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Update v0.96.5 released!

This update IS compatible with savegames from previous v0.96.0+!



A NOTE FROM THE DEV:

I'm back releasing monthly updates! This is a smaller update to implement some final enhancements to the terrain textures improved in v0.96. There are also some tooltip tweaks, character muscle rebalancing, ecology rebalancing and fixes.
Unless new bugs come out, next release will be v0.97 major update, which will feature the meat/fish drying mechanics, a new narrative system (with tutorial reimplementation) and many tweaks!

And there's the changelog for v0.96.5...


GRAPHICS:

- All terrain textures quality and style improved (without increasing resolution), adding bump mapping.
- Terrain saturation and brightness reduced to be somewhat less vibrant, especially with high sunlight.
- Bloom screen effect (from sunlight) as well as blur (from humidity) reduced in intensity to be less intrusive.
- General ambient vibrance and luminosity from time of day, sunlight and weather slightly rebalanced.
- Character, animals, carcasses and vegetation contrast slightly increased.
- Increased contrast also for some items (dung, healing mush, berry, coconut).
- Egg cracks are a bit more visually obvious, because details matter.
-[Survival] Improved character leg animation when stopping movement.



INTERFACE:

-[Survival] Action chance/advancement percentage (shown in parentheses) has now a dynamic color based on the percentage related to the action performed.
-[Survival] Player temp mousehover factors color tweaked to be slightly more coherent with the temperature shown.
-[Survival] Eat action tooltips for food items are now more specific about vitamins present in that food.
-[Survival] Light Fire action hints are now actual alerts (not just hints), and their conditions allow them to show up more often.
-[Survival] "Thatch is damaged!" warning alert will not trigger while the player sleeps or rests.
-[Survival] Increased the duration of most warnings/hints alerts.
-[Survival] Breath bar color tweaked a bit.
- Minor improvements to several tooltips and UI texts.



SURVIVAL:

- Body Muscle increase formula now scales with Hydration - To compensate, maximum Muscle increase is 25% higher if conditions are optimal.
- Muscle Soreness reduction from diet is now also tied to Hydration - More reason to keep yourself fully hydrated!
- Muscle Soreness (over 25%) impact on actions speed tweaked to be less severe (capping at 100% Soreness, instead of 75%).
- Fullness (over 100%) impact on actions speed tweaked to be less severe (capping at 133% Fullness, instead of 125%), and now scales with Max Fullness.
- Stamina now starts to negatively impact actions speed when below 50% (instead of 25%).
- Chance to fail crafting/building actions due to not meeting skill requirements strongly reduced.
- Cooking foods will now reduce some of their vitamins (especially B).
- Mushrooms now also give some D vitamin, and rebalanced vitamins from other foods.

ANIMALS:

- Herbivores can now also eat RED ferns if they're starving.

DISASTERS:

- Rain chance after the asteroid event is 0, and gradually increases during the impact winter, preventing the island from becoming lush and fertile during it.

STRUCTURES:

-[Survival] Structures initial condition (after being built) now always start from a minimum of 100/200, if the required Building skill level is met - This prevents the player from constantly needing to repair buildings that they just created.

TERRAIN & MAP:

- General improvements in map generation and long term ecology simulation.
- Energy given to terrain by rain is amplified with high seasonal temperature, making brief and intense summer rains more impactful to the island fertility.

OPTIMIZATION:

- Color calculation for some instances (terrain, ferns, pteranodons, birds) optimized to use less GPU.

FIXES:

-[Survival] Fixed Path not giving a 10% moving speed bonus to the player as supposed and advertised to.
-[Survival] Fixed Light Fire action hint alerts not always showing up when supposed to, leaving the player wondering why they failed to light it.
-[Survival] Fixed a minor bug that caused the snoring sound to play very loud for an instant after unpausing the game.
- Fixed collision box of most terrain "patches", which caused inconsistencies in the map generation, ecology simulation and other areas.
- Fixed a bug preventing animals from glowing when hit and killed by a lightning bolt, as supposed to.
- Fixed debug/game info text not being show in island snapshots, as supposed to.



Dan

Update v0.96.0 released!

This update is NOT compatible with old savegames!

