Software Inc. - Coredumping
Click here to see how to join the Unstable branch.

Patch notes for Beta 1.1.9
Changes
  • New 3D models for heat pump, wind turbine and battery

Fixes
  • Fixed companies cancelling player distribution deal when they didn't have any to begin with
  • Fixed employees holding up food queue after already having had food
  • Fixed furniture editor not working properly with furniture that doesn't have a base
  • Fixed not being able to place buildings along road on north or west side of the map
  • Fixed out of stock message going away after a couple of seconds
  • Fixed AI IP deals not taking add-ons into account and having negative values for products not making profits yet

Patch notes for Beta 1.1.8
Changes
  • Added ability to mute issue notifications
  • Capped crunchtime hangover at 1 year

Fixes
  • Fixed fire alarm not shutting off after fire when restoring rooms
  • Probable fix for employees randomly getting stuck going into car, until reload
  • Fixed game breaking when undoing replacing furniture
  • Fixed broken furniture still applying room boosts
  • Fixed furniture mods breaking due to having sub transforms with the same name as the furniture, which could make lamps break game
  • Fixed not being able to place furniture outside if there were any pillars present on map

Patch notes for Beta 1.1.7
Changes
  • Added lead designer inspiration warning
  • Added creativity progress bar when hovering over applicable design tasks
  • Reduced creativity impact on sales for easy and medium difficulty
  • Reduced publisher marketing efforts to a point where they can make a profit
  • Added ability to see all specialization stars in employee window
  • Added development progress of all specializations to peer review window at time of review start
  • Separated Food and Coffee bills

Modding
  • Removed furniture UpgradeFrom variable, you only need to define UpgradeTo now

Fixes
  • Fixed active users doubling every month if product has any add-ons
  • Fixed active users gained from add-ons and active user loss modifiers not being scaled down by days per month
  • Fixed bug introduced in recent patch where notifications would collapse after 5 seconds when interacted with, instead of cancelling collapse action
  • Fixed furniture being placed on wall behind the closest wall for furniture that can be moved vertically
  • Employees will no longer neglect hunger and bladder while chatting away at the water cooler

Patch notes for Beta 1.1.6
Changes
  • Added links to wiki in mod editors if there are no mods to edit
  • Moved contract alpha phase Promote button to match design phase

Fixes
  • Fixed cases of employees ending up with 5 traits
  • Fixed game showing education available for specializations that haven't been unlocked yet
  • Added build menu categories to default localization
  • Fixed lead designer's Active Projects count being misleading, as it wasn't updating every frame
  • Fixed getting errors about furniture not fitting anywhere because the modded furniture it was placed on was not loaded
  • Fixed being able to place cubicle walls up against a wall in such a way the game wouldn't register as inside the room

Patch notes for Beta 1.1.5
Changes
  • Added warning about no applicable lead designers
  • Changed reviewer score weighting a bit, so who's who and trend won't hurt the player's feelings as much
  • Changed how reviewers determine level of marketing to account for company reputation

Fixes
  • Fixed GLTF importer having flipped UV map, hardware designs in mods will need to have thier UVs flipped after this patch
  • Fixed getting furniture assignment error when changing team name
  • Fixed placing outside only furniture giving player wrong error message when trying to place in room or fenced area
  • Fixed game breaking when firing lead designer from demand selection
  • Fixed infinite loop of leader tutorials being spawned when opening company detail window
  • Fixed game breaking when trading IP with archived products that are lead designer owned
  • Fixed not being able to upload .obj files to the workshop for hardware designs
  • Fixed localization generation from console not working
  • Fixed game breaking when firing a lead designer who is currently working on a contract
  • Fixed furniture not being visible from upper floors when it pokes through the outer wall and walls have been lowered

