they so wish -The ability to do so will be cleared as soon as they close back the character menu after having edited the skin. +New Tyrannosaurus rex ability: Devastating Ambush -While crouched and standing still, this ability begins charging. -It takes 10 seconds of being stationary (or near stationary) while crouched to charge up -When full, you can use the ability to gain a short speed (1.5x) and acceleration (3.5x) boost (5 second duration) -Very brief periods of movement can be done before losing the ability to use Devastating Ambush, allowing for minor corrections in positioning or allowing for a player to begin sprinting before its use -The purpose of this ability is to give the Tyrannosaurus rex a bit of a boost when trying to sneak up on and ambush other players +Changes based on Live Tests: -While not crouched, it now prompts you to crouch -While crouched, it prompts you how long you must wait to use the ability -The Tyrannosaurus rex description on the creature select screen now tells the user about Devastating Ambush -The ability has been renamed to Devastating Ambush -Devastating Ambush now lasts 5 seconds, up from 1.96 seconds -While in use, it no longer bites. It allows you to bite on your own, and is just a big speed boost +Added variants to Tropeognathus' vocals +Implemented a new Graphics, Controls, and Gameplay Options UI -The volume sliders now work! +Oryctodromeus burrows can spawn Onions, Garlic, Yams, and Potatos. Onions and garlic have minor healing ability. +Added Orycto Skin: Andromeda by Triptrap and Gortys
Unreal Engine 4.25->4.26
-Upgraded the game's engine to version 4.26 to fix many issues on performance, lighting, shading, shadows, and other software-related issues.
Talent Tree Reworks
+All saved creatures will have their spent talents reset and all points refunded. This is due to all the talent changes. Inherits will not reset. +Deleted the talents Cleanliness, Keen Olfactory, Hydration, and Metabolism from all talent trees -If you have inherits in these talents, they will still exist. The mechanics of these talents still exist. They just cannot be talented any longer. -Some creatures have had their food drain rates reduced. Additionally, carcass and plant food scaling has been adjusted for growths > 1.0 to compensate for the removal of Metabolism. +Moved several power talents into the survival tree, including Thick Hide, Constitution, Healing, and Strong Bones -The remaining, empty power talent slots have been replaced with a mix of the following talents: +Added New Talent: Tough Stomach -Decreases the negative effects of being overweight, such as loss of comfort, loss of turn rate, and slower stamina regeneration -Does not mitigate against losses in speed associated with being overfed +Added New Talent: Out of Element -Improves damage dealt when you are fighting out of your natural element. -Flyers deal more damage while either swimming or while on the ground. -Aquatics deal more damage while beached -Terrestrials deal more damage while swimming +Added New Talent: Unbreakable -Reduces the slowing effect injury has on walk speed and on swimming 'walk' speed -Injury still fully influences sprint speed +Added New Talent: Adrenaline -Boosts damage while low on health -Begins cutting in at 50% health, and becomes stronger as you get lower on HP +Added New Talent: Thick Skull -Boosts damage from dart +Moved many talents around on many creature talent trees. They will not be comprehensively listed, as significant changes were made
The Power tree has become the obvious best choice for most creatures and for most circumstances. For this reason, we have moved several defensive-typed talents to the Survival tree. This should make the Power, Survival, and Speed trees more balanced and provide a more interesting choice for the player than previously where most players were just going power due to how many of the strongest talents were in the power tree.
