Jan 7, 2022
Beasts of Bermuda - Predatoria
------Patch 1.1.1427------
+Fixed: The Sand Hoarder talent now properly increases the duration of the blind effect on players hit by Ory's Sand Attack
+Fixed: The tab menu no longer shows your group name on top of the "Players Online" text when opening it while in a group posted in the group finder
+Fixed: Clients no longer desync for several minutes when loading into maps with significant usage of the foliage placement admin tool
-This fixes issues where players were teleporting, dying to fall damage, and drowning seemingly at random
-This also fixes issues where players were unable to interact with several mechanics properly, such as groups, the player list, chat, and many others
-This also fixes the unresponsive admin cam and unresponsive console commands issues
+Fixed: The rotation of objects placed with the foliage placement tool now works correctly
+Fixed: Inedible objects placed with the foliage placement admin tool no longer show prompts that suggest a player can eat or interact with the object
+Fixed: Instances marked as inedible by the foliage placement admin tool no longer show a prompt that suggests a player can eat or interact with that object
+Fixed: The food and water consumed Trials now properly compensate for the server's food and water difficulty settings
+Fixed: Inedible objects such as rocks and temple pieces placed with the foliage placement admin tool no longer try to catch on fire from forest fires, which causes lots of fire spread and fps drops
+Fixed: Normally edible foliage marked as inedible by the foliage placement admin tool can no longer be eaten or picked up
+Fixed: Coah now has footprints from all four of its feet
+Fixed: SM_Fern_04 and SM_BushA_01 now properly have no collision when placed with the foliage placement tool
+Fixed: Inherits in Good Parent now properly increase the likelihood of passing on inherits to offspring
+Fixed: Inherits in the talent Hard-Headed now properly get factored into calculating lunge damage
+Fixed: The talent Elusiveness now properly considers inherits
+Fixed: The Aqua Affinity talent no longer increases dart speed on Ichthy and Lurdu
+Fixed: Forest Island Canvas by giving the rock foliage stacking cull distances
+Fixed: Collision Issues on the following objects when they are placed with the foliage tool: SM_RedSeaGrass, SM_grass_meadow_04, SM_fern_01 and SM_fern_04.

+QoL: Loading screen now shows the packet count while loading data for foliage placed with the foliage placement admin tool
+QOL: Renamed all the vague objects in the foliage placement tool so that they had easy to understand names.
+Optimization: Players should now load significantly more quickly when joining maps with lots of foliage placed with the foliage placement admin tool
+Balance: Reduced Acrocanthosaurus' sprint speed to 750, down from 780

+Mechanics: Growth ticks now increase your current health by the amount your max health increased by
+Mechanics: The loading screen now persists until all foliage spawned with the foliage placement tool has been handled
-This should fix issues with players drowning, or dying on login during the map loading period
+Mechanics: Lightning can no longer strike and kill eggs
_______________
Afrikaanse Opdateringsnotas
Dec 21, 2021
Beasts of Bermuda - Soals


