The World Event Migration system will, by default, spawn a world event players can choose to migrate to on the map every 2 hours. World Events provide a pair of two randomly-selected benefits to the player if they are in the world event area. They spawn at a randomly selected world event node. We have placed world event nodes on Isla Titania, Rival Shores, Forest Island, Ancestral Plains, DM_Caldera, and canvas maps. The majority of world event nodes are accessible to both aquatics and terrestrials.
When a world event spawns, it will begin a count-down until it actually begins providing the benefits. This count-down is, by default, 30 minutes. Once the countdown finishes, it will provide its benefits for 45 more minutes. After that, it will despawn. World events have large, golden banners that show up when you use scent. The banners have a count-down until the event starts, and a count-down for when the event is over. They also show what benefits the world event will provide.
There are eight world event benefit types currently implemented.
List of World Event Benefits
+Immune to Weather -You are immune to the adverse effects of weather -This includes lightning strikes, tornados, and discomfort associated with weather
+Slower Metabolism -The rate at which your food and water deplete has been reduced by 33%
+Death's Blessing -Upon death, you will automatically resurrect without any penalty to growth. This includes Life Cycle, Gauntlet growth creatures -You will respawn at a randomly selected spawn point on the map when this creature is selected for play
+Bountiful Lands -Increases AI spawner activity in the area, greatly accelerating spawn rate and max spawn count -Dramatically increases rate at which foliage respawns when eaten
+Great Nesting Site -Provides all buffs the Survival Deity Blessing provides. They do not, however, stack with the Survival
+Deity Blessing buffs -Additionally, offspring will receive inherits as if the difference between your Good Parent talent and that of a creature with 5/3 invested has been halved
+Enhanced Growth -Increases growth rate by 30%
+Favor of the Deities -Provides a very powerful buff that corresponds with which deity you have pledged to -With the power deity pledge active, you receive: -45% more base damage. This does not increase injury or stamina damage. -45% more bleed damge -100% more intimidation -50% further fall distance
-With the speed deity pledge active, you receive: -25% boost to jump power -35% boost to walking, sprinting, swimming, and flying movement speed -20% boost to turn rate -35% reduced injury damage taken -35% reduced stamina damage taken -Deal damage as if you have 3 additional points in Exhausting Bite
-With the survival deity pledge active, you receive: -65% increased health. Note this also reduces incoming injury damage by 39% -50% reduced bleed damage taken -65% increased healing rate. This includes bleed, injury, and venom healing -45% more injury damage
+Unlocked Skin Editing -You can edit your skin at any time while in the event area
+Additionally, inside any world event, you receive the equivalent of the Power Deity Blessing, meaning when you die, 75% of the resurrection cost to resurrect the creature will automatically be met -If you have the Power Deity Blessing as well, 100% of the cost to resurrect will be met, making resurrection free and incur no growth penalty on Free Roam. On Life Cycle, your resurrected growth will be the minimum value of your current growth and 1.32. +While in a world event area, water can also not be further dirtied
World Event Server Configs
World Events have several server config variables that allow server owners to control how these behave on their server. They go in the ServerGameInstance section. They are:
bSpawnWorldEvents -If true, world events spawn on the server.
WorldEventPrepTime -Defaults to 30 minutes. How long it takes for the world event to activate and provide its benefits, once it spawns.
WorldEventDuration -Defaults to 45 minutes. How long the world event provides its benefits for.
WorldEventSpacing -Defaults to 120 minutes. Time between each world event spawn.
WorldEventBuffsToNotUse -Populate this array to disable spawning of certain event benefits on the server. If a benefit is disabled, world events will never choose to use this benefit and will choose others randomly instead.
World events can be spawned with the console as well, running the command SpawnWorldEventAt. You can provide the location, the benefits it provides, the radius, the prep time, and the duration. The event will handle itself and do everything else on its own. These world events are totally independent from the naturally spawned ones the game will generate on its own, and will not interfere with natural world event spawning. Multiple world events can cover the same area if you spawn two or more that overlap.
+The console command SpawnWorldEventAt has two input arguments for what world event buffs it will spawn. It expects a number from 1 to 8.
+Here is a list of all world events and their corresponding numbers: 1: EVENT_WeatherImmunity 2: EVENT_LowFoodWaterDrain 3: EVENT_AutoResurrection 4: EVENT_AISwarm 5: EVENT_Nesting 6: EVENT_GrowthBuff 7: EVENT_PledgeAmplify 8: EVENT_Reskin +There is also a command, DestroyAllWorldEvents, which removes all events.
We designed this system to give players an optional, additional, occasional goal they can seek out on the map while playing and we hope it'll add to the gameplay experience!
Additional Notes about World Events
+World Events now grant an "Event Pending" status condition while inside the event radius if the event is still counting down +Two world events cannot spawn naturally at the same location +World Events cannot spawn at the same world event location twice in a row +World Events send green chat messages to global chat when they first spawn on the map, when they first begin providing buffs, when they despawn, and every 15 minutes leading up to the event. They state what buffs will be present at the event. +When you exit a world event, the benefits fade out over 10 seconds and you receive a screen message informing you that you've left the event area +When a world event despawns, the benefits from the world event now fade out over 30 seconds and you receive a screen message informing you that the event has despawned +Events with a weather immunity buff also trigger a rainstorm when they start, so long as it's not already raining +Added World Event Node to the foliage placement tool. The default event radius is 10000 UE units, and is further multiplied by the object scale. If a node exists, it may be selected by the world event system to naturally spawn events on its own and will be added to the regular map world event nodes. These save and load properly when the server restarts. +The Favor of the Deities world event benefit now always pairs with the Death's Blessing benefit if it is selected as the first benefit and Death's Blessing is a valid benefit for selection (not blocked by server config). This means Favor of the Deities and Death's Blessing will frequently pair up during world events, but not always. +World events provide immunity to necrophobia
World Events Webhooks
Notes on the world event webhooks: -They work the same as other webhooks. -bUseEventsWebhook is the config variable to enable or disable them -EventsDiscordWebhook is the config variable on which the webhook link should be placed -EventsDiscordIconURL is the config variable on which a link to an image can be put (optional)
+Velo now tries to automatically latch if it falls from climb -It still can't latch if the surface is not suitable for climbing due to it's shape or angle
Quality of Life Changes
+QoL: Quick chat has new phrases: Thank you!, Sorry!, Help me!, Attack!, Fall back!, I need food/water +QoL: Added frog critter spawners to Rival Shores, Rival Shores Canvas, Ancestral Plains, Ancestral Plains Canvas, Forest Island, Forest Island Canvas, DM_Caldera, DM_Caldera Canvas +QoL: Moved the out of bounds duel message to the top-center of the screen +QoL: Ai can now be seen while using scent regardless of whether the player is above or below the Ocean surface +QoL: Added mini shrines of each type to each spawn point on DM_Caldera and DM_Caldera_Canvas +Qol: You can now choose to preserve your skin when reincarnating.
