+For a limited time, players will be able to earn a unique Elasmosaurus Lily Shimmer Skin. -This skin has a glowing, bioluminescent layer -The skin also unlocks three separate, equippable cosmetics that are associated with the skin:
Lily Hat: sits on the Elasmo's head.
Lily Foliage: mesh additions that adds lilies, flowers, and various stick debris to the Elasmosaurus' head and back.
Lily Overlay: fish silhouettes and lilies painted onto the Elasmo's back and head.
These equippable items can be put on any Elasmosaurus skin. Note: only one Texture-type Overlay can be equipped on a skin at a time.
Summer Event Skins Unlocking & Mechanics
Rather than have our new Elasmosaurus event skin unlocked by growth as we've done in the past, we've decided to try something new! To unlock the Elasmosaurus Summer Lily event skin and its associated equippable cosmetics, players will need to hunt for and collect Elasmosaurus-themed idols scattered around the seafloor. The Lurdusaurus Waverider skin is now earned by gathering Lurdusaurus-themed idols also scattered around the seafloor, and is no longer earned by growing to 2.0 on a Life Cycle server. Gathering the idols will allow the player to progress through and complete achievements associated with earning the skins.
The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes. Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.
Here is some more useful information about some of the nuanced details regarding how players can gather idols and earn the skins!
-The idols will always be found on the seafloor and spawn randomly anywhere a carcasses spawn. -Both the Elasmosaurus event skin and last year's Lurdusaurus Waverider skin are now earned by collecting idols scattered around the sea floor and returning them to a matching deity shrine. There are Elasmosaurus idols for the Elasmosaurus Lily skin, and Lurdusaurus idols for the Lurdusaurus Waverider skin -They currently require gathering 50 idols each. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives. -Idols show up on the compass when nearby with a color themed for the deity shrine they belong to -Turning in an idol will show achievement progress in the top-right corner of the screen -You should also be able to view the progress you've made towards unlocking both the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page
We hope you all enjoy this new means of earning our event cosmetics. Happy idol hunting!
Isla Titania
+Added several new bob-specific props around Isla Titania +Added Speed mini shrine inside the cave on Titans Rise +Added Event Nodes to Titans Rise and Ashen Island +Added AI spawns to Titans Rise
Optimization
+Optimized several server-side functions that may result in slightly improved server performance while many players are connected
Admin
+Added BP_RexTorch to the foliage placement tool as an actor +Added ApatoDoll, CoahSit, MegaraPlanter, Mosa, NestingVelo, PteraPost, and RexLamp props to the foliage placement tool
Quality of Life Changes
+Reset all spent talents +Updated idol icons to show power, survival, or speed colors +The Palaeophis no longer has to be as close to one-another to mate +The Palaeophis should now have an easier time coiling or sitting down in an arboreal nest +Added underwater sound variants for Palaeophis' roar, friendly, aggressive, submissive, distress, eat, idle to sit, sit to idle, pain low, pain med, pain high, and regurgitate sounds +Reduced volume of the world event start sound by 50% +Added the QA bug, called bugfriend, to the foliage placement tool and they can now spawn in ory burrows +Adjusted how quickly the Palaeophis gets dirty while in mud or sand
Mechanics Changes
+Mechanics (public): Adjusted the amount of Stamina damage inflicted with Exhausting Bite such that it should deliver a more consistent result. Very large or heavy-hitting creatures should see less Stamina damage inflicted when attacking smaller targets, and smaller creatures should see the talent being more effective at dealing consistent Stamina damage. +Mechanics (public): Grabbing other players or dealing drown damage to them with Mosa's thrash both now count as hitting another player, which is used for assigning hunt points
Balance Changes
Auroraceratops
+Balance: Burrow Master has replaced Acrobat as the tier 5 power talent. Slippery has been replaced with Acrobat. Nest Raider has been replaced with Sand Hoarder.
Malawania
+Balance: Added Sharp Teeth to the Malawania's talent tree in the P3.3 socket +Balance: Added Stoic to the Malawania's talent tree in the P3.1 socket +Balance: Increased Malawania dart speed by 15% +Balance: Malawania now has Powerful Legs in the M3.1 talent socket
Palaeophis
+Balance: Reduced Venom Spit base regular damage to 7.5, down from 15 +Balance: Reduced Venom Spit venom damage by 50% +Balance: Venom Spit now applies Frenzy when it successfully hits +Balance: The Palaeophis now receives 30% less food from eating Chinlea +Balance: Sneaky is now where Acrobat was on the Aquatic Palaeophis, and Acrobat has been removed from its talent tree +Balance: The Terrestrial Palaeophis now has Stoic in place of Wing Tear, and Wing Tear has been moved to the new P3.1 talent socket +Balance: The Terrestrial Palaeophis can now lay arboreal nests baseline +Reduced volume of Palaeophis coil, slither, and idle sounds by 33%
Bug Fixes
+Fixed: Players can now get credit for sniffing the Axanthism mutation if they had previously completed the mutation achievement gallery before the Palaeophis patch +Fixed: SM_Bridge_A, B, and several other newly added objects no longer have very small texture tiling when instances of these objects are either erased, undone, or placed very far apart while using the foliage placement tool +Fixed: The glowing wisp that spawns in ory burrows can now properly be moved if you have sufficient Burrow Master +Fixed: The Palaeophis can no longer slither out on top of the burrow mesh after entering a burrow +Fixed: Dart no longer damages grabbed players who are in your group +Fixed: The new teleporters to and from Ashen Island now allow significantly larger creatures to pass through +Fixed: The Palaeophis no longer shakes or rotates oddly if grabbed while in the coiled state +Fixed: The Palaeophis can now properly grab larger growthed flyers when talenting into the Aerial Ambush talent +Fixed: The Aquatic Palaeophis no longer has incoming damage reduced at all times if it takes the Acrobat talent +Fixed: Being hit by Venom Spit while already blinded by Venom Spit no longer causes a movement speed desync that causes severe stuttering and rubberbanding issues +Fixed: Aquatics no longer gain Air Satiation from eating coconuts or other foliage elements that grant water sat +Fixed: Palaeo should no longer do splashes while slithering underwater +Fixed: Aquatic palaeo should no longer get jammed when it gets up from rest using jump key +Fixed: Aquatic palaeo no longer gets jammed after trying to get up from rest on land +Fixed: Semi and Terrestrial Palaeo no longer gets jammed after trying to get up from rest in water +Fixed: Seaweeds_Seaweed3_1, Seaweeds_Seaweed3_2, Seaweeds_Seaweed3_Tall no longer have collision with the Palaeophis when placed with the foliage placement tool
Welcome our the newest creature to the Beasts of Bermuda roster. The Palaeophis! The Palaeophis is our first playable snake, and, being a snake, it has come with a tremendous amount of new challenges. First of all, the Palaeophis has a totally unique mode of movement. Rather than walking or running, it instead slithers and glides along the ground. The player will notice the Palaeophis is capable of scaling very steep terrain and can even climb trees or other objects. The Palaeophis can also periscope, standing tall with its head up off the ground by holding the jump key. If the Palaeophis has insufficient contact with the ground or an object it is climbing, it will fall. The quality of your contact with the surface you're on is represented by a bar that shows up while climbing. If it goes to empty, you fall.
Additionally, while playing the Palaeophis, you can choose from one of three specializations when you first spawn in. These specializations are Terrestrial, Semi-Aquatic, or Aquatic. These specializations give the Palaeophis different talent trees and baseline stats suited for its environment.
The Palaeophis has a special new resource called Venom. The player can, at any time, toggle between whether or not they'd prefer to use their Venom or not by pressing the Special key. While using Venom, all attacks inflict Venom damage when they successfully hit, but it also costs some of your Venom resource to use. If you run out of Venom, you cannot inflict any more Venom damage. Additionally, Venom can only be regenerated while sitting down, so use it carefully while hunting! If you choose to toggle your Venom off, you will instead do dry bites. Dry bites inflict more regular damage but deal no Venom damage and use no Venom resource.
Venom reduces the rate at which a player's Ability and Stamina regenerate and, at extreme values, may actively deplete your stamina. Ability can never actively deplete from Venom, but it can stop regenerating. Note that this is an experimental implementation of Venom and that we are open to ideas and suggestions regarding how it works. Another implementation we're considering is that it instead reduces your maximum Ability and Stamina instead. Venom heals more quickly while sitting or resting.