Server Config and Commands
+Servers: Added new config setting, FoodDrainDifficulty
-Controls how quickly food and food sat decay
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, WaterDrainDifficulty
-Controls how quickly water and water sat decay
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, WaterDirtinessDifficulty
-Controls how quickly water sources become dirty when drunk from
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, GrowthRate
-Controls how quickly players grow at all growth levels
-Can be set to EGrowthRate::VerySlow (0.5x), EGrowthRate::Slow (0.75x), EGrowthRate::Normal (1.0x), EGrowthRate::Fast (1.5x): or EGrowthRate::VeryFast (2.0x)
+Servers: Added new config option, FoliageSpawnSpeed
-Controls how long it takes for foliage to respawn on the map
-Can be set to EGrowthRate::VerySlow (2.0x), EGrowthRate::Slow (1.5x), EGrowthRate::Normal (1.0x), EGrowthRate::Fast (0.75x): or EGrowthRate::VeryFast (0.5x)
+Servers: Added new config variable, bPortalsDisabled. If true, all portals on the maps will be disabled
+Servers: Added new config variable, MaxTalentsAllowed. If set to -1, it is ignored. If set to any other value, players with not be able to spend more talents than this value on their creatures
-If players have creatures saved with more than this value, they will be prompted to remove some, similarly to Reincarnations
-This can be a great way to give your server a pseudo-talent reset. Set the value to 0 and let everybody subtract their talents! Then set it to -1 and they can spend them again as normal where they wish
+Servers: The CreatureLimits config now has two additional fields:
-SoftCapStart and SoftCapEnd
-Each species can now be separately configured for where soft group caps begin and end. The defaults are 0.7 for start, and 1.0 for end.
-This allows servers to configure when creatures begin counting towards soft group caps, and when they count as a full, "Adult" creature
+Servers: Servers can now set terrestrial carnivores able to group with other terrestrial carnivores, flyers with other flyers, and aquatics with other aquatics via server config
-Previously only herbivores could be configured to group with other herbivores
+Servers: Added new console command, FillAllFreshwater. Removes all dirtiness and sets all freshwaters to full. Requires EAdminCommands::ControlWeather
+Servers: Added new config setting bDisableCharacterDeath, in [/script/beastsofbermuda.savesystem]
-When set to true, if a player dies, they will return to the creature select screen but their creature will not be marked as dead.
-They can select it for play without resurrecting or reviving it and spawn back into the map at a randomly selected, appropriate spawn point for their creature
+Servers: Added new console command, SetDisableDeath, which allows the server to toggle the state of the bDisableDeath config variable while the server is running
-The state of this variable will always be shown to the client on the server info, on the escape menu, so players know whether or not death currently counts
+Servers: Added new config variable, SkinLockGrowthThreshold, which is the growth threshold at which skins will lock and become uneditable
-If set to -1.f, it will use the in-game default value of 0.7 growth. Any positive value will be used as an override for the growth level at which skin editing locks
+Servers: Added new server moderator category. EditFoliage. Allows usage of the Foliage Placement Editor while in the Observer Cam
-To use the Foliage Placement Editor in the Observer Cam, this permission is now required
+Servers: Added new config variable, bDisableResurrections
-When true, resurrections cannot be done by the player
+Servers: Added new config variable, bDisableReincarnations
-When true, reincarnations cannot be done by the player
+Servers: Added species-specific growth limits.
-Config files need to specify the GrowthLimits variable now, rather than GrowthLimit
-The format looks like this:
!GrowthLimits=ClearArray
+GrowthLimits=(Type=EDinoType::Acrocanthosaurus,Limit=100.0f)
+GrowthLimits=(Type=EDinoType::Apatosaurus,Limit=100.0f)
+GrowthLimits=(Type=EDinoType::Coahuilaceratops,Limit=100.0f)


Weather Config
+Added several new config variables that control weather. They are specified in the Game.ini file under this header
[/script/beastsofbermuda.weathercontrollerbase]
OceanHeightAdd
-Default value is 0. Adds this value to the Ocean height at all times, in centimeters. Can be negative to drop the Ocean height as well.
bStormsCauseStress
-When false, storms cause no stress
bSpawnsTornados
-When false, no tornados spawn
bCapStormSurge
-Default value is true. When false, storm surges will not stop near the top of the map, and can go over the highest point of land on the map
SpeedModifier
-Default value is 1.0f. Controls how quickly weather ticks. 2.0 will double weather tick rate and make storms play through twice as quickly, for example. Set to low values for very long storms
IntensityModifier
-Default value is 1.0f. Weather effects strength multiplier. Set to bigger values such as 1.5f or 2.0f to make weather more intense. Set to lower values to make weather more mild.
StormSpacingMultiplier
-Default value is 1.0f. Controls how long periods of time between storms are. Set to lower values to make storms happen more often and for sunny weather periods to be shorter
StormSurgeMultiplier
-Default value is 1.0f. Multiplies just how strong the storm surge is. Set to 0.0f to disable storm surge.
RainCommonness default is 5
FogCommonness default is 2
OvercastCommonness default is 2
DryLightningCommonness default is 1
-The above four variables control how frequent each weather type is. When the weather generator generates a weather event, it selects Rain, Fog, Overcast or DryLightning. Increase or decrease the above numbers to make various weather types more or less common or, at 0, they will never happen