Bug Fixes
+Fixed (public): Krono's Lunge attack can now hit AI critters such as the Arganodus +Fixed: Instances where Wiehevenator was still being referred to as Megalosaurus
Isla Titania
+Palm Forest Creek no longer provides water satiation +Added more combat music. Added one while flying, and one while swimming. +Adjusted Arganodus spawn populations, added more spawners, split spawners which were large into many smaller spawners that add up to the same total area population (optimization) +Fixed: smoothed out more reported terrain slopes +Optimizations to Freshwater Plants
+Fixed up several areas with steep or jagged terrain. If more of these areas are found, they need to be reported so we can continue fixing them. Please join our official discord to learn more. +Upped the value of all plant food on Isla Titania +Added groves of fruit trees to several areas on Isla Titania +Added additional static burrow cluster to the Outlands biome +Updated the Spiral Island music track +Several misc bug fixes or other issues reported on Isla Titania
Mechanics
+Mechanics (public): Save files can now be migrated to Isla Titania +Mechanics (public): The scaling on how much food plants give for larger growth herbivores has been adjusted such that it doesn't drop in value nearly as quickly as you get bigger +Mechanics (public): The Winter Snowflake para snow overlay can now be applied to any para skin
Velociraptor
+The Velociraptor will now continuously search for climbable objecst to latch onto if you're holdin the use key, rather than only the instant you press the use key +Fixed an issue where the velociraptor would be unable to climb after falling off while it was previously climbing
Bug Fixes
+Fixed: Velo now uses proper falling animation when it falls from a ledge after running instead of running in the air +Fixed: Swapping maps no longer causes saved creatures to log in at their old save location on the other map
+Isla Titania's Spiral Island biome now has its own biome discovery soundtrack and its own looping biome soundtrack
Optimization
+Titania no longer continuously consumes more and more RAM as the player moves around the map and loads more map tiles +Titania should now load much more quickly for players have been struggling to connect to Isla Titania servers +Various foliage LOD and texture resolution optimizations on Isla Titania
Admin
+Admins can now remove groups from the group finder by clicking an admin-only X by the group in the group finder +The admin observer camera's ability now shows player's breathbar, estimated attack damage, estimated sprint speed, and current speed
Mechanics
+Megaraptor now continues sprinting if the sprint key is already held down when the player stops using Slash Attack +Megaraptor now automatically cancels Slash Attack if the player jumps, rather than preventing the player from jumping +Carcass legs now rot at the same rate as the parent carcass. This means legging carcasses no longer adversely influences how fast they rot or how much food value they're worth.
Quality of Life
+The prompt that asks to view replays or record replays now has cancel button to close the prompt
Bug Fixes
+Empty "Sand Attack" status condition icons getting stuck on the status display +Quickly tapping the use key no longer gets you stuck in a drinking state, allowing you to drain water sources below their intended drink level +The plant moving to mouth eating effect now works properly for plants that have a non-unity scale +Megaraptor's Evasive Maneuver now properly fully cancels when you do a regular jump +Teleporters no longer cause creatures to take fall damage, get stuck, or die +Replay menu no longer gets stuck on screen after selecting view replays and hitting esc +Emote wheel no longer can be opened in rare cases while replay UI is open +Wie's identification now properly uses a word Air instead of Water when checking aquatic creature's stats +Various Titania map issues
+This skin can be unlocked by growing a Parasaurolophus to Gauntlet age (1.32) on any server running the Life Cycle game mode -This skin will no longer be earnable after December 31st! It's possible we will allow it to be earned again in future events -When the skin is unlocked, an achievement for earning the winter skin will display, granting the player the ability to select and use this skin -It will always be available to the player once it has been unlocked on the server they unlocked it on -The unlock for this skin is server-specific, meaning it needs to be unlocked separately on each if a player wishes to have the skin on multiple servers +The dusting of snow on top of the model can be toggled on or off in the character tab +The skin is fully customizable, including the colors of the blanket
Frogs
+Frog AI have been placed around the majority of water sources on Isla Titania. They are also present in some other swampy areas of the map as well. -The frogs are a simple, easy to catch AI critter that provide about half the food value of an Auroraceratops -The carcass spawn rate has been slightly reduced to accommodate for the addition of frogs as a new, additional food source for carnivores -The frogs croak at night or when it is raining +A frog AI spawner has been added to the foliage placement tool for servers to add frogs to non-Titania maps +There is a secret shrine located somewhere on Isla Titania that allows one to play as the frog -The playable frog has a jump similar to that of the Velociraptor when holding RMB -The playable frog can turn in place while crouched, similar to Saichania -The playable frog's LMB attack deals a very slight amount of venom damage
Toxic Death Messages DLC
+Support for Toxic Death Messages DLC has been added. It will be released in a couple weeks on Steam -The Toxic Death Messages DLC will replace the 'Come Back Stronger' death message with one of many comedic insults or toxic remarks directed at the player after they die -While Toxic Death Messages is installed, it can be turned off by a new setting under Escape / Options / Gameplay Options / DLC
Optimization
+Many LOD and render distance changes and optimizations on Isla Titania
Bug Fixes