Savegames are automatically deleted due to the different way the new version handles some core mechanics.
If you have a current game you don't want to lose, don't update now, but finish your game first.


---> FULL CHANGELOG
It's 3 parts, apparently Steam doesn't conceive a changelog can be that long.


Apology for the long delay and engine update:


Yeah, last update is dated September 2021, crazy huh?
There are many forum topics asking if the project is still alive, and even few reviews suggesting that the game is "abandoned" or even a "scam". My lack of communication is the main reason for this, alongside the indisputable fact that I'm really slow when it comes to game dev.
It's often said that the last 10% of the work needed to finish a game is equal to the first 90%, and I can say with the utmost confidence that it's true, especially when it comes to a game like DinoSystem, with many complex systems interacting with each other, always creating unexpected and emergent scenarios, along with shiny bugs and balance issues.
On top of that, imagine having to migrate the game to a new engine! Construct 2 was obsolete and I planned to move to Construct 3 as soon as it was mature enough, but I've underestimated the work required to do that, and it took many months to fully stabilize it. The result? A much more fluid game, less stuttering, a much bigger map and new features! (plus 1.5 years to complete an update).
To summary, I'm sorry for taking that long! But no, the game is not abandoned, is not a scam, and its future is brighter than ever, especially after moving to Construct 3!


[h2]Here's a highlight of the features/changes in update v0.96:[/h2]

Maximum island size increased:


...... Island maximum size is now 3x times bigger!
...... Default size reduced to 25% (which is slightly bigger then the previous 50%).
...... Performance are considerably better on most systems, due to Construct 3.


Revamped graphics:


- Increased resolution (up to 3x) and quality of ALL game textures:
...... Improved terrain resolution, including the fixed "background" terrain under the land "patches".
...... Improved vegetation resolution.
...... Improved animals resolution.
...... Improved character resolution, especially hair.
...... Improved mountains and boulders resolution.
...... Improved structures resolution.
...... Improved items and objects resolution.
...... Improved some decals resolution (blood, vomit, splash).
...... Many assets style (especially items) have been improved and inconsistencies fixed.
...... Greatly improved main menu background resolution and detail, and is now animated.
...... Remade all loading screenshots using the improved game graphics.



- Added a bunch of new effects (enabled at setting Quality = High):
...... Added snow effect to trees, ferns, mountains and boulders depending on snow level.
...... Added wetness effect to mountains and boulders, depending on humidity/rain level.
...... Added a global normal mapping effect, increasing sharpness and details, especially at closer zoom.
...... Added a screen bloom effect increasing from sun exposure.



- Water reflection and wave effects reworked:
...... Water is now much more realistic and vivid.
...... Water waves intensity scales correctly with zoom level.
...... Water waves intensity scales with wind power.



- Mist/fog effects revamped:
...... Mist effects visually improved.
...... Mist impact on atmospheric brightness improved to produce a more realistic ambient illumination, also reducing the "glowing clouds" issue happening with high sunlight.
...... High mist is less dense, giving better the idea it's on high altitude.
...... Low altitude mist/fog is now lower than most objects (like vegetation, mountains, boulders).
...... Low altitude mist/fog intensity now fluctuates based on several variables, and is visible especially in early morning.
...... Low altitude mist is slower without wind, but much faster with it.
...... Low altitude mist is not visible inside cave or shelter.




More variation to ambience sounds:


...... Added a brand new bird singing sound to complement with the others.
...... Cicade, cricket and owl sounds can vary in playback, depending on some variables.
...... Bird sounds are now tied to the actual bird population of each tree: if the population is 0 (because they flew away scared by a Triceratops) there is no bird sound coming from that tree.


Tons of interface improvements:


- ALL game buttons graphic and logic improved:
...... Buttons are now nicer, with a vignette effect and glow with mouse hover.
...... +/- buttons can be hold to quickly increase/decrease the related value (showing a small loading circle).
...... Several smaller button glitches fixed, since they work with a different logic.



- Additional info in tooltips no longer start with "NOTE:", and are now coloured:
...... Yellow if it's a suggestion/hint.
...... Red/orange if it's a warning.
...... Light blue if it's generic info.

- Character creation/info screen improved:
...... Panel layout is more compact and polished.
...... Added additional info to several tooltips.
...... Some text elements are now coloured, for better clarity.




