1. Primeval
  2. News

Primeval News

Small Update 0.27.0.4

🔹 Leaf particle effects should no longer be glowing at night.

🔹 Ambient weather particle effects should no longer be playing underwater.

🔹 Overhead healthbars/foodbars are now showing while enabled and underwater.

🔹 Ammonite's carcass is now 2x larger.

🔹 Ophthalmosaurus now has 10x more flesh.

🔹 Now, the smaller the aquatic creature is the slower it is.

November Update

🔹A new sky/weather system is being used. More adjustments will be made to it in future updates.

🔹Creatures' time to starve and dehydrate have been reduced down to 20 minutes for hatchlings, 40 minutes for juveniles, 60 minutes for sub adults, 90 minutes for adults and 120 minutes for elders. Previously the times were much longer and mostly nullified needing to eat or drink.

🔹Fixed a glitch that caused juvenile and older creatures to not be able to fly.

End of October Update

The ceratosaurus has been added to the game.

Spawn-Priority is a new system in the game that spawns creatures in your immediate area and nearby areas instead of spawning creatures across the entire map.

Now, the creatures that have recently had their models upgraded or are new creatures use Root Motion for walking, running, and sprinting. This means that their walking lines-up more with the terrain moving under them.

Now, the creatures that have recently had their models upgraded or are new creatures use animation blending for attacking and walking, running, and sprinting.

Now when you eat food you have a chance to eat rarer bits of food to gain extra growth and experience points.

Now when you eat every bite of food you always gain some experience towards the next level.

New gameplay option, Spawn Pausing, this option if enabled will pause the spawning of creatures if the player's creature or camera is moving. This helps reduce the impact of lag spikes from spawning creatures.

Tesselation has been added to the terrain's textures to make them look more 3-dimensional.

Fixed an issue where the camera was rotating slowly when it shouldn't have been.

Land-based AI creatures have been slowed down to 75% of their previous speed.

October Update

[h3]New Features:[/h3]
🔹The second phase of the Evolution Traits system is now active, the evolution tree. Level up your creature by gaining experience points from eating, killing creatures, and completing tasks. Every time your creature levels up it gains an evolution point. You can spend these evolution points to level up evolution nodes and enhance your creature in various ways. With the introduction of the evolution tree comes the relocation of the old stat bonus system into this new UI as the core evoltution nodes you can enhance for your creature. Access the evolution tree panel when you're playing a creature by pressing the "Escape" key and then clicking the "Evolution" button. Much more is planned for the evolution traits and evolution tree systems.

🔹Auto Eat/Drink Mode has been added to the game. Hold down the eat/drink key for two seconds while you're eating or drinking to start automatically eating or drinking without needing to hold the key down. Certain actions will cancel this mode.

🔹Tail-bending physics have been added to all creatures that have tails that could bend.

🔹For the player, all creatures that have a neck now turn their head towards where the camera is facing.

🔹AI creatures now look at their target.

🔹The F5 key toggles the player's dinosaur's head turning on and off. Useful for taking screenshots where your dinosaur doesn't look away from your screen. Look mode is enabled by default.

🔹When your creature reaches the elder growth stage it can now continue growing indefinitely.



[h3]Carcasses:[/h3]
🔹The 3d model for meat torn from the corpse of creatures has been replaced with a new model. It is now a carcass-like 3d model.


🔹Carcasses can now contain an amount of flesh of up to 10 bites from the creature that tore it from the corpse, up from 5 bites.

🔹After a creature's body has 50% of its flesh remaining it turns into a carcass.



[h3]Species:[/h3]
🔹A new species has been added to the game, the Giganotosaurus!


🔹A new species has been added to the game, the Kryptops!



[h3]Tasks:[/h3]
🔹There are new tasks available for attacking, killing, and eating skorpiovenator, suchomimus, diplocaulus, edmontosaurus, padillasaurus, giganotosaurus, and kryptops.

🔹Now hatchlings only get tasks to attack, kill, or eat insects, instead of all species of creatures. This was done to make it easier to grow into a juvenile because traveling as a hatchling is very time consuming and dangerous.

🔹Juveniles can now also get tasks to attack, kill, and eat insects, but not exclusively.

🔹Now tiny creatures only get tasks to attack, kill, or eat insects, instead of all species of creatures. When they reach the elder growth stage they will be able to get tasks to kill other species.

🔹Hatchlings and Juveniles no longer get tasks to travel to different water sources to take a drink. In a lot of cases that was just too far to travel as a young creature.


[h3]Environment:[/h3]
🔹The Savage Lands map has received vegetation changes.

🔹The Laurasian Woodland map has received vegetation changes.

🔹The Primal Mountains map has received vegetation changes.

