1. DinoSystem
  2. News

DinoSystem News

Update v0.98.15 released!

[h2]This update IS compatible with savegames from previous v0.98.0![/h2][p][/p][h3]---> FULL CHANGELOG OVERVIEW: [/h2][p]Hi survivors! I’m still deep into 0.99, focusing on rivers and emergent narrative. In the meantime I’ve piled up a solid batch of tweaks, improvements, and fixes for 0.98, so here comes version 0.98.15. The list is hefty, so I’ve condensed the highlights below. As always, you can read the full changelog for every detail. Happy reading, and have fun playing![/p][p][/p][h2]Here a summary for v0.98.15:[/h2][p] [/p][h3]AUDIO:[/h3][p]- Increased ambience sounds variation, with 4 new looping tracks for daytime, and 2 new ones for nighttime.[/p][p]- Most ambience sounds have been de-noised and balanced in volume, and starting second is randomized to increase variation when moving quickly on the map.[/p][p][/p][h3]INTERFACE:[/h3][p]- Extensive enhancements to interface text formatting and colors:[/p][p]...... All mouseover texts have better formatting, with more colors suggesting their state (value color depending on magnitude, "raw" for meat shown in red, parenthesis shown in gray, etc).[/p][p][/p][p]...... Most key hints and important values are now shown in bold and coloured (magenta).[/p][p]...... (Survival) Messages text like "something is cooked" (et similia) have more varied colors indicating their context (magenta -> things happening, cyan -> things done, green -> good things, orange/red-> bad things).[/p][p]...... (Survival) Survival panel texts are now coloured to improve readibility, and according to season/humidity.[/p][p]...... (Survival) Character panel texts (stats) are now coloured according to their magnitude.[/p][p]...... Inspected animal panel texts are now coloured according to their magnitude.[/p][p][/p][p]- (Survival) Added item stats in the crafting/building tooltips of most recipes, like Damage: 6/10, Bleed: 4/10 and so on, depending on item type.[/p][p][/p][p]- (Survival) Crafting and Building panels have been separated, and now each have its own action (having one large panel for both was becoming convoluted, especially with new future recipes).[/p][p]- (Survival) Animals overview screen revamped: population thresholds now take into account island size, added more variation to text descriptions and improved formatting and colors.[/p][p][/p][p]- Added Egg age when inspecting it (Survival: age accuracy depending on Zoology skill, or if the player did see the Egg being layed).[/p][p][/p][p]- (Survival) Added a red arrow pointing towards the inspected animal, when it's off-screen.[/p][p][/p][h3]SURVIVAL:[/h3][p]- Deep rebalancing to Metabolism, Muscle and Fat mechanics:[/p][p]...... Initial Metabolism is now your Metabolism "equilibrium", which is the value your body will tend to if other conditions don't force it otherwise (it was previously always 100).[/p][p]...... Body Muscle increase calculation (from Soreness, Calories, Proteins etc) revisited to be more coherent and balanced, and drain less kcal/prot.[/p][p]...... The impact of Proteins or Fat on Body Muscle decay now caps at 50%, meaning you get maximum benefits (for keeping muscle) from them long before they are maxed.[/p][p]...... Metabolism has less impact on Body Muscle increase (the difference was excessive).[/p][p]...... Body Fat gain rate is 5x higher when Calories reach 100% (could be considered a fix, since it was intended to work like that).[/p][p]...... Body Fat decay rate from character actions is exponential, not linear (meaning high effort activities burn fat much quicker than low effort ones).[/p][p]...... Muscle Soreness gain rate increased globally by 10%, and decay increased slightly when well fed.[/p][p]...... Base Fullness (both solid and liquid) decay increased slightly (stomach empties a bit faster).[/p][p]...... Burning excessive Proteins now releases slightly more kcal.[/p][p]...... Minor rebalancing to Metabolism fluctuations.[/p][p]- When the Light Fire minigame is enabled, taking damage or breaking a Stone while lighting a fire now only occurs on failed strike attempts, no longer being tied to the Firemaking skill, as landing a strike already depends on it. This makes the mechanic feel less punishing for skilled players and less random overall. Also, made additional minor improvements.[/p][p]- Damage from stumbling strongly reduced, with a small chance to suffer higher damage (reduced with Athletics >100 -> from 20% chance to 0% at 110 Athletics). Also, added pain sound when getting higher damage.[/p][p][/p][h3]ANIMALS:[/h3][p]- Improvements to animal nest/carcass protecting behaviours:[/p][p]...... (Survival) T-Rex and Troodon will get angry when the player pulls a carcass they want to eat, and will attack (depending on how hungry and strong they are compared to you).[/p][p]...... (Survival) Female Triceratops will warn the player (and possibly attack) if he/she is too close to carcass of another Triceratops, just like males do.[/p][p]...... (Survival) Improved how nesting animals guard for their eggs, making them (especially Triceratops) less "telepatic", but still quite protective. Also, female T-Rex will notice when you eat her egg straight away, and react accordingly (like Triceps and Troodons).[/p][p]...... Nesting animals will not abandon their nest as long as they can smell their eggs (still alive) nearby, even if they're not in the nest.[/p][p]...... Didelphodon finding a carcass will call for its lair's mates, so they can all feast on it.[/p][p][/p][p]- Adult T-Rexes will now eat Meat pieces when they come across them.[/p][p]- Troodon biting power reduced by 33% (against both other animals and the player), this also results in them being less aggressive.[/p][p][/p][h3]STRUCTURES:[/h3][p]- (Survival) Reduced materials needed to build/mantain some structures:[/p][p]...... Wood Wall: 10 -> 6 Resin[/p][p]...... Wood Door: 8 -> 4 Resin[/p][p]...... Drying Rack: 12 -> 10 Stick[/p][p]- (Survival) When placing a Fire Pit, RMB/Q/E can be used to prioritize SMALL or BIG stones, to get a bigger or smaller firepit without tinkering with the stones on the ground.[/p][p][/p][p][/p][h3]OBJECTS:[/h3][p]- (Survival) When stopping hovering the mouse over a craft/build recipe, stones will always return on top on leaves, so they'll no longer blow away with the wind.[/p][p]- (Survival) When eaten, "fresh Fish" (>50% condition) have 2x less chance to cause poisoning.[/p][p][/p][h3]FIXES:[/h3][p]- Fixed a serious bug causing some Didelphodons to not be assigned to their actual Lair during island generation, leading to odd glitches when come out of it.[/p][p]- Fixed cases where animals only "touched" their target without registering a hit, and made their turning smoother, reducing jittery movements.[/p][p]- (Survival) Fixed a (still present) character freeze rarely happening when dragging items on a Fire Pit (also fixes affected saves).[/p]