+Fixed: Elasmo can now properly interact with trinkets and shrines +Fixed: Players who hatch out of eggs can now interact with nests properly +Fixed: Players who hatch out of eggs no longer have issues with groups working properly +Fixed: UI sound setting now properly affects the scroll sound in server list and dino list +Fixed: The reduced health scaling from growth in the previous patch now is implemented on all creatures, rather than just the Acrocanthosaurus
+Fixed: Elasmo and Mosa can now struggle out of grabs +Fixed: The talent Elusive now properly grants the effects stated in the talent's description based on how many talents + inherits you have in Elusive +Fixed: Eggs no longer grow more quickly or more slowly based on the server's growth speed config +Fixed: Trees no longer float towards your jaw and disappear if you knock them down +Fixed: Acacia trees now properly can be eaten or knocked down rather than becoming infinite food sources +Fixed: Auto-revives no longer work on Life Cycle, even though the server would say they were disabled +Mechanics: Adjusted food scaling of fat plants and chinlea fish such that they provide more foods at larger growths than before +QoL (public): Added a subtle field of view effect when you sprint, dart, or fly fast
Titania +Added Portal to Spiral Island +Placed more Blackberry in saltmarsh biome +Adjusted mini-shrine placement locations +Fixed various map issues +Upped Food Value of Taro and Papaya
+All deity shrines now have two additional options the player can do while interacting with the shrine. These are Receive Blessing and Take Trinket. +Blessings offer a way for players to voluntarily ramp up the difficulty of the game to receive various benefits for a period of time. These benefits have been deliberately designed to not influence combat-related stats or gameplay balance. +Blessings are removed upon death and cannot be removed by the player in any other way. They must run their course. +You can have multiple blessings at once. Their effects stack. +Blessings can be received at shrines on all maps and in both the Free Roam and Life Cycle game modes +You can refresh a blessing and restart its timer by revisiting a corresponding deity shrine and receiving the blessing again. +Blessings last 30 minutes. +You must take a trinket from another shrine and carry it to a shrine to receive a blessing from the shrine -The Take Trinket option can be found by interacting with a shrine through the use key. The trinket will appear in your mouth and is interactable like any other carryable object
The Survival Deity grants a blessing that does: -Reduces comfort drop associated with incubating eggs by 50% -Reduces the movement penalty associated with incubating eggs by 100% -Grants increased gestation speed by 75% -Increases chance of passing on exclusive skins or granting bio layers on eggs. Both parents stack. -Buffs Incubated buff by an additional 25% -Your eggs cannot be damaged from damage received during combat -Nests are 50% cheaper to create -Each parent reduces the chance of eggs having a negative inherit by 50%. If both parents are blessed, the chance becomes zero. -Increases food and water drain by 40%
The Speed Deity grants a blessing that does: -Increases growth speed by 50% -Increases food and water drain by 75%
The Power Deity grants a blessing that does: -If you die, 75% of your resurrection cost is already met by the blessing -Increases food and water drain by 40%
Mechanics Changes
+Mechanics: After being resurrected, creatures now drop empty carcasses until they eat and drink food. The fullness of the dropped carcass cannot exceed the value of the food they have eaten since being resurrected to prevent farming food with the new power deity blessing. +Mechanics: Life Cycle (Titania) and Life Cycle (old BoB maps) has been split into two game modes. These game modes are Life Cycle and Free Roam -The old, unused Free Roam game mode has been replaced by this updated version of Free Roam, which constitutes all of the current, old BoB map growth mechanics -Servers that wish to use old BoB growth and mechanics on Isla Titania can do so by switching the game mode to Free Roam on their Isla Titania server -Conversely, all servers who wish to run the current Titania / Gauntlet gameplay can do so on older maps by setting their server's game mode to Life Cycle -All mechanics labeled as Titania-specific or for new BoB maps only in our previous update are now specific to Life Cycle +Mechanics: Titania can now be run on Free Roam (old BoB growth / gameplay) or Life Cycle (Titania / Gauntlet gameplay) -Rival Shores, Ancestral Plains, Forest Island, and other maps can also run either Life Cycle or Free Roam
Admin
+Admin: The fillallstats and setstats admin commands no longer dirty dinosaurs if used on the Free Roam game mode +Admin: The setweather command now applies the Enhanced Growth buff on the Free Roam game mode +Admin: The server config bDisableCharacterDeath now allows players to automatically resurrect when they die while on Free Roam game mode +Admin: The console commands SpawnCarcass and SpawnPlant can be used on Free Roam, regardless of map +Admin: The growth rate, water drain rate, and food drain rate server configs now fully work on Life Cycle/Titania +Admin: PvE, PvP, and PvPvE game experiences can be used on Life Cycle or Free Roam
Quality of Life
+QoL: Plants now despawn by going towards your jaw and disappearing gradually, rather than instantly despawning +QoL: Added a few biome volumes to Forest Island and Forest Island Canvas maps +Disabled prompt that warns players about joining non-Titania maps +QoL: Deity shrines now have banners above them that show up when you use scent. They look similar to freshwater banners
Balance Changes
+Balance: Decreased Velociraptor's food drain rate by 10% +Balance: Decreased Oryctodromeus' food drain rate by 10% +Balance: Increased Tyrannosaurus rex's food drain rate by 6%
Optimization Changes
+Optimization: Reduced size of several textures present on Titania to reduce VRAM usage +Optimization: Titania now pre-caches before the player attempts to join the server. This may help with some players with lower-end PCs having issues connecting to Isla Titania servers.