New setting "Day Length", which changes the game's timescale:


...... An in-game day can be -> "Short" = 8 min, "Medium" = 16 min, "Long" = 24 min.
...... The default setting is "Medium", which is the value the game is best balanced for.
...... The longer the day, the easier the Survival Mode, as the player has more time to do things.




Controls main improvements:


-[Survival] Control Mode setting removed, leaving a mix of Keyboard and Mouse as the default control system:
...... Character body now follows the movement direction if the mouse is not moved for some time, unless you're in Attack Stance.
...... While sprinting, character body always follows the movement direction.
...... Tweaked some conditions determining when character body follows mouse/mov. direction or other target.

-[Survival] Picking up items with key (default X) changed with LMB click; when LMB is holded, the item is mouse-dragged as normal.


Survival Mode system main additions and changes:


- Skills can now reach lv 110 + Skill Decay changes:
...... Since the calculation for skill increase is (110-skill)/X, 110 is extremely difficult to reach!
...... Each skill point beyond lv 100 reduces the related skill decay by 10%, meaning at 105 Athletics, that skill decay is halved, while at 110 is zero.
...... In the character info screen, skills over 100 are purple coloured.
...... Few notes, tooltips and skill manual page have been updated to reflect the changes.



- Crafting system improved:
...... Crafting/Building skill requirements are no longer "hard" requirements: you can still try to craft/build a specific recipe without meeting the needed skill, but there's a chance to fail depending on the discrepancy between the current skill and the required lvl.
...... Final condition of the crafted recipe is also influenced by the discrepancy between the needed skill and the required lvl, and minimum resulting condition is always 1%.
...... Craft/Build buttons layout improved, and color is Red = no components/materials, Yellow = no skill (chance to fail), Green = all good. Yellow now asks a confirmation before proceeding.
...... Crafting requirements for some recipes rebalanced.
...... Tooltip positioning improved to be less obtrusive and more easy to read.
...... Some new character Presets updated to reflect the changes to che Crafting system.



- Ranged attack improved + Projectiles mechanics improved:
...... When equipping a Bow, ranged attack can be performed also without Aim Mode.
...... Various improvements to the aiming reticle.
...... Projectile spread calculation reworked, and only happens when the character moves (spread is still reduced by Ranged skill).
...... Projectile speed calculation improved, and now is more tied to Strength and Ranged skill.
...... Projectile can miss also when virtually overlapping the target animal (which may still react), miss chance depends on Ranged skill.
...... Projectile damage taken when hitting a target/obstacle reduced.

- First Aid action rebalanced:
...... First Aid action chance of failure decreases as the action approaches completion.
...... First Aid advancement is now even slower when using a Leaf.
...... First Aid maximum Bleeding reduction, when using a Leaf, is capped at -20% (instead of 30%).
...... Interrumpting First Aid when using a Leaf retains 90% of the advancement when you resume it, instead of 50%.

- Muscle Soreness decay reworked:
...... Soreness decay now peaks at 25%, decaying more slowly the more it goes far from that value.
...... When over 25%, Soreness decay is amplified in "Normal" difficulty.
...... When over 25%, Soreness decay is amplified by Toughness skill.
...... Serveral UI elements updated to reflect the aforementioned changes.



- Body Muscle and Fat mechanics rebalanced to allow to gain muscle and lose fat more easily, assuming there's proper workout, diet and rest.
- MAX Calories/Hydration now also varies from character's biological sex.


Animal AI main improvements:


- Animals will now try to intimidate their opponent (either the player or a predator/rival) before attacking.
- Predators will now seek and eat a carcass also when it has no meat (but still has hide and tendon), this also fixes issues with them guarding a carcass that they cannot eat (since it had no meat).
- Animals will not instantly die of old age after a set age, but their chance of pass away increases as they age over that value.
- Animals will now panic when they feel enclosed, showing a text saying "trapped!".
- Animal collision system improved to better take into account their and the obstacle's size.
- Predators are now more proactive when it comes to hunt (they are more likely to hunt instead of waiting for a carcass).
- Predators will not steal a carcass if there are other unattended carcasses nearby.
- Young T-Rex are now able to call their bretherns when hunting (if the mother is dead or they're starving).
- Troodon/young T-Rex can now call more allies (hunger threshold to allow allies to join increased).