Update v0.98.10 released!

[h2]This update IS compatible with savegames from previous v0.98.0![/h2][p][/p][p][/p][h2]OVERVIEW: [/h2][p]Hi survivors!
Last month, with update 0.98.8, I mentioned that there would probably be no further patches until v0.99 — a major update that will break save games and take months to complete. However, after a few weeks of testing and feedback, I decided to release one more update to fully stabilize 0.98.[/p][p]This patch mainly focuses on balance tweaks and bug fixes, but also includes a few small additions and some AI improvements. I won’t go into detail here, but I’ve highlighted the most important changes in bold within the changelog below.[/p][p]Happy reading, and have fun playing![/p][p][/p][p][/p][h3]Here the full changelog for v0.98.10:[/h3][p](notable changes are in bold)[/p][p] [/p][h3]ENGINE:[/h3][p]- Construct 3 updated to r449-2.[/p][p][/p][h3]GRAPHICS:[/h3][p]- Added effect/sound when Ankylosaurs dig their nest, and when their babies emerge from the ground.[/p][p]- Minor improvements to normal mapping and reflection effects.[/p][p]- (Survival) Minor improvements to crafting/building animations.[/p][p]- (Survival) Drinking-from-Waterskin animation improved slightly.[/p][p][/p][h3]AUDIO:[/h3][p]- Reduced some sound latency for distant sounds (e.g., thunder, dying dinos).[/p][p]- Improved panning, volume, and logic for distant animal death sounds.[/p][p]- (Survival) Warning alert sound no longer triggers during Fishing/Light Fire, to avoid distractions.[/p][p]- (Survival) Halting a gathering action (while scouting afar) will also stop its sound.[/p][p]- Some alert sound volumes slightly reduced.[/p][p]- Character breathing sound volume slightly reduced.[/p][p]- Button clicking sound volume slightly reduced.[/p][p][/p][h3]INTERFACE:[/h3][p]- (Survival) Factors shown on mouseover for Strength and Health recovery are now ordered by magnitude.[/p][p]- (Survival) Factors shown on mouseover for Health recovery are more consistent, and now also list "Storm" when taking damage from a sandstorm or a snowstorm.[/p][p]- (Survival) "Let's hope for the best" message when eating a Mushroom now triggers in a fully random fashion, instead of always being shown before poisoning.[/p][p]- (Survival) Landmark name (at the top of the screen) is updated more frequently while Scouting.[/p][p]- (Survival) Stone's "Discard" button now has a reddish color, to make it stand out.[/p][p]- (Survival) Crit damage text will now always be shown (even with low damage), and its sound volume now scales with damage.[/p][p]- (Survival) Improved specificity of hints shown when trying to light a fire under poor conditions.[/p][p]- (Survival) Added a new message when taking a refreshing bath, and increased frequency of similiar messages.[/p][p]- (Survival) Added a new loading hint explaining ranged attacks.[/p][p]- (God) Water and Fertility texts now show, respectively, the total amount of water (all ponds summed) and the actual % of terrain fertility (fertile vs. arid soil).[/p][p]- Added a new splash message at the start of the game (showing once, after some playtime) inviting the player to review, spread the word, and join the game's community.[/p][p]- The Landmark text (at the top of the screen) now also displays the name of the sea you're currently in (e.g., Northern Sea).[/p][p]- The Landmark texts are now easier to read, do not overlap, and are larger at lower zoom levels.[/p][p]- Animal "Hibernation" renamed to "Aestivation" in summer, and "Torpor" in autumn/spring.[/p][p]- Mouseover on Lairs and Stumps now also shows their condition when inspected.[/p][p]- Mouseover on Nests now actually shows "Nest" and, if inspected, additional details.[/p][p]- Mouseover label "Condition:" shortened to "Cond.:".[/p][p]- Button shadows reduced slightly, for clarity.[/p][p]- Minor tweaks to main menu's color palette.[/p][p][/p][h3]SURVIVAL:[/h3][p]- Poisoning from eating raw Meat/Fish now scales with its condition (and is generally reduced, with a random component added).[/p][p]- Poisoning from eating raw Meat/Fish is less likely to trigger if its condition is over 75% (fresh).[/p][p]- Damage from actions (bruises, cutting, etc.) no longer scales with current Health, but has been greatly reduced.