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DinoSystem News

Update v0.73.0 - Digging, Paths, Auto-search, tons of fixes!

This update IS compatible with savegames from previous v0.62+ updates!

But starting a new game is always recommended, as the amount of changes is massive.


VIDEO DEVLOG FULL CHANGELOG




Digging skill + Expand pond bed action:


- Added a new skill: Digging, which influences actions like unearthing/burying objects, creating paths and expanding pond beds.
- Right clicking on a pond or pond bed allows to perform a new action: expand the pond bed, which requires a Shovel and is influenced by the Digging skill.
- By expanding the pond bed, you can allow it to contain more water (when it rains) or, if it is dry, you can find some water still preserved beneath it.






Added Path + terrain condition influence speed:


- To create a Path, go in the Craft/Build screen and select "Path": you need Digging lvl 10 and a Shovel, no other components are required.
- Path allows to move fast when terrain condition would prevent it, it also serves for orientation.
- Paths gradually fade away over time as nature reclaims the land (especially with rain), but using them prevents it.
- Movement speed is now influenced also by terrain condition (such as snow or water).






Added the ability to auto-repeat the search actions + improvements:


- While performing a search action (get leaves, branches, stones, resin etc) hold down the Sprint key (default Shift) to automatically repeat the action.
- Since this function allows to search in a faster fashion, drop chances, skill increase and effort spent have been reduced to balance it.
- Some additional improvements to the search actions.






Made some important changes to Health, Stamina and Fullness:


- The formula used to calculate maximum Health no longer takes into consideration Metabolism.
- Health recovery now scales 100% with Calories and Hydration: this means if you have 0 of one of them, there is no Health recovery; to balance this, Health damage from low Calories/Hydration has been strongly nerfed.
- The formula used to calculate maximum Stamina now takes into consideration the Endurance skill as well, and less Metabolism.
- Stamina recovery while sleeping now partially scales with maximum Stamina: this means a very long Stamina bar won't take too much to refill, and a very small one won't refill too quickly.
- The formula used to calculate maximum Fullness now takes into consideration body muscle mass (ratio is 4x from metabolism, 3x from fat, 1x from muscle).
- Some additional improvements to the character metabolic mechanics.



Some more major additions:


- If not holding items with the right hand, most weapons will now be used with 2 hands, dealing more damage and pushback.
- Added the ability to bury dinosaur skeletons (need a Shovel).
- Small trees can now be cut down also with a BIG Sharpstone.
- Many other improvements and minor additions.






Main fixes:


- Fixed the infamous bug that caused the character to get stuck when pulling a carcass and on some obstacles!
- Fixed a bug in the animal AI that caused animals to sometimes get stuck not knowing what to do.
- Added a workaround that makes a tree shadow invisible if it is too intense and the character is beneath it, which can prevent the player from seeing a damn thing.
- Fixed Wood never turning into Charcoal when burning, as supposed to.
- Fixed character sprite turning (towards mouse cursor) being glitchy and inaccurate.

These were only the most important fixes, there are tons of other fixes in this update, check the full changelog for the complete list!




Dan

Update v0.70.0 - Controls rework, many improvements fixes!

This update IS compatible with savegames from previous v0.62+ updates!

But starting a new game is always recommended.




FULL CHANGELOG



Movement controls reworked:


The system now uses W, A, S, D (default keys) to move the character directly towards the direction of the related key (or key combination), just like in the game "Notrium", this means that there is no longer the need to use A and D to turn the character, and direction change is instant. Also, character body always faces the mouse position, so you can keep attacking in a particular direction while moving in another.

In "Normal" difficulty you can now sprint while facing the opposing direction of your movement, but in "Realistic" difficulty, you still can't sprint backwards. While moving backwards, attacking or jumping give you a chance to stumble, depending on your Athletics skill and other factors; meaning you no longer stumble just for moving backwards, but only if attacking or jumping while doing so.

In addition to this, an option has been added in the controls settings screen to change the movement direction from "Absolute" (using directly the keys), to "Relative" (moving towards the mouse position, like the the old "Mouse Turn" system, but improved).



There are also many minor improvements to the movement animations and mechanics. This should finally solve one of the main problems most players have with the game, that is pointed out in many reviews (both negative and positive) and that really prevented some users from enjoying DinoSystem!




Map Zones system expanded:


Added a new option in the Settings screen (enabled by default) that automatically names map zones as you explore them in Survival Mode (you can always rename them later). To allow new characters enjoy this feature, a new option has been added in the character creation screen "Reset Zones" (disabled by default) that allows to reset all map zone names when starting a new Survival adventure in an existing game.




Also, the previous "Map Names" option in the new game screen has been renamed to "Map Zones", and can be set either "Unexplored" or "Explored", the latter only selectable if starting in God Mode.

There are many minor improvements to the Map Zones system, like new zone names (if the auto-name option is enabled) and new fixes.




Performance improvements:


A system has been implemented (only in Survival Mode) that prevents generating tree canopy sprites when they're too far from your view: this should improve the performance, because the game won't have to calculate all island tree canopies with their wind movement and fake-3D parallax (variables and tree "biology" is in the "shadow" sprite, so no worries!).

Many minor optimizations have been done to try improving the performance, but should be counter-balanced by the increased depth of the game mechanics.




Many improvements & fixes:


As always, there are many additional tweaks, improvements and fixes in this update, check the full changelog for the complete list!




Dan

Controls rework: need your opinion!


Hello survivalists!


I feel that time has come to change the way movement controls work in DinoSystem's survival mode.

Several players reported that the current system is very unintuitive in the forums and youtube videos, also most of the negative reviews point that out.

Frankly, that's something I've always wanted to tackle, the problem was I never felt confident enough to try reworking it and replace it with something better, but no more!

There is