Bug Fixes
+Fixed: Charcoal no longer spawns on old maps, neither from forest fires nor randomly +Reset talents for all creatures -This will hopefully flush out any issues with talents not working properly for pre-patch lurdus and megaras +Fixed: AI can no longer spawn multiple or infinite carcasses under certain situations +Fixed: Eggs now properly grow 80% faster on Isla Titania +Fixed: Big burrow objects such as rocks no longer spawn above-ground in areas such as Titania's Salt Marsh +Fixed: Creatures that have greater than 100 max food now properly receive the Starvation debuff when they are below 20% food, rather than when they are below 20 food +Fixed: You can no longer get sick from eating negative bias plants on old maps, and sickness no longer permanently gets stuck on old maps +Fixed: The Auroraceratops playable critter can no longer receive the Restless debuff for spending too much time in burrows +Fixed: Exiting an ory burrow that is beneath shelter no longer causes the night filter and other post-processing effects to fail to apply properly +Fixed: Burrows no longer fail to load properly in certain locations on Titania, getting stuck indefinitely prompting the player that they're still loading +Fixed: Players on old bob maps no longer receive a prompt stating their growth has been paused +Fixed: SetSpeedIncrease should now work on the Observer Cam +Fixed various Titania bugs +Fixed: Wie eggs now show as wie eggs properly instead of megalo +Fixed: Eggs no longer cause a frame hitch when peeping +Fixed: Group joins now display the proper dino name instead of the internal name in case of mixed groups +Fixed: Some some biomes on Ancestral Plains not being set with the proper bounds +Fixed: Ancestral Plains Canvas, Forest Island Canvas, and Rival Shores Canvas now have biomes +Fixed: Kapok trees can no longer be picked up or eaten on Isla Titania, resulting in infinite food +Fixed: Issue where some bio dinos have their bio appearing only when wet
Titania is Beast of Bermuda's newest open-world map. +Currently only Section 1 is accessible and will be enclosed inside a walled space. The playable space in Section 1 is just under half of Titania. -Attempting to go outside the wall (with cheats) will eject the player back to the Character Select Menu and kill the offending creature. -New sections of Titania will become accessible in future updates.
Foliage Adjustments
+Sniff to investigate! Titania Plants and other objects have been given helpful hints to guide players, and warn them. +Several fruit species have been added to Titania: Banana, Papaya, Mango, Pineapple, Coconut, and Blackberries. -Fruits have satiation buffs and give good food. Some also give water. They are heavier than other plants. +Several Poisonous species have been added to Titania. -Each biome will have at least one poisonous species. Sniffing suspicious plants can help you identify them. -Poisonous plants give negative bias of various severities based on the species. -All creatures can eat the poisonous plants. +Added inland Salt Rocks to Titania. These are large rocks with a salt dusting, which creatures can lick to fulfill their diet requirements, same as with beach salt. Inland Salt Rocks are more rare. +New flower: Pink Cordyline. Offers a helpful prompt when sniffed and glows in the dark. +Not all foliage on Titania may be eaten to maintain the biome's aesthetic, and offer hiding places for dinosaurs. This includes: -Ferns, the largest jungle trees, tall grasses, large bushes, specially made obstacles, temporary shelters, and miscellaneous debris. +Added Under-and-Over Obstacles, scattered evenly around Titania, to help dinosaurs out-maneuver their pursuers. +Added Temporary Shelters, scattered evenly around Titania. They are a type of rock lean-to that offer various degrees of shelter depending on the size of creatures, and are intended to be emergency places to hide in a storm.
Mini Shrines
+Mini shrines have been scattered across Titania. You can only pledge to these shrines, and they do not count towards the Shrines Visited Trial
Misc. Titania Adjustments
+Biomes have various color filters +Added named biomes and watersources to discover +Lore and secrets can be found on the map using clues in the environment +Titania has a new night filter to make it easier to see in the dark while remaining cinematic and immersive +Titania will not initially be compatible with the Foliage Placement Tool +Save data from older maps will not be initially transferable to Titania. Titania save data can be transferred to older maps. This is a temporary change to allow development clear "beginning-to-end" feedback for the initial map launch. Please give us your feedback on the map thus far!
A New Way to Play!
+We have made significant changes to how Beasts of Bermuda’s gameplay loop works, specifically on Isla Titania, as it is being redesigned to offer an experience that continuously remains fresh, enjoyable to play, and accessible to all players. To accomplish this, we have made several changes to the game that are Titania-specific, meaning Rival Shores, Ancestral Plains, and other older bob maps will not have these changes and mechanics present.
Faster Growth and Challenging Survival
+Adjusted growth rates beyond 1.2 growth such that they do not slow down abruptly at 1.2+ growth -It now takes substantially less time to grow to sizes beyond 1.2, and large growth is now designed to be achievable in a matter of hours or, perhaps, a weekend, provided you survive -This means big growths (2.0, 3.0+) can be achieved in a matter of hours to a few days, providing more intense, exciting gameplay +Adjusted food and water requirements of creatures as they grow beyond 1.2 such that they offer a significantly more rigorous survival challenge -Increased survival challenges will push your resource knowledge and collection, promoting healthy ecosystem competition
Growth Pausing and The Gauntlet
+Below growth 1.32, you can now pause your growth by unchecking a checkbox present beside your growth on the character UI -While you've toggled off growth, you cannot provide a baby buff -Pausing growth allows players to enjoy a more relaxed experience or play various stages of growth for an indefinite period of time if they wish to do so -To re-enable growth, you need to check the checkbox on the Character UI +At 1.32 growth, growth now automatically pauses. The player is informed of this through an in-game message -Re-enabling growth will prompt you with a warning explaining that unpausing will opt you into running The Gauntlet -While running The Gauntlet, you will be unable to pause your growth, and you will continue to grow bigger and bigger -You can opt to reset growth back to 1.0 at any time through the Save Select screen. Doing so will not kill your creature. Additionally, if at or above 2.0 growth, you will receive a talent point reset -When you die or reset your growth back to 1.0, you will have your max growth registered on the server's newly added leaderboard. -When you die or reset your growth back to 1.0, you will receive a badge on your creature's profile that shows how far you got. If you already have a badge, you can try to beat your record by progressing further than you got before. You can also see a collection of all your badges by clicking on the badge.