[/p][p]- Damage from hitting boulders/walls/trunks bare-handed was increased.[/p][p]- (Realistic+ difficulty) Mouse-dragging is disabled when both hands are occupied.[/p][p]- Chance to stumble now partially scales with current Health (meaning that at low Health the chance is lower).[/p][p]- Slightly increased chance to score critical damage (headshot) on animals, especially for smaller ones, which were too difficult.[/p][p]- Ranged skill now also extends Scouting range, allowing you to see and aim farther (base range slightly reduced).[/p][p]- Melee skill increase from just swinging (hitting nothing) was reduced, but punching trees now gives an additional skill increase.[/p][p]- Firemaking skill now also increases from keeping a fire going (each fuel item that turns into charcoal next to the non-sleeping player -> slight Firemaking increase).[/p][p]- Reduced Building skill gain from action progress (all structures) and from completing Fire Pit (stones are too easy to farm, and Fire Pit can be used to cheese Building).[/p][p]- Max that can be carried in each hand: Berries 3 -> 4, Pine Cones 2 -> 3, Healing Mush 2 -> 3.[/p][p]- Condition for actions to be "halted" now takes into consideration the actual distance of the camera from the character, instead of whether it is on-screen or not.[/p][p]- Dried Meat decay rate slightly reduced, allowing it to last a bit longer.[/p][p]- When breaking a big Stone, the resulting small ones have a slightly randomized condition, instead of being the same as the original.[/p][p]- Body Muscle decay slightly reduced (higher mitigation from Body Fat).[/p][p]- Solid Fullness given by Taxus Berry slightly reduced.[/p][p]- Liquid Fullness reduction rate slightly increased.[/p][p]- Light Fire action will no longer cause Breath to reach 0.[/p][p][/p][h3]GOD TOOLS:[/h3][p]- It's now possible to add multiple animals consecutively, instead of clicking on "Add Animal" every time.[/p][p][/p][h3]ANIMALS:[/h3][p]- Female T-Rex and Ankylosaur will emit a low-frequency mating call when in heat and far from males, prompting a distant male to migrate to her area.[/p][p]- Female T-Rex, when in heat, if it spots a sleeping male will reach him and wait for him to wake up in order to mate (or fight). This will hopefully help T-Rexes reproduce more efficiently.[/p][p]- Triceratops will now actively wander close to their nests to better guard them, though not as closely as T-Rexes or Troodons.[/p][p]- (Survival) When hit by a ranged attack while sleeping, animals no longer instantly identify and chase the player from afar. Instead, they may simply wake up and panic without knowing the source.[/p][p]- Hibernation ambient temperature threshold for predators was tweaked, in order to make them less active throughout winter and summer.[/p][p]- Didelphodons will "maintain" their Lair over time, if there is sufficient population to overcome its natural decay.[/p][p]- Improved herbivore logic for selecting trees to eat.[/p][p]- Made some minor tweaks to animal hunting/fleeing AI, for more reasonable outcomes.[/p][p]- Meat consumed from carcasses by T-Rex was slightly reduced.[/p][p][/p][h3]VEGETATION:[/h3][p]- Taxus trees are now disadvantaged when growing close to the coast; therefore, they will more likely grow and thrive in the interior part of the island, which means that, in order to find Taxus Berries, you'll have to move away from the coast, creating more variety in the survival strategy. Island generation will also reflect this change (only for new games).[/p][p]- Tree energy bonus from pond proximity will now also affect Taxus trees.[/p][p]- Trees no longer receive energy from pond proximity if on sandy soil.[/p][p]- Palm trees now receive some energy from being on sandy soil.[/p][p]- Seed storing mechanics (in animal dung) were rebalanced to give some advantages to Taxus and Palm seeds.[/p][p]- Vegetation is now always visible in snapshots, even when playing with "Hide Vegetation" mode.[/p][p]- Tree shadows have their intensity reduced in "Hide Vegetation" mode, and shadow reduction when the player moves beneath a tree is gradual, not instant.[/p][p][/p][h3]STRUCTURES:[/h3][p]- Thatch is now severely damaged or destroyed by the Asteroid impact (depending on how well it's supported).