Aug 4, 2021
Beasts of Bermuda - Soals
Flippers and Fangs: Krono & Acro Remodel


New Acrocanthosaurus
+Added new Acrocanthosaurus model, with accompanying animations
Skins:
+Added Default Acro by Twilightwolf & Callie
+Added Catopuma Acro by Tserra & Natahi4
+Added Swift Claw Acro by Tserra & Gortys
+Added Plains Acro by Twilightwolf
+Added Civet Acro by Triptrap & DJZ
(+Updated Glimmer Acro by Twilightwolf & Natahi4)


New Kronosaurus
+Added new Kronosaurus model, with accompanying animations
Skins:
+Added Oceanic Krono by Callie & Twilightwolf
+Added Mudskipper Krono by Soals & Triptrap
+Added Trekker Krono by Tserra & DJZ

Mechanics Changes
Underwater Strafing Movement
+Added underwater strafing to all creatures. This allows moving sideways, up, down, backwards, or along any diagonal while orienting towards your camera look direction
+The default keybind for Use is now F, rather than Q
+Added new keybind, Strafe Left. This currently only works while swimming. It defaults to Q
-This is an optional keybind
+Added new keybind, Strafe Right. This currently only works while swimming. It defaults to E
-This is an optional keybind
+Added new keybind, Strafe On. This currently only works while swimming. It defaults to Middle Mouse Button
-This is an optional keybind
-While held, the other movement keys strafe instead of turn
+While strafing underwater, all creatures will now rotate on the roll and pitch angles if moving side to side, or backwards

Aquatic Sleeping
+Aquatics can now sleep. They can do so by pressing the rest key while swimming, and they will orient upwards and sleep like whales do!
-Krono, Elasmo, and Mosa now heal at the baseline "standing" rate while not asleep, and heal at the "sleeping" rate while sleeping

Incubated Buff
+Eggs now grow 50% faster if a group member sits or lays down on the eggs
-The players in the eggs receive an "Incubated" buff to indicate this status

General
+While darting, fish only get eaten while holding the use key
-If the use key was double tabbed to enter object pickup mode, they are now picked up rather than eaten while darting
-The use key also no longer stops movement while swimming unless you have a valid interaction target
+Crouched creatures no longer stress other creatures out and cause intimidation
+While in burrows, only burrowed creatures can stress you. While out of a burrow, only creatures outside of a burrow can stress you.
+Adjusted carcass scaling so hatchlings and juveniles grant less food than before
+Creatures can no longer drop more food on a carcass than the food they've eaten in their entire life, normalized across growth and size


Optimizations
+Integrated AMD FidelityFX(r) Super Resolution. You can enable this in the graphics settings.
-Enabling this feature allows the game to render at lower resolution and upscale at runtime to the target resolution (eg. 1920x1080).
-This helps improve performance for GPUs supporting it.
-This feature will be unavailable on unsupported GPUs, and the option greyed-out.
+Vastly improved/optimized the server-side save file load code so that in parses in seconds, rather than minutes, even on huge files
+Big burrow actors now hide if the player is not in a burrow
+Set up proper LODs on deity statues
+Adjusted max size on many textures. Should result in less GPU VRAM usage

Quality of Life Changes
+Further Edits to the Character screen (O Menu) to make it more readable and colorful
+The text on the Character screen now shows up in bright white while in colorblind mode
+Ichthy/Para Dirtmask edits from public feedback
+Adjusted the Ichthy dirtmask to have pink tints on the hands and muzzle instead of brown tints
+Adjusted/darkened the dirtmasks of rex and acro to handle being pure white better
+Improved the TAA feature a bit
+Improved keybind window to have widgets highlight when they are in an invalid state (no binding, for instance)
-Implemented optional bindings to the graphics window. Optional bindings will not highlight red when set to None on both bindings.
+Added scrollbar to the keybinds wid
+Reduced Tyrannosaurus' eat volume by 30%