Venom is a rather new type of status condition that the Palaeophis specializes in dealing. Venom applies a static drain to both your Stamina and Ability Power. This drain is negated from the rate at which you would normally regenerate Ability and Stamina. The more Venom you have applied to you, the harsher the drain. If the drain rate gets greater than the regeneration rate of your Stamina or Ability Power, the respective resource will begin decreasing instead. All mechanics that influence Stamina or Ability Power regeneration can help thwart the effects of Venom, such as sitting down or resting, bottom-walking, having high food, water, and comfort, or taking the Endurance and Persistence talents. Venom's degenerative capabilities have been tuned such that players with high food, water, comfort, and Persistence talented will always continue regenerating Ability Power, even with 100%
All three Palaeophis specializations can shed its skin, which it can do only while sitting. Shedding your skin allows you to remove all bleed damage.
The Terrestrial and Semi-Aquatic Palaeophis can enter a coiled state while on land. While coiled up, it can strike for additional bite damage or spit venom at its opponents. When successfully hitting another player with Venom Spit, they will receive a blinding effect similar to that of Ory's Sand Attack and will also receive venom damage. Only the Terrestrial Palaeophis has access to the Defensive Coil and Venom Spitter talents.
The Aquatic and Semi-Aquatic Palaeophis can both use Dart while swimming.
All Palaeophis specializations receive a buff called Frenzy when they successfully strike with an attack. Frenzy grants a temporary speed boost and can stack multiple times. Each time Frenzy is re-applied, the timer resets, allowing the Palaeophis to keep its speed rather high while in continuous combat.
All three Palaeophis specializations can also regurgitate some of their food to gain several stacks of Frenzy. The regurgitated food will get spit up as a bile-colored carcass that never provides satiation.
The Aquatic Palaeophis is 30% larger under all circumstances, has significantly higher weight and base health, and has the Elusive talent
Palaeophis Mating and Specializations
+Two Palaeophis can mate with one-another regardless of specialization. The children will always have the same specialization as the mother. If the father does not have a talent the mother does due to having different specializations, the inherits for that talent will roll twice from the mother's side. This should keep the quality of the inherits your offspring get consistent regardless of whether or not the parents have different specializations. +An Aquatic Palaeophis gives live birth like other aquatics. The other specializations make nests on land and lay eggs.
Talents
The Palaeophis has several unique, new talents that are designed to enhance various aspects of its kit. Each Palaeophis specialization has its own talent tree. +Snake Senses: Provides all the benefits of Keen Senses. In addition, with one, two, or three talent points invested, the Palaeophis can see how much venom has been applied, water, and then food of a target while sniffing it. +Venom Spitter: Increases the duration of the blinding effect of Venom Spit, increases its range, and reduces the Ability and Venom resource cost of using Venom Spit. +Defensive Coil: Reduces how much damage you take while coiled. +Ready to Run: Reduces the amount of food required to use Regurgitate, and increases how many stacks of Frenzy you gain from using Regurgitate +Snake Blood: Provides the benefits of both Constitution and Clotting as one talent +Frenzy Fortitude: Increases the maximum amount of Frenzy stacks you can have, and additionally slightly increases the speed bonus received by each stack of Frenzy. +Venomous: Increases the maximum amount of Venom resource you have. Additionally, increases the rate at which you regenerate your Venom resource. Increases how much Venom resource you receive and decreases how much negative comfort bias you receive from eating poisonous objects such as mushrooms +Lethal Fangs: Increases the amount of Venom damage you deal with all attacks.
Other Details about the Palaeophis
+You can see how much Venom resource you have by opening the Character screen. Note that your Venom resource can only regenerate while sitting down or while resting. +The Palaeophis' specialization shows up as an icon next to the gender icon on the save select screen, and shows up on the Character screen next to your gender icon +The Palaeophis has a dance emote. It requires the Beasts of Bermuda Original Soundtrack to use. +If you reincarnate as a Palaeophis, your reincarnation will have the same specialization +Palaeophis' food and water drain rates match that of the Tyrannosaurus rex +You cannot deal Venom damage to a creature that has its shield intact. This is currently only relevant for the Archelon. +The default max group size for the Palaeophis is 6 +Palaeophis from different specializations can group with one-another +The Special key toggle between dry and venomous bites has text that tells the player that dry bites do more damage +The Palaeophis does not consume venom on its bites if it misses with its bite attack or bites an AI while in venom mode +Venom for Palaeophis phases in between 0.6 and 0.9 growth. Below 0.6 growth, you deal significantly reduced venom damage +The Palaeophis responds to tail hits. The tail must be far away from the head for it to count as a tail hit +The Palaeophis regurgitates fish carcasses if it has eaten more fish than meat in its diet
Skins
+Added the following new skins for Palaeophis: -Blue Beauty by DJZ & Twilightwolf -Keelback by Natahi4 & Valhalla -Mangrove by Twilightwolf -Oxidized by Lifeon -RedHead by Natahi4 & GamevideosforLife -RedTail by Croww & Valhalla -Viper by Natahi4 & Twilightwolf -Watersnake by Natahi4 & Twilightwolf -Woma by Valhalla & Croww -Tricolor by Twilightwolf & Croww
Titania
+New Titania map expansion: Titan's Rise Titan's Rise expansion covers the entire area of the central mountain on the map. It is a mountainous biome with narrow passages, steep cliffs, high elevations, and deep winding caves. The biome offers clean water sources, but less plant life and salt.
+Moved the Survival Shrine to Titan's Rise. There is now a survival minishrine and a hunter-gatherer village at the old location. +Added a high elevation ambient sound that plays around the tip of Titan's Rise and across the whole map at this height. +Expanded the ocean from Ashen Island to Outlands
+Added new foliage: Torbernite_Mineral_1,2,3 It is a toxic radioactive rock which can be eaten to replenish health in exchange for heavy comfort damage.
Other New Stuff
+Added Power, Survival, and Speed Deity music tracks to the deity shrines on Isla Titania +Added new Pachy skin: River Rock by Valhalla +Added new pachy materials + new detail mask for scutes and body Keratin, by Valhalla +Added new mutation: Axanthism: the inability to produce yellow pigment, often resulting in blue, black and white coloration on feathered and scaly animals. Axanthism is a similar rarity to its opposite: Xanthochromism (excess of yellow pigment).
Admin
+Admin: You must now have mod permissions on a server to search for a player by their Steam ID in the player list +Admin: Using ResurrectPlayer on a player's dead creature now causes it to spawn at a random, appropriate spawn point rather than resurrecting where they died +Admin: Added a new server config variable. bDisableLeaderboard. When true, the Leaderboard is disabled on the server.
Foliage Placement Tool
+You can now add a z offset to the eraser. The up and down arrows now also move the eraser up and down +Using the arrow keys to move an object's placement location up or down now properly updates the Z offset text field in the Foliage Placement Tool's UI +Added an AI Spawn Inhibitor actor to the Foliage Placement Tool. Any AI spawners within the green sphere of an AI Spawn Inhibitor will no longer spawn AI, and will also destroy any AI currently active from the spawner when the inhibitor is placed. +Seaweeds_Seaweed2_1, _2, and _3 no longer have collision +The Foliage Placement Tool Kapok tree can no longer be knocked down +Disabled SM_pine_j and SM_pine_j_winter from the foliage placement tool due to issues these foliages were having
+Added the following sets of objects to the Foliage Placement Tool: DEC_SM_Cliff 1 to 7 SM_AncientCoin 1, 3, 7 SM_DebrisSmall A, G, I, J SM_DecorPillar A, B SM_EntryDecor SM_EntryRock 1 to 3 SM_EntryTotem SM_Generic_Rock A to E SM_GroundStone 1 to 7 SM_MushroomNucleus A to H SM_Archway_9x6 SM_Bridge A, B SM_Ceiling_Main SM_Floor 3x3, 3x6, 6x6 SM_Floor_Piece A to D SM_Pillar 2x3_A, 2x3_B, 2x6, 3x6 SM_Wall 2x6_A, 2x6_B, 4x3_A, 4x6, 6x6 SM_Wall_Corner SM_WallArchway 12x3, 3x3, 3x6, 6x3 SM_WallRock A to C BaseRock 1 to 16 BaseRockFlat 1 to 16 UCX_WoodBridge 1, 2 WoodPillar 1 to 3 Rock 1 to 10 RoundStone 1 to 9 +Added SM_LCave_P_Floor_Terrain 01 to 09 and Hill to the Foliage Placement Tool +Added Dry Tropic trees to placeable foliage
+Fixed: All solid objects placed with the foliage placement tool with a number that starts with a non-zero digit immediately after an underscore no longer causes server-side log spam and causes the client's location to appear glitchy and rotation to appear rotated upwards on non-owning clients. Examples include SM_LCave_P_Mesa_12, SM_LCave_P_Column_48, and any other object with similar nomenclature. It's unknown if other objects may also have had this issue at times. It was an uninitialized variable being used in part of the name of these objects that caused random and problematic behavior.
