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DinoSystem News

Update v0.98.25 released!

This update IS compatible with savegames from v0.98.0+!



SYSTEM:
- The game should now use the discrete GPU by default, greatly improving performance on some laptops; this is a temporary workaround as it's still stuttery on some systems, and will be fully and finally fixed in v0.99. In the meantime, to ensure the game uses the dedicated GPU with no stuttering on your laptop, go in your Display settings -> Graphics -> search or add DinoSystem.exe and set it to "High Performance".
- Improved wide and ultra-wide screen scaling for both game and menus, reducing UI size accordingly and allowing to preserve the game zoom area with wide resolutions, instead of cropping it vertically.

- Zoom-in limit increased, and zoom-out limit slightly increased in Survival Mode.
- (Survival) Auto-zoom during some actions is less intense.

GRAPHICS:

- Added new terrain footstep particle effects and improved variety for both character and animal (based on terrain type).
- Low-lying mist effect slightly improved, and its intensity adjusted (depending on weather).
- (Survival) Scouting "fog of war" will no longer hide cloud shadows, fire lights and rain/snow.
- (Survival) Character shadow from fire is a bit more intense, but fades more from de-zooming, and is also casted from fire on ferns.
- Improved rain/lapilli droplets position change while zooming in/out during pause.
- Minor tweaks to terrain and global color palette.

AUDIO:

- (Survival) Added a new day-time music track "Cretaceous Solitude" by Samual Oddamo.
- (Survival) Added a subtle sound when initiating jump and made minor tweaks to landing sound pitch (based on terrain type).
- (Survival) Added "fff" sound when a fire is extinguished.
- Added a new vocalization for T-Rex and Troodon when reaching a mate/parent/player.
- Small tweaks to button hovering/clicking sounds.

INTERFACE:

- (Survival) Arrows pointing to character and inspected animal (while scouting) are now always on top of the scouting "fog of war" and other screen effects.
- (Survival) Character name is now visible also in the character info screen, not just at creation.
- Animal status "Crippled" renamed to "Stunned", as it was misleading.
- Added "Stealing…" action text to animals trying to steal food from a player's Backpack.
- Main menu DinoSystem title improved, and sub title changed to "Life Among Dinosaurs".
- Added white outline to interactable game items on mouseover, replacing light effect (turning yellow if the item is out of reach).
- Added white outline to all menu's button on mouseover, replacing light effect.
- Added a nice bloom light effect around the cursor in the menus.
- Added a new button "Roadmap" in the main menu next to "Changelogs", opening a link to the development roadmap.
- Buttons "Exit", "Back" and few others have a slightly different color, to stand out a bit.
- Added subtle visual "cracks" overlay to all buttons.
- Manual, pause menu, character menu and few others slightly improved in formatting and layout.
- Removed map name text in the pause menu (as it's visible in the Snapshots tooltip).
- Added color to key hints in the tutorial and when loading/starting a game.
- Animal inspect panel is a bit more compact.
- Added black outline to all UI texts missing it.
- (Survival) When in character info screen, background is black if the character is sleeping (just like in game).
- (Survival) Various warning and hints no longer show up while trying to sleep or resting.
- (Survival) Added a couple more tooltip key hints.
- (Survival) "Tamed" renamed to "Tameness".
- "Video" settings tab (next to Graphics) renamed to "Display".
- "Skip chapter" icons in tutorial are more vibrant.

OPTIONS:

- Contrast and saturation settings are more impactful, allowing to add or remove much more contrast/saturation.
- (Survival) Character "fake" shadow is always visible regardless of the "Shadows" setting.

CONTROLS:

- While in the Craft menu, pressing B (default) will open the Building menu, instead of closing the former. Same for the Building menu when pressing G.