Balance Changes
Apatosaurus
+Apatosaurus' tail cannot bend quite as far back along its sides (-5 degrees)
Elasmosaurus
+Elasmosaurus no longer continues getting faster beyond 1.2 growth -This was a long-standing oversight and is more of a bug fix +Reduced grab range by 12.5% +Reduced the range of Elasmo's auto-target biting mechanic by 12.5% +Increased land turn rate by 25%
Ichthyovenator
+Increased Ichthy's swim sprinting speed from 800 to 850 +Increased Ichthy's walking speed from 375 to 400 +Increased Ichthy's dart stamina cost to 17, up from 14
Kronosaurus
+Halved Kronosaurus' turn rate while using its Lunge ability +Kronosaurus' turn rate while charging Lunge is no longer instantaneous, and instead uses its baseline turn rate -Kronosaurus' direction while charging is now controlled with movement keys, rather than controlled by the mouse, much like movement -This was done primarily to prevent this ability from being used to bypass regular turn rate restrictions while in close combat with others +Kronosaurus' lunge can no longer charge past 100% +Increased land turn rate by 25% +Increased Kronosaurus' lunge injury by 20%
Lurdusaurus
+Increased Lurdu's walk speed to 300, up from 275 +Increased Lurdu's swim sprinting speed from 850 to 900 +Increased Lurdu's walking turn rate from 110 to 115 +Increased Lurdu's sprinting turn rate from 80 to 90 +Increased Lurdu's dart stamina cost to 24, up from 19 +Increased Lurdu's healing rate to 7.0, up from 5.5 +Reduced Lurdusaurus' size to 1000, down from 1100
Megalosaurus
+Megalosaurus now deals low amounts of bleed damage -This change was done to allow Megalosaurus to be a more effective persistence hunter
Mosasaurus
+Reduced Mosa's dart speed multiplier from 3x to 2.25x, matching Elasmo +Reduced Mosa's dart costs to 30 Ability, 20 Stamina, and 30 Air, down from 32, 48, 32 -Mosa should now have a dart that is a bit shorter and cheaper, a bit more like Ichthy and Lurdu's +Mosa grabs can now be struggled out of, regardless of whether or not the Mosa is on land +Reduced grab range by 12.5% +Increased land turn rate by 25% +Mosasaurus can now struggle
Oryctodromeus
+Flyers can no longer fly while sand attacked, and, if sand attacked while flying, will land +Oryctodromeus now has 125 health, up from 100
Pteranodon
+Increased Injury's influence on Pteranodon flight by 50% +While diving, Pteranodon can no longer receive more than a 4x damage boost due to Piercing Beak and flying quickly -This ability has been nearly (or completely) one-shotting other players on public branch. For this reason, we're capping it. +Reverted the dive boost buff Pteranodon got in a recent patch +Reduced Pteranodon's grab hitbox length by 22% +Adjusted Piercing Beak scaling such that you must be going 25% faster to achieve the same damage boost
Saichania
+Removed the very tip of Saichania's tail from the model's hitbox +Reduced Saichania's food and water decay rates by 12.5%
Tropeognathus
+Tropeo's flight now has more momentum, like it did prior to the last patch +Reduced Tropeognathus' land sprint speed to 575, down from 600 +Reduced the health boost received by Strong Bond by 20% +Wing Beat now deals 10% less injury +Increased Wing Beat's hitbox size slightly +Darting or jumping creatures can now be hit with wing beat if you're in flight +Reduced Tropeognathus' water takeoff stamina cost to 40, down from 60
Tyrannosaurus
+Tyrannosaurus rex's stamina pool now increases by a larger value when taking the Endurance talent +Reduced Tyrannosaurus' food decay rate by 20% +Increased turn rate and speed for juvenile Tyrannosaurus rex
Velociraptor
+Increased Velociraptor slowdown slope threshold from 30deg to 45deg to give velo an edge on terrain +Increased Velociraptor stationary turn rate from 265 to 272 +Increased Velociraptor sprint turn rate from 180 to 190 +Increased Velociraptor jump power from 700 to 775 +Increased Velociraptor fall damage kill threshold from 3300 to 4000 +Increased Velociraptor health from 100 to 125 -This allows Velociraptor to survive an extra Pteranodon bite without any talents at adult growth. +Increased Velociraptor air turning rate by 40% The intent of these movement changes is to give Velociraptor a generally better edge on most situations on land and able to use the terrain at its advantage to compensate for its low health and medium-low dps.