Growth Badges and Experience
+Dying or resetting growth while running The Gauntlet will award you a growth badge +Your biggest growth badge will be displayed by the character in the Save Selection screen. +Additionally, you can see all of your growth badges by clicking the displayed badge, which opens a gallery page. You can earn an infinite amount of these growth badges, and they continue to accumulate through repeated runs of The Gauntlet on a creature. -You can earn the same growth badge more than once +Growth badges award experience, which can be seen in the badge gallery page +Experience currently just grants bragging rights, but it’s possible we may use it for unlocking cosmetics, rewards, and other things on a per-creature basis in the future.
Leaderboard
+The Leaderboard is a new server feature added to Titania's Life Cycle game mode. The leaderboard displays the server's highest-achieved runs of The Gauntlet on a per-species basis. It can be viewed either in monthly mode or viewed in all-time mode. It defaults to showing monthly mode. -In order to place on the leaderboard, you must either die or reset your growth while engaged in The Gauntlet, which begins when you start growing beyond 1.32 growth. This means you will not appear on the leaderboard until you have finally achieved your maximum growth score. -By default, the leaderboard shows the top 10 scores on a per-creature basis, but you can scroll down to view additional places. It keeps track of all scores, so you can scroll down through the entire server's playerbase if you wish to do so. +At the end of each month, the leaderboard will empty its monthly section automatically, wiping the slate clean for new competitors! The all-time section will forever hold everyone's highest growth scores +Each player occupies one spot on the leaderboard for each species. If you beat your highest gauntlet run on a species, it will update to show your newly achieved highest score rather than your old one -You can beat your score for that species by re-running The Gauntlet on the same creature you ran it before with or by doing so with another of the same species. If you do so, it will update your highest score on the leaderboard with your newly-achieved score. +When the leaderboard opens, it will default to showing the highest-scoring players from the species you are playing on. You can, however, view any species you wish. +The leaderboard will show your current, highest growth score for the creature you are playing and will also show its associated rank on the servers leaderboard. -You can click your current rank to have the leaderboard scroll down to your current placement, allowing you easily see the specific rankings of the players around your score +The leaderboard has a personal tab that will display your personal, top three growth scores on a per-species basis. It also records the date at which you achieved that score. -These scores are kept on a per-server basis. Joining another server will show you the scores you achieved on that specific server. -The personal tab also has both a monthly and an all-time section +The leaderboard is only accessable on Titania, and it is only accessable while running the Life Cycle game mode.
State of Sickness
+Added new status conditions, Sickness_Generic and Sickness_Recovering +The status conditions Food Poisoning, Water Poisoning, Restlessness, or any dietary eficiency can now cause you to fall into a state of sickness +While drinking from dirty water, you have a chance to get sick -Tough Stomach lowers the risk of getting sick from dirty water -You cannot get sick from a water source for the first second of drinking from it unless you're repeatedly drinking from the same source of water +While eating from rancid carcasses, you now have a chance per eat tick to catch Sickness -Scavenger lowers the risk of getting sick from rancid meat +Eating plants that give negative comfort bias now has a chance of giving you Sickness -The talent Botanist lowers the risk of getting sick from eating plants -You cannot get sick from eating plants that give a minor amount of negative bias (less than 1.2 bias) -You now play a pain grunt when you eat a plant or foliage element that has a chance of getting you sick +Sickness is designed to be a deadly consequence for these conditions, and it can take a very heavy toll on your survival chances +Being larger growth makes you significantly more likely to get sick from all of the above sources of sickness. When larger growth, sickness also lasts significantly longer -You cannot get sick below 1.2 growth +Added a "Sick" sniff sound modifier. It plays if you use scent while sick +Added charcoal as a new food type -When charcoal is eaten, it makes the state of Sickness_Generic go away more quickly -Charcoal spawns both randomly on the map and from forest fires +Sickness effects include: -Health, stamina, and ability regeneration is very significantly reduced -You cannot mate while sick -Food and water drain rates are significantly increased -Other players can sniff you and see that you are sick -Sickness_Generic always applies a more significant debuff to the above-mentioned stats than Sickness_Recovery +Sickness_Generic always comes first, followed by Sickness_Recovering immediately after. +Sickness_Generic can be sped up by consuming charcoal (or charcoral, in the Ocean). +Sickness_Recovering will go away faster if you lie down to rest.
Resting Status Condition
+The default day length is now 80 minutes, rather than 117.5 minutes -Day lasts 50 minutes (62.4% of the time) and night lasts 30 minutes (37.6% of the time) +Added Resting as a new status condition -Resting is designed to give the players a cyclic, dependable time window where the food and water challenges of the game abate for a period of time -Resting is applied at sunset and removed at sunrise -Resting reduces food and water drain rates. The effects are more pronounced at larger growths -Resting cannot last for longer than 0.45xDayLength, or, if the day length is 80 minutes, 36 minutes +Added Resting_Cooldown as a new status condition -Resting cannot be applied while this status condition is active -It remains active for 0.55xDayLength, or, if the day length is 80 minutes, 44 minutes +The Resting status condition and its associated Resting_Cooldown icon only show if you open the character UI
Miscellaneous, Titania-Specific changes
+Healing ticks no longer get bigger as you grow beyond 1.0 +Talent point gain rate at later stages of growth has been adjusted in response to growth being quicker +If you resurrect while past 1.32 growth, you will always return to a maximum of 1.32 growth after resurrecting +SpawnCarcass and SpawnPlant cannot be used on Titania +Setting the food or water drain rates to Easy or Very Easy will not influence the food or water difficulties on Titania or other new bob maps. Hard or Very Hard will still make them drain more quickly +Titania can only be run in the PvPvE gameplay mode +The Near Children buff now grants a 50% growth rate increase rather than a 20% growth rate increase +Eggs now incubate 80% faster
Note that many additional changes that support and further balance the above-mentioned changes to Life Cycle can be found in the Mechanics section.
