Update v0.90.0 released!
This update IS compatible with savegames from previous v0.88.0+!
---> FULL CHANGELOG
Added Mushrooms:
- Mushrooms are just part of a bigger "parent" organism that lives and grows below the actual soil, so picking up a single mushroom will not kill the "parent" organism.
- Dead vegetation and dung increase the organism's energy, allowing it to produce more Mushrooms, therefore expand and reproduce.
- Mushrooms won't take root on hostile terrains (like aridity), but their "parent" organism can endure extreme conditions for some time.
- Mushroom terrain is more likely to retain water, when arid.


- The Player can harvest, cook and eat Mushrooms.
- Most Mushrooms are poisonous; which color is or isn't edible is randomly decided at game start, so that the player must discover it in each new game.
- Some erbivoures eat Mushrooms and can occasionally be visibly affected by the poison, the Player can discover which color is poisonous by simply watching the animal's reaction.
- Player receives less damage from the poison if the Mushroom is cooked.
- Added few new hints about mushroom poisoning (loading/menu/ingame hints).

Lock weather controls:
- Added the ability to "lock" weather sliders (rain, wind, humidity, temp), to prevent them from fluctuating due to the dynamic weather simulation.

Skill decay improved & added guide page:
- When a skill drops to the previous level, its progression starts from 50% (instead of 0%), since you need less practice to "relearn" the lost level.
- Skill progression decay rate increased by ~10% (to partly balance the aforementioned change).
- Added a new Guide page explaining the Skill System.

Important Survival mechanics improvements:
- Wind Exposure amplifies Wetness gained from rain/snow.
- Wind Exposure, when covered by a Thatch, still allows Wetness to partly increase, depending on wall insulation (rain falling from the side).
- Damage inflicted (both melee and ranged) is less dependent from weapon condition (at 0% weapon condition -> 50% dmg, up from 33%).
- Body Weight is now shown without the addition of body hydration and stomach content (both in the screen info player and as +/- trend), but the actual weight used to calculate moving speed, jump etc is still influenced by those variables. Screen info tooltip updated to reflect the change (and now also shows the actual full weight as an addendum).
- Muscle Soreness gain from walking and crafting/first aid reduced.
- Muscle Soreness decay rate reduced and formula revisited to improve balance.
- Body Muscle growth rate reduced by 33%.
- Vitamins decay rate increased by 50%.
Important Ecology balance improvements:
- Seasonal rain chance tweaked to reduce droughts in summer.
- Minimal rain session duration slightly increased.
- Increased island water (and thus fertility) at new game creation during Autumn (+50%) and Summer (+20%), as especially Autumn was often too barren.
- Pond formation chance from rain increased in arid terrain.
- Minor rebalance to vegetation energy mechanics.
Misc relevant changes & improvements:
- [Graphics] Fern/Leaf/Flowers texture improved.
- [Graphics] Added particles effect for gathering actions.
- [Audio] Added a new music track playing in the in-game menus and guide (can still be disabled in the settings).
- [Audio] Player footstep and jump landing sounds improved and added some more variations based on terrain.
- [Interface] Mousehover text over animal, based on Zoology skill, can now be coloured to signal aggression level (red -> attacking you, orange -> aggressive, yellow -> passive, green -> tamed).
- [Interface] Eating action tooltips for most foods revisited to take into account also vitamins.
- [Controls] Holding +/- (or Page Up/Down) keys will smoothly zoom in/out, instead of instantly once pressed.
- [AI] Triceratops and Ankylosaur reaction to player bumping into them improved, they will often just be spooked (also females and youngs which previously had no reaction), while males will still occasionally attack.
-[AI] Adult herbivores will now also go after fruit when hungry, if it's in front of them (even when mouse-dragged by the player).
Relevant fixes:
-[Survival] Fixed fish/meat being chased by animals also when inside a backpack, and triggering the Taming event (they can still eat from a backpack if they've seen food inside it).
-[Survival] Fixed equipped items occasionally showing on top of the character head, after loading a save.
-[Survival] Fixed Gathering action continuing forever if started while the plant/tree was disappearing.
- Fixed young T-Rex occasionally bumping into unrelated dormient adults when reaching a sleeping spot, until it passes out or the adult wakes up.
- Fixed male Triceratops still being 100% Rutting after mating in spring (but no longer displaying the red crest).
- Fixed food stolen/eaten by animals directly from a backpak not becoming visible.
These are only the most relevant changes, as always there are tons of other in this update, check the full changelog for the complete list!
Dan