- Troodons, instead of T-Rex, can now attack Didelphodons lairs:
...... Only medium-sized young T-Rex still can attack a lair, adults can't.
...... Troodons attack a lair only if they're backed by at least one ally.
...... Lair attack event reworked: it now reduces lair energy based on attacker power, and is destroyed when reaching 0 energy.




Added craftable Waterskin:


...... Waterskin requires 3 hides (clean), and 40 Crafting skill.
...... Waterskin can be refilled at ponds.




Additional changes/other:


- Added fern movement and sound effects when walked by by an animal or the player.
- Ferns are visibly consumed as they're eaten or gathered, reducing the number of leaves shown (until they grow back or the fern dies).
- Taxus tree have a visual representation of the number of berries they have.



-[Survival] Added the option to dry up using Hide (clean), Hide Cape or Bandage.
-[Survival] While under cover, droplets/snowflakes in a covered circle nearby the player are hidden (enabled at setting Quality = Medium+).
- Rain chance based on season revisited and rebalanced.
- Map generation logic substantially improved, HALVING island generation loading times!
- Added the ability to hide a fire (on cursor) by pressing the sprint key (default Shift).
- Fire light now updates in a gradual fashion, instead of every sec.
- Added 4 new Manual pages: Metabolism, Body Muscle, Body Fat and Soreness.
- Improved memory management system, unloading several unused textures from memory (like main menu images, loading screen, manual pages), which results in less RAM being used.
- DOZENS of fixes!


Those are just the main changes, for a complete list check the FULL CHANGELOG!


Daniel

Update 0.96 preview (revamped graphics!)

Hello survivors!

I wanted to share a quick update about the next major DinoSystem version labled as v0.96!

v0.96 includes many improvements to several areas of the game, like animal AI, skill system, survival balance, addition of the Waterskin and more; but the main change of this update (and the one I wanted to show off in this announcement) is in the graphics department.

All graphics in DinoSystem have been upscaled and enhanced! Previously, zooming at max zoom, texture did appear extremely low resolution, especially dinosaurs and terrain; this has been fixed in v0.96.


Here some examples (changes may not be fully perceptible due to the reduced size of the images):




Animals and arid terrain:





Triceratops in a forest:





Snow and rain effects on vegetation/boulders:





Snowy terrain:





Character and items:





Terrain & vegetation:






There's no ETA for the release, but it should come soon (probably next month), as most features are complete and need further testing.



Dan

Update v0.95.0 released!

This update SHOULD BE compatible with savegames from previous v0.88.0+!

But it's still advised to start a new game, as the amount of changes is enormous.

Click here for the -> FULL CHANGELOG


A NOTE FROM THE DEV:

First of all, sorry for the huge delay. The last 12 months have been incredibly tumultuous, I've been working on this update in my spare time, which I had plenty of, but being the perfectionist I am, I always had some minor details to focus on!
Also, the waterskin anticipated for this update is not here yet... I'm sorry for that too! It will come in the next mini-patch though, and the amount of other improvements and additions in 0.95 should make up for this (I hope, at least).

That being said, let's give a look at the additions/improvements in version 0.95:


SYSTEM:

- [Survival] Savegame is deleted as soon as is loaded in Rogue-lite difficulty, preventing the player from abusing the save system by quitting via ALT+F4 and loading again.
- [Survival] Autosaves are no longer saved in Rogue-lite difficulty.

GRAPHICS:

- Troodon carcass and skeleton sprites improved.
-[Survival] Added visible droplets to the character sprite when wet (they change dynamically with wetness level).
-[Survival] Some additional actions that move items now happen in a smooth fashion (like eating and taking/dropping via key).

AUDIO:

- Added a subtle farting sound when animals defecate (because details matter).