Mechanics Changes
+Mechanics: Capped the number of abandoned eggs that can be present on the map for each species to 12 so servers aren't flooded with unwanted eggs +Mechanics: Malawania no longer aggro to the Archelon on sight unless they are 0.55 growth or bigger +Mechanics: Increased model growth scaling for all growths 1.2 and beyond. +Mechanics: Added a new status condition called Near Parents. You must be below 0.7 growth and near one of your parents to receive this buff. While this buff is active, you receive a comfort boost and are more resistant to the effects of weather. +Mechanics: You now have the option to bless for either 30 minutes or 60 minutes at deity shrines for all blessing types +Mechanics: Reincarnation now should more reliably give you inherits in the talents you've invested into if you would otherwise have gotten a below-average set of inherits. It has extra bad luck protection added into it now. This bad luck protection accounts for the quality of your Trials, making the bad luck protection stronger on dinosaurs that have higher quality Trials. It also accounts for creature growth, so creatures with more talent points invested should now more reliably get a solid count of inherits after reincarnating. +Mechanics: Increased the rate at which players gain talent points on Free Roam such that all talents can be maxed out at 3.6 Growth. +Mechanics: All players now have two additional save slots. These save slots will automatically show up on your save profile and work exactly as other slots. +Mechanics: Added the Leaderboard mechanic to the Free Roam game mode. Players will see their growth updated on the leaderboard each time they log off of a creature while on Free Roam. The Leaderboard still functions the same on Life Cycle. Note it can be disabled via a new server config variable. +Mechanics: The talent, Arboreal, now allows you to lay Arboreal Nests if you cannot do so baseline if you have 3 points invested into the talent; including inherits. +Added new keybind: Special 2. This keybind now toggles the Venom resource for the Palaeophis. The Elusive ability is now bound to the Special key for the Palaeophis. -Note you may need to reset your keybinds to see the new Special 2 keybind
Quality of Life
+QoL: You can now choose to keep your inherits when reincarnating, allowing players to just reroll their skin if they wish to do so +QoL: Improved Pachy walk animation, added banking to its sprint and charge, made the headbutt animation more extreme +QoL: Straightened out Tyrannosaurus' back when its walking +QoL: +The talent UI now separates core talent points from bonus talent points in its UI text. This shows the player how many talent points they will receive upon reaching 1.32 Growth, and describes any talent points earned beyond this to be bonus points. The UI also now shows you what growth you must achieve to get your next talent point. +QoL (public): Lowered volume on Pteranodon sleep, Velo sleep, Sai idle, Pachy idle, and Beelzebufo broadcast roar sounds by 50% +When Ory or Aurora enters a burrow, prompt for stance switching is shown +QoL: The ready to hatch prompt now has the ability key specified in the prompt +Added Playstation controller button toggle in the controls settings +Added icons for mouse keys +Lowered the sandiness/muddiness etc. height on tall creatures +Reset all talents, and transferred inherits in Mosa's Powerful Jaw to Adrenaline +Added Console Command list to Help Menu
Balance Changes
+The Clotting talent now also increases the rate at which you heal venom +Acro, Ichthy, Wiehen, Pachy, Ptera, Rex, Velo, Tropeo, Coah, Megaraptor, each Palaeophis specialization, Elasmo, Mosa, Krono, and Archelon now all have Keen Olfactory in the S-3.3 talent of their tree. It now additionally improves the sensitivity and range of detecting other creatures on the compass while using scent
Apatosaurus
+Balance: Apato takes 35% less venom damage from all sources +Balance: Improved Apatosaurus kick hitboxes +Balance: Increased Apato's Neck Sweep attack base damage by 25% and further increased injury damage from this attack by 50% more
Elasmosaurus
+Balance: Increased Elasmo's max camera zoom distance by 20%
Ichthyovenator
+Balance: Increased Ichthy's base health to 825, up from 750 +Balance: Increased Ichthy's base bite damage to 105, up from 95. This also increases dart damage. +Balance: Increased Ichthy's claw swipe base damage to 140, up from 125
Mosasaurus
+Balance: Reduced the Ability, Stamina, and Breath cost of Mosasaurus' Dart by 40% +Balance: Increased Mosasaurus' thrash drown damage by 30% +Balance: Mosasaurus' thrash no longer deals any damage type other than drown damage +Balance: Mosasaurus now has Adrenaline in place of Asphyxiation, and Asphyxiation has replaced Powerful Neck. The talent Powerful Neck no longer has any application due to the removal of thrash damage. +Added new talent: Archerfish. Archerfish allows a Mosasaurus to spit water at another creature, knocking it back and inflicting a small amount of damage. This ability is activated on the Special key. Holding the Special key down displays an aiming cursor that turns blue if the attack will hit a target. You can Water Spit while swimming if your head is near the surface of the water. Additionally, you can use Water Spit once after leaving the water. After using it once while out of the water, you must return to water to use it again. More talents invested into the talent greatly increase the range and knockback power of the ability. Can hit multiple targets at once. Hits in a 30 degree cone in the direction you're looking, but cannot be used while looking backwards. Close targets will be hit with a wider cone angle. -You can now cancel Water Spit by pressing RMB or LMB while aiming Water Spit -Note that this talent has been added in a new talent socket, located in the Survival part of the Mosasaurus' talent tree. It is a tier 3 talent, and allows you to go from Thick Hide to Forager while bypassing Strong Bones. -If knocked into the air by Water Spit, you are immune to fall damage until you land -The Malawania playable critter also has Archerfish
Pachycephalosaurus
+Balance: Increased Pachy charge hitbox size and moved it down so it hits smaller creatures more easily
Saichania
+Increased Sai's swimming turn rate by 20%
Velociraptor
+Balance: Swapped the positions of Nest Raider and Acrobat on the Velo's talent tree
Bug Fixes
+Fixed: Wie's identification ability now properly shows bleed, injury and venom levels +Fixed: Wie's identification no longer has two shadow backgrounds behind food value +Fixed: Tendon Tear no longer starts charging again and activates twice if you have LMB held down right when the currently active charge bite ends its animation +Fixed: Acro swim idle should feel less stiff now +Fixed: Apatosaurus No Jewelery Variant's Glow +Fixed: Wiehenvenator can now apply Tendon Tear to grouped players if they are dueling one-another +Fixed: Issue where grabbed players would sometimes disconnect from the grabbing creature's jaw and float around +Fixed: If a player gets disconnected from a server because it has not yet initialized, it no longer tells them they have been banned. +Fixed: Resting Cooldown is no longer removed upon death, allowing players to rest for longer than intended if they died in Death's Blessing world events +Fixed: The Dangerous Location and Point of Interest music tracks now properly attenuate their volume in response to the in-game music volume slider +Fixed: Steam Deck's Proton layer to support devices with over 16GB of RAM +Fixed: Player can no longer click hud items when the chat is open to cause the venom icon to appear +Fixed: Player can no longer resize the hud elements by opening chat and right clicking on hud elements +Fixed: Pressing T while in the save select talent tree preview no longer causes the cursor to disappear +Fixed: Aquatics no longer take a breath of air if they're already at 100% air while out of water +Fixed: Being kicked by a para while you are transitioning between a sitting, standing, or lying state no longer results in a jam that prevents you from sitting back down again +Fixed: Servers under very heavy load no longer start blocking all attempts by players to deal damage +Fixed: Tornado should no longer crash the server when it dies to natural causes (dehydration) +Fixed: Possessing a tornado with possessentity should no longer crash the client +Fixed: An issue that would cause carcasses and fat plants to be much more likely to spawn in the middle of the map rather than along the edges +Fixed: Carcasses, fat plants, and abandoned eggs can now spawn on Isla Titania's Ashen Island +Fixed: Moving HUD elements should be easier now. The new location should match the cursor location better and moving HUD elements long distances should no longer make them go out of screen +Fixed: Excessively loud ambient sounds while loading into a server +Fixed: Sai's taunt cue sound should now broadcast properly to other players +Fixed: Archelon no longer appears in the Herbivore tab on the main menu's creature editor +Fixed: Main menu properly closes when Creature Editor is selected +Fixed: All main menu buttons should have proper UI click sound and on hovered sound +Fixed: Players no longer quickly teleport to the map origin and back under certain circumstances when being released from a grab +Fixed: Elasmo's head and body movement now transitions smoothly when it looks behind itself and back and forth
For a limited time, players will be able to unlock and earn the Archelon Skal Spring Event skin. The skin has two separate bioluminescent regions, one on the body and one on the shell.
This skin comes with two equippable cosmetic items that can be added on top of any Archelon skin: 1. A pink algae overlay with barnacles. 2. A coral growth mesh item for Archelon's shell.