Admin Foliage Placement Tool
+Added a new admin tool that allows the user to place permanent foliage on the map while using the observer cam.
-It can be accessed within the observer cam by pressing the "Ability" key while in the observer cam. To access this, you must have a new admin permission category, EditFoliage
+While in this foliage placement tool, you can select and place most of the various types of foliage (trees, bushes, etc) present on BoB.
-Additionally, some (a few) temple assets, some (a few) rocks, some (a few) cliff pieces, flowers, salt, crystals, and some cubes and planes have been exposed to this placement tool.
+You can place single instances of foliage or place them with a painting brush.
+While using the painting brush, you can specify density
+There is also an eraser brush and an undo option, but the eraser can only erase foliage placed using this tool. Regular map foliage cannot be changed. You can also bulk-delete all foliage or bulk-delete all foliage of a specified type that was placed using this tool
+While placing foliage in either method, you can specify the pitch angle, a random scale range, and a Z offset.
+Foliage can be labeled as edible or inedible. Edible foliage will be interactable by players, as they will be able to eat or pick up edible foliage. Tornados and forest fires will also interact with edible foliage. Regular foliage grades still apply. For example, a tree will be edible to creatures when they'd regularly be able to eat that tree. A rock marked edible will never be edible regardless.
+Foliage can be marked as permanent or temporary. Permanent foliage will respawn after eaten or destroyed, exactly like regular map foliage
+Foliage can be marked as save or do-not-save. Foliage placed and marked to save will save into a new save file named SERVER_MapName_Foliage.
+The Foliage Placement Tool shows how much of each foliage type has been placed on the map. It also estimates the additional load time necessary to send all of the new foliage data to a connecting client. There is no limit to how much foliage can be placed using this tool, but use caution. Adding more will increase loading times, so if you want to paint 10 million mushrooms, it'd cause unacceptable loading times
+Added a grid snap setting to the foliage placement ui. It includes an optional snap to z control as well. This allows easy snapping of building pieces such as temple assets or cubes
+Multiple people can use this tool at once, and it is used during a server's runtime, in real-time. Players will see you changing the map in real-time and foliage will be immediately interactable.
+Mechanics: Glide mode on the observer cam is now accessed by the "roar" key, rather than attack2

FPT 'Canvas' Maps:
+Added new map: Rival_Shores_Canvas. This is a version of Rival Shores with all of the edible foliage removed.
+Added new map: Ancestral_Plains_Canvas. This is a version of Ancestral Plains with all of the edible foliage removed.
+Added new map: DM_Caldera_Canvas. This is a version of DM_Caldera with all of the edible foliage removed.
+Added new map: Forest_Island_Canvas. This is a version of Forest_Island with all of the edible foliage removed.
+Added new map: Volcano_Bay. This map is very incomplete, but serves as a good canvas map for the foliage editing tool
-Warning, this map is extremely incomplete. It is a very large, tiled map with water sources, spawn points, shrines and some jungle trees present. Some water sources are extremely dangerous but the foliage editing tool can place temple ramps and stuff to make safe access


Footsteps
+All creatures now play sandy or muddy footstep sounds if stepping in sand or mud
+All creatures now leave behind wet, sandy, muddy, or bloody footsteps if the situation is appropriate
-Yes, this includes beached mosas, elasmos, and kronos!
-While carrying carcasses, or while bleeding, you now leave behind bloody footsteps
-The footsteps stay for about a minute and then fade out

Added partial support for Game Pads
- Supports Xbox controllers natively
- PlayStation 4 controllers work with a Windows driver https://github.com/Ryochan7/DS4Windows
- PlayStation 4 controller's touchpad works as a mouse to navigate menus
- Menu navigation for other controllers doesn't work yet
- Character moves with left analog stick
- Camera moves with right analog stick
- A = Jump, X = Use, B = Crouch, Y = Special, RT = Attack1, LT = Attack2, RB = Ability, LB = Scent, Left stick click = Sprint, D-pad Up = Emote Wheel (does not work yet), D-pad Down = Rest, D-pad Right = Lay Nest & No (prompts), D-pad Left = Yes (prompts)
- Keybinds might need a reset for controllers to work