🔹The Ancient Jungle map has received vegetation changes.


[h3]Changes:[/h3]
🔹Increased creature AI turn speed dramatically.

🔹You can no longer attack while UI windows are open.

🔹You can no longer gain experience points from being around sunstones unless you have the accelerated growth buff or you are playing in a multiplayer game. This was done because it was too easy to gain experience points with no or little danger involved in singleplayer games. When I get AI creatures to swarm the sunstones I may enable this again with no required accelerated growth buff in singleplayer games.


[h3]Fixes:[/h3]
🔹Fixed an issue where the stat evolution notifications weren't showing when you switched maps or were playing a multiplayer game.

🔹Fixed an issue where the bottom-right game hud wasn't seen by players with a 4:3 aspect ratio screen.



[h3]And many more changes, improvements, and fixes.[/h3]

September Update

I've been working on a big update for the game over the last few months and it was available to test on the public test realm. Now its making its debut on the default live download branch available to everyone.


[h3]New Feature - Sunstones:[/h3]

🔹Sunstones are a new mechanic that multiply your accelerated growth buff by the intensity of the sunstones in the area. Sunstones also grant you extra experience points and growth while you stay in the area. More, and larger sunstones will raise the area's sunstone intensity for even better growth and experience point gains. There is one downside to this as well, the higher the area's sunstone intensity the higher the loss of accelerated growth buff counts per second. Sunstones come in a variety of colors and sizes, larger sunstones giving more intensity. You gain a higher amount of growth and experience point gains from the area's sunstone intensity while you are sitting or sleeping.

🔹Basking in the warmth of sunstones comes with its own risks. Predators will be hungry for the accelerated growth buff counts eating you will reward them with, so they can easily convert it into higher growth and experience points near the sunstones.

🔹Sunstones illuminate the darkness with their brilliant light.

🔹Playing in a multiplayer game boosts the sunstone intensity bonus by 2 times the normal value to encourage interactions and confrontations with other players.


[h3]Phase one of the Evolution Traits system has been added to the game:[/h3]
🔹While performing certain actions you can gain additional points in a specific stat.
🔹Example, while running or sprinting you can evolve slightly and gain an additional speed stat point.
🔹This works with all of the stats: damage, speed, health, health regeneration, stamina, and stamina regeneration.
🔹The more a stat evolves the harder it becomes to keep evolving.
🔹You have a chance to gain speed from running/sprinting.
🔹You have a chance to gain damage from attacking creatures.
🔹You have a chance to gain health from getting attacked.
🔹You have a chance to gain health regen from regenerating health.
🔹You have a chance to gain stamina from using stamina.
🔹You have a chance to gain stamina regen from regenerating stamina.


[h3]Core:[/h3]
🔹The game now uses the High Definition Rendering Pipeline (HDRP) for improved visual quality. Fine-tuning this system will be an ongoing process to keep improving visuals and performance.

🔹The game now makes use of 2d grass billboards in some places instead of just using 3d grass models, which can improve performance.

🔹Multiplayer mode has been temporarily disabled while I work out some glitches with the system and get dedicated server functionality finished.


[h3]Controls:[/h3]
🔹WASD movement controls have been revised and mouse-look functions a little differently. This works for terrestrial and aquatic movement.

🔹The player can no longer move while performing certain actions such as eating, drinking, sitting, or sleeping.

🔹Removed the underwater swimming locked/unlocked state for the player. Now they can just swim up or down in the water without having to unlock/lock their dinosaur at the surface.

🔹Turning your creature is now faster for all species. There are three different speeds, one for more nimble creatures, one for bulkier creatures, and one for the Titanoboa.


[h3]Species:[/h3]
🔹The stegosaurus has a new 3d model, animations, and skin textures.


🔹The sarcosuchus has a new 3d model, animations, and skin textures.


🔹The brachiosaurus has a new 3d model, animations, and skin textures.


🔹The Tylosaurus now has a new 3D model, animations, and skin textures.


🔹The Elasmosaurus now has a new 3D model, animations, and skin textures.


🔹The Ophthalmosaurus now has a new 3D model, animations, and skin textures.


🔹A new creature has been added to the game, the Skorpiovenator!


🔹A new creature has been added to the game, the Suchomimus!


🔹A new creature has been added to the game, the Diplocaulus!


🔹A new creature has been added to the game, the Edmontosaurus!


🔹A new creature has been added to the game, the Padillasaurus!


🔹The species preview images have been replaced with higher quality images.

🔹Spinosaurus' size was reduced to be closer to the size of Spinosaurus aegyptiacus.

🔹Adult brachiosaurus' height has been changed to 40 feet.

🔹Adult argentinosaurus' length has been changed to 120 feet.