Both cosmetics (plus the event skin) can be equipped at the same time. The pink algae overlay cannot be used simultaneously with other texture overlays such as the Archelon Supporter Warpaint Overlay. The coral growth, however, can be used simultaneously with overlay-type cosmetics.
Changes to Event Rewards Unlocking
In order to unlock the Archelon skin and its associated equippables, players must grow to 2.0 on a Life Cycle server. This skin will unlock on a per-server basis unless the skin is earned on an Official server. This means players have the option of earning the skin on a server of their choice, or earning the skin game-wide if unlocked on any Official Life Cycle server. This is to ensure game-wide unlocking is earned on a consistent difficulty and to improve the security of player rewards data.
You will also be able to earn last year’s Spring Event skin: Spring Guardian Apatosaurus! This skin requires unlocking by growing an Apatosaurus to 2.0 Growth on Life Cycle
Mechanics Changes
+Mechanics: Slightly adjusted the food drain rates of most creatures to better-balance their relative performances in Life Cycle +Mechanics: Deity pledges and deity blessings are no longer removed upon death +Mechanics: The Wiehen's identify ability now shows armor next to health if it is relevant +Mechanics: Tendon Tear can no longer be applied to members of your own group
Balance Changes
+Balance: Velociraptor, Apatosaurus, Kronosaurus, and Archelon now incurr less weight when picking up inanimate objects +Balance: Increased AI Frog and Auroraceratops carcass drop sizes by 50%
Acrocanthosaurus
+Balance: Acro's Intimidating Roar effect is no longer stronger or weaker based on its size compared to the size of its target +Balance: Reduced Acro's jump Stamina cost to 15, down from 32
Archelon
+Balance: Increased the amount of Ability and Stamina damage received when hitting the Archelon's shell counter ability by 25% +Balance: Reduced Archelon's Ability drain rate by 50% while it is holding its charged bite attack +Balance: Tough Stomach is now in Archelon's survival talent slot 1.2, replacing Weather Resistance +Balance: Forager is now in Archelon's survival talent slot 2.2, replacing Tough Stomach +Balance: Hard-Headed is now in Archelon's survival talent slot 3.1, replacing Forager
Coahuilaceratops
+Balance: Increased Coahuilaceratops' stationary turn rate to 95, up from 85 +Balance: Increased Coahuilaceratops' sprint turn rate to 60, up from 55
Ichthyovenator
+Balance: Reduced Ichthy's base health to 750, down from 850 +Balance: Reduced Ichthy's base primary attack damage to 95, dowm from 110 +Balance: Reduced Ichthy's secondary attack base damage to 125, down from 140
Oryctodromeus
+Balance: Increased Oryctodromeus' breath bar time by 50%
Velociraptor
+Balance: Increased Velociraptor's swim walk and swim sprint speed by 33% +Balance: Increased Velociraptor's coiled jump power by 15% +Balance: Velociraptor is now immune to fall damage +Balance: Increased max player carry weight of velo by 25%, making it easier to grab group members and enemy players +Balance: Increased Velociraptor's breath time by 50%
Bug Fixes
+Fixed: mesh holes in Acrocanthosaurus model. This has resulted in some minor changes to the model. +Fixed: Mosasaurus' Ice Blight, Tyrannosaurus' Fall Decay, and Lurdusaurus' WaveRider, seasonal event skins should now mix properly when nesting +Fixed: The Archelon is now oriented properly in the main menu's creature editor +Fixed: The Tyrannosaurus rex no longer plays the idle2 animation while in the main menu creature editor, which caused an issue +Fixed: Counter now properly reflects secondary damage types back at the attacker
+Mechanics: Archelon's counter no longer heals shield when you are hit by a group member unless you are dueling that group member. +All morphs have been reset on all saved creatures +Mechanics: After dying, the radius for preventing you from logging onto nearby creatures is now 750 meters, up from 500
Balance Changes
+Balance: Reduced the amount of Ability and Stamina damage inflicted after hitting the Archelon's Counter ability by 75% +Balance: Increased Mosasaurus thrash damage by 10% +Balance: Reduced Acrocanthosaurus' healing slightly +Balance: Wiehenvenator now continues to drain Ability after its bite is charged fully +Balance: Archelon now continues to drain Ability after its bite is charged fully
Bug Fixes
+Fixed: Players should no longer fail to receive a resurrection after dying while auto-revive is enabled or while in a Death's Blessing world event +Fixed: After resurrecting, reincarnating, or selecting a fresh spawn, you should no longer occasionally be unable to log onto that creature due to it being near where you last died if the spawn point it selected was near the edge of where your death location was +Fixed: Archelon and Wiehen can no longer generate AP while holding its bite attack by pressing and releasing the Scent key +Fixed: Elasmo can now move while the Ability key is held down after having eaten from a carcass +Fixed: Eggs no longer become destroyed if a player logs out or disconnects while in an egg. Instead, they should remain available to be possessed by another player +Fixed: Mosa no longer deals dart damage to a player it is grabbing if that player is in the same group as the mosa +Fixed: Thrash ticks no longer trigger repeats of dart damage if a Mosa grabs and thrashes another creature while dart is active +Fixed: Trinkets no longer float in the air after being dropped near deity shrines +Fixed: Clientside crash that would occur if the player attempted to set their game to run in windowed mode while playing without their GameUserSettings.ini file containing HudSettings for Venom +Fixed: Issue where arboreal nests could be laid outside the world bounds on Isla Titania, resulting in a wide array of server issues +Fixed: Situations where players may instantaneously die in a rather random way by standing on invalid floors or other scenarios +Fixed: Morphs no longer pass to children from parents +Fixed: Mosa's thrash damage is now mitigated by the Slippery talent
The Archelon is a new playable creature that has been added to Beasts of Bermuda! It is a large, aquatic prehistoric sea turtle with a diet consisting of eating plants and fish. It has a playstyle geared towards defensive gameplay and is balanced around living in an environment filled with large, threatening, aquatic predators. It has numerous mechanics and ways it can survive in these treacherous waters!
Moves and Abilities
+Its Left Mouse Button, when clicked, does a simple, standard bite, inflicting moderate damage for a small amount of Ability Power
+The Archelon can hold the Left Mouse Button down while in water or on land to charge its bite. The longer the Left Mouse Button is held down, the more damage the bite will deal. This can be held up to 3 seconds and will deal up to 4.2x its base damage when the bite hits. -While charging a bite, you move and turn slower. This allows the Archelon to deal substantial damage when approached while limiting its ability to deal damage while pursuing other creatures -Archelon has a talent called Snapping Jaw that increases the damage multiplier and reduces its cost.
+The Archelon has a Lunge ability on the Right Mouse Button similar to that of Krono, but it behaves differently. It cannot be broken by receiving damage while it is charging. It does not deal any damage. It charges significantly faster, costs less, and does not travel quite as far as Krono's.
+While swimming, the Archelon can beat its flippers forcefully to cause damage and knockback. Try hitting a mala with it. It's hilarious. -If you are looking to the left, you will swing the left flipper first. Otherwise, you will swing the right flipper first
+Added Counter to Archelon -Counter is now on the Ability key -Archelon's counter has different stats than Sai's. It lasts 5 seconds, costs 50 ability power, and reflects 25% of the incoming damage back at the attacker. -Archelon's counter also reflects significant stamina and ability power damage at the attacker, causing the attacker to see ability power/stamina loss if it hits the Archelon's counter. This is designed to punish poorly timed hits by exhausting its adversary. -You cannot bite, lunge, or do vocal calls while the counter is active
Shell Integrity
+The Archelon has a special shell integrity resource that protects its health from being lost while it is being attacked. +Shell Integrity shows up in the UI as a blue, turtle shell-like overlay that goes atop your health globe +You can see how much Shell Integrity you have in the Character menu. It shows up next to Health +There is a talent in the Archelon's tree called Armored Shell. It increases the maximum amount of shell integrity you have and causes more incoming damage to be redirected toward reducing your shell integrity. +Archelon's shell integrity absorbs 60% of incoming damage by default. This value goes up to 73% when Armored Shell is at full talent value (5/3). Injury damage is calculated after incoming damage is absorbed by shell integrity, so having your shell integrity take damage results in a substantial reduction in incoming injury damage. +Shell integrity heals passively until it hits its max value. It is not influenced by resting, sitting down, or bleed damage. It is influenced by food and air. Shield heals while not in combat. +Archelon has 800 shell integrity by default. It scales with growth and increases with the Armored Shell talent. No other stats influence shell integrity +When shell integrity is lost or gained, it will show up in the combat log alongside damage-related events.
Diet
+The Archelon's diet consists of seaweed, kelp, anemones, shellfish, chinlea, and the Arganodus. It has a diet that requires both foliage and fish food to balance properly. The Archelon cannot interact with red meat carcasses but can pick up and eat fish carcasses such as those dropped from the Arganodus.