[/p][p]- (Survival) Structure blueprints (shown while building) are less visible, especially at night.[/p][p][/p][h3]OBJECTS:[/h3][p]- Items inside caves are no longer always "dry": if there's enough rain they turn "humid".[/p][p][/p][h3]WEATHER & SEASONS:[/h3][p]- Lightning strike chance/frequency from humidity and high temperature increased.[/p][p][/p][h3]TERRAIN & MAP:[/h3][p]- Tweaks to Landmark assignments:[/p][p]...... Changed "Inner Land" landmark to be set closer to the coast, instead of deep inland.[/p][p]...... Added "Central Land" landmark, assigned to the innermost part of the island.[/p][p]...... Added "Cave" landmark, assigned to cave terrain (obviously).[/p][p]- Increased initial pond/bed size, as well as initial fertility and vegetation for all starting seasons (only applies to new games).[/p][p]- Several improvements to island shape and terrain generation (only applies to new games).[/p][p]- Volcanoes are no longer generated too close to each other (only applies to new games).[/p][p]- Caves are no longer generated too close to each other (only applies to new games).[/p][p]- Number of Caves was reduced even further on bigger maps (only applies to new games).[/p][p]- Added a chance of a wildfire happening at the start of the game.[/p][p]- Tweaks to aridity soil energy balance.[/p][p][/p][h3]WATER:[/h3][p]- Melting snow gives 20% more water to ponds.[/p][p][/p][h3]FIRE:[/h3][p]- Fire propagation chance on Taxus trees is much lower, meaning forests with plenty of those will have some kind of "herd immunity" from wildfires.[/p][p]- Fire propagation range on vegetation increased, especially due to wind.[/p][p][/p][h3]TUTORIAL & MANUAL:[/h3][p]- Updated the manual page about Difficulty.[/p][p][/p][h3]OPTIMIZATION:[/h3][p]- Some visual effects are disabled when the camera is fully zoomed out.[/p][p][/p][h3]FIXES:[/h3][p]- (Survival) Fixed a serious bug causing the character to become stuck when dropping/picking an item onto a Fire Pit, and in some other rare circumstances (also fixes affected save games).[/p][p]- (Survival) Fixed a rare bug causing the snoozing sound to become permanent (and sometimes making the character controllable while sleeping) if sleeping was interrupted by a T-Rex grabbing the character.[/p][p]- (Survival) Fixed T-Rex becoming stuck with the attacking action/animation if the character dies while grabbed by the dinosaur.[/p][p]- (Survival) Fixed a potential exploit that allowed the save button to be unlocked in Rogue-lite difficulty.[/p][p]- (Survival) Fixed shivering sound "trtr" looping during pauses/menus.[/p][p]- (Survival) Fixed an instance where the character would grab items in the right hand even when it was full, when swapping them from the left hand before attacking or doing some actions.[/p][p]- (Survival) Fixed Drinking stopping too soon while auto-repeating, even when more hydration was needed.[/p][p]- (Survival) Fixed mouseover tooltip on Insulation listing "Fur" as "Hide".[/p][p]- (Survival) Fixed drinking not happening if interrupted right after the drinking sound, which should intuitively signal that it did.[/p][p]- (Survival) Fixed snapshots showing a screen blur effect while the character is sleeping.[/p][p]- (Survival) Fixed pushing speed caused by sand/snowstorms on the player while moving or jumping being influenced by frame rate.[/p][p]- Fixed Landmark text briefly showing the wrong Landmark while taking a snapshot.[/p][p]- Fixed minor inconsistencies with some game effects (normal mapping, reflections) at resolutions other than 1080p.[/p][p]- Fixed text boxes (map name, landmark name, animal name) showing extreme text sizes at resolutions other than 1080p.[/p][p]- Fixed fire particles not always being visible during pauses or when taking snapshots.[/p][p]- Fixed a minor issue causing tree canopies' Z order to sometimes be inconsistent with their age/size.[/p][p]- Fixed the game menu once again being visible for a millisecond while returning to the main menu.[/p][p]- Fixed some interface elements not adjusting to ultra-widescreen resolutions.[/p][p]- Fixed some minor discrepancies in vegetation and animal collision boxes.[/p][p]- Fixed some minor issues related to buttons.[/p]