🔹Adult stegosaurus' length has been changed to 23 feet.

🔹The Tylosaurus is now 52 feet long.

🔹The Elasmosaurus is now 46 feet long.

🔹The Ophthalmosaurus is now 20 feet long.

🔹The parasaurolophus has been reduced to 36 feet long.

🔹Some species' movement speed has been changed.


[h3]Survival :[/h3]
🔹In preparation for a future new feature "Metabolism"... I doubled the time it takes for you to start starving, so it will take 8 hours for an elder to start starving, 4 hours for an adult, 2 hours for a sub adult, 1 hour for a juvenile, and 30 minutes for a hatchling. The time it takes to dehydrate is half of that time because its effects are felt much faster than starvation. You may starve faster due to your activity level.

🔹Creatures now get a little thirstier and hungrier while sitting or sleeping. At a rate of 75% of the base hunger and thirst rate, up from 50%.

🔹Younger creatures restore more hydration per bite of food because its usually harder for them to get to a water source and they should be able to pull enough moisture out of their food.

🔹Dehydration now causes you to lose health twice as fast as it did previously because it should be harder to dehydrate now except in the case of poor planning on getting to a water source periodically.

🔹Passive health regeneration amounts have changed. While standing, tiny creatures can regenerate to full health in 2 minutes up to huge creatures regenerating to full health in 20 minutes. Sitting or sleeping still doubles your health regeneration rate. This was done to give more value to evolving health regeneration and also boosting it with experience points and items.


[h3]Objects:[/h3]
🔹The old dinosaur egg models have been replaced with a new model.


[h3]World Design:[/h3]
🔹Some plants and trees are now darker or lighter in color, making for a more natural appearance for the whole Primal Mountains map.

🔹The Primal Mountains, Laurasian Woodland, and Savage Lands maps have undergone some more visual changes. Aso, the size of trees has changed. Instead of all of the trees being giant trees, now the majority of trees are closer to real life tree sizes. A smaller amount of trees remain larger to add a little visual depth.

🔹More plants are now optimized for better performance.

🔹The trees along the beaches on every map are now more densely populated and some are larger.

🔹Some ground textures have changed.


[h3]Mechanics:[/h3]
🔹Edible plants are now smaller.

🔹Edible plant scents are now smaller.

🔹You can now smell while sitting or sleeping.

🔹A new set of options for you to control the maximum amount of edible fish/plants/trees that spawn on a map has been added. This can increase or decrease the amount of RAM the game uses so if you need to conserve RAM set these values lower. The values you choose applies to your singleplayer games. The values a multiplayer server host chooses will apply to their hosted games and these values cannot be changed by joining players. There can be a maximum allowed amount of each food resource on specific maps. In The Great Sands map you cannot spawn the maximum value in the game options (which is 1000) but a hard limit will be enforced by the actual map. So this value may be 500 max for trees for example. The other maps do not currently have any limits set. Default value for each resource is 250. Go into your game Options menu to change these values. You must restart the map for these changed values to take effect.


[h3]Spawning:[/h3]
🔹Creatures that are swimming while they spawn will now spawn between their minimum and maximum ideal depth.



[h3]Improvements :[/h3]
🔹The game can now handle 256 different ground textures on a single terrain up from 32 different textures. This is going to enable a lot more variety when building a world with multiple biomes.

🔹Adjusted the appearance of underwater rendering.

🔹Nightvision should look a little better now.


[h3]Fixes:[/h3]
🔹The player should no longer be getting teleported to the bottom of the ocean/lake/etc when swimming at the surface of the water.

🔹The player should no longer be getting teleported onto the surface of the water when flying over water.

🔹The player should now be able to take off and start flying from swimming on the surface of the water.

🔹Creatures that used the SpineAnimator component no longer twitch really bad while swimming at the surface of the water. (Spinosaurus and Tyrannosaurus)

🔹Creatures that use the SpineAnimator component are no longer leaning too far upwards or downwards when going up or down a steep incline. (Spinosaurus and Tyrannosaurus)

🔹Blood Dripping effects have been disabled for now, because the old ones don't work with Unity's HDRP.

🔹Fixed a problem where sometimes the taller a creature was the less likely it was to collide with something it should have collided with.

🔹Worldmaps are now working properly. Access the word map by pressing the tab key while playing a creature.

🔹Fixed an issue where some aquatic creatures couldn't breath very easily at the water's surface.

🔹Improved the Titanoboa's movement to not look like its going under the terrain as much, that was due to its Spine Animator component needing some adjustments.

🔹Fixed an issue where creatures that spawned into the game swimming were sometimes spawning under the terrain.


[h3]And many more minor fixes, changes, and improvements.[/h3]