Patch notes for Beta 1.1.4
Fixes
  • Fixed not being able to rename software in development
  • Fixed game breaking when calling temporary staff with subway nearby causing them to spawn before the AI was initialized
  • Fixed bugs with personality and trait selection when switching between founders
  • Fixed watch being saved with founder
  • Fixed old saves breaking when game would try to archive old products
  • Fixed map position in main menu when there are no save games
  • Made boxes wait 0.25 seconds before going on a pallet instead of going on because it was blocked for a single frame
  • Fixed new deterministic RNG resulting in bad randomness, like employees getting sick all the time or never
  • Fixed salary staying at $0 when rehiring a founder as lead designer after buying them out
  • Fixed issue where a mod could not have the same path as another if the first part of their root folder names matched

Patch notes for Beta 1.1.3
Fixes
  • Fixed support doing working animation when they are waiting for reports
  • Fixed 10% speed boost tip on specialization stars not disappearing when moving mouse
  • Fixed update task SCM description
  • Fixed capitalization of names in reviews
  • Fixed getting IP owner error when promoting to alpha with a lead designer that has the IP owner demand
  • Fixed issue where merging a room into a room which had an elevator could cause some issues down the line that would break the game
  • Fixed staff accidentally reserving computers when subways are present, making them unavailable for employees, until computer is re-assigned or replaced
  • Fixed market analysis window being bugged for a year in old saves
  • Fixed digital add-on sales not being summed properly causing player digital distribution share to get over 100%
  • Fixed game breaking when releasing a product or finishing a contract with a lead designer that has since been fired

Patch notes for Beta 1.1.2
Fixes
  • All code mods will need recompilation on launch to avoid old mods crashing the game because they are no longer compatible

Frozen Flame - KeeperFF
Main Changes

Bard’s Story



The lonely Bard inhabits one of the Broken Valley islands. We advice you pay him a visit, as he can guide you to the key to the Titan Bastion.. for a small favour, of course.

  • Introduced the Bard’s quest to the Broken Valley.

Updated map



Our finest cartographers have improved the map’s design! Fresh and new, it’s now perfectly adapted for traversing the floating islands!

  • Updated map’s design.
  • Updated icons and their placement on the map.

Fast Travel

You can now fast travel from anywhere in the world through your map. Removed the now redundant “stone of teleportation”.

Rage Bar



Combat system has received a brand new rage bar, which fills up during the fights. It can either be partially used to make strong attacks, or depleted fully to make a power strike.



Progression and Crafting Changes

This update overhauls the way character progression resources work, especially the related activities, and things you can spend those resources on.

  • Ability Tree nodes are unlocked with Dragon Stones. You can find those in various camps’ chests.
  • Flame can now be used to unlock various recipes. It can be gained by participating in the majority of in-game activities: collecting resources, slaying foes, cooking food, activating memorials. You can gain a large amount of Flame by completing quests and Rituals.

Ability Tree Spells



Ability Tree has been expanded with 9 different spells:

  • Sky Jump - spring into the air, ascending to hard-to-reach areas.
  • Arcane Trap - create an ensnaring aura around yourself.
  • Haste - boost your movement speed.
  • Water Walk - traverse bodies of water on foot.
  • Chain Lightning - send out a lightning that would jump from foe to foe.
  • Heal - heal yourself or your target.
  • Light Orb - create an orb of light to illuminate your surroundings.
  • Stone Skin - reduce the incoming damage to yourself or your target.
  • Fire Breath - ignite the foes in front of you.

You can have up to 3 active spells at a time. To change the active spell - pick it in the Ability Tree and press “activate”.

Titan Bastion



Somewhere among the Broken Valley isles there’s the Titan Bastion. It is not easily reached, but rumors tell it is more than worth it. And what is the harm? Noone has seen a functioning Titan for years anyway.

  • Introduced a new island.
  • Added a “Titan Destroyer” device.
  • Fixed the behaviour and animations of Titans.
  • Titans can now destroy some elements of the environment.