Balance Changes
General
+Players go immune to being grabbed for a period of time after 3 successive grabs, down from 5
+Players now go immune to being intimidating roared for a period of time after 3 successive roars
+The Near Children buff now provides a flat 20% growth buff. It is no longer further increased from taking the talent Good Parent
+If taking Good Parent, while near your children you now grow as if you had fuller food, water, water satiation, and comfort
+Reset all talent trees for all creatures due to several talent tree edits and balance changes
+The talent Unbreakable now reduces the slowing effects injury has on dart

Acro
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased max camera distance by 33%

Apato
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Apato can now pick up heavier children
+Apato can no longer be grabbed under any circumstance once it is 0.9 growth or larger

Elasmo
+Replaced Elasmo's Powerful Jaw talent with Thick Skull
+Elasmo can no longer exceed the grab growth requirement caps, which allowed it to grab creatures beyond (0.4 + BabySnatcher * 0.1) growth

Krono
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased Krono's swim walk speed to 660, up from 550
+Increased Krono's swim sprint speed to 1125, up from 1050
+Decreased the cost of Kronosaurus' bite cost to 10, down from 12
+Increased Krono's base HP to 1850, up from 1700
+Reduced Swift Flippered's influence on Krono's turn rate while charging by 50%
+Increased Krono's base bite damage to 255, up from 252
+Reduced Krono's base lunge damage to 126, down from 252
+Reduced the air cost of lunge to 45, down from 60
+Reduced the stamina cost of lunge to 37.5, down from 50
+Reduced the ability tick cost of lunge to 1.5, down from 2
+Reduced the ability cost of lunge to 22.5, down from 30
+Reduced the ability refund lunge grants to 10, down from 20
+Krono's lunge now lasts 0.75 seconds baseline, down from 1
+The talent Swift Flippered no longer makes Krono's lunge charge up more quickly
+Lunge now takes 3.25 seconds to charge up, down from 4
+Reduced Kronosaurus turn rate while aiming Lunge by 50%
+Krono now has Slippery where Asphyxiation was
+Krono now has Sharp Teeth where Slippery was
+Krono now has Tough Stomach where Herbalist was

Megalosaurus
+Increased Megalosaurus bite damage to 130, up from 115

Mosa
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Reduced Mosasaurus' adult length to 13m, down from 16.5m
+Reduced mosa grab size scaling beyond 1.0

Pachy
+Reduced Pachy's growth speed by 20% under all circumstances
+Adjusted pachy's charge injury scaling such that it deals less extreme injury at high charge velocities
+Reduced pachys turn rate while charging and jumping by 30%
+Pachy now stops charging if it hits a target
+Pachy's jump now costs 13 stamina, up from 10
+Replaced Pachy's Sturdy talent with Unbreakable, and placed Acrobat where Unbreakable was
+Decreased Pachy's headbutt cooldown to 1.2 seconds, down from 1.33
+Increased Pachy charge's damage but not injury by 20%

Para
+Increased max camera distance by 33%

Ptera
+Ptera Talent Tree Edits:
-Swiftness is now in talent slot M11
-Aqua Affinity is now in talent slot M21
-Quick Takeoff is now in talent slot M5
-Nimble Footed is now in talent slot M12
-Improved Braking is now in talent slot M42
-Strong Legs is now in talent slot MS1

Saichania
+Increased growth speed by 9% until 1.0, where it then tapers back to normal between 1.0 and 1.2

Tropeognathus
+Tropeo Talent Tree Edits:
-Swiftness is now in talent slot M11
-Aqua Affinity is now in talent slot M21
-Quick Takeoff is now in talent slot M5
-Swift Wings is now in talent slot M41
-Nimble Footed is now in talent slot M12
-Strong Wings is now in talent slot M42
-Strong Legs is now in talent slot MS1

Tyrannosaurus
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased max camera distance by 33%