General Mechanics Changes
+Mechanics: Reincarnations now have bad luck prevention, such that you'll never get less inherits than "average," based on your Trials
-This should result in reincarnations being less of a gamble, as you can't get a terribly low inherit count any longer when you have good Trials
+Mechanics: Increased fresh spawn inherits to 7-10, up from 3-5
+Mechanics: Increased minimum reincarnation inherits to 7-10, up from 5-7
+Mechanics: Carcasses that have been picked up no longer can apply Necrophobia
+Increased growth speeds significantly between 1.0 and 1.2. Average growth times from 0.4 to 1.2 should be:
-94 mintues for Oryctodromeus, Pteranodon, Velociraptor
-133 minutes for Pachycephalosaurus
-160 minutes for Megalosaurus, Tropeognathus, Elasmosaurus, Ichthyovenator
-200 minutes for Lurdusaurus, Parasaurolophus,
-267 minutes for Acrocanthosaurus, Kronosaurus, Mosasaurus, Saichania, Tyrannosaurus, Coahuilaceratops
-366 minutes for Apatosaurus
-The above cagetories do not necessarily mean these creatures grow at the same rates beyond 1.2, even if they grow at the same rates leading up to 1.2
-If a server has adjusted the GrowthRate config var, all these times can be divided by the scalar associated with that growth rate
-The above growth times were gathered with 50% food, water, comfort, food sat, and water sat

Trials
+Mechanics: It now takes less distance traveled to score well on the Distance Traveled Trial
+Mechanics: It now takes less comfort bias to score well on the Comfort Bias Consumed Trial
+Mechanics: It now takes less offspring to score well on the Total Offspring Trial
+Mechanics: It now takes a lower ratio of water satiation to water drank to score well on the Water Satiation Drank Trial
+Mechanics: Creatures now trigger to add to the Scents Identified Trial of they are swimming or flying
+Mechanics: The Scents Identified, Water Sources Visited, and Shrines Visited Trials now notify you when you find a new scent, visit a new water source, or visit a new shrine
+Mechanics: You now can get hunt points for killing your own species, so long as you are not grouped

Diets
+Mechanics: Poor diets no longer result in a slower movement speed
+Reduced Salt's respawn timer to 30 minutes, down from 1 hour
+Reduced Piscivores' fish requirement significantly
+Redistributed and increased salt locations on Rival Shores and Ancestral Plains
+Balance: Reduced salt requirements for all herbivores by about 33%


Quality of Life Changes
+QoL: Added dropdown button that shows server info, which now shows some of its config options
+QoL: Servers that have configured a Discord link now have a discord icon show up on the escape menu that can be clicked by players connected to the server to join their Discord
+QoL: The Character screen (O menu) now has a growth indicator on it
+QoL: Backup server save files are now sorted by game versions
+QoL: Certain interactable foliage objects no longer drop root balls when picked up and set down. This includes mushrooms, crystals, and vegetables

Balance Changes
+Balance: Damage-reducing effects such as Saichania's Spiky Shield now reduce incoming bleed damage as well
+Balance: Sai can now interact with trees and other tier 5 foliage at growth level 1.25
+Balance: Increased Hatchling, juvenile, and subadult speeds for Acrocanthosaurus, Apatosaurus, Ichthyovenator, Megalosaurus, Oryctodromeus, Pachycephalosaurus, Lurdusaurus, Saichania, Pteranodon, Velociraptor, Tropeognathus, Coahuilaceratops, Elasmosaurus, Kronosaurus, Mosasaurus
+Balance: Megalosaurus no longer deals bleed damage
+Balance: Megalosaurus' base attack damage is now 150, up from 130
+Balance: Megalosaurus' size is now 650 base, up from 600
+Balance: Megalosaurus' sprint speed is now 920, down from 950
+Balance: Megalosaurus' base health is now 675, up from 625
+Balance: Increased Ory sprint speed to 800, up from 551
+Acro's foliage tier is now 4, up from 3. This matches Coah, Sai, and Para's foliage tier.
+Swapped the Serrated Teeth talent for the Sharp Teeth talent on Megalosaurus. On older creatures, talent points and inherits from Serrated Teeth will automatically transfer to Sharp Teeth.