INTERFACE:

- Pressing ESC while in Character Creation Screen will return to God Mode.
- When inspected, all items and structures condition is now shown without the "%" symbol, but with "/max".
- Added an X button on top-right of the inspected animal info screen, to easily close it.
-[Survival] All item crafted/repaired/cleaned/gathered or structures built/repaired, now show their condition (in parentheses) in the action complete notification.
-[Survival] Expand Lakebed action now shows the amount of water remaining in the lakebed, as yellow text.
-[Survival] Breath consumed in a single "session" is now shown in grey on the Breath bar for a while (like in Valheim).
-[Survival] Muscle Soreness percentage is now displayed more consistently (it previously showed 100% max over a real cap of 200%, now it shows 100% as the actual cap).
-[Survival] UI stomach icon now has a proper pink background.

SETTINGS:

- Added a new remappable action key: Pick item (see the CONTROLS section for more info).
- Added 2 new remappable action keys: Rotate left/right.

CONTROLS:

-[Survival] Added the ability to pick up items with key:
*Pressing E (default) over an item will instantly pick up it, without accessing Equip Mode (if you're a returning player, go to the Controls menu to assign the action to a key).
*If the item is a weapon/tool, it will automatically equip it.
*Some other actions have their default key remapped: Interact -> R, Stance -> C, Inspect/Info -> Z, Attack -> X.
*These changes will only take effect at keys RESET, or when the game runs for the first time!
*Holding MMB (middle mouse) will no longe rrotate an item.
*Made several interface/hint changes to accomodate to the new system.



SURVIVAL:

- Added sickness mechanics (incl. puking):
*Eating spoiled/raw food, poisonous mushrooms or drinking saltwater will no longer instantly damage the character, but will apply the Poisoned status.
*When poisoned, Health bar becomes green.
*Poisoned status gravity can reach 100%, depending on the severity of the cause.
*Poisoned status causes the character to gradually lose some health, and occasionally vomit, losing most of the hydration and nutrients eaten.
*When sleeping, character is awakened by getting the poison effect.
*Poisoned status slowly reduces over time (if the character survives, indeed).
*Toughness skill reduces the chance to get poisoned.
*Fullness over 100% can also cause vomiting, if the character moves too much (runs, jumps, fights etc).



- Several actions chance/progression calculation reworked:
*Gathering actions chance now starts from a lower value, which increase after every unsuccesful attempt (based on Gathering skill).
*Gathering actions now show the current chance in the action text.
*Mushroom gathering action improved (it's more similiar to other ones).
*"No luck" message replaced with more immersive messages.
*Trying to sleep action is now chance based (just as the gathering actions, but continuous).
*Making fire action is now chance based (just as the gathering actions, but continuous).
*Most actions base speed rebalanced.



- Maluses from high Fullness, high Soreness and low Stamina reworked:
*Fullness over 100% (bloated) will no longer prevent sprinting/jumping, but will slow down sprinting, reduce jumping height and reduce many actions speed dynamically based on the amount of Fullness exceeding 100%.
*Muscle Soreness over 25% (former 100%) will no longer prevent sprinting/jumping and some heavy actions like Butchering, but will slow down sprinting, reduce jumping height and reduce many actions speed dynamically based on the amount of Soreness exceeding 25%.
*Stamina below 25% (exhausted) will no longer prevent some heavy actions like Butchering (still prevents sprinting at Stamina 0), but will reduce many actions speed dynamically based on the amount of Stamina below 25%.

- Maximum Health increased by 10% in Normal difficulty, and reduced by 16% in Realistic+ difficuly (which is now exactly HALF the Health of Normal).
- Thoughness skill Health gain for Female gender reduced by an additional 16% (to make it consistant with the base reduction).
- Health recovery rate reduced by -25% in Normal difficulty (it's still 50% faster than Realistic+!).
- Lakebed action can now expand the lakebed up to 200% more than before, but the maximum size is amplified by the Digging skill (it's also true for the size threshold of Find Water).
- Melee attack collision detection and precision greatly improved (with punch/all weapons).
- Character base Hydration consumption is now also amplified by Metabolism and Body Muscle, but impact from high temperature reduced.
- Body Muscle gain will now boost calories/proteins consumption, depending on the gaining rate.
- Character weight contribution from Body Fat increased at higher fat percentage, and from Body Muscle increased at lower muscle percentage, resulting in a more realistic weight according to body composition. Also, female weight contribution from muscle reduced.
- Moving on a Path will also increase the character speed by 10%, in addition to removing the terrain maluses.