Nesting
+The Archelon has a special, sandy nest that resembles that of a sea turtle. This nest has several benefits and drawbacks associated with it. +Archelon's eggs are always incubated as long as they are still inside of an Archelon sand nest +Archelon's eggs cannot be grabbed or damaged while inside of an Archelon sand nest +Archelon's nest takes 50% less damage than other nest types +Once eggs are laid inside an Archelon's nest, they cannot be grabbed, even by the parents, and must be left there. +An Archelon must always lay their eggs in an unoccupied nest that has not yet been buried +The Archelon can only lay its nest on the beach near the Ocean
Other Notable Archelon Information
+The Archelon uses an air breath bar like Mosa and Krono. It does not need to drink and has no Trials associated with water +The Archelon does not receive the Beached debuff while on land +Archelon's growth rate is identical to Acro and Sai +Archelon can group with Malawania players by default +Archelon takes 50% less injury damage from all sources +The Archelon is more grab-resistant than other creatures of its size, and the creature grabbing it will tire out more easily +Added new Archelon Skin: Hawksbill by Bananabae & GameVideosforLife +Added new Archelon skin: Roof Turtle by DJZ & Triptrap +Added new Archelon Skin: CoralReef by Natahi4 & Nonyapie +Added new Archelon Skin: Cuttlefish by Omnomnivore +Added new Archelon Skin: Snowblind by Lifeon +Added new Archelon Skin: Rustic by TeaTimeJess & Natahi4
New Stuff
+Added new Pachy Skin: Lera by Valhalla +Added new deity shrine trinket models +Elasmosaurus now has Submissive and Distress calls
Admin
+Admin: Added a few new server config properties for the AI -These config variables go in the [/script/beastsofbermuda.servergameinstance] section +Admin: Added new server config property, DisabledAITypes -This allows servers to disable only certain species of AI from spawning -Here is an example of using this variable to disable the Frog, Auroraceratops, and Horseshoe Crab !DisabledAITypes=ClearArray +DisabledAITypes=EDinoType::Auroraceratops +DisabledAITypes=EDinoType::Frog +DisabledAITypes=EDinoType::HorseshoeCrab -The five valid EDinoType values for AI are Auroraceratops, Frog, HorseshoeCrab, Malawania, and Arganodus +Admin: Added new server config property, AISpawnRateMultiplier The default value is 1.0. Multiplies how often the AI respawn tick happens. Lower values will result in more frequent AI respawns. +Admin: Added new server config property, AISpawnCapMultiplier The default value is 1.0. Multiplies how many AIs are allowed to be active in each AI spawn region on the map. Higher values will result in more AI being present in spawn areas when at the spawn cap +The console command fillallstats will now also fill shell integrity +The console command setstats now has a shell integrity fill input argument +The console commands AddScentToArea and RemoveAllScentNodeData can now be used by admins with the ControlServer permission +Admin: Added new console command, ResetFriendships. It resets the friendships of all players currently logged into the game. Requires ModifyEggsAndNesting admin permission to use
Supporter Warpaint and Cosmetics Changes
+All customizable wearables including the Supporter Warpaint overlays have a toggle for turning on and off both Diffuse and Bio +Added "No Jewelry", and "Jewlery Only" variants of all the Supporter Warpaint overlays +Variants of the base overlay type (no jewelry, customizable, default, and no jewelery customizable) will show up in a separate dropdown menu after the base overlay is selected +QoL: Equipable cosmetics can now be used on the main menu skin editor. The player just needs to join a game server at least once for their inventory to be saved locally to be then used for skin customization on the main menu. The inventory is saved in BeastsOfBermuda/Saved/local/usrsnapshot.snapshot +Updated Acrocanthosaurus, Ichthyovenator, Saichania, Apato, Megaraptor, and Pachy Supporter Warpaint to fix visual issues or improve quality +Adjusted Saturation of Mobility/Power Paints (Bases, Not Bio) 25% increase. +Saichania: Added Saichania's Wiggle Dance emote, made by Lifeon. The Wiggle Dance emote will unlock with ownership of the Beasts of Bermuda Original Soundtrack on Steam +Fixed: Shimmer color no longer gets locked after removing Warpaint overlay +Fixed: Custom warpaint glow color no longer resets to white when opening the O menu
QoL Changes
+QoL: The fog in Ory burrows has been replaced with a glowing orb that produces soft light +QoL: When exiting the water, a new sound now plays instead of the splash sound +QoL: Beached aquatics and the Archelon now have a special, sandy flipper footfall sound they play while traversing beaches +QoL: Changes to the Piebald mutation: The whites are whiter, and it can cover more of the body. +QoL: Question prompts can now be closed with esc-key. It also closes any other windows for quicker in-game reactions without unnecessary navigation -Players waiting for the 'Return to Main Menu' or 'Quit Game' timers now have a quicker reaction time to attack back if someone attacks them while the prompt is visible
Mechanics Changes
+Mechanics: After 2.0, Ory burrow food items no longer continue to diminish in food value +Mechanics: Players cannot request to enter an egg until a server has been up for at least five minutes. This is to give players a chance to log in and regain control of their eggs after a server restarts or crashes +Mechanics: Players cannot drop a carcass more than once in a Death's Blessing world event. Dying after having dropped a carcass once will result in no carcass dropping. This is to limit self-feeding behavior. +Mechanics: If there is a Malawania player in your group, all AI Malawania will now behave passively towards you and you cannot attack Malawania AI +Mechanics: Aquatics can no longer instantly get up from resting while swimming +Mechanics: Added a new status condition called Tendon Tear. While Tendon Tear is active, you cannot sprint or jump. Both Charge and Evasive Maneuver cannot be activated while Tendon Tear is active. It also reduces turn rate by 20%. -Creatures that are injury-immune cannot receive the Tendon Tear status condition +Mechanics: Reset spent talents for all creatures +Mechanics: Improved how knockback effects work while in the water +Mechanics: Made the omnivorous diet on Pachy and Coah easier to balance with less strict requirements
Balance Changes
+Merged the talents Scavenger and Botanist into one new talent called Forager. Forager has the benefits of both Scavenger and Botanist. Any creature that had Botanist or Scavenger now has Forager in its place on the talent tree -Any inherits a player had in Scavenger or Botanist will transfer over into Forager. +Balance: The talent Intimidation now also increases the amount of Friendship you lose when you hit other players with your attacks.
Acrocanthosaurus
+Adjusted Acro's torso curl so it doesn't look down when the player has their camera in a regular gameplay position +Further increased Acro's down bite reach +Balance: Increased Acro's healing rate by 10% +Balance: Acro's Intimidating Roar ability is now more effective against players who are larger growth than the Acro and less effective against players who are lower growth than the Acro +Balance: Acro's Intimidating Roar ability is now more effective against creatures with higher size stats than the Acro and less effective against creatures who have lower size stats than the Acro +Balance: Increased Acro's elder+ growth rate by 37.5%. It now matches Saichania's growth rate +Balance: Increased Acro sit, stand up, lie down, and wake up animation speeds +Balance: Improved the flexibility of Acro's torso while aiming its head and bite attacks +Balance: Acro's weight has been increased to 1300, up from 1200 +Balance: Acro now deals more damage to bleeding targets. This is a 25% damage boost at 100% bleed.