Other Changes

Gameplay

  • New resource: “Aerial Flame”, which can be found in the air around the floating islands.
  • New monsters: spirit boars and pestilent boars.
  • New NPCs: “Treasure Hunter”, “Bard’s Wife”, “Skeletal Musician”, “Ku”.
  • New recipe: “Burning Broth”.
  • New secret activities: tavern basement in the ghost village, and rune-sealed chest.
  • New ritual: follow the path of magic emanations
  • Fixed camera shake and visual effects for Titan’s attacks.
  • Added the “Hunger” status, which regulates the food consumption limit.
  • “Dodge” and “Jump” separated. Default binding for “Dodge” is “Alt”.
  • Camp monsters’ health now scales with the amount of players nearby.
  • Added a delay between Skull Hunter’s “Arcane Trap” activations.
  • Added rewards for completing NPC quests.
  • Introduced changes to bow aiming.
  • Increased starting maximum carry weight by 50%.
  • Increased resource node respawn rate.
  • Reduced the amount of gathered berries and apples.
  • Rebalanced some weapons.
  • Slowed down the mimics.
  • Blue crystals no longer drop from geodes.
  • Chests in common camps no longer drop items.
  • Removed the tent recipe.
  • Rebalanced the crafting recipes.
  • Changed the mystic cubes’ rewards.
  • Removed the stamina restoration delay after leaving combat.
  • Increased the safe fall distance.
  • The Cradle of Keepers is once again open to builders.
  • Introduced cooldown to the “Flight” ability.
  • Spells no longer consume Flame on activation.
  • Changed Idols’ activation requirements in the Cradle of Keepers.
  • Removed the rare blueprints.
  • Changed the spell in the Prologue.
  • Spear has been temporarily disabled.

Map

  • Added a basement to the tavern of the ghost village.
  • Fixed the placement of emanations for the Cradle of Keepers frozen area Ritual.
  • Added new abandoned buildings to the Broken Valley isles.
  • Removed landmarks from the map.
  • Increased the amount of fireflies in the Cradle of Keepers forest.
  • Added more teleports to the Cradle of Keepers.
  • Added a poisonous area to one of the Broken Valley isles.
  • Removed the poisonous temple from the Broken Valley.
  • Changed the “place marker” button from LMB to RMB.

UI

  • Introduced the first batch of keybinding options.
  • Updated the spell-bar visuals.
  • Updated the Ability Tree visuals.
  • Introduced visual improvements to the player UI.
  • Added an option of activating spells in the Ability Tree.
  • Improved gamepad controls.
  • Added a new animation for the “Flight” ability unlock.
  • Improved the teleport interactions hints.
  • Updated the “Flight” ability icon.

Sounds

  • Fully updated female character’s voice acting.
  • Added a new sound for the “Flight” ability unlock.
  • Improved Ritual and quest sounds.
  • Reduced the distance from which the altar can be heard.
  • Added sounds to Bonehead and Woodhead NPCs.
  • Updated the main menu theme.

Other

  • Bonehead NPC gained a few new lines.
  • Hornhead NPC gained new lines about the Dragon Stones.
  • Added the “rotting” effect visuals to buildings.
  • Improved visuals of the Titan’s crystal.
  • Updated barrel and crate breaking effects.
  • Updated Eagle’s flight animation.
  • Updated sawmill’s textures.
  • Increased the amount of time given to read Mithra’s birds’ lines.
  • Changed Crysta’s flight tragectory.
  • Improved the Sanctuary’s atmosphere.

Fixes

  • Fixed Woodhead NPC’s visuals and animations.
  • Fixed ghosts’ behaviour in the Prologue.
  • Fixed elemental’s behaviour during its AoE attacks.
  • Fixed the Blacksmith NPC’s animations.
  • Fixed the Ancient Sword’s attacks.
  • Fixed the intro cutscene.
  • Fixed the Ice Zombies’ behaviour.
  • Fixed the Smoldering Warlock’s behaviour.
  • Fixed the fog in the main menu.
  • Fixed the Flame-attacks’ effects.
  • Fixed the stairs’ collision in the Prologue.
  • Fixed the issue of monsters leaving their designated camps.
  • Fixed the sarcophagus collision.

We look forward to seeing you in the world of Arkana!

If you would like to know more about the game, join us on Discord, check out all of our other Social and Community channels.
Mar 23, 2022
Few Nights More - info
Hello everyone, our new patch is out!

Improvements:
  • Experience system is added. Testers can finally level up their lords as they play and have access to their talent rows!
  • Added global cooldown to skills.
UI:
  • Added Player turn and Enemy turn indications.