Bug Fixes
+Fixed: Strange collision on RS Pine and Birch Trees after being burnt
+Fixed: Being able to connect to the same server twice, which resulted in all kinds of strange bugs
+Fixed: Tropeo's right wingbeat hitbox is now properly positioned
+Fixed: Apato no longer requires excessive salt, and now gets a "Craving Salt" debuff instead of immediately getting "Salt Deficiency"
+Fixed: Client crash when entities take "damage" events locally from or to something in the map in certain cases.
+Fixed: Client Crash when generating combat log history in certain cases
+Fixed: Client crash that could occur after changing characters and having received invites.
+Fixed: Crash that could happen when trying to access data in replays.
+Fixed: The out of bounds visual effect now properly applies the out of bounds status condition
+Fixed: Getting kicked or disconnected from the server now properly prompts the reason.
+Fixed: Main Menu not showing up after getting two disconnects in a row.

Art & Screenshots by Teatimejess & Starcatcher
Afrikaans Translation
Beasts of Bermuda - Soals

Coahuilaceratops
+Added Coahuilaceratops as a new playable creature
-The Coahuilaceratops is an omnivore and requires both meat and plant food in reasonable proportions to meet its diet
-Coahuilaceratops has built in +2 in Intimidation when dropping comfort of non-grouped players. This stacks with additional talents and inherits into Intimidation
-The Coahuilaceratops can turn in place, and does so while crouching
-The Secondary Attack is a hard-hitting gore attack, which behaves very similarly to that of a stomp. It also, however, deals knockback when it hits
-Attacking the Coahuilaceratops from the front results in it taking significantly reduced damage due to its large, protective shield

New Dietary System
+Dietary System has been implemented alongside the release of Coahuilaceratops to support its Omnivore status

There are four diet qualities you can have:
+Unhealthy Diets
-An unhealthy diet is met if any one of your dietary requirements are below the "Danger" threshold
-The reason for your unhealthy diet will be shown as a red debuff condition in the corner of the screen, which explains which requirement you are deficient in
-In order to remedy an unhealthy diet, one must eat the food or mineral type they are deficient in
-An unhealthy diet results in slower stamina regeneration, slower sprinting speed, and faster stamina drain

+Poor Diets
-Above an unhealthy diet is a poor diet
-A poor diet is met if any one of your dietary requirements are below the "Warning" threshold while all requirements still remain above the "Danger" threshold
-The reason for your poor diet will be shown as an orange debuff condition in the corner of the screen, which explains which requirement you are craving
-In order to remedy a poor diet, one must eat the food or mineral type they are deficient in
-A poor diet has no negative effects. It simply serves as a warning, stating you are craving a certain food or mineral.
-If foods of the improper types are continuously consumed while you are in a poor diet state, you will develop an unhealthy diet, deficient in the requirement you did not meet

+Balanced Diets
-A balanced diet is met if you have no dietary cravings or deficiencies, which would place you at a poor or unhealthy diet
-A balanced diet carries no buff or debuff with it
-Fresh spawns and saved creatures from previous save files will load in with balanced diets

+Superb Diets
-A superb diet is met if all of your dietary requirements meet the "Superb" dietary requirement
-While your diet is superb, you will see a green, positive status condition in the corner of the screen
-A superb diet allows eggs to gestate faster and allows you to incur less of a movement speed penalty while carrying objects such as foliage or meat and while gestating eggs

+General
-It should be observed that we deliberately chose not to make superb diets feel mandatory. They provide a couple nice, circumstantial, non-combat related buffs
-In order to quickly check your diet, you can find information about all of your dietary requirements on the Character screen (O menu, by default)
-Hatchlings have trivial dietary requirements. As they grow up, the requirements begin to come into play
-In order to see a more detailed breakdown of your dietary requirements and status, you can expand the stats on the Character screen to see a full dietary synopsis
-It is possible that we may add more dietary requirements in the future, potentially with unique buffs and debuffs for exceeding or ignoring the requirements. If people like the system, it's likely we'll expand upon it but for now we tried to keep it very simple, easy, and non-punitive
-Food combat logging messages now show what kind of food you're receiving from a particular eating event