Bug Fixes
+Elasmosaurus can now grab stuff while it has eggs
+The old para model is no longer accessable through the console command possessentity para
+Players can now be invited to groups that have eggs in them
+Eggs no longer contribute to soft or hard caps if using mixed herding limits
+Poor animation behavior when leaving the crouched state while moving and looking to the left or right
+Poor animation behavior when entering the crouched state
+Server-side crash related to resurrecting creatures under certain conditions
+Players can now deal or receive damage immediately after using portals
+Large burrow actors can no longer spawn close enough to the surface to poke through the landscape mesh
+When using megalo's ability negative bias should no longer have two minus signs. Bias' visual look also matches the new O menu.
+Para should no longer receive repeated chances to change gender
+Fixed the Keybinds bug where missing axis bindings would get broken completely and unfixable without deleting the client saved data. (aka the "None move forwards" bug)
+Unlisted exploits - they'll be in the notes when the patch is released
+Water no longer counts as a mesh for mesh hit detection, blocking player attacks
+Fixed a scenario where accounts could not get their dead creatures resurrected in certain specific scenarios
+Eggs no longer trigger the "You may spawn near other, big players..." warning when spawning in
+Ory burrow visual effects now properly apply when entering a burrow while in a cave state
+Elasmo's auto-target now properly scales with its character mesh for growths greater than 1.0
+Swift Flippered now properly reduces the ability tick cost of using Lunge
+Characters cloaked with Elusiveness no longer give intimidation
+Crouch animation play rate now syncs properly to movement speed for creatures less than 1.0 growth
+Fixed server side crash when resurrecting creatures that are not at index 0 of the character list, with multiple other entities.
+Exploit that allowed players to create chains of grabbed creatures to ultimately place players outside or under the map
+Exploit that allowed players to grab other players indefinitely if they logged out and back in while holding a player
Beasts of Bermuda - Soals

Deity Shrines, Trials, and Resurrections

Deity Shrines
+There are six total deity shrines on Forest Island, Rival Shores, and Ancestral Plains that players may visit for the purposes of pledging or sacrificing.
-These shrines come in three different types, representing the Mobility, Power, and Survival Deities
-There is one of each type under the Ocean, and one more of each type on land.
+There is a new Trial called Shrines Visited. This trial requires one to visit each shrine.
-Non-aquatics only need to visit the shrines that are on land, and aquatics only need to visit the shrines under the Ocean, but Lurdu and Ichthy must visit all six.
-You do not need to pledge to a shrine to successfully "visit" it.
+If killed while in the presence of a deity shrine, that death counts as a sacrifice to that deity.
+Players do not grow in the presence of a deity shrine.
+Creatures killed in the influence of deity shrines drop empty carcasses.

Pledging or Sacrificing to a Deity
+Each deity shrine can be interacted with to give the player the option to either pledge or sacrifice themselves.
+If a creature that is not pledged or sacrificed dies, it is worth 75% of its previous value when used to resurrect a creature.
+If a creature is pledged to a deity, the Trials score associated with that deity is changed to equal the value of the second best Trials score.
-Creature point values are broken down and shown pre Trials category both on the save select screen and in the prompt shown when you pledge to a deity at a shrine
-These point values are based on a combination of how long the creature has been played, and how well the player has done on that creature's Trials
-If a creature has these point values: Power = 100, Mobility = 150, Survival = 125, a pledge to the Power deity shrine will bump the Power category up to 125. A pledge to the Mobility or Survival deity will not increase any individual Trials category unless the player earns enough Power Trials score to surpass one of these other two
-This allows players to avoid or neglect a specific Trial or collection of Trials and focus on the other two if they wish to, for example, ignore the hunting / power Trials
+If a creature sacrifices themselves at a shrine to a specific deity, the corresponding point value in that Trials category is instead set to the maximum of the three Trials categories.
-In the example above, this means sacrificing to the Power deity, which is done by visiting the Power deity shrine on the map, will result in their Power score being set to 150
+You can change your pledge at any time by visiting the appropriate deity shrine. The previous pledge is overwritten by the new pledge.