SURVIVAL:

- Scouting maximum visibility distance increased overall, and increased the bonus from Ranged skill, but now it's reduced by air humidity.
- Added some dim close-range visibility around the character at night (for all difficulties), but made nights even darker on "Realistic" difficulty (slightly).
- Tiredness screen blur maximum intensity increased, but now is strongly reduced by physical activity.
- The character will wake up if an animal steals food from their backpack.
- Rebalanced chance of waking up while sleeping based on physiological and environmental conditions.
- Character color effect from Sneaking is now applied also to any item equipped, it's more evident, and doesn't show in the character info screen.
- While performing specific actions (like butchering), the character will also automatically move backward if too close to its target, to prevent animation weirdness.
- Vomiting on a fire will reduce its power (and possibly extinguish it).

ANIMALS:
- Added "Breath" for animals, which prevents them from fleeing/chasing at sprinting speed forever. The mechanic is basic and hidden to the player (for now), but when a close or inspected animal has low breath, a text shows next to it. Breath is reduced from chasing or fleeing, and recovered otherwise.
- "Stunned" debuff (previously known as "Crippled") duration is now amplified from lack of Breath.
- "Stunned" debuff now also reduces animal Stamina by 5 and Breath by 10.
- (Survival) If bumped by the character, tamed animal will wake up.

VEGETATION:

- Vegetation will no longer take root on paths or deployed bedrolls.

OBJECTS:

- (Survival) Bedroll now has an additional option to rest on top of it, instead of inside it, to prevent getting warmer.
- (Survival) Bedroll max insulation reduced by 20%, and insulation from clothing is added only partially on top of it (instead of fully).
- (Survival) Crafting Bedroll now requires 10 Leaf (instead of 15).

WEATHER & SEASONS:

- (God) Made nights a bit brighter in God Mode.
- There is a small chance during winter of a further drop in temperature, causing a day of abnormal cold.

TUTORIAL & MANUAL:

- Added a new manual page explaining Stamina, Sleep and Sleep Debt.
- "Controls" manual page renamed to "Fixed Keys".
- Made minor tweaks to several manual pages.

OPTIMIZATIONS:

- Minor optimizations.

FIXES:

- Fixed game generation freezing at "Generating Boulders" on some systems (let me know if it still happens!).
- (God) Fixed inspected animal not updating the shown info in God Mode.
- Various fixed to UI elements scale and position in wide and ultra-wide screen.
- (Survival) Fixed tamed adult male T-Rex bumping into the player when following it, when in heat (and showing "following female" instead of "following me", lol).
- (Survival) Fixed "fog of war" changing color/brightness in a glitchy way while moving the camera during scouting.
- (Survival) Fixed character spawning Meat when canceling character creation screen with Esc.
- (Survival) Fixed character repeating throw up action if it was constantly interrupted by an attack.
- (Survival) Fixed character name tooltip showing also when name is non present or hidden.
- (Survival) Fixed enabling Craft/Build with key while gathering or drinking glitching the character.
- (Survival) Fixed enabling Craft/Build with key being possible during resting.
- (Survival) The character will no longer awaken while falling asleep (screen eyelid closing).
- Fixed animal action texts sometimes not appearing as intended.
- Fixed some screen effects Z order being inconsistant.
- Fixed the "name save" tooltip showing up in the pause menu, when not intended.

Update v0.98.22 released!

This update IS compatible with savegames from v0.98.0+!



ENGINE:

- Construct 3 updated to r449-3.

AUDIO:

- Water splash sounds (both player and animals) volume reduced, pitch increased, and added some pitch variation.
- (Survival) Added more variation to the footstep sounds, based on terrain type.
- (Survival) Crafting/other action sounds improved.
- Added a small sound for mouseover on buttons.
- Button clicking sound pitch increased.
- Reduced the volume of several interface and notification sounds.

GRAPHICS:
- (Survival) Added a subtle motion-trail effect to most melee swings, and improved the existing one for ranged attacks.
- (Survival) Added a subtle motion-trail effect also for jumping.
- (Survival) Being under 30 Health will gradually cause the character's walking animation to become asynchronous (giving the idea it's limping).
- (Survival) Slightly improved the character's walking animation.
- (Survival) Slightly improved both drinking and eating animations.
- (Survival) Sneaking effect (on player's sprite) is not visible while the character is sprinting.
- Crafted items will now get progressively darker below 50% condition.
- Added particle effects when a tree "dies" of natural causes.
- Screen lightning effect intensity reduced by 33%.