ANIMALS:

- Added Didelphodon:
*Didelphodon is a small mammal, opportunistic in nature, ominvore, that lives in deep lairs.
*Didelphodons hide in their lair most of the day, and usually get out during the night to find food.
*Didelphodons doesn't lay eggs, but gives birth to 4-6 cubs.
*Didelphodon cubs are fully dependant on the adults, and can't get food on their own.
*Didelphodons can dig new lairs if their previous one is destroyed.
*Didelphodons have "clan" identity represented by the lair they belong to: if Didos from different lairs met, they will probably fight. This can generate rivalries and battles over resources shared by different clans.
*Didelphodon are too small and weak to pose a threat to other animals and the character, and are often hunted by Troodons and young T-Rexes. They are nimble and can hide in their lair, though.
*Tyrannosaurs can destroy Didos lairs and kill most of the inhabitants, if hungry enough.
*Added a new loading hint telling about Didelphodons.



- Predators hunting conditions are now less restrictive, making hunting events common.
- Mating success chance now depends on animal size: the smaller the animal, the more attempts are needed to succesfully impregnate, also, mating now consumes more Stamina.
- Also Troodons will now "guard" a carcass they have eaten from, in order to access it in the future, like T-Rexes already do.
- Also Troodons can "steal" smaller carcasses from other Troodons, like T-Rexes already do.

VEGETATION:

- Various improvements to vegetation energy mechanics (to enhance realism and balance).
- Changes to terrain mechanics relative to vegetation (to enhance realism and balance).

STRUCTURES:

- Changed materials required to build/repair Wall, Door and Thatch:
*Stone Wall -> Build: 12 Stone + 4 Dung | Repair: 6 Stone + 2 Dung (at max dmg).
*Wood Wall -> Build: 6 Wood + 10 Resin | Repair: 3 Wood + 5 Resin (at max dmg).
*Wood Door -> Build: 6 Wood + 8 Resin + 2 Stick | Repair: 3 Wood + 5 Resin (at max dmg).
*Thatch -> Repair: 6 Leaf + 6 Branch (at max dmg).

OBJECTS:

-[Survival] Added item quality system and repair action:
*Items that can be repaired (both de-facto and in theory) show in parentheses the maximum condition they can reach when repaired (called "quality").
*Item "quality" is set at item creation, depending on components used and character Crafting skill (it's basically the initial condition of the item).
*Most crafted items can now be repaired if below 50% quality.
*Repairing doesn't cost any materials, but can gradually reduce the item condition and quality (depending on the Crafting skill).
*If successful, repairing brings the item to its "quality" value, while failing means the item might be degraded even further.
*Added few in-game hints and loading notes explaining this new mechanic.



- Dung initial condition increased on average, and degrade more slowly over time.

WEATHER & SEASONS:

- Added moonlight effect relative to Moon phases:
*Night darkness is now reduced by moonlight effect.
*Added a world message notifying the current lunar phase.
*[Survival] Night are 150% darker in Realistic+ difficulty (as before), this does no longer apply to the vignette effect, but the overall darkness.



- Rain starting/ending speed strongly reduced; it will now require more time to reach full rain, as well as finish.
- Lightning is 10x less likely to occur when snowing.

TERRAIN & MAP:

- Generated island size increased by ~33% for all Landmass setting values (applies only to new games).
- Landmass setting can be set down to 5% instead of 10% (to create even tinier islands).


FIXES:

- Too many to list here, check the full changelog below...



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!

Quick heads up to the next update!

Hello there!

It's been a long time! I just wanted to let you know I'm working on the next update, and it's a big one.

Quick summary (subject to changes):

-Didelphodon (small mammal)
-Craftable waterskin
-Tool repairing and quality system
-Improved survival balance
-Reworked soreness and other survival mechanics
-Improved ecology balance
-Bug fixes (as always)

The extensive, WIP changelog will be released in few days in the changelogs section of the forum. About the update, there is no fixed ETA, as I'm still in the middle of adding the Didelphodon, and each new species makes the ecosystem harder and harder to balance (without implementing artificial balancing mechanics, which I try to avoid). The survival mode changes will be most likely appreciated, especially the ability to repair items and the reworked muscle soreness.

See you soon!


Dan