Omnivore Dietary Requirements
-Pachycephalosaurus and Coahuilaceratops are both omnivores
-Omnivores must eat both plants and meat in sufficient quantities to balance their diet
-Fish, player carcasses, or carrion (map-spawned carcasses) all contribute towards a general meat category for omnivores
Piscivore Dietary Requirements
-Tropeognathus, Pteranodon, Ichthyovenator, and Elasmosaurus are all piscivores
-Piscivores must eat both fish and meat in sufficient quantities to balance their diet
-Player carcasses and carrion (map-spawned carcasses) both contribute towards a general meat category for piscivores
Carnivore Dietary Requirements
-The Kronosaurus, Mosasaurus, Velociraptor, Megalosaurus, Tyrannosaurus, and Acrocanthosaurus are all carnivores
-Carnivores must eat player carcasses in order to obtain a superb diet, which shows up as a "Meat" category for them
-Carnivores cannot have a poor or unhealthy diet due to the requirement that player carcasses be consumed to meet this requirement
Herbivore Dietary Requirement
-Parasaurolophus, Apatosaurus, Saichania, Lurdusaurus, and Oryctodromeus require salt in their diets
-Ancestral Plains, Rival Shores, Forest Island, Test_Performance, and DM_Caldera now have numerous salt crystals placed around the shorelines of the maps
-Salt does not give food
-In order to obtain a superb diet, you must meet 100% of your salt dietary requirement. You can exceed it up to 133%
-If you are full on salt (133%), you cannot eat more salt
-Salt cannot be carried
-Salt cannot be eaten by creatures who do not need to eat it

Reincarnation Mechanic
+A Reincarnation mechanic has been added to the game
-Creatures that are at least 0.8 in size can now be reincarnated
-In order to reincarnate, one must select a dead creature of at least 0.8 growth on the Save Select screen and then click the new Reincarnate button
-When a creature is reincarnated, a new juvenile of that species will show up in the player's Save Select screen in place of the creature that was selected for reincarnation
-The juvenile will receive a skin that would result from the reincarnated creature breeding with itself
-The juvenile will receive inherits that would be similar to that of the reincarnated creature breeding with itself
-The probability the juvenile will receive inherits is heavily tied to the quality of the reincarnated creature's Trials scores
-Good power Trials will improve the likelihood of inheriting power talents
-Good mobility Trials will improve the likelihood of inheriting mobility talents
-Good survival Trials will improve the likelihood of inheriting survival talents
-Doing poorly on Trials of a specific category does not make you more likely to inherit talents in other categories at the expense of that category
-Deity pledges and sacrifices apply to these inherit calculations exactly as they do when computing resurrection point values
-The juvenile will spawn at a random, appropriate spawn point on the map when first selected for play
-The 0.8+ growth, dead creature will be permanently lost, fully deleted from the game's save data and not available for resurrection or reincarnation, even by an administrator
-Skins can be edited on the reincarnated creature
-Reincarnations use the same gender as the previous creature

Replay System
+Replays have been added to the game, but be warned the recordings can be a bit choppy sometimes
-To access replays, visit the Escape Menu and select the new Replays option
-Here, you will be able to either start a replay, stop a replay, or view your replays
-Replay files can be shared between players so they should be a huge help for the moderation of servers
-Replays support admin viewing. For this to work, the player needs to play a replay that was generated on the server they are admin on (be it by them or an other player), and load this replay while being logged onto said server.
-Replays can be enabled to automatically record every time the player starts playing. If so, they will start a new file each time the player switches creatures
-While automatically recording, the replay files will also delete after a specified number of days. This can be set in the Gameplay Options UI
-The Replay controls UI visibility can be toggled using the toggle hud key, or by pressing the button for it on the bottom right of the screen when in replays


New Emote Wheel
+Emote Wheel UI:
-A new emote wheel has been added to the game
-By default, it is bound to the V key. It can be changed in the Keybinds settings for the game
-The emote wheel provides easy access to all 5 vocalizations, along with mate, nest, invite, and kick. Admins can also server kick, server mute, and server ban players through the emote wheel
-While holding the mouse over the mate, nest, invite, kick, and admin options on the emote wheel, a tooltip will show you who you're performing the action on or will tell you why you cannot do this action
-The emote wheel opens when you begin holding its keybind down and will perform the action your mouse is over when you release the key


Arboreal Nesting
+Arboreal Nests have been added to the game
-Arboreal nests are larger nests that can be laid in trees or on large rocks
-Arboreal nests have collision and can be sat in. You can also place eggs or other carried objects into the nest
-The Tropeognathus and Pteranodon can lay arboreal nests by perching on an appropriate surface, such as a tree branch
-The Velociraptor can now lay arboreal nests if they have at least 3 points in the Arboreal talent

Easy Anti-Cheat
+Easy Anti-cheat Integration
-Beasts of Bermuda now runs behind the protection of Easy Anti Cheat
-This will prevent any third-party software from running with Beasts of Bermuda
For information or support regarding Easy Anti-Cheat please visit their website.