Talents
+Increased the Constitution talent to provide a 30% increase to Health at 3/3, up from 20% +The talents Quick Takeoff and Strong Wings now reduce in effectiveness with injury -In general, injury should now be significantly more effective at preventing or hindering flight, regardless of talent build +The Clotting talent now more dramatically improves bleed healing while not sitting or laying down and now allows healing while walking +Reduced the effectiveness of tiers 3, 4, and 5 of the Asphyxiation talent +The Bruiser talent is now 5% weaker at 3/3, 12% weaker at 4/3, and 17% weaker at 5/3 +Adjusted Strong Bones talent coefficients such that it exactly cancels Bruiser +Reduced the effectiveness of the Turn while Stomping talent by 25% +Thick Hide and Sharp Teeth now, at maximum, use 1.0 growth HP values -This means creatures beyond 1.0 in Growth will no longer receive more damage from other creatures who talent sharp teeth than they would have at lower growth levels
Mechanics
+Reduced jump scaling beyond 1.2 on most creatures to correspond with the behavior of Velo -This includes Apatosaurus' fall damage threshold scaling at growths beyond 1.2 +Killing fresh spawns (creatures that don't smell and who don't drop carcasses with meat on them) now gives zero hunt points +Killing group members now results in zero hunt points +Injury now reduces the height at which you can jump +Damage scaling beyond growth 1.0 is now 35% of what it was previously -This is a compromise between totally capping damage scaling and leaving it as it was previously. Players should still have some meaningful stat progression at larger growths, but fights should feel significantly less unwinnable for smaller growthed players +Adjusted all friendship grade friendly-fire multipliers such that they are less than before -C is now a 20% reduction. B is now a 40% reduction. A is now a 60% reduction. S is now a 75% reduction, rather than total immunity to damage +Rain induced by the 'SetWeather' command no longer alters creature water ticks, nor does it cause a growth storm buff +While grabbed, creatures now take 60% less damage, rather than 75% less damage +Stamina and Ability no longer scale beyond 1.2 growth -Most creatures did not scale beyond 1.0 for these. Only a select few did. We're making this consistent across all creatures now. +Reduced carcass drain rate scaling curve for creatures > 1.0 +Plant food values now drop by a less significant degree for creatures greater than 1.0 in growth -These two changes are to compensate for large growthed creatures no longer being able to talent Metabolism +The 'Near Offspring' buff's strength now depends on the healthiness (food, water, comfort) of the offspring -For Offspring with less than 2/3 full average on these stats, the buff starts weakening -For Offspring with less than 1/3 full average on these stats, the buff is totally gone +Carnivores now stop eating carcasses if both their food and food satiation are totally full +Changes to the Combat timer - It now forces player to stay on the logout screen regardless of wether or not they have been immobile previously. This is to prevent combat logging, which has been rampant. +Adjusted launch angle of all knockback effects to be more horizontal +Crystals, Rocks, Logs, and other solid objects are now considered impassible when calculating the Stale Air debuff in burrows +Flyers should now struggle more to maintain flight while injured
QoL Changes
Console Commands and Server Operation
+When sending group invites, a prompt now appears if the invite was only sendable due to admin permissions +When accepting requests to join a group, the text now states if the player only was able to join due to admin permissions +The Admin command UseIncognito now has an additional name argument that can be used to change names +Usage of the UseIncognito command with a name argument should now hide the player's steam icon from the player list and from groups +The Admin command setmodelangles now also allows setting of the pupil pitch and yaw angles, as well as the eye blink state +Added a new console command, TeleportPtoP -This allows the admin to teleport a player to another player +The console commands TeleportToP, TeleportToMe, and TeleportPtoP now accept CIDs and partial player names for their input arguments. -The command fails if the provided partial player names are non-unique +Setting the config variable bDisableGlobalChat to true will disallow non-admins from using global chat +All player vs player damage events now print server-side in the server log, beside the text 'PvP Damage Event' +The game now automatically bans users that are caught speed cheating for an exponential amount of time based on how many times they were punished for cheating due to abuse of the previous leniency of this system +On open console servers, players cannot ban or kick each other unless they are registered administrators
General Gameplay
+Friendship logging events no longer display player name unless the player is in your group +When using Group Finder, groups you're only able to join due to admin permissions have a ! by them that informs you via a tooltip +Reworked the request prompt to use newer UI style +Chat commands such as /invite now accept player CIDs +Added new chat command, /post. Allows posting of your group to Group Finder without opening the UI +Added new chat command, /join. Allows you to ask to join somebody else's group. Accepts partial name or CID as argument +Added a new gameplay option that allows the client to turn off global chat. Admin messages will still show up +Tropeo vocals now blend more nicely while sitting down
Skin Customization
+Added a new skin customization option, Global Density, that allows control of all skin layer opacity simultaneously. +Added the ability to return to the skin we were last working on after entering the saved skin list or the available skin list to not lose all skin work done by checking out another pattern by hovering it. The return is represented by a reset arrow on the customization screen.
