Small Update
Baryonyx is now an amphibious creature.
Baryonyx had its running and sprinting animations swapped, and animation speeds adjusted.
Juveniles can once again spawn in the wilderness.
A creature's tail animator is now disabled upon death.
Now, bleeding stacks are removed every 1 second, or faster, instead of being extremely drawn out the lower your bleed stacks were.
Creatures now have a "Body Type", which can either be "Lean" or "Bulky". A creature being "Bulky" is now taken into consideration when calculating how much damage it will take from other creatures, and they can take less damage.
Passive health regeneration can now happen while a creature is bleeding, but is reduced to 10% of its normal rate.
Bleed damage is now based on maximum health, so it should function approximately the same for smaller and larger creatures. Though the more stacks of bleed damage you have the faster you lose health.
Creatures should no longer get stuck running around a dead creature in circles, after it had died while they were chasing as it was fleeing.
Medium, large, and huge carnivores have new eating sounds.
Carnivores that inflict bleed damage had their normal damage reduced by 50%.
Herbivores that inflict bleed damage had their normal damage reduced by 25% and their bleed damage reduced by 50%.
AI creatures should no longer be attacking more often than their attack cooldown.
The fog color has changed in The Great Sands map to a more yellow color instead of a blue color.
Baryonyx had its running and sprinting animations swapped, and animation speeds adjusted.
Juveniles can once again spawn in the wilderness.
A creature's tail animator is now disabled upon death.
Now, bleeding stacks are removed every 1 second, or faster, instead of being extremely drawn out the lower your bleed stacks were.
Creatures now have a "Body Type", which can either be "Lean" or "Bulky". A creature being "Bulky" is now taken into consideration when calculating how much damage it will take from other creatures, and they can take less damage.
Passive health regeneration can now happen while a creature is bleeding, but is reduced to 10% of its normal rate.
Bleed damage is now based on maximum health, so it should function approximately the same for smaller and larger creatures. Though the more stacks of bleed damage you have the faster you lose health.
Creatures should no longer get stuck running around a dead creature in circles, after it had died while they were chasing as it was fleeing.
Medium, large, and huge carnivores have new eating sounds.
Carnivores that inflict bleed damage had their normal damage reduced by 50%.
Herbivores that inflict bleed damage had their normal damage reduced by 25% and their bleed damage reduced by 50%.
AI creatures should no longer be attacking more often than their attack cooldown.
The fog color has changed in The Great Sands map to a more yellow color instead of a blue color.