Resurrecting Dead Creatures
+Dead creatures can be resurrected by a new, in-game UI which can be found on the save selection screen
+When selecting a dead creature, the option to resurrect that creature will now be present
+While resurrecting a creature, the player is given the option to sacrifice dead or living creatures from their select screen to meet the cost of a resurrection
+If the cost of resurrection is not met, the value of the sacrificed creatures will instead be subtracted from the target's resurrection cost
-This allows players to chip away at the cost of resurrection for a large creature that may be too expensive to resurrect at the time
+The amount of points a creature gives in order to revive another creature is not equal to its own cost to be revived.
-Point values are always broken down into three categories: Power, Mobility, and Survival
-The cost to resurrect a creature is based on this formula:
If Growth > 1.1, Cost = 30 * (Growth / 1.1) ^ 5
If Growth <= 1.1, Cost = 30 * (Growth / 1.1) ^ 2
-The point value of a creature when used for meeting a resurrection cost is based on this formula:
PointValue = NumMinutesPlayed * TrialCategoryScore, where TrialCategoryScore ranges from 0 to 1.0 based on the average scores of the Trials in that category
-If dead and neither sacrificed nor pledged, this PointValue is 75% of what it would be from the calculation above
+When resurrected, creatures also receive a loss of some growth
-This growth penalty is very small for smaller growths, but climbs for large growths
-Here are some examples
-For a 1.0 creature, this means it will resurrect as a 0.8625 growth creature at the cost of 25 Trials points
-For a 1.5 creature, this means it will resurrect as a 1.2375 growth creature at the cost of 141 Trials points
-For a 2.0 creature, this means it will resurrect as a 1.6125 growth creature at the cost of 596 Trials points
-For a 2.5 creature, this means it will resurrect as a 1.9875 growth creature at the cost of 1819 Trials points
-For a 3.0 creature, this means it will resurrect as a 2.3625 growth creature at the cost of 4527 Trials points
-If a player resurrects with too many talent points spent for their reduced growth, their talent bonuses will not be active until they remove some talents of their choice. This is done by opening the Talents screen and clicking on talents


New Parasaurolophus
+The new parasaurolophus model, set of sounds, and accompanying animations have been added to the game to replace the older para
+There are currently five skins associated with the new para. Players who log in from older para saves will be given a new skin and will also be allowed to customize or change it once by visiting the character menu and hitting Dino Customization
-Added Darkfoot Para by TeaTimeJess & Natahi4
-Added Savannah Para by Twilightwolf and Natahi4
-Added Default Para by Twilightwolf and Callie
-Added Bison Para by Twilightwolf & Natahi4
-Added Pharaoh Para by TeaTimeJess & TripTrap
+Para now has a gender-specific morph on its model. This morph starts showing up as you grow larger and does not show in the juvenile stage
-Players logging onto a para saved from the public branch will be immediately prompted to change gender. You only get to do this once, so choose wisely

New Character Stats UI
+The 'O menu' has been redone
-Note that food and water satiation now only show up when they are non-zero, and that injury and bleed damage show up on the status condition icons


New Death Screen
+After dying, a new screen now shows up rather than the regular Escape menu.
+In the top-left corner, there is now a dropdown arrow that allows one to view character stats, server stats, and a combat history leading up to their death
-This combat history shows all recent damage dealt and received
-It also contains creature type, gender, growth, coordinates, server, and time
+The new death screen should now show you why you died if it was from comfort-related or status-related conditions

Talent Hints
+Smelling other players should now hint as to what kind of talent build they have, alongside which talent may be their best
-This hint prompt suggests what their first and second most talented trees are, and then suggests one of their strongest talents
-The talent portion of the hint changes once per hour to a new, randomly selected talent that may be tied for their best talent at the current time
-Inherits are factored into what this hint prompt displays