Updated Lurdusaurus
+Lurdusaurus now has an updated model, with its associated elder, skinny, fat, and juvenile morphs +Lurdusaurus now has a totally new set of animations
Bottom Walking Mechanic
+To bottom walk, the Lurdusaurus needs to be near the bottom of the body of water it's swimming in -The player's idle and walking-swim animation will change to a bottom-walking variant -The swim speed movement penalty incurred from carrying objects or players is reduced by 50% -Your breath bar drains at half the rate it normally does as long as you remain stationary -Stamina and ability power regenerate as if you were laying down -You receive a 25% speed increase to Dart
Shoulder Check
+The Lurdusaurus no longer can stomp. Instead, it has a Shoulder Check ability -To activate Shoulder Check, the player must press and hold RMB while sprinting -While RMB is held, the lurdu will run at a very rapid speed. If the lurdu hits another creature, it deals significant damage and knocks them to the side -Shoulder Check takes a significant amount of Ability Power and lasts a maximum of 2 seconds -While Shoulder Check is active, a status condition displays indicating its active status. While on cooldown, this same display indicates it is on cooldown
Lurdusaurus Skins
+Geode by Twilightwolf & Valhalla +Waterdragon by Twilightwolf & DJZ +Mudpuppy by Tserra & Twilightwolf +Terracotta by Tserra & Twilightwolf +LionFish by Gamevideosforlife & Twilightwolf +Seal by Nonyapie & Natahi4
New Skins and Emotes
+Western Megaraptor by Krymsonfeather & Jeff +Banded Apatosaurus by Gamevideosforlife &Kelskora +Chestnut by Nonyapie & Jeff +Added a new megaraptor taunt. It requires doing something secret to unlock it!
Sound Rework and Music
Added music to Titania
+Music is dynamic and can change based on your direct environment and activity. Certain musics will sound different if you are underwater or on the ground. Try burrowing, or explore the depths of the map. -Islatitania now has music that changes based on what the player is doing. -Duel has a cue that changes through the fight -Added several cues that can occur for specific events on the map such as dawn and dusk. -Each titania biome has its own music and discovery cue. Note that several biomes currently lack looping music as this is still a WIP -Music belongs to the music category in the audio settings. +Music that started playing out of water will be progressively muffled the further the player goes underwater +Music that started playing underwater will be muffled when the player goes out of water +While using one of the vocals as the local player, if a music is playing, it'll automatically lower its volume to give "room" for the dinosaur's voice. +Added a setting in the sound tab for the users to select how they want biome musics to loop. It can be either Default (random, occasional looping), Loop Always, or Loop Once
Dinosaur Voice Spatialization
+Entirely reworked how dino sounds propagate on the map and integrated a proper spacialization -Distant calls will be "muffled" and reverberated through the environment -Very distant calls can be heard and will have those effects more prominent. -You can now hear dino sounds from very far away (such as roars, calls, etc), even if the player making the sound is not currently being rendered locally due to net relevance. +Creature sounds are now spatialized in 3 dimensions. -Dino sounds such as roars, calls, etc, propagate best in front of the creature. This means that someone hearing you from behind you as you roar will not hear you as far as someone who would be "in front" of your character. -If a sound is facing away from a listener and is distant, it will reverberate more strongly -Sounds better spatialize left/right ear, which can be used to pin-point a creature's location. -Dino sounds will reverberate and change based on the distance they are from (eg, higher frequencies will be absorbed with the distance), or roaring behind a rock will make you less audible/more muffled for a player hearing you from behind said obstacle, and other spatialization features. +Dino voices now account for whether you are underwater or not -Sound underwater travels further -Sound from underwater heard from out of water is muffled and won't be audible as far as on land -If you roar out of water, someone underwater will not hear it as far as someone who's also out of water. -Sounds propagate farther and faster in water if the sound emitter and the listener are both in the same water volume +Being high up from the ground as a flyer makes your voice propagate further on the map, but does not make it louder. +You can control the volume of all these sounds in the settings. They belong in the Game category in the audio settings.
Environmental Sound Adjustments
+Thunder now accounts for being inside caves and underwater depth +The further you are from the lightning, the longer it will take for the thunder sound to "travel" to you
Biomes Mechanic
+There are now several biomes present around Ancestral Plains, Rival Shores, and Isla Titania +There is a new Trial associated with visiting all the biomes present on the map +When entering a new biome for the first time on a creature, a banner will show -On Isla Titania, a biome-specific, musical track will now also play +The biome you're in shows up on the escape menu
Creature Effects
+Rain and swimming now makes playable creatures look noticeably wet +Added water splash particle effects -Water splash size scales down with the sneaky talent +Characters now drip for a while when they get out of the water +Added dirtiness mechanic to all playable creatures, including mud, sand, and blood. These effects are caused by terrain or in-game circumstances and wash off while in water
General Critter AI
+Added Arganodus, Auroraceratops, and Horseshoe Crab AI +The Chinlea fish no longer grant food satiation for piscivores. It's intended that piscivores hunt the Arganodus for satiation from fish +Globally reduced the rate of all carcass spawning on the map by 33% to accomodate addition of AI +AI do not detect you do not flee if you are elusive
Playable AI Critters
+The Arganodus, Auroraceratops, and Horseshoe Crab can be possessed and played as -They are not selectable on the dino select screen, and must be possessed by a secret, in-game method +Critter playables do not save and will disappear once you log off or die. They also cannot be resurrected or reincarnated +Critter playables do grow and do scale up their stats as they get larger +Critter playables have talent trees and can make use of the talent system +Critter playables cannot change their skin, and get a randomly assigned skin upon spawning in
Emote Interaction Wheel UI
+Emote wheel now has new quick chat list, which includes basic messages like Hello, Yes, and No +You can suggest destinations to your group mates through communication list +Your current location can be sent to your group chat through quick chat
Quality of Life Changes