INTERFACE:
- (Survival) Added character name text box in the character creation screen, which is purely cosmetic and is shown at mouseover on character (instead of "You").
- (Survival) Added back the alert "Sluggish" when sprinting while being tired, sore or bloated.
- (Survival) Added an alert message when equipped clothing is damaged or destroyed due to degradation, same for used Bedroll.
- (Survival) Auto-repeat-with-Shift hint now also shows during butchering actions.
- (Survival) Auto-repeat-with-Shift hint improved, made more specific depending on the action.
- (Survival) Call Pet button has a slightly different color, to make it stand out a bit.
- (Survival) Action warning messages (next to buttons) are now in first-person.
- (Survival) Mouseover on wetness icon is clearer about being protected by cave from rain.
- (Survival) Animal population window now shows numbers coloured, for clarity.
- Backpack and Waterskin content is now shown as 0-100, not 0-10.
- Several interface elements (like inspected animal arrow) are now fps-independent.
- Water amount (for lakes, waterskin, globally) is shown as 10x the previous value.
- Improvements to interface panels in New Game, Settings menus and Character menus.
- Added blur/bloom effects to the background loading screens, to make them less distracting.
- Map name and screenshot name are now incremental, instead of random (screen1,2,3, instead of screen5935).
- Checked Pine Cone will now show the number of nuts next to the name "Pine Cone (3)".
- Egg's age is no longer shown if it's spoiled (and thus will never hatch).
- Minor UI improvements.

SURVIVAL:
- Skin Tone and Vitamin D increase from sunlight reworked:
...... Skin Tone and Vitamin D increase from sunlight is no longer mitigated by Insulation (from clothing) but by the actual clothing size, meaning a Fur Cape and a Leaf Cape now offer the same protection from the sun, which makes the latter preferable in that scenario.
...... Instead of being constant, Vitamin D increase from sunlight is higher in the first minutes of exposure and reduces over time. This allows to gain a good dose of it in the first hour of exposure, just like in real life.
...... Vitamin D now also increases from sunlight when over 150 (up to the cap of 200).
...... Vitamin D decay rate increased by 33%.

- Toughness skill no longer increases directly by receiving damage, but by healing from it (which is also more realistic).
- The character now wakes up more often, and added messages suggesting to sleep more if conditions allow it.
- The stomach is able to introduce slightly more liquid if it's already full with solids (and vice-versa).
- Reduced Sleep Debt increase to 33% while resting in a Bedroll, instead of 50%.
- Athletics and Endurance skills increase rate reduced by 20%.
- Building skill increase rate from building increased by 12%.
- While sneaking, if trying to sprint but conditions won't allow it, the character will run normally.
- Improved character attack precision and animation.
- Eating action is slightly faster (1.3 sec instead of 1.5).
- When dying from extreme burning (lightning strike or fire) meat spawned from the character is cooked.
- It's no longer possible to scout/aim while resting in a Bedroll.
- Small improvements to item mouse-dragging.

ANIMALS:
- Improved how animals steal food inside a Backpack: they will now take a second to try grabbing it, with a chance of success if the player stays still.
- (Survival) Tamed carnivoures have a chance to not steal Meat/Fish from a Drying Rack / Backpack, based on Tamed level (at 100% Tamed they will no longer steal it).
- When fleeing from a fire, animals will now prioritize which fire to run from based on its strength and proximity (not just proximity). In addition, they have a chance to sprint.
- Didelphodons "clan wars" are less likely to happen if their global population is dwindling.
- Didelphodons stealing food will bring it into their lair (and then eat it), instead of dropping it right before entering.
- Didelphodons will no longer exit their lair if lightning strikes nearby, and cannot be killed by it when inside.
- (Survival) Slightly improved hit animation and pushback direction when the player hits an animal.

STRUCTURES:

- (Survival) When structures are built or repaired, they will briefly flash (just like items).