Bug Fixes:
  • Obliterate proc effect will now fade properly after use.
  • Riposte proc effect now works.
  • Fixed an issue where trinkets that depleted their usage limit did not show greyed out effect.
  • Life binding necklace now properly gives maxHP.
  • Fixed an issue where fame gained after great hall wasnt added properly.
  • Greater minions can no longer be merged.
  • Dodge now rolls it's chance for each attack on any triple or double attack instead of dodging them all.
  • Clan Tyranasz now properly loses maxHP gained from lord skill at the end of invasion.
  • Fixed an issue where maxHP gained from Vigour was permanent.

Balance Changes:
  • Minion merge cost increased from 120 to 200.
  • Cunning now gives 3% crit damage multiplier instead of 5%
Disciplines
Blood:
  • Fiendish Skin now costs 20 blood instead of 25.
  • Lust morale damage done is reduced to 5 aoe.
  • Vampiric Embrace now gives power every 20 blood instead of 10. Cooldown increased from 3 to 5.
  • Blood armor empowered now gives 1 crystalize instead of 3.
  • Setback now gives 1 finesse instaed of 2. Cost is reduced from 2 ap to 1.
  • Tradeoff empowered now gives 1 finesse instead of 3.
  • Petricied Barrier now gives +5 physical armor to Gargoyle Skin instead of doubling it.
  • Boiling Hunger now deals 20 morale damage instead of 25. Cooldown increased from 4 to 5.


Hunters
  • Pirate Boss punch now also inflicts 5 daze.
  • Renew now restores 20-30 morale instead of 15-20.
Lords
  • Clan Vorodys lord skill now has 1 turn cooldown. It gives 5 physical armor instead of 1 fortified during defence mode.
Fame
  • Required points for some ranks have been increased.
  • Prestige rank 6 and 9 bonuses have been swaped.
  • FaF perk now gives +2 Movespeed regeneration.
Rooms
  • Kitchen level1 now provides 2 power instead of 3
  • Ballroom level2 now provides 3 prestige and seduction instead of 5

Trinkets
  • Dagger of Instatiable Thirst: No longer has common rarity. Now requires 20/15 attacks instead of 15/12.
  • New trinket: Gain 10/20/40 magical armor.
Decors
  • New Decor(epic): Dispel lord every 4 turns.
The Riftbreaker - voidreaver
Hello Riftbreakers!

We would like to give you a little sneak peek of one of the quality of life changes we have been working on lately. It is, in fact, one of the most requested changes since the launch of the game. We’re talking about the mass repair, upgrade, and building deconstruction tools. While they may not sound very exciting, we had to solve some interesting issues while working on them, which we will tell you about in this article.

Let’s start with the reason why many players requested these features in the first place. When The Riftbreaker first launched, negative weather effects, such as hailstorms or acid rain, were global, not regionalized. All buildings were damaged because of those events, which was especially painful for players who wanted their bases in pristine condition. Obviously, you could build Repair Facilities around your base, but setting them up takes time and resources. Manual repairs were always instant, but their point-and-click nature has led to negative experiences.


We have the technology.

We realized that we should give our players the ability to repair buildings in a larger area. The idea is pretty simple - select the repair tool, use the mouse scroll to choose the desired size, click once, and have all your buildings repaired in no time. However, since manual repairs were instant, you could easily keep repairing structures under attack, making them virtually indestructible. We needed to make changes to the repair mechanic as a whole. These are the changes we decided to make to facilitate mass repair:

  • Manual building repair will no longer be instant. Mr. Riggs will send drones to repair the damaged buildings in the selected area. The drones will repair those structures in a short amount of time.
  • The maximum repair time is 10 seconds. The drones will repair buildings at a constant rate, 10% of maximum health per second. If a building is at 50% health, it will take the drone 5 seconds to bring it back to 100% condition. This rate is the same for all buildings, whether it’s a wall or a Fusion Power Plant.
  • If a building gets damaged during the repair process, the process is stopped. This is necessary to make ‘cheesing’ attack waves impossible.
  • Maximum repair cost stays unchanged - it’s 20% of the original building cost.
These assumptions allow us to keep the mass repair process relatively cheap and quick while avoiding various potential issues.