Burrow Changes
+Several large objects can now be found underground while digging in ory burrows
-This currently includes large ribs, a vertebrae column, boulders, and a spooky acro statue
+Adjusted the spawn rate and priority of the cucumbers in ory burrows such that they are as common as the potato
+Increased the amount of water satation cucumbers give to 3.0, up from 1.5
+If talented into Burrow Master, the Oryctodromeus can now move decorative objects around in their burrows
-One object can be stashed at a time, and while carrying an object an icon appears on the dirt jar HUD element
-One point into Burrow Master allows moving non-edible, non-solid, non-special objects
-Two points into Burrow Master allows moving edible and solid, non-special objects
-Three or more points into Burrow Master allows moving all objects, including special objects such as crystals and ruins
-The cost to pick up and stash an object is 2x the cost of digging a tunnel node, and is reduced with Swift Claws
-The Ability key will now do this, and will either stash the object in the node you're standing on or drop the stashed object, depending on whether or not you're carrying a stashed object
+Crystals, rocks, and other solid decorative objects now reappear if a tunnel node contained that decorative element becomes once again suitable for its placement
+Reduced the volume of the crystals in ory burrows by 70%

Balance Changes
+Adjusted Tropeo's damage so it deals significantly less as a hatchling, juvenile, or subadult
+Megalo's Identify ability is expanded: 4/3 reveals gender and 5/3 reveals food/water satiation
-Note that these won't show up on the UI if the target does not have any food or water satiation
+Para can now highlight any creature that is not in its group, rather than just non-herbivores
+The Para's alarm call now alerts the group chat of what they spotted
+Increased Megalosaurus' turn rate by 10%
+Stiffened Megalo's tail by 33% so it isn't as easy to hit during a fight


Map Changes
+Tightened the Out of Bounds volumes on RS (they were too far away from the playable area)
+Added the deity shrines on Rival Shores, AP, and Forest Island
-There are six in total. Three are under the Ocean and three are on land
-The Shrines Visited Trial only requires visiting shrines appropriate for your creature. Non-flying Semi-Aquatics need to visit all 6
+Updated the forest to jungle bridge so that it is easier to jump at low tide, but still hard to grab players
+Added new biome-specific ambient sounds to both Rival Shores and Ancestral Plains

Mechanics
+Consuming Water Satiation now counts towards the Water Drank Trial
+Consuming Food Satiation now coounts towards the Food Eaten Trial
+Dry lightning now adds to the Storm Time Weathered Trial
+The Distance Traveled Trial no longer applies for the Oryctodromeus
Added a new Trial for the Oryctodromeus - Distance Traveled Underground
-This requires about 1/3 the total travel distance of the previous Trial, but only counts while traveling while in a burrow
+Added a new Trial for Lurdusaurus and Ichthyovenator - Distance Swam
-This requires about 1/2 the total travel distance of the Distance Traveled Trial, but only counts while swimming
+Added a new Trial for all creatures - Species Identified
-This requires sniffing creatures of different species. It triggers if you sniff a player directly, so long as they are large enough to leave behind a scent trail.
+Forest fires now ramp up in spread rate for the first 90 seconds, giving players a larger window of time to see a fresh forest fire and escape to safety before it aggressively spreads
+Forest fires can no longer spawn within 100 meters of a player
+Reduced the maximum spread rate of forest fires
+Creatures marked dirty can now view their Trials, but cannot receive additional Trials score.
+SetWeather no longer increases the Storm Time Weathered Trial. ForceStorm still does.
+Console-spawned carcasses no longer grant progress towards any Trials
+Console-spawned plants no longer grant progress towards any Trials
+Mesh bites should now be more stringent, and should reject more cases where players are partially occluded by rocks or other objects
-This should remove the need for meshing-related biting or attacking to be moderated, as the game now handles this
+After logging in, players can now not deal or receive damage for 8 seconds
+Keen Senses no longer highlights players that are in the player's group
+The talent Sneaky now additionally reduces how long your scent trail is and, at 3/3, also makes it so you do not release scent while sitting or laying down