Coahuilaceratops
+Added large hitbox that can only interact with Chinlea so they are easier to catch
Elasmosaurus
+Malawanias are now more fearful of larger Elasmos
Ichthyovenator
+Balance: Increased the size of Ichthy's dart hitbox
Lurdusaurus
+Balance: Reduced Lurdusaurus' primary attack and dart base damage to 125, down from 145 +Balance: Swapped the locations of Improved Dart and Long Runner on Lurdusaurus' talent tree
Megaraptor
+Balance: Megaraptor can no longer use its Slash Attack while in the falling state
Pachycephalosaurus
+Balance: Increased Pachy's charge base knockback to 1850, up from 1650 +Balance: Pachy now gains 20 Ability and 20 Stamina when hitting another creature with its Charge attack, rather than losing 20 Ability and 20 Stamina +Balance: Increased Pachy's base stamina to 120, up from 110 +Added large hitbox that can only interact with Chinlea so they are easier to catch
Parasaurolophus
+Balance: Para now has the Batter talent in place of Unbreakable. Any inherits in Unbreakable will transfer over into Batter
Wiehenvenator
+Balance: Added the ability for Wiehenvenator to apply Tendon Tear by charging a bite. It can charge its bite by holding the Left Mouse Button and then releasing it. While holding it down, a charge bar will show up. When released, the more charged the bar is, the longer Tendon Tear will be applied -The full duration is a 7-second application of Tendon Tear. This goes on diminished returns and becomes shorter each time it is re-applied. Diminished Returns will wear off after 18 seconds of not receiving the Tendon Tear status condition
Bug Fixes
+Fixed: Logging back into a server while your character is still on the map no longer results in them dying under certain circumstances +Fixed: Sai can now reflect Elasmo's attacks while using Spiky Shield +Fixed: Closing the talent tree preview with the escape key no longer causes the cursor to disappear +Fixed: Talent tree previews in character select now show the correct dino's tree +Fixed: Placeholder text in the talents screen should no longer appear if no talent is selected +Fixed: Sai no longer jams if it is hit while countering and using a vocal call simultaneously +Fixed: Sai now plays its eating animation if eating while stationary or while picking up food and moving +Fixed: Sai no longer slides if you use its Spiky Shield while crouched and then uncrouch and move while Spiky Shield is active +Fixed: Rested Favor time no longer counts down while you have paused growth at 1.32 growth +Fixed: Velo should no longer drop held objects with the ability key when ability key climbing is enabled +Fixed: Elusive no longer breaks when you attack other players if you have 5/3 in the talent +Fixed: Carcasses now properly retain their dino type and satiate status after a server restart +Fixed: The mouse cursor should no longer cover the trial's tooltips when the game resolution is smaller than 1920 x 1080 +Fixed: Sai had no idle animation and no morphs in the main menu creature editor +Fixed: Sai/Para no longer get stuck getting up from dancing while holding movement key and attacking +Fixed: Para can no longer do its backkick while stomping, which would then allow it to repeatedly stomp faster than intended +Fixed: After submitting a bug report, the escape menu can now be closed with ESC-key +Fixed: Elasmo can now be hit while its neck is stretching to attack other players when it is at larger growth sizes. +Fixed: On-screen text spam when trying to grab a player who has Spiky Shield active +Fixed: Saichania now interacts with the muddy areas on Isla Titania +Fixed: Players should no longer occasionally spawn underneath the map on Isla Titania +Fixed: Spawn Point Inhibitors (placed with the foliage placement tool by server admins) now continue to block spawn points after a server restart +Fixed: The Malawania AI no longer notices the player if they are using Elusive unless they are closer to the Malawania. More points in elusiveness further decrease the aggression radius +Fixed: Hitting escape when looking at the talent screen in save selection should no longer disable or hide the mouse cursor +Fixed: The death message that shows up when aquatics die due to lack of oxygen no longer says they died due to dehydration. Instead, it says they died due to lack of air. +Fixed: The Saichania's Spiky Shield effect now properly scales up and down with growth +Fixed: You can no longer get disconnected for inactivity while editing skins on the main menu skin editor +Fixed: Krono can no longer use its lunge in a manner that results in it being able to attack with its bite more frequently than it should be able to
Each Supporter Warpaint DLC offers special eye overlays and a cosmetic overlay with three color options, plus a customizable, glowing marking.
The color options represent the three in-game deities that players engage with. The base color does NOT customize!
It is only equippable on the specific species of dinosaur you purchase it for.
You can only equip one overlay cosmetic at a time on your creature.
The Bundle: There will also be a bundle on the dlc store which allows you to buy all creatures at once (this will include velociraptor which is not yet available)!
All the Supporter Warpaint DLCs include the following:
Power Supporter Warpaint
Power Supporter Eyes
Mobility Supporter Warpaint
Mobility Supporter Eyes
Survival Supporter Warpaint
Survival Supporter Eyes
Proceeds from the purchase of this DLC are used to support the game's development.
Show your support now with the Supporter Warpaint Overlay!
+For a limited time, players can unlock and earn the Ice Blight Mosasaurus skin! -This skin comes with an Ice Cover overlay that can be applied to any other Mosasaurus skin -This skin has a bioluminescent layer -To unlock this skin, grow a Mosasaurus to 2.0 growth on any Life Cycle server! The skin will be globally unlocked and available for use on all servers once the player earns it -The event will be active for one month. Happy Holidays! -Aside from the bioluminescent layer and the ice overlay, markings on this skin can pass to offspring. With thanks to Nonyapie & Twilightwolf for making the event skin.
+Players can also unlock last years Winter Event Skin: Snowflake Parasaurolophus by growing a Para to 2.0 on Life Cycle.
Updated Saichania
+The Saichania has been given an entirely new, updated model and new set of animations to go along with it.
Added Saichania Skins:
-Numbat by Triptrap & DJZ -Smokey by Spoon -Shoreline by Lifeon -Skirr by Valhalla -Blixt by Valhalla & Natahi4 +Updated Molten Shimmer Skin by Valhalla & Krymsonfeather
+Sai now has its elder, skinny, fat, incest, and baby morphs +Added Sai's Idle2 variant as a playable emote +Added a dance emote for Saichania that unlocks if you have 80 or more comfort +Added a taunt emote for Saichania that unlocks if you have 100% in your Hunt Points Trial
+Balance: Saichania can now use its Spiky Shield ability while swimming +Balance: Saichania can no longer be grabbed while using Spiky Shield +Balance: Saichania now has bottom walking
Mechanics Changes
+Mechanics: The "None" foliage option no longer hides all the shader-based foliage such as grass and inedible, small ferns on the terrain.
Changes to Life Cycle
+Food and Water decay now reverts to Free Roam values at or below 35 food/water. While above 45 food or water, the rate of decay is at Life Cycle rates. Intermediate values interpolate between the two. +While below 40 food or water, you now grow at 50% of Free Roam growth speeds. While above 50 food and water, you grow normally. Food and water at values between 40 and 50 results in reduced growth that interpolates between the two. +While below 50 food or water, players will see some damage-related stats reduce. This effect intensifies and hits maximum intensity at 40 food or water. These effects also taper in, only seeing full effect at 2.5 growth and beyond. These effects include: -A reduction in damage output. At maximum effect, damage output will lose 80% of its growth scaling increase. -An increase in secondary damage received. This includes bleed, injury, stamina, venom, and breath damage. -Player carry weight and grab size scaling lose 60% of their value. This effect fades in as the player goes from 1.32 growth to 2.5 growth, and is more severe as the player experiences increasingly slowed growth. -Mosa thrash now drops in damage output accordingly when growth is slowed or paused from food / water +The above slowed / paused growth and reduction in some damage-related stats is indicated by the presence of a status condition shown on the status display. This status condition shows reduced-growth when experiencing a growth reduction and minor stat drop. When experiencing a growth pause and larger stat drop, it displays a paused-growth status condition. -If the player receives paused growth, which requires being under 40 food or water, it will take 90 seconds to remove this status condition after the player gets both their food and water above 40. This is to help prevent players from eating up really quick to run into battle with full stats. +You see Starving and Dehydrated status conditions at 15 food or water, down from 20 +You start taking starvation or dehydration damage at 10 food or water, down from 15 -These changes were made to give players a larger playable area of food and water values while seeing paused growth in Life Cycle +The food and water decay reduction associated with the Resting buff now begins to taper off as players grow past 2.5 and loses most of its effect at 4.5 growth and beyond -This is to ensure there is some upper point on growth where players will ultimately find it very challenging to grow bigger. With all the above changes, we felt it was too easy to eat and grow during the night, resulting in significant growth inflation on Life Cycle +Aquatics do not need to keep their air above 50 to avoid slower growth or loss of damage +The food and water drain rate reduction associated with this new experimental mechanic no longer applies while sick, and only reduces 50% of the Life Cycle food / water drain rate while recovering from sickness +None of the above changes to growth rate, food drain, water drain, or damage take place unless the player is in the gauntlet +Players with paused growth due to food or water values below 40 now show this status condition by their scent message if it is present
Experimental Addition of Favor
+Favor is intended to be a new currency players can earn while participating in the Gauntlet on Life Cycle servers. Its intended use is to be the currency used for the upcoming Life Cycle store, which has now entered development. Note that right now the implementation of Favor is experimental, and while we are allowing players to earn and accumulate Favor with this patch, it will be reset to zero when we deploy the favor store. +Favor is flavored after the deities in Beasts of Bermuda, and players earn Favor with the deities by participating in the Gauntlet. There may be other ways to earn Favor in the future as well, but we're starting simple with it. +Added new Favor combat log event type such that favor gains (or losses) can be seen on-screen or in the chat log at the player's preference +Currently, Favor is awarded on the growth tick at a rate of 1 favor point per growth tick if the player is in gauntlet. This drops to fractional values if the player is experiencing slowed or paused growth -A player can see how much favor they have on a creature by opening the Character menu while playing on that creature or by viewing the saved creature in the save selection screen -Note if the server is on Free Roam, favor will not show up on the UI +Implemented rested 2x Favor Gain time -While offline, you accumulate rested time at a rate of one hour of restedness for every ten hours logged off the creature -While logged onto a creature, this rested time ticks downwards. While you have rested time, you experience a 2x bonus to favor gained. Note if you are not earning favor because you are not in gauntlet, your rested time will not tick downwards. -You can see how much rested time you have left by opening the Character UI and looking at the Favor section of the UI. It will have a triangular Favor icon with a timer on it +Favor passes on to a reincarnated creature +In a future patch, Favor will be used to purchase a variety of things from the Deity Favor shop.