OBJECTS:
- Backpack, Quiver and Waterskin max capacity now scales with their crafted quality (max condition).
- Quiver max reachable capacity (at 100 quality) increased from 10 to 12 arrows.
- Dried Meat/Fish decay rate reduced even further (by 50%) when not humid.
- (Survival) The Player can now hold 3 dried Meat/Fish with each hand, instead of 2, and they occupy less space in Backpack.
- (Survival) Dried Meat/Fish gives 20% more proteins, and add 10% less Fullness.
- Dried Meat is slightly thinner.
- (Survival) Waterskin full of water occupies a bit less space in Backpack.
- (Survival) Slightly reduced Fullness added by Pine Cone's nuts (by 15%).
- (Survival) Items dropped by carcass/other will stop if hitting an obstacle.
- (Survival) Spear bleed chance (both from melee and ranged) increased from 4/10 to 5/10.

WEATHER & SEASONS:

- Sun will now rise from east and set in the west, as it does in real life. In previous saves, some shadows and reflections may still require a new day to properly adjust.
- (Survival) Fog is slightly less bright.

OPTIMIZATION:

- (Survival) Improved crafting/building menu performance.
- Large images (main menu background, loading screens) reverted to AVIF format, for better quality.

FIXES:

- (Survival) Fixed another bug causing the character to get stuck and only able to turn around.
- (Survival) Fixed a rare bug where throwing up or getting burned during the fraction of a second before falling asleep would make the screen permanently black.
- (Survival) Fixed a new character being oversized if the previous character died while jumping.
- (Survival) Fixed unearthing Egg action changing the actual position of the egg if interrupted and resumed.
- (Survival) Fixed raw Mushroom tooltip displaying the cooked version (including the Fullness projection).
- (Survival) Fixed Pine Cone eat tooltip showing a wrong added Fullness projection.
- (Survival) Fixed MMB during Landmarks screen doing the assigned player action in addition to changing Landmark brush size.
- (Survival) Fixed sword cursor icon disappearing when after gathering actions.
- (Survival) Fixed some issues with auto-zoom.
- (Survival) Fixed some issues with arrows placement/visibility in Quiver.
- (Survival) Fixed crafting/building blueprints not updating promptly if components changed during the respective menus.
- Fixed Egg losing condition extremely fast while cooking, if under 25%.
- Fixed being able to zoom (delayed) during pause menu, options, character info screen and manual.
- Fixed shadows sometimes disappearing in the final moments of the sunset, instead of completing their gradual fade out.
- Fixed a bug affecting old saves causing cave roofs to be too opaque.
- Fixed a bug where young male Triceratops would try to defend the herd from a predator and glitch out (they are supposed to be always passive).
- Fixed a bug in the Didelphodon AI that sometimes caused them to constantly and rapidly exit/enter their lair (also degrading performance on large maps with hundreds of them).
- Fixed highlighted buttons resetting their color when changing game window mode/size.
- Fixed tree canopies not returning invisible right after taking an island snapshot.
- (Survival) Removed a debug "beep" sound when items fall off a used Bedroll.
- (Survival) Minor fixes to some animations.
- Many tooltips grammar and formatting corrections.