QoL Changes
+If banned from a server, it now shows you how many hours the ban remains for and the reason why
+Blocking a player through the player list now mutes them completely in your chat, this includes any message sent by them in global, local, pack, dm, ...
+The player list is now only searchable by steam ID if you are an admin on the server
+Game now warns you if you try to spawn a saved creature near other big animals
+Players logging on no longer automatically join a group if they cannot normally join that group without admin assistance, unless an admin is present in the group at the time of logging on
+Reworked the Megalosaurus' Identity UI
-Note that if Food and/or Water satiation is at 0, it won't show on the UI even with the proper level of talents and inherits
+Dutch and Polish are now supported as in-game languages
+Added a new, improved Ichthy mesh and set of textures
+Creatures that die and get resurrected now get their stats (bleed, injury, etc) reset. This means that if you died with a lot of injury, your resurrected creature will have none.
+Added creature info on the dino select screen for Lurdusaurus, Saichania, and Kronosaurus

Environmental
+Improved the wind sound effects
+The distant rumbling thunder sound now fades in before lightning strikes start happening
-This gives players a window of time where they can hear thunder approaching without the risk of being struck by lightning or witnessing the spawning of a forest fire
+Wind, Rain, and distant thunder rumbling sounds now turn off while the camera is underwater
+Edited rain weather effects to be more intense, and rain now blows with the direction of the wind
+Added a foggy effect while in caves
+While storming or windy, the Ocean's waves now get rough
+Cave lighting is now consistent regardless of time of day or weather outside

Server Control
+Added a new function: ServerGlobalMute(DurationSeconds) which allows to globally mute the server for the provided duration, after which it'll lift automatically.
+Added a new function: SlowMode(DelaySeconds, DurationSeconds) which allows to create a slow mode on the chat globally with the specified "cooldown" and duration, after which it'll lift automatically.
-These functions only apply to global chat and are bypassed by admins.
+The observer camera now also shows a player's talent points when using the Identify ability on it.
-You must have enableallscreenmessages set in the console
-This will not show inherits that are beyond the player's current growth
+The ListTalentPoints console command now has a player name argument and now requires UseObserver permissions, rather than ModifyTalents permissions
-This will also not show inherits that are beyond the player's current growth
+Observer Cam's ability now displays if player has used commands and is dirty or even unsaveable
+Servers can now specify which herbivorous species can group with one-another through the game.ini config file
-It is possible to make arrangements such as this:
-Species A can group with species B, B can group with C, but A cannot group with C.
-All cases where A and C may be able to get into a group through B such as logging on and offline should be accounted for and blocked correctly
-By default, the config is set up such that all herbivores can group with one-another, which is the way it currently is on public branch
-Here is an example config. A server wishes for para and pachy to never be able to group with one-another, but wishes for both para and pachy to group with every other herbivore. They also wish for all other herbivores to group with one-another
!AllowedSpeciesGroups=ClearArray +AllowedSpeciesGroups=(Group=(EDinoType::Apatosaurus, EDinoType::Saichania, EDinoType::Pachycephalosaurus, EDinoType::Oryctodromeus, EDinoType::Lurdusaurus)) +AllowedSpeciesGroups=(Group=(EDinoType::Apatosaurus, EDinoType::Saichania, EDinoType::Parasaurolophus, EDinoType::Oryctodromeus, EDinoType::Lurdusaurus))