+Note that the current badge / Experience system is being depreciated. We're leaving it in the game since it's fun to earn the badges and observe how many of them you have, but there were several flaws with the implementation of the current badge experience system and we felt it was easier to start over with a new system rather than build upon it.
Admin Commands
+Added new console command for admins: ResetMaxPlayerGrowthTo, with ControlServer permission requirements -This console command allows servers to reset the growth on the save file down to a provided input value. Any creatures over the specified growth will be shrunk down to the value provided. This may allow servers to have soft resets where characters are not lost, but growth is reset if they wish to use it
Map Changes
+Redid Painting on Ancestral Plains +Redid Painting on Rival Shores +Redid Painting on DM_Caldera +Adjusted height fog on Isla Titania +QoL: Improved grass on Isla Titania +Added overcast PPS to AP and RS
Quality of Life Changes
+Updated default settings for Steam Deck +Steam Deck's default setting FPS cap is now 40 -Adjust Steam Deck's screen's refresh rate to 40 Hz for maximum battery life +QoL: Added a UI switch to toggle between using the skin overlay dlc bio and any bio currently present in the base skin. -We are currently unable to support having two or more bioluminescent layers active simultaneously on a single skin. Toggling back and forth does not remove or lose the bio present on a skin. +Velo and Ptera's feathers now ruffle up when soaked in water
Balance Changes
Apatosaurus
+Balance: Apato's tail whip now deals 75% less damage to Saichania -Saichania still reflects full tail whip damage back to the apato if hit by a tail whip
Megaraptor
+Holding Evasive Maneuver when it is already charged fully now results in stamina being drained at a rate of 12 stamina per second -The talent Evasive Maneuver reduces the stamina drain rate +Megaraptor's ability to deal bleed now starts fading in at 0.6 growth and you deal regular bleed damage at 0.9 growth and beyond
Oryctodromeus
+Balance: Reduced Ory's food drain rate by 11% +Balance: Reduced Ory's water drain rate by 10%
Parasaurolophus
+Balance: Increased Para's base weight to 1600, up from 1300
Bug Fixes
+Fixed: Malawania critter AI carcasses now provide satiation +Fixed: Egg and storm music overlapping +Maybe Fixed: Maybe fixed the automatic keyboard opening for Steam Deck when chatting +Fixed: Chat can no longer be opened in main menu by pressing down arrow or d-pad down from Exit Game selection +Fixed: Chat can no longer be opened in options by pressing left arrow or d-pad left from back arrow selection +Fixed: Issue where under certain conditions, status conditions such as Resting, sickness, and deity blessings would behave incorrectly on the status display, sometimes resetting their cooldowns or getting stuck on the client's display +Fixed: Steam Deck with old bios or old proton now runs with high performance default settings -Steam Deck with new bios and new proton should still use high quality default settings with 40 target fps +Fixed: Steam Deck default settings should reach 60 fps in any map -Settings are now low or none with 90% resolution scale +Fixed: Eating chinlea fish as an aquatic no longer reports that it gives water from consuming a fish +Fixed: Player can now exit pause menu with escape key after leaving in-game bug report +Fixed: Escape key now properly returns player in the game while in-game bug report window is open
+For a limited time, players can unlock and earn the Fall Decay Tyrannosaurus rex skin! -This skin comes with a leafy overlay that can be applied to any other Tyrannosaurus rex skin -This skin has a bioluminescent layer that shows up on its chest and under its jaw -To unlock this skin, grow a Tyrannosaurus rex to 2.0 growth on any Life Cycle server! The skin will be globally unlocked and available for use on all servers once the player earns it -The event will be active for one month. Enjoy the spooky skin! With thanks to Triptrap and Twilightwolf for making the Fall Decay skin.
Optimization
+Optimization: Multi-threaded the UpdateSensedCharacters function in the AI sensory code. Was costing about 4-5% of server-side CPU +Fixed (public): Malawania navigation system taking up excessive RAM
QoL Changes
+Added Steam Deck native resolution 1280x800 to resolution list +Added Skip Map Tile Preload toggle in the settings -If true the tile preloading that happens with tiled maps such as Titania will be skipped when joining the server but game might have hitches when tiles are loaded during regular gameplay +Steam Deck default setting no longer change theresolution +Settings can now be closed with escape key / start (menu) button on controller if settings turn unresponsive or cursor ever disappears again +Improved camera behavior on main menu dino editor +You can now rotate the character in creature editor by right clicking and dragging horizontally. +Carcasses that came from players now say they are player carcasses in the scent text -The SpawnCarcass command has a new input argument that allows setting of this value. It does nothing but influence the text message received when a carcass is smelt +The Chased by the Storm music track now only plays if the player is near a tornado or outside with low comfort during a severe storm +QA and developer chat message icons now only show up beside local, global, group, and direct message chat messages. This prevents some situations where icons would show up at improper times
Bug Fixes
+Fixed: Apato's kick and neck sweep now deal proper injury and damage +Fixed: Thick Skull now works +Fixed: Ptera 33% injury reduction, sai 15% injury increase, and lurdu 30% injury decrease while darting were also not working +Fixed: The bejeweled Malawania skin now works properly +Fixed: AI spawners no longer spawn a single AI before shutting off if the server has AI spawning disabled +Fixed: Pressing tab in the options menu no longer makes the cursor disappear +Fixed: Player menu / group finder can no longer be opened in main menu +Fixed: Chat can no longer be opened in main menu +Fixed: Saved skins not deleting +Fixed: Elder eye not working for sai +Fixed: Inventory items crash on main menu skin editor +Fixed: Gender and baby morphs now work properly in the main menu skin editor +Fixed: Situation where underwater music audio effect was playing at an improper time or failing to play at the proper time +Fixed: Creature menu, talent menu, hud hiding, emote wheel nor escape menu can't be opened in main menu anymore which caused cursor to disappear +Fixed: Misc bad spawn point fixes on titania +Fixed: Eggs no longer crash client-side if they try to attack another player while they are grabbed +Fixed: Grammar mistake in the Blessed by the XX Deity status condition description text +Fixed: The Enhanced Growth status condition no longer incorrectly spells the word "inclement" +Fixed: Eggs now count as meat for the frog's diet
+The Mosasaurus mesh was updated. It now has the second row of teeth in its upper jaw +Mosasaurus now has fat, skinny, baby, elder, and incest morphs +Added Mosa's New eyes. All skins should function with the new eyes +Cosmetics such as elder eyes should now work with mosa +Mosa now has eye looks and its eyes blink and close while sleeping +Elasmo now has fat, skinny, elder, baby, and incest morphs +Elasmo now has eye looks and its eyes blink and close while sleeping
New Music
+Added both dry and under-water cave music for all cave for every map. You must stay at least 15 seconds in a cave for the music to trigger. +Added Ashen Trenches biome music +Added Forest Fire music -Triggers when near a forest fire or when suffocating from smoke +Added Egg music, which triggers when you first enter an egg and plays once
Help Menu
+Added work in progress Help Menu. It is not yet complete, but it can still be accessed from the Main Menu and the Escape Menu to help aid players.
Dinosaur Dressing Room
-Added a dinosaur skin editor on the main menu. It allows you to create and save skins without needing to be connected to a server. -This editor has a custom camera that can be moved freely around the dressing room using the regular movement keys. You can use jump to move up, crouch to move down, and otherwise use the mouse/gamepad right stick to turn the camera view. `Secondary attack` allows you to snap the camera to whichever area of the character the mouse cursor is currently over. Dragging the mouse horizontally while holding `Secondary attack` turns the character either left/right depending on the direction you are dragging. -Music from the game play in the background while using this editor, in a random order.