Update v0.98.8 released!

[h2]This update IS compatible with savegames from previous v0.98.0![/h2][p][/p][p][/p][h2]OVERVIEW: [/h2][p]Hello there!
Unless major bugs or balance issues arise, this will likely be the final update for version 0.98.
The next update, version 0.99, will take several months to develop and will break savegame compatibility. This is necessary in order to migrate the game to a new and better wrapper (WebView 2), and will hopefully be the last time saves become incompatible (knock on wood).[/p][p]Version 0.99 will also introduce a completely reworked tutorial and an optional emergent narrative system, designed to give the game a stronger sense of progression and something similiar to a lore. It will not rely on AI, but is entirely custom-built and will require a significant amount of work.[/p][p]As always, feel free to leave feedback and report potential issues: I'll make sure to patch asap if necessary! [/p][p][/p][p][/p][h3]Here the changes of the latest update (0.98.8):[/h3][p] [/p][h3]INTERFACE:[/h3][p]- (Survival) Fish/Insects population mouseover tooltips now show ">" after Fish/Insects, instead of ":" (example: "Fish> FEW").[/p][p]- (God) Added hour/min counter next to day, and rearranged other counters.[/p][p]- Minor interface fixes.[/p][p][/p][h3]SURVIVAL: [/h3][p]- Stamina consumption reduced globally by 10%.[/p][p]- During Fishing, it's now possible to prompt a manual attempt with click/key even if the mini-game is disabled.[/p][p]- In Realistic+ difficulty, most actions will now "pause" while scouting far away from the character, and resume as soon as the scouting ends.[/p][p]- It's now possible to progress during Light Fire action while scouting (previously it would simply not progress / minigame would not allow striking).[/p][p][/p][h3]OBJECTS:[/h3][p]- Pine Cones have a very low chance of storing six nuts, instead of 5 max.[/p][p][/p][h3]TUTORIAL & MANUAL:[/h3][p]- Added a new Manual page explaining Survival's Difficulty.[/p][p]- Updated Manual Fishing page.[/p][p]- Minor improvements to the Manual.[/p][p] [/p][h3]FIXES:[/h3][p]- Fixed a small bug with the newly added resolution setting.[/p][p]- Fixed minor issues.[/p]

Update v0.98.7 released!