Update v0.98.20 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 not done yet with 0.98. This update brings new mechanics and balance changes, especially for the AI. Animals now make smarter choices in fights, react more consistently in groups, and are harder to cheese. As always, there are more changes than the ones listed here, so make sure to read the full changelog for every detail. Have fun playing![/p][p][/p][h2]Here a summary for v0.98.20:[/h2][p] [/p][h3]AUDIO:[/h3][p]- (Survival) Added a new music track for night time - "Still Nature" by Samuel Oddamo.
[/p][h3]GRAPHICS:[/h3][p]- Textures upscaled/improved:
...... Tree, Thatch and Fern.
...... Path, shelter and cave terrain.
...... Nest and Didelphodon lair.
...... Triceratops carcass.
[/p][h3]INTERFACE:[/h3][p]- Reworked camera manual zooming system, making it as smooth as Didelphodon's fur, and made several improvements.[/p][p][/p][p]- Made several small formatting improvements to the mouseover info and hints, for clarity and QoL.[/p][p][/p][p][/p][h3]OPTIONS:[/h3][p]- Added a new option in the control settings to directly toggle the crafting/building menus with a key (default G and B).[/p][p][/p][h3]SURVIVAL:[/h3][p]- Skill-progress decay tweaked and several skills rebalanced:
...... Skill-progress no longer decays while sleeping, and decay rate globally reduced by 25%.
...... Skill-progress decay rate is no longer amplified by Stamina ...... During fishing, Melee skill is now also abundantly gained with a successful attempt.
...... Fishing skill is now also passively gained during the fishing action, not just with a successful attempt, and increased the gain from catching a fish by 25%.[/p][p][/p][p]- Reworked how weapon/tool condition affects damage and action speed. The scaling now uses the item’s quality (max condition) instead of its current condition. For example, a Spear at 55/80 uses 80 for the multiplier. This holds until the item drops below 50% of its max (40/80 here); below that threshold the multiplier tapers gradually, reaching half of its original value as condition approaches 0 (where the item breaks). This (1) aligns with the repair rule (repairs only allowed at
[/p][h3]ANIMALS:[/h3][p]- Improvements to the Taming system:
...... A tamed animal, if small enough and close to the character, will fall asleep in the player's shelter, instead of freaking out because trapped inside it (fire will still scare it).
...... While sleeping, the tamed animal will not instantly seek the player after reaching 50+ Stamina, but will keep sleeping for as long as it needs.
...... Tamed Troodon will no longer flee when stealing a fruit/mushroom from the player, but will simply eat it.
...... Tamed T-Rex/Troodon, if strong enough, will defend the player when the latter is attacked (this is primarily a fix, since it was supposed to be like that).
...... Added popup text next to a tamed animal when it helps the player in combat.
[/p][p]- Alpha male Triceratops can now "banish" younger males before they become a threat to their reproductive success:
...... Juvenile males old enough may be chased or killed by adult males.
...... If they successfully escape, they end up "banished" and will not stay with the herd; the herd will not protect them (adult males will attack on sight).
...... When they grow up, they can return to a herd and compete with other males to regain breeding rights and potentially become Alpha.
...... Predators have an easier time hunting banished young Triceratops, as they are weak and unattended.[/p][p][/p][p][/p][p]- (Survival) Added a new AI mechanic that allows animals to "remember" how strong the player is in a fight, and flee if the damage they receive is too high compared to the one they dealt (and their remaining health). This should prevent exploits where the player would simply hide (using an obstacle or the sea) -> attack -> repeat until the animal dies while trying to reach them. They now know when to flee and keep fleeing if necessary. Animals that live in herd/pack also consider their companions to assess their chance of winning a fight, so don't expect to easily scare them one by one.
[/p][p]- Animals have a chance to be "crippled" after receiving substantial damage (either from the player or another animal), and keep limping for few seconds (reducing their fleeing speed drastically).[/p][p] [/p][p]- Alpha male Triceratops will now also chase (and sometimes kill) young Ankylosaurs, if they are competing for food.[/p][p]- Carnivores eating a carcass in water, if it's small enough, will carry it on dry land and then feast on it.[/p][p][/p][h3]OBJECTS:[/h3][p]- Improvement to Drying mechanics:
...... Drying rate increased by 60% – drying Meat/Fish can now take as little as 1 day in the summer, and in ideal sun exposure.
...... Improved Meat/Fish placement on the Drying Rack, allowing more of them to be placed close together.
...... When dried, Meat/Fish become even thinner.
[/p][h3]OPTIMIZATION:[/h3][p]- Drastically reduced lag spikes happening every 90 sec (at timescale 1) or few seconds (at timescale 20).
[/p][h3]FIXES:[/h3][p]- Fixed a collision issue causing animals to go over walls and obstacles at higher timescales (can still happen at 20x timescale, rarely at 10x).[/p][p]
- (Survival) Fixed a bug that caused arrows on the ground to move to the player's layer when using a Bow (on top of their quiver, and jumping with the character) (also fixes current saves).
[/p]

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]