AI Critters
+The Arganodus, Horseshoe Crab, Frog, Malawania, and Auroraceratops playable critters will now save if you have an open save slot. If you do not have an open save slot, you will be notified that it will not save at the critter shrines -The skin you receive when becoming the critter will be the one it saves and loads with. These creatures do not have fully editable and customizeable skins -Gameplay mechanics such as talent trees, inherits, mating, and all other mechanics should work properly with the saveable critters +Auroraceratops can now group with Oryctodromeus by default +Recoded how AI critters sense the player. They should now more reliably be able to be snuck up on if you're coming from behind them. When you're very close, they will always see you. +All AI now respond to Elusive, with it decreasing the radius that all ai will see you
Malawania Critter AI
+Added Malawania aquatic reptiles as a new kind of critter AI. +The Malawania are an aggressive, free-swimming AI that will attack the player if they are spotted while in the water -Malawania call to nearby Malawania to help, which can result in large numbers of them attacking at once -Malawania will act fearful of more powerful or stronger players or will become fearful when low on HP. +Malawania can be found on Rival Shores, Ancestral Plains, DM_Caldera, Forest Island, Isla Titania, and their canvas variants. A Malawania spawner can also be placed using the foliage placement tool. +Malawania are designed to be Mosa, Krono, and Elasmo prey that fulfills the meat portion of a piscivore's diet. They drop satiated carcasses. +They can be a major threat to terrestrial creatures who go for a swim. Be careful! +Malawania have 550 health +- a randomized value. They move more slowly when very low on health and also respond to injury damage. They also passively heal over time. +The Malawania can beach and will try to find water while beached. They slowly die while beached. They should avoid beaching themselves most of the time.
Playable Malawania
+Malawania has the same stats as the AI malawania (550 hp, 40 base damage, 150 size, 0.75 attack cooldown with 8 abi as cost) +Malawania has dart that matches Ichthy's in stats and cost +Malawania has a piscivore diet that matches Ichthy's +Malawania has a growth rate identical to Pachy's +The Malawania has the same talent tree as the Arganodus +Malawania has Para's alarm call. When this call is used on another player, all nearby Malawania will aggro to that player. They will then behave as if they spotted the player. The presence of alarm call increases the braveness of the Malawania so they are less likely to flee. However, if the player is very scary, they will still flee instead of attack. +If you are playing as the Malawania, you cannot attack critter AI Malawania and the AI will act friendly towards you
Arganodus Critter AI
+The Arganodus now swims freely rather than runs along the bottom of the Ocean, significantly improving its pathfinding and behavior +The Arganodus now properly responds to being beached and will enter a beached state. If beached, they will try to return to the water +The Arganodus now has 250 health and responds properly to taking damage. It heals slowly over time. +The Arganodus now swims slower when it receives injury damage and heals the injury damage slowly over time
Playable Arganodus
+Arganodus now has a dart charge bar and can be ended early by releasing RMB +Arganodus can now rest while in the water
Map Changes
+Maps: Added Horseshoe Crab, Arganodus, Auroraceratops, and Frog critter shrines to Forest Island, Ancestral Plains, Rival Shores, and their canvas variants +Added Malawania spawners on Isla Titania, Rival Shores, Rival Shores Canvas, Ancestral Plains, Ancestral Plains Canvas, Forest Island, Forest Island Canvas, DM_Caldera, DM_Caldera_Canvas +Added Malawania critter shrines to Rival Shores, Rival Shores Canvas, Ancestral Plains, Ancestral Plains Canvas, Forest Island, Forest Island Canvas, DM_Caldera, DM_Caldera_Canvas, Isla Titania, and Volcano Bay
+Merged all Static Meshes into sublevels on Titania -this is a major optimization -this change should not effect your play or the map and your ability to interact with it. If the transition was done appropriately you shouldn’t notice any change except for better performance.
Quality of Life Changes
+QoL: The status condition display in the corner now shows 6 buffs in a row before wrapping to the next column +QoL: Biome entrance music tracks can now play again if you revisit them after 30 minutes +QoL: The music at deity shrines now continues to play more noticeably after having received a blessing or pledge +Steam's on-screen keyboard should properly activate when using chat with a gamepad or with Steam Deck -Steam's on-screen virtual keyboard activates on chat only if player is using gamepad and the emote wheel's bottom menu to open chat +On-Screen keyboard can be opened with a controller by pressing Xbox-button and X at the same time if it's needed +Added support for proper gamepad icons in the keybinds menu -Updated the input keybinds ui to have them -Updated hints to have them
Mechanics Changes
+Mechanics: You can now enter flight after using Wing Beat, but you will dive very rapidly like how Ory Sand Attack works
Balance Changes
+Balance: Adjusted various stats on several playable critters to ensure they don't become too powerful as they grow larger +Balance: Velo can now lay Arboreal nests baseline +Balance: Improved all critter healing rates +Balance: Venom now reduces ability and stamina drain rates by 80% at 100 venom rather than causing them to flip negative and passively drain
Acrocanthosaurus
+Balance: Acro's down-bite has been improved so it more easily bites small things on the ground in front of it +Balance: Improved acro head turning reach
Pteranodon
+Balance: Pteranodon can no longer use its attacks while performing Aerial Acrobatics and using Aerial Acrobatics ends the current attack you are doing
Wiehenvenator
+Balance: Increased Weihen's base health to 775, up from 675 +Balance: Increased Weihen's base weight to 750, up from 650 +Balance: Increased Weihen's base damage to 155, up from 150 +Balance: Reduced Weihen's jump power to 505, down from 540
Bug Fixes
+Fixed: Tyrannosaurus rex's Devastating Ambush ability now properly removes its acceleration buff when it is over +Fixed: When creature is laying down or sleeping and the water has risen above the creature, getting up to swim should be much faster and not jam the creature +Fixed: The Sturdy talent's tooltip no longer implies it removes stamina +Fixed: Intimidating Roar and Alarm Call can no longer be used on elusive creatures, and elusive can no longer be used while Intimidating Roar or Alarm Call are active +Fixed: Acro is no longer held upside down when at large growths +Fixed: The Arganodus shrines on Bloodbath now work +Fixed: Creature should no longer jam when the water raises above then while they were in the middle of the animation of getting up from sitting +Fixed: Talent tree should now properly show spent points and inherits when previewed in creature selection screen +Fixed: The Auroraceratops quills on its tail no longer disappear above 1.27 growth +Fixed: AI not despawning properly if they get stuck +Fixed: Opening chat menu while eating, picking up items or drinking should stop the action +Fixed: Player's Steam icon should no longer be visible in groups while being incognito +Fixed: Frog sounds now properly respond to the Gameplay volume slider +Fixed: Unjamming in a burrow no longer kicks you out of the server for cheating +Fixed: Melanistic mutations no longer overwrite the bio layer +Fixed: Emote Wheel should no longer open and close immediately when swimming +Fixed: Improved Emote Wheel's bottom menu's functionality so it behaves like emote and communication list +Fixed: Emote wheel should no longer get stuck on screen when flicking cursor towards emotes tab and releasing the emote wheel button +Fixed: Even if emote wheel gets stuck on screen because of lose of focus (for example by using Discord overlay) the focus on the emote wheel can be brought back by pressing emote wheel button to close the widget +Fixed: Emote wheel no longer randomly force close itself immediately on other movement related scenarios such as falling while the emote wheel button is held down +Fixed: Manually triggering ptera's idle animation no longer forces the pose even when taking off or while swimming or while laying down +Fixed: Crash related to comp_jumpback that could happen using it and eg disconnecting or dying for the local and remote clients (live) +Fixed: Crash happening occasionally when exiting/joining a server +Fixed: The ban player prompt now properly displays the word hours +Fixed: Deleting an AI spawner placed with the foliage placement tool also removes all AI that belong to that spawner +Fixed: Ory camera at small growth levels no longer glitches and teleports close to the ory when traversing uneven terrain +Fixed: Stamina is no longer consumed if you try to enter flight but cannot take off due to being recently hit out of the air +Fixed: Context on text error prompts regarding summoning to another player or being summoned to another player while too close to an ungrouped player being backwards +Fixed: Injury and damage received from struggling out of a grab during a duel is now undone when the duel ends +Fixed: Krono no longer continues to lunge while grabbed, resulting in it disconnecting from the mosa's mouth
As some of you may have noticed, Beasts of Bermuda's Lorb Lurdu Campaign has been extended by ten days! This means the new end date for the campaign is August 16. The Lorb Campaign and the Seasonal Skin Event are connected, so you will also be able to earn the WaveRider Lurdu Skin until the Campaign's End Date.
But thats not all! If we can reach 400 Lorb Lurdu Sales Beasts of Bermuda will receive a higher royalty percentage per plushie sale (before and after 400!). If we can do this, we would like to put that extra money towards making navigation code for true swimming type AI, as well as to expand upon AI behaviour.
We would also like to add an Ichthyosaur: Malawania anachronus as a new AI Critter to liven up the oceans and rivers! This little guys is a marine reptile, suitable for rivers and oceans. So support us now and lets make our little marine reptile friend a reality! In addition to being a new critter, this little guy would get his own shrine for playability.