+The Megalosaurus has been renamed to Wiehenvenator due to recent paleo findings +Updated the tornado's graphical effects +Improved Arboreal Nest and Ground Nest materials. +Adjusted underwater shader so it has a light radius around the player when they're very deep underwater +Added resolution (5120x1440) +Added a warning prompt when using unlimited view dist +While sniffing, banners now show up over nearby freshwater sources to help players find them +The growth icon on the character stat screen now shows up as a single red arrow when you're growing slowly due to poor stats +Updated the Game Launch Movie such that it now shows the Sastrei logo after the UE logo +Added skins to all creatures on the main menu +Updated apato sounds for roar, call, aggressive, pain, death, drink, eat, idle, sleep, and sitting transitions +Added UI on-hover and on-click sounds to most buttons and widgets -The volume of these can be adjusted in the Audio options UI panel +Added Trannosaurus Rex's elder morph +Steamworks Rich Presence Integration -You can now join friends' servers directly through the Steam client by selecting 'Join Game' without launching BoB and selecting the server through the server list -You can now join the last played server directly through the main menu without using the server list +Added a new water prompt that shows up when you drink from water sources that displays the water name, cleanliness, Trials visitation, and interest level +Added new setting, Enable Camera Lag. When enabled, the camera will smooth out rapid movements from the character such as traversing bumpy terrain or jumping around +Plants with negative comfort bias now have a red text prompt with bone icons on it when sniffed +Revamped the friendship related prompts (gained xx with yy) that showed on the screen. -Friendship prompts no longer display player names if you are not in a group with that player. This goes for both client-side combat log event messages and for messages that display when you reach a new friendship grade +Updated breath bar appearance +Revamped combat log on-screen messages -On-screen stat messages pertaining to growth, food, water, comfort, bias, ability, stamina, friendship, and health now show up in a newly designed UI widget -Events such as eating or drinking automatically accumulate over time when they are small to provide a more useful information +Improved color of height fog at the horizon, especially during sunrise and sunset +Added interactive sand to a part of the desert on Rival Shores +All sounds belonging to the environmental class are now at 60% their original volume. +Status condition icons above other players are now transparent +The cc console command can be usedto your current coordinates to the clipboard
Creature Summons
+Creatures can now be summoned to their group by other group members under certain conditions -This can only be done once per creature -To be summoned, both players must be at least 100 meters from other large, ungrouped creatures -Creatures greater than 0.7 growth cannot be summoned -You can request to summon another player or request to be summoned by another player by typing /summon or /summonto in the chat log, or through the player list -There is a 15 minute, accountwide cooldown on being summoned
Admin
+The console commands fillallstats and setstats now mark creatures dirty +Auto-revives have been removed +You can no longer get the Enhanced Growth buff from rain set by the setweather console command +The growth rate config setting does not influence growth rates on Titania
Mechanics Changes
+Reworked how talent points and talent inherits contribute towards boosting the efficacy of a talent -Previously, each talent contributed equally towards boosting the efficacy of the talent -Now, each talent point invested provides 26.7% of the total talent's efficacy (5/3 being 100%). Each inherited point provides 10.0% of the total talent's efficacy +While less than 1.2 growth, having low comfort, food, water, or water sat now has less of an adverse affect on your growth rate -At 0% in all stats, you know grow at 67% the rate you do with full stats, rather than having it be 0% -This is also the case for all growths on Isla Titania +Significantly reduced growth times while below 1.2 for all creatures -Faster growers take about an hour. Slower growers take about 1.5 hours +Increased the amount of growth subtracted if you resurrect without meeting the sacrifice +You can now get scent prompts from other players from twice as far away +Increased Tornado knock strength +Leg hits no longer deal more injury damage +You now additionally have fall damage immunity if a player who has the ability to dart grabs you while they are swimming and then drops you +Friendship no longer reduces damage dealt between players +Offspring now grant Near Children up to 0.8 growth, rather than 0.7 growth +Increased Near Children range from 65 meters to 130 meters +The requirements on your child's food, water, and comfort needed in order to receive the Near Children buff have been lessened +Looping taunt animations no longer cancel when you begin moving. Instead, they cancel if you press LMB, RMB, Ability, or any vocal action key
Stat Scaling Changes
+Reduced the amount of extra health growth grants by 50% +Increased stamina, damage, health, jump height, and improved fall damage thresholds for early growth stages
Food and Water Changes
+Adjusted food and water drain rates on several creatures +Increased food and water drain rate globally +Fat plants and Chinlea fish now grant less food at growths greater than 1.0 +Eating past 100% food no longer makes food drain more slowly +The amount of food given by plants now gets smaller more quickly after 1.0 growth +Food now continues to drop more quickly at very low food values (you starve faster at low food values, resulting in death) +Players can now only eat foliage from dropped foliage bundles if they would be able to eat that foliage type at adult (1.0 growth) +Storms now abate the food and water drain increases experienced from being larger growth +The talent Botanist no longer makes you totally immune to negative bias from eating improper or poisonous plants +The rate you lose health while starving or dehydrated now increases with growth
Comfort Changes
+Herbivores no longer take 50% less positive and negative comfort from being near friends or intimidated +Adjusted how much comfort is applied from smaller growth creatures to larger ones such that the disparity is less extreme +The Overcrowded debuff now more harshly drops comfort from grouped party members +Adjusted how comfort from nearby players works such that it is significantly less punishing for solo players to be near ungrouped players +Comfort gains from grouped players is now capped at +30 Comfort +Comfort losses from ungrouped players is now capped at -50 Comfort +Comfort now has less influence over how fast Stamina and Ability regenerates
Balance Changes
+Sharp Teeth and Thick Hide now have caps on how effective they can be -Each talent point of Sharp Teeth can never increase damage by more than 6.67% -Each inherited point in Sharp Teeth can never increase damage by more than 2.5% -Each talent point in Thick Hide can never decrease damage received by more than 6.67% -Each inherited point in Thick Hide can never decrease damage received by more than 2.5% -The previous conditions on the talents and when they apply their bonuses still apply +Ichthy, Lurdu, Mosa, and Elasmo can control the length of their dart holding and releasing RMB