[h2]This update IS compatible with savegames from previous v0.98.0![/h2][p][/p][p][/p][h3]Here the full patch notes of v0.98.7, which focuses on Rogue-lite difficulty, adds an auto-fishing option, and several balance tweaks and fixes:[/h3][p][/p][h3]AUDIO:[/h3][p]-(Survival) Drinking sound will stop when the action is interrupted.[/p][p][/p][h3]INTERFACE:[/h3][p]- Made several improvements in tooltips text formatting, adding uppercase and/or color to some words (like items or game concepts).[/p][p]-(Survival) "Quit-save" renamed to "Rogue-lite", to better reflect its purpose.[/p][p]-(Survival) When another "Rogue-lite" save is present, a tooltip alert will notify that starting a new "Rogue-lite" game will overwrite the previous one.[/p][p]-(Survival) Reverted a previous change that doubled the Proteins bar length (without affecting actual Proteins).[/p][p]-(Survival) Proteins mouseover tooltip now shows a value that's double (max 100 instead of 50, by default), and added the "cap" next to it, also removed reference to "gr" (for proteins) and "ml" (for hydration).[/p][p]-(Survival) The green arrow next to gathered item will disappear as soon as the item is moved, instead of gradually fade.[/p][p]- Several minor tooltips and UI improvements.[/p][p][/p][h3]OPTIONS:[/h3][p]-(Survival) "Fishing" and "Light Fire" mini-games are now separate options.[/p][p][/p][h3]SURVIVAL:[/h3][p]- Anti-savescum system for "Rogue-lite" difficulty improved to prevent accidental save loss: the game will now detect when the player tries to quit by either closing the game window or alt-tab/task manager, and save beforehand (instead of deleting the save as soon as it's loaded). If trying to quit with Alt+F4 the save will still be deleted (sorry, no fooling around :P).[/p][p]- Added a setting next to the "Catch Fish" action button, allowing to set the chance above which your character will automatically attempt fishing (if related mini-game is OFF).[/p][p]- Clicking on a Spear or Arrow stuck in an animal will instantly drop it on the ground, if the character is close enough.[/p][p]- Muscle Soreness decay rate reworked in "Realistic" / "Rogue-lite" difficulty: it now scales with total Soreness (as in "Normal"). Previously, the decay would nearly halt close to 100%, making full recovery impossible.[/p][p]- During crafting / building actions, components and materials will shift position and rotation to visually represent their usage in the construction process.[/p][p]- Pine Cone nuts calories gained are now reduced fron Pine Cone condition, just like other food (still, no risk of Poisoning when "spoiled").[/p][p]- Improved cracking Coconut animation when using a Hatchet.[/p][p]- Minor improvements to fishing mini-game difficulty.[/p][p][/p][h3]VEGETATION:[/h3][p]- Tree trunks healing rate reduced to 20%! It was too quick, and trying to fell a tree over multiple sessions would result in the tree healing to max HP.[/p][p]- Stumps will no longer gradually reduce opacity as they deteriorate, but will become greener and darker, and then fade.[/p][p][/p][h3]TERRAIN & MAP:[/h3][p]- Minor terrain ecology balance tweakes.[/p][p]- Terrain zones arrangement slightly improved (only applies to new games).[/p][p][/p][h3]FIXES:[/h3][p]- Fixed maximized windowed mode causing stuttering on some systems.[/p][p]- Fixed rare flickering of some textures (primarily mountains and trees, only applies to new games).[/p][p]-(Survival) Fixed character freezing and not being able to move after some actions with low/unstable FPS (also fixed affected savegame).[/p][p]-(Survival) Fixed items being placed on the wrong layer after some actions, with low/unstable FPS (also fixed affected savegame).[/p][p]-(Survival) Fixed Pine Cone not giving vitamins as supposed to.[/p][p]-(Survival) Fixed Light Fire mini-game initially not interrupting if conditions would prevent to successfully complete it.[/p][p]-(Survival) Fixed AM/PM not visible in the Survival UI with the unit system "Imperial".[/p][p]-(Survival) Fixed tree canopies being invisible for few seconds after the game takes an island snapshot.[/p][p]-(God) Fixed mouseover on skeletons showing "too far away" and being transparent.[/p]

DinoSystem's 10th Anniversary Video

[p]Hello survivors![/p][p]To celebrate DinoSystem's 10th anniversary on Steam (originally released on June 25th, 2015), I’ve recorded a video where I talk about the game's long development journey. I explain the reasons behind its apparent stagnation, as well as my vision for the near future leading up to its release.[/p][p][/p][previewyoutube][/previewyoutube][p]
I plan to make more videos like this in the future: not only to share more about the game, but also because I need to practice my English, and this is a fun way to do it! 😄[/p][p]There’s still a lot I want to share, so stay tuned!
[/p]