User preferences and settings/options
+Completely reworked the user settings/options and their implementation to work reliably (eg sound settings not applying properly etc...). -The settings save in JSON format under ../Saved/User/UserSettings.json. +Settings window allows undoing any setting you'd change or reset them to default when clicking or double-clicking the undo arrow that shows up when hovering widgets. +An other undo arrow is present at the bottom right of the interface, which allows reseting the game's settings to shipping defaults. +A "Keep these settings?" prompt now shows up after applying the settings. After timeout, it resets to the previous settings automatically if no user input is provided. +All server filter/load/favourite/display (beside search by name) now save for next session. -This data saves in JSON format and is human-readable. Saves under ../Saved/User/UserPrefs.json. +Added self-reset support for User settings that will automatically be done if the settings require a reset for compatibility purpose. +Added a prompt on the main menu to inform the user when the settings were forcibly reset for compatibility purposes. +Added new gameplay option, Talents Available Prompt, which allows players to choose how the game should inform them that their talents are ready to be spent +Added a new gameplay option to enable or disable the interaction prompts (eg Press [E] to eat)
Graphics and Visuals
+Changed lighting on AP and Rival Shores (day and night) and reworked local occlusion and lighting effects +Improved underwater visuals on all maps
Bug Fixes
+Fixed: Long standing issue on customization material that was halving the gradient's details, making skin opacity layers too high by default when randomized +Fixed: The extra injury damage dealt to a flyer when hit while in flight is now visible and included in the damage-dealing client's log event -This also no longer shows up as two injury events on the recipient, and, instead, now shows up as a summation of total injury inflicted +Fixed: State jam that would occur if an acro sat and then stood back up while using Intimidating Roar +Fixed: Various teleport admin commands should now work reliably +Fixed: Aquatic turn rates are now correct +Fixed: Velo now transitions between eating while swimming and eating while walking even if it's their current animation is still playing. +Fixed: Breath now works while sitting or sleeping along shorelines +Fixed: Various server and clientside crashes +Fixed: It is no longer possible to jump multiple times while already jumping into the air +Fixed: Thrash damage is now properly mitigated by friendship grades if players are in a group with one-another +Fixed: Exploit that allowed players to use the shift button to place 3/3 in a talent when the prerequisite only had 2/3 talented +Fixed: Pressing crouch while falling as an Apatosaurus no longer resets fall velocity +Fixed: Binding LookUp to another key and then pressing enter while looking up no longer causes the look up state to jam +Fixed: Waterfalls on Ancestral Plains now have waterfall sounds +Fixed: Elasmosaurus can no longer grab the admin observer camera +Fixed: Main Menu music now loops, instead of leaving an awkward silence once finished. +Fixed: Creatures with an extreme amount of mates or offspring no longer fail to load due to a large data packet +Fixed: Crash landing as a flyer now prints the damage event while showing big values only +Fixed: Mosasaurus and Elasmosaurus can now damage other players after darting and grabbing an opponent, or after struggling from a grab +Fixed: Very large growth creatures now properly update their jump and size stats server-side immediately when entering or leaving burrows +Fixed: Talents now show up with the proper color for where they are placed in the tree, and talent icons now glow a bit more brightly +Fixed: Fall damage now properly scales with the health increase received from overeating +Fixed: Fish now properly highlight while using scent if in flight or swimming, as a piscivore or aquatic creature +Fixed: Adjusted combat timer to not cause a disagreement between client and server and frequently leave pawns unattended even though they should have been safely disconnected (and sometimes getting them killed). +Fixed: Ptera uses eating while falling state properly when it jumps and grabs items instead of walking while eating state +Fixed: While walking backwards as Apatosaurus, you no longer move more quickly after receiving a growth tick +Fixed: The talent Stoic now properly reduces the carry weight of other players when you pick them up, rather than increases it +Fixed: Trials should no longer reset randomly. +Fixed: Egg join requests failing server side in certain scenarios out of player control +Fixed: Entity possession requests failing in certain scenarios out of player control
Screenshots taken by community members: River, Cleafspear, TeaTimeJess, & Grandma.