Skins
+Added the following skins:
-Added Acro Skin: Bumble by Twilightwolf & Natahi4
-Added Acro Skin: Autumn by Twilightwolf & Natahi4
-Added Para Skin: Melon by Twilightwolf
-Added Para Skin: Nomad by Triptrap & GameVideosForLife
-Added Rex Skin: Avian by Twilightwolf
-Added Krono Skin: Duckweed by Twilightwolf & Natahi4
-Added Krono Skin: Sandshifter by Twilightwolf
-Added Krono Skin: Banded by TeaTimeJess & DJZ
-Added Coah Skin: Wicked by Triptrap
-Added Coah Skin: Fractal by Triptrap & DJZ
-Added Coah Skin: Salmon by Twilightwolf & Natahi4
-Added Coah Skin: Potato Beetle by TeatimeJess and Natahi4
-Added Coah Skin: Foal by Triptrap
-Added Coah Skin: Jupiter by Twilightwolf & Natahi4

Map Changes
+Map Work
-Turned off collision on the tiny palms on Rival Shores / Jungle
-Added small, new area behind the mountain on Rival Shores' Jungle Mountain
-Fixed various holes and issues on Rival Shores and Ancestral Plains
-Replaced several types of foliage on Rival Shores' Jungle Mountain
-Rebalanced water source values on Forest Island. Most have more water
-Removed about 40% of the seaweed on Ancestral Plains
-Removed 50% of the seaweed on Rival Shores

Quality of Life: Adjustments & Mechanics
+Mechanics: Nests can now be attacked and destroyed by repeatedly attacking the nest with any damaging attack
+Mechanics: While holding the scent key, all creatures can now see which plants they are able to eat by seeing a periodic highlight effect on all nearby, interactable foliage
-This accounts for growth and creature type
-Comfort flowers, crystals, and other objects like these also will show this effect
-There is a setting to disable this effect in Gameplay Options
+Mechanics: If less than 1.0 growth, resurrection no longer takes any growth away
+Mechanics: Fires no longer spread super slow at the start, which was causing them to fizzle too often

+QoL: Reduced Krono's idle sound volume by 75%
+QoL: Reduced Krono's eat sound volume by 90%
+QoL: Reduced Krono's attack sound volume by 72%
+QoL: The /l local chat now broadcasts to all players within a 100 meter radius of your character, rather than changing based on character size
+QoL: Added new loading prompts for diets, pledging, and on-screen prompt settings.
+QoL: Improved cave lighting so the transitions between outside and inside is much more natural feeling
+QoL: Improved Acro's textures (normal map)
+QoL: Updated Tyrannosaurus model high poly and textures
+QoL: You now receive an Incubating status icon if sitting or laying close enough to eggs to incubate them
+QoL: Added Ichthy claw and spike texture
+QoL: All talents have been reset due to balance changes with this patch
+QoL: Orys can now find salt crystals in their burrows