The game will automatically detect all the damaged structures in the area selected with the repair tool and mark them with a green highlight. Once you give the order to start repairs, the system will try to repair as many structures as you can afford.


Keep an eye on your economy - mass upgrades can be costly!

We decided to give the upgrade and deconstruction utilities the same treatment to keep parity between tools. Once the update goes live, you will be able to use your mouse wheel to increase the area of the selector for these tools. The upgrade tool will highlight all the structures that can be improved and try to make that happen for as many buildings in that area as possible. Obviously, you can still select and upgrade buildings one by one if you’d rather have complete control over the process. The deconstruction tool will simply sell all structures on the highlighted area - be careful what you choose!


Choosing to sell all your defenses instead of repairing them might be a suboptimal move.

The updated versions of these tools are still in development. There are still some aspects that require tweaking and some bugs to iron out. We also want to add a tooltip that will inform you precisely about the costs of the operation you are about to carry out. Plenty of work ahead of us, but there are even more highly-requested quality of life changes coming to you in the near future, including the ‘build max level’ upgrade. We will keep you updated on our progress. The best way to get all the latest news is to join our Discord at www.discord.gg/exorstudios. You can also tune in to our streams - Tuesdays and Thursdays, 3 PM CET at www.twitch.tv/exorstudios.

See you soon!
Hunt: Showdown 1896 - Cry_Ari


The time is here! All your questions for Traitor's Moon will be answered

We're live now, showcasing all the ins and outs of Hunt's next Live Event!

If you want to hit the ground running when Traitor's Moon goes live tomorrow, you won't want to miss this stream.

Streaming here on Steam and on-
Twitch
Youtube
Facebook
Builder Simulator - LMG_Lula
Hello Builders!

Playtests with over 100,000 registered players have just started!
Remember to check your emails! 🏠👷‍♂️



These are performance tests. Hope they will bring you so much fun 🤖 Can't wait for your reviews! 🥰

And if you didn't sign up, don't be worry, you still have got a chance!
Go to our Steam page and join us in this building adventure!



Best regards,
Builder Simulator Team



https://store.steampowered.com/app/1120320/Builder_Simulator/
Mar 23, 2022
God of War - Alarcus_SMS
Patch v1.0.9 for God of War is now live.

Please restart Steam to receive the update immediately

Patch Notes

New Features
  • Aiming and Blocking can now be configured as a toggle instead of a hold
  • Triple Buffering can now be enabled to reduce micro-stutters at the cost of a minor latency increase
  • GPU memory usage is now included in the video settings to aid performance troubleshooting
Fixes
  • Memory values will now be detected properly when using integrated graphics
  • Silent crashes will no longer occur if a GPU reports invalid memory values
  • Some gameplay systems will no longer cause intermittent crashes
  • Implemented small object culling to help reduce the number of objects being processed by the CPU
    Developed in response to recurring AMD performance issues, this change should improve minimum framerates in scenes where there are many objects on-screen. During our testing, we saw an average 20% improvement in frametimes above the 95th percentile.

    To those not experiencing instances of major framerate drops, please note that this change will not result in a significant improvement to graphical performance.

    See below for our testing data
    [expand type=details]
    Culling Performance Testing
    Tested on a AMD Ryzen 9 5900X CPU, 64GB DDR4 RAM, and a AMD 6800XT GPU
    FPS = Frames per second, FT = Frametime
    Lower frametimes are better

    Settings
    Avg FPS
    Avg FT
    95th % FT
    99th % FT
    99.9th % FT
    Culling - Off
    66.6ms
    15ms
    24.4ms
    31.8ms
    47ms
    Culling - On
    68.6ms
    14.6ms
    17ms
    24.3ms
    34.7ms
    Improvement
    3%
    2.67%
    30.33%
    23.58%
    26.17%
    [/expand]
Known Issue
AMD Shader Caching
Last updated 3/23/22 at 10:00am PST
Throughout our testing, we noticed intermittent framerate reductions when shaders were accessed for the first time. We are working with AMD to resolve this in a future patch.