Game Reporter
Implemented a passive tool server side which allows broadcasting certain game events through Discord webhooks.
This can be used to see chat activity live in a specific discord channel for moderation purposes,
It can also be used to keep an eye on admin command usage activity and login/logout of anybody on the server, for moderation purposes.
-These are the config settings available for GameReporter (in your Game.ini file):
+Added group activity tracking for GR:
-This is enabled by the config variable bUseGroupActivityWebhook and the settings GroupActivityDiscordWebhook and GroupActivityDiscordIconURL.
-This webhook will track player joining and leaving groups along with parsing the online group members when joining and after leaving.
-It also shows the growth and species of each player
+The commands SlowMode and ServerGlobalMute now support 3 parameters affecting the local chat, the group chat, and DMs.
+Added a new config variable, bForceIgnoreGroupSpeciesCheckOnLogin
-When true, players logging onto creatures will automatically rejoin their groups, even if they violate species permissions
+Added a new admin command category, GroupInvitesOnly
-The only ability this admin category controls is the ability to invite other players to groups
-The 'Groups' category also allows inviting players to groups, but also allows usage of the admin command disbandallgroups
+Implemented Combat log Tracking for GameReporter …
-Config settings are:
CombatActivityDiscordWebhook="webhook_url" CombatActivityDiscordIconURL="icon_url" (optional) bUseCombatActivityWebhook=True/False (to enable this feature on the server) [GameReporter] ChatReportDiscordWebhook="12345/example" ChatReportIconURL="any/url/to/img" LoginDiscordWebhook="12345/example" LoginDiscordIconURL="" AdminCmdDiscordWebhook="12345/example" AdminCmdDiscordIcon="IconURL" bUseChatWebhook=True bUseLoginReportWebhook=True bUseAdminCommandUsageWebhook=True ChatReportDiscordWebhook: Chatlog sent over to Discord LoginDiscordWebhook: Every login and logout will be sent to this webhook AdminCmdDiscordWebhook: Admin command usage login webhook
Note that these can use the same link if desired.
The webhook link needs to only be the channel number and webhook key, not the full discord webhook link.
eg. `https://discordapp.com/api/webhooks/12345678/abcd` needs to be `12345678/abcd`


Bug Fixes
+Teleporting into a forest fire actor no longer catches you on fire if you are not actually near any flames
+Lurdusaurus' claw swipe attack now properly plays its animation on other clients
+Mosa's thrash damage is now properly reduced by Acro's intimidating roar
+Attempting to pick up plants while holding onto a carcass no longer destroys the plants
+Steam avatars no longer show through incognito mode if you mouse over the player's steam avatar on the player list
+Grabbed players no longer can be carried through portals, which resulted in a glitched state
+Eating multiple foliage elements at the same node in an ory burrow between digging and replacing the node is now handled properly
+Fixed a server side memory leak issue with objects being created asynchronously and not properly destroyed.
+Drowning and fall damage deaths now properly display on the death screen
+Several instances of combat log event-related texts not being translated into the correct language
+Several translation-related bugs. Some stuff needs translating to show up correctly in-game, however
+Aquatics now properly report they are breathing air, not water, in the combat logging messages
+Fix for the "failed to join server" error when joining a server after failing to join for some other reason
+The 'Turn while Stomping' talent no longer improves turn rate if it has an inherit, until you're big enough to see it
+The admin Server Manager window no longer crashes the client if there are too many saved profiles
+Pressing Spawn while viewing a creature's Trials on the save selection screen no longer gets the Trials screen stuck
+The status condition tooltip no longer shows if alt tabbed while not inside the Escape or Character screen, which resulted in it getting stuck onscreen
+The scroll position of the dino select screen creature info panel now properly resets when swapping to view other creatures
+The resurrection restore admin tool now properly shows the mouse cursor after closing if the player is using it from a UI such as the save select screen
+ The Health HUD orb now properly shows your HP remaining fraction when overweight
May 5, 2021
Beasts of Bermuda - Soals
Minor Bug Fix / Balance Patch

Mechanics Changes
+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
Apr 30, 2021
Beasts of Bermuda - Soals
The Phoenix Patch

------Forest Fires------
+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.
Beasts of Bermuda - Soals

Take to the Skies!
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!
(Here's a link to help you with the end date for your timezone: https://everytimezone.com/s/e7e406b4 )

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!

Beasts of Bermuda - Soals
Rex Patch: Minor Bug Hotfix

Bug Fixes
+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
Jan 25, 2021
Beasts of Bermuda - Soals
QoL
-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%
Beasts of Bermuda - Soals
The Return of the Tyrant Lizard King

New Content

+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.
Beasts of Bermuda - Soals

Balance Changes

Tropeognathus
+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
Oct 31, 2020
Beasts of Bermuda - Soals
Happy Halloween!
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!



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