Balance Changes
+Balance: Reduced Rex's bite damage to 425, down from 450
+Balance: The talent Unbreakable no longer mitigates against the slowing effects injury has on dart speed
+Balance: The talent Constitution now stacks additively with the health increase received by being overweight, rather than multiplicatively
+Balance: Taking damage from a non-flyer while in flight now sets you into a falling state and resets all flight-based momentum
+Balance: Knockback is now heavily mitigated by Sai's Spiky Shield ability
+Balance: Being overweight now provides less mitigation against knockback effects
+Balance: Increased fall damage thresholds for all creatures by 10%
+Balance: Saichania now takes 20% less knockback damage at all times
+Balance: Greatly increased Tropeo dart speed, and slightly reduced dart duration
+Balance: Reduced the effectiveness of the talent Unbreakable by 33%
+Balance: The Turn while Stomping talent now slightly improves turn rate further at 4/3 and 5/3
+Balance: The Quick Takeoff talent is now less effective, with 3/3 having the old 5/3 talent coefficient
+Balance: Increased Pachy's swim sprint speed to 350, up from 300
+Balance: Increased Pachy's swim walk speed to 250, up from 200
+Balance: The Saichania now has the Bludgeon attribute, allowing it to ignore any natural armor other creatures have
-Currently, this allows it to ignore the protection Coahuilaceratops' facial shield offers it+Fixed a couple bugs related to mutated skins to properly integrate "Locked" patterns from mutations
+Balance: Serrated Teeth is now just as effective as Sharp Teeth at dealing increased damage to players with large health pools
+Balance: Adjusted sleep root offset to make meshing into walls more difficult
+Balance: Adjusted hatchling sai weight so it's small enough to be picked up by its parents until higher growth levels
+Balance: It no longer costs stamina to enter flight from the surface of the Ocean
+Balance: Saichania now has a built in +2 stress resistance when negating comfort drops from other, nearby creatures
+Balance: Reduced the ability cost of digging or filling an ory tunnel by 40%

Bug Fixes
+Fixed: Sterile skins are now properly sterile. Code will attempt to use a fallback texture (from an other skin) if trying to use a texture from a sterile skin when generating the required patterns (base mask, normal, SSRM/DRM, etc).
+Fixed: Force respawning no longer allows a player to deny another player their carcass and hunt points for killing them
+Fixed: Picking up carcasses over edible foliage no longer destroys the foliage if you hold the use key
+Fixed: Eggs no longer cause a buffer overflow causing the creature to be unplayable, but are limited to 100 incubated eggs per creature
+Fixed: You can no longer lay a nest until you are mature enough to mate
+Fixed: Para now holds foliage properly in its jaw
+Fixed: Flyers now reset their momentum after entering a swimming state
+Fixed: Pachy can no longer spam charge after hitting a target with charge
+Fixed: Empty carcasses no longer prompt you to interact with them
+Fixed: Drinking water to get satiation while full on water now properly adds to Water Drank Trial
+Fixed: Strafing out of a body of water no longer gets you stuck moving that direction indefinitely
+Fixed: Forest fire ash no longer shows on the character
+Fixed: Removed tooltip from Adrenaline that suggests you move faster while low on health
+Fixed: Logging in near eggs no longer causes the warning that you're logging in near other big players
+Fixed: Death screen music getting stuck playing if you alt tab while the death screen is up
+Fixed: Chat messages not sent to global chat and chat commands no longer get blocked while using incognito mode if the player has global chat disabled
+Fixed: Ichthy leg issues with the new ichthy mesh
+Fixed: The carrying object indicator on the ory dirt jar HUD element now hides when you hide your HUD
+Fixed: Bleed particle effects should now properly despawn after 10 seconds
+Fixed: Tropeo can no longer take off while performing its wing beat animation
+Fixed: Clicking on the player list scroll bar no longer causes it to close
+Fixed: The 'There is no Escape' message on the screen now properly hides if you go to the character select screen while it is open

+Optimization: Optimized a CPU frame hitch associated with loading burrows

Pictures provided by: Jynn, Triptrap, & Thyrunnersaurus
Beasts of Bermuda - Soals

Fat Velo's Plushie Campaign is Live!
Sastrei Studios is teaming up with Makeship to bring you our first limited edition Beasts of Bermuda Plushie: The Fat Velo!
We are pleased to inform you that the campaign is live!

How it Works
From August 13th to September 2 @8:00pm EST (21 days), you will be able to purchase Fat Velo Plushies on Makeship's website to help reach the funding goal.

After the Plushie is successfully funded, they will be shipped out to backers 2-3 months after the Campaign end date. You can find additional info about the plushie and campaign by following the link at the bottom of the announcement.

Additional Perks
  • These plushies are Limited Edition and are each given a unique numbered tag, so get them before they are gone!
  • Makeship has a badges system! The first 200 backers will get a gold badge! Click Here for an Example of Makeship Badges
  • In addition, your name shows up on the 'recent supporters' section and once the campaign is over all supporters' usernames are celebrates on the product page!
In order to receive badges and statuses, you need to first create an account with Makeship.

Back the Campaign Today!
You can help fund the campaign by purchasing your own Fat Velo Plush.
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
...