For a list of the other topics we're currently tracking, please refer to our Known Issues. If you are experiencing any of these problems, submitting a ticket greatly helps us gather all of the information we need to properly access each one. We appreciate your continued patience as our team investigates your reports.
Sengoku Dynasty - SwordsOfTheSouth
Youkoso!

Sengoku Dynasty is attending the Future Game Show: Spring Showcase and will present our brand-new teaser trailer for the upcoming game!



Link to Website

Are you curious about what's next for Sengoku Dynasty? Follow us here and on social media!

Arigato!

The teams of Superkami and Toplitz Productions
The Dragoness: Command of the Flame - aaron.raw
Greetings Commanders,

We've recently hit a major milestone as The Dragoness Command of the Flame enters the beta phase of development! To coincide with this, we're looking to recruit players to actively participate in a closed beta period which will run from 1st - 17th April 2022.

During the testing period, players will have full access to the beta version of the game, which is roughly 40 hours of content. At this stage we're really interested in getting feedback on the following areas:
  • Campaign - Level design & balance
  • Beast Units - Utility & balance
  • Hero Character - Abilities & skills
We appreciate that the game is quite big and have therefore designed the test so that players can drop in and out at any point, which means that whether you play 2 hours or 40 hours, your feedback will still be useful and appreciated!

There will be a limited number of places so please get your applications in early to avoid disappointment.

UPDATE: Applications are now closed!



IMPORTANT NOTE:

The test will be carried out on Steam through beta access key distribution. All testers will be required to sign a non-disclosure agreement before they are granted access to beta materials. Testers must also be proficient in English as the game is not currently localised.

Lastly, as The Dragoness: Command of the Flame is still in active development, the beta build will not be representative of the final product. As such, the sharing or streaming of gameplay capture/screenshots is strictly prohibited (sorry!).

As always, thanks for your continued interest and support,

- Crazy Goat Games

Follow PQube Indies on:

⠀⠀⠀⠀⠀⠀
Mar 23, 2022
Zooconomy - Mamont Ru$$eL`
Moving to the Oceania and it's nocturnal and and the second-largest of the possums - Common brushtail possum.

Common brushtail possum


The common brushtail possum has large and pointed ears. Its bushy tail (hence its name) is adapted to grasping branches, prehensile at the end with a hairless ventral patch. Its fore feet have sharp claws and the first toe of each hind foot is clawless, but has a strong grasp. The possum grooms itself with the third and fourth toes which are fused together. It has a thick and woolly pelage that varies in colour depending on the subspecies. Colour patterns tend to be silver-grey, brown, black, red, or cream. The ventral areas are typically lighter and the tail is usually brown or black. The muzzle is marked with dark patches.

The common brushtail possum has a head and body length of 32–58 cm with a tail length of 24–40 cm. It weighs 1.2-4.5 kg. Males are generally larger than females. In addition, the coat of the male tends to be reddish at the shoulders. As with most marsupials, the female brushtail possum has a forward-opening, well-developed pouch. The chest of both sexes has a scent gland that emits a reddish secretion which stains that fur around it. It marks its territory with these secretions.

The common brushtail possum can adapt to numerous kinds of vegetation. It prefers Eucalyptus leaves, but also eats flowers, shoots, fruits, and seeds. It may also consume animal matter such as insects, birds' eggs and chicks, and other small vertebrates. Brushtail possums may eat three or four different plant species during a foraging trip, unlike some other arboreal marsupials, such as the koala and the greater glider, which focus on single species. The brushtail possum's rounded molars cannot cut Eucalyptus leaves as finely as more specialised feeders. They are more adapted to crushing their food, which enables them to chew fruit or herbs more effectively. The brushtail possums' caecum lacks internal ridges and cannot separate coarse and fine particles as efficiently as some other arboreal marsupials. The brushtail possum cannot rely on Eucalyptus alone to provide sufficient protein. Its more generalised and mixed diet, however, does provide adequate nitrogen.