+Balance (public): Adjusted Tropeo's Wing Beat knockback in the following ways: -Without any points in Swift Wings, Tropeo deals minor knockback to itself -At 3/3 Swift Wings, knockback on oneself is how it was prior to this patch -At 5/3 Swift Wings, knockback on oneself is larger than it was prior to this patch -Without any points in Deadly Wings, Tropeo deals minor knockback to its target -At 3/3 Deadly Wings, knockback to the target is equal to how it was prior to this patch. -Offensive knockback to the target does not increase beyond 3/3 +Balance (public): Tropeo's Swift Wings talent is now in the T5 mobility slot +Balance (public): Tropeo's Swiftness talent is now in the T4 mobility slot +Balance (public): Tropeo's Strong Wings talent is now on the Mobility / Survival bridge +Balance (public): Reduced Wing Beat's damage to 85, down from 100 +Balance (public): Reduced Tropeo's Primary and Secondary attack damage to 48, down from 60 +Balance (public): While flying, Tropeo now receives a temporary flight speed boost if it lands wing beat while flying -The Swift Wings talent now improves this effect +Balance (public): Wing Beat now costs 70 stamina and 70 ability to use from the ground, up from 35 +Balance (public): Reduced Tropeo's base sprint speed from 650 to 600 -At this speed, with 3/3 in Swiftness, Tropeo's speed exactly matches an untalented Acro's sprint speed +Balance (public): Adjusted the Wing Beat hitbox on Tropeo, placing it more onto both wings rather than centered on its torso +Balance (public): Tropeo now registers damage to opponents behind it if Wing Beat's hitbox hits while in the air +Balance (public): Increased Tropeo's grab size by 12.5% +Balance (public): Injury is now 2/3 as effective as before at compromising Tropeo's flying capabilities +Balance (public): Decreased Tropeo's flight stats in a way that allows it to accumulate and hold onto speed more easily when diving
Pteranodon
+Balance (public): Increased Ptera's flight stats in a way that allows it to accumulate and hold onto speed more easily when diving
Save File Map Migrations
+Experimental: Save files with the map renamed now work properly, and spawn all dinos from the previous map at appropriate spawn points -Any servers wishing to try this out can migrate save files to new maps by renaming the following files: -SERVER_OldMapName_Entities.sav -> SERVER_NewMapName_Entities.sav -SERVER_OldMapName_DeathHistory.sav -> SERVER_NewMapName_Entities.sav -SERVER_OldMapName_PlayerPunishments.sav -> SERVER_NewMapName_Entities.sav -SERVER_OldMapName_UserProfiles.sav -> SERVER_NewMapName_UserProfiles.sav -Do not copy over the DynamicWorld or WorldItems files. They will regenerate. Carcasses, nests, and tunnel networks are in these files and they won't transfer properly -If a server wishes to do this, make sure you keep backups of the original files. This works on tester branch, but it is still experimental.
QoL
+QoL (public): Updated cave lighting appearance +Updated Localization for German, Spanish, Finnish, French, & Russian +Added Rainforest Tropeo by Triptrap and DJZ
Bug Fixes
+Fixed (public): Memory leak due to accumulation of combat log event widgets +Fixed (public): Eggs now take multiple hits to be destroyed +Fixed (public): Tropeo now sits down when it mates +Fixed (public): Hunt Points no longer generate excessive values that cause the int32 to overflow, resulting in negative hunt points -Hunt Points, in general, now use much smaller values. Old Hunt Point scores automatically convert to the new value scaling +Fixed (public): Overcrowded groups now properly negate Near Friends' effectiveness while using soft caps +Fixed (public): Tropeo can no longer deal extreme knockback if it uses wing beat and lands simultaneously +Fixed (public, issue 1584): When darting out of the water and onto land, the rotation rate of the creature now behaves properly.
Mini Fix (Nov/7/2020):
+Mechanics (public): Undid the undocumented bug fix that properly applied head tracking angle turn rates +Fixed (public, inssue 1770): Cave lighting no longer activates when near an Apatosaurus with the talent Shelterer +Fixed (public): Text now properly copies to the clipboard +Fixed (public, issue 1784): Spawning in on a creature that's in freshwater no longer results in the freshwater caustics getting stuck on at all times
Hello everyone! We have prepared something for Halloween. In our last patch, we added a way to broadcast holidays to the game and turned on the 'Halloween' holiday.
What this does right now is turns on a Halloween-themed skin filter. If you relaunch the game, everybody else will have a skin filter applied that makes them shades of orange, green, purple, black, and white.
We hope you enjoy this sneaky little surprise! If you wish, you can always turn off Holiday Visuals in the options screen!
+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
+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