Apatosaurus
+Increased the amount of injury damage dealt by 25% for both Tail Whip and Neck Sweep
Acrocanthosaurus
+Intimidating roar now reduces damage by 25% baseline, down from 33% +Further reduced the effectiveness of Acro's 3/3, 4/3, and 5/3 Intimidating Roar talent values +Intimidating Roar no longer deals stamina damage
Elasmosaurus
+Increased grab size threshold by 50%
Ichthyovenator
+Increased jump power to 400, up from 350 +Base health has been increased to 850, up from 750 +Increased swimming sprint speed to 890, up from 850 +Increased claw swipe (RMB) damage to 140, up from 100 +Increased bite (LMB) damage to 110, up from 100 +Ichthy now has the Bottom-Walking mechanic. +Ichthy now has a new status condition called Storm Lord -While swimming, for 6 seconds after exiting water, or on land while it's raining, the Ichthy now receives the Storm Lord buff -It boosts land speed by 25% and damage by 50% -It wears off if you enter shelter +Improved Ichthy's baseline weather resistance by an additional 40% +Increased max camera zoom distance by 33%
Lurdusaurus
+Lurdu now has Improved Dart in place of Turn while Stomping +Lurdu now has Powerful Legs where Improved Dart was, on the fourth tier of the speed tree +The Lurdusaurus can now choose to swing its left or its right arm for its LMB attack. It's based on which direction the player is looking +Reduced swimming sprint speed to 860, down from 900 +Reduced max HP to 1000, down from 1200 +Reduced LMB attack injury damage by 30% +Increased max camera zoom distance by 33%
Megaraptor
+Swapped talents Ubreakable and Stoic +Swapped talents Strong Lungs and Adrenaline
Mosasaurus
+Dart cost is now 22 Ability Power, 14 Stamina, and 20 Breath, down from 30/20/45
Pachycephalosaurus
+Capped charge damage to 3x its base damage -This also caps how much knockback and injury pachy's charge does +Charge now goes on cooldown when you stop using it even if you don't hit a target
Saichania
+Increased the amount of injury damage dealt by Saichania's LMB and RMB attacks
Tyrannosaurus rex
+Improved weather resistance by 20%
Due to Steam's Character Count Limit are unable to list all changes this update. You can download the full patch notes on our official discord!
+Added a new config setting: PreferredGameExperience. It can be: -EGameExperience::PvPvE (default), the server encourages both pvp and pve activities -EGameExperience::PvP The server encourages pvp activities -EGameExperience::PvE The server encourages pve activities, and fellow players cannot be damaged unless they are dueling. -This setting shows up in the server list when the servers are listed. -While the server is flagged as PvE, ungrouped players will not apply intimidation towards one-another -Added Experience Mode to Escape Menu as well +Added a new unlockable emote for para. It can only be used while sitting down -The sitting emote should be cancelled by pressing the rest key +Right-clicking on any part of a character while on the Dinosaur Selection Screen navigates the camera to this the clicked spot and attaches to the creature (following its idle movements). -You can reset the camera position by clicking the button for it, bottom-left of the customization screen. +Added Thai as a supported language
Balance Changes
+Balance: Apato can no longer neck sweep while swimming +Balance: Apato can now use its kick while swimming +Balance: Increased Apato's neck sweep speed by 8% +Balance: Ability power now drains 50% faster while carrying an Apato +Balance: Reduced Apato's tail whip speed by 12.5%
Bug Fixes
+Fixed: Resurrecting creatures in certain cases no longer crashes the server. The assertion was turned into a log warning and also try to pull the data from "alive" entities when possible +Fixed: Sai's Spiky Shield ability now properly refunds ability power when you're hit while it is active +Fixed: Issues with mosa not lying flat on slopes or opening its jaw under certain circumstances +Fixed: Water floating out of the floor during intense rain on Rival Shores near Forest Lake +Fixed: Egg carcasses no longer show the carry icon, indicating they can be picked up +Fixed: Disabled SM_Fern_04 from foliage placement tool usage. It has no proper material +Fixed: Megaraptor no longer ignores injury damage when using its Evasive Maneuver ability if it is less than 100% injury +Fixed: Skins from old versions are now rebuilt in the skin data directly. This will prevent broken apato skins from being loaded from and to save data +Fixed: Broken apato skins that are currently on live will be granted a skin unlock and the skin will be rebuilt -It is no longer possible to select broken saved skins and these will be rebuilt accordingly +Fixed: Memory leak caused by the GC being soft (Titania optimization). Game will GC forcibly every ten minutes +Fixed: Velo camera no longer gets into its butt when the character overlaps with certain collisions +Fixed: 'Text Block' text showing on the Trials summary ui panel
Additional Language Support:
Links to download patchnotes for languages which are not supported by Steam's interface. Afrikaans
We are pleased to inform you that we have teamed up with Makeship once again to bring you our newest game plushie:
Baby Saichania!
Baby Sai's Plushie Campaign is now live, and available for purchase!
How it Works
From May 5th to May 26, 2022 (21 days), you will be able to purchase Baby Sai 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!
Baby Saichania is Glow-In-The-Dark! When exposed to high intensity lights Baby Sai will glow orange.
Makeship has a badges system! The first 200 backers will get a gold badge on Makeship's website!
In addition, your name shows up on the 'recent supporters' section of the website and once the campaign is over all supporters' usernames are celebrates on the product's page!
In order to receive badges and statuses, you need to first create an account with Makeship.
+Fixed: Acro roar can now be used on players in your group that you are dueling +Fixed: Attack animations no longer play more quickly when you are < 1.2 growth +Fixed: Combat event messages and other popup messages no longer have a delay when shown on-screen +QoL: Carcass highlight outlines no longer show up if the player has disabled foliage to show outlines in the game options menu +Fixed: Foliage spawned using the foliage placement tool can now be knocked over +Fixed: The SM_Cube_Greenscreen cube now works properly in the foliage placement tool +Fixed: Coah's toe is no longer twisted +Fixed: Apatos that had biomutations before the patch re-generate a proper biomutation. -Apato players that had a biomutation will be granted a new chance to re-edit their skin, now that the bio layer is properly rebuilt. +Fixed: Servers no longer crash when players resurrect on family shared accounts +Fixed: The egg camera no longer shows underwater effects at incorrect times