The common brushtail possum is largely arboreal and nocturnal. It has a mostly solitary lifestyle, and individuals keep their distance with scent markings (urinating) and vocalisations. They usually make their dens in natural places such as tree hollows and caves, but also use spaces in the roofs of houses. While they sometimes share dens, brushtails normally sleep in separate dens. Individuals from New Zealand use many more den sites than those from Australia. Brushtail possums compete with each other and other animals for den spaces, and this contributes to their mortality. This is likely another reason why brushtail possum population densities are smaller in Australia than in New Zealand. Brushtail possums are usually not aggressive towards each other and usually just stare with erect ears. They vocalise with clicks, grunts, hisses, alarm chatters, guttural coughs, and screeching.

The common brushtail possum can breed at any time of the year, but breeding tends to peak in spring, from September to November, and in autumn, from March to May, in some areas. Mating is promiscuous and random; some males can sire several young in a season, while over half sire none. In one Queensland population, males apparently need a month of consorting with females before they can mate with them. Females have a gestation period of 16–18 days, after which they give birth to single young. A newborn brushtail possum is only 1.5 cm long and weighs only 2 g. As usual for marsupials, the newborn may climb, unaided, through the female's fur and into the pouch and attach to a teat. The young develops and remains inside the mother's pouch for another 4–5 months. When older, the young is left in the den or rides on its mother's back until it is 7–9 months old.

Female young have a higher survival rate than their male counterparts due to establishing their home ranges closer to their mothers, while males travel farther in search of new nesting sites, encountering established territories from which they may be forcibly ejected. In New Zealand's Ōrongorongo population, female young have been found to continue to associate with their mothers after weaning, and some inherit the prime den sites. A possible competition exists between mothers and daughters for dens, and daughters may be excluded from a den occupied by the mother. In forests with shortages of den sites, females apparently produce more sons, which do not compete directly for den sites, while in forests with plentiful den sites, female young are greater in number.



Distribution
The common brushtail possum is perhaps the most widespread marsupial of Australia. It is found throughout the eastern and northern parts of the continent, as well as some western regions, Tasmania and a number of offshore islands, such as Kangaroo Island and Barrow Island. It is also widespread in New Zealand since its introduction in 1850. The common brushtail possum can be found in a variety of habitats, such as forests, semi-arid areas and even cultivated or urban areas. It is mostly a forest inhabiting species, however it is also found in treeless areas. In New Zealand, possums favour broadleaf-podocarp near farmland pastures. In southern beech forests and pine plantations, possums are less common. Overall, brushtail possums are more densely populated in New Zealand than in their native Australia. This may be because Australia has more fragmented eucalypt forests and more predators. In Australia, brushtail possums are threatened by humans, tiger quolls, dogs, foxes, cats, goannas, carpet snakes, and powerful owls. In New Zealand, brushtail possums are threatened only by humans and cats.



Conservation
The common brushtail possum is considered a pest in some areas, as it is known to cause damage to pine plantations, regenerative forest, flowers, fruit trees, and buildings. Like other possums, it is rather tolerant of humans and can sometimes be hand fed, although it is not encouraged, as their claws are quite sharp and can cause infection or disease to humans if scratched. It is a traditional food source for some indigenous Australians.

While its populations are declining in some regions due to habitat loss, urban populations indicate an adaptation to the presence of humans. In some mainland states, possum trapping is legal to catch when attempting to evict possums from human residences (e.g. roofs), but possums must be released after dusk within 24 hours of capture, no more than 50 m from the trapping site. In some states, e.g. Victoria, trapped possums may be taken to registered veterinarians for euthanasia. In South Australia, they are fully protected and permits are required for trapping possums in human residences or for keeping or rescuing sick or injured wild possums and other native animals. In Queensland, they can only be trapped by licensed commercial relocators who must release possums within 25 metres of the point of capture to ensure that an animal is not released into another possum’s home range (possums are less likely to survive if they are released into a new area where they do not have access to a den or must compete with a neighbouring possum for den space). The IUCN highlight the population trend in Australia as decreasing.



That's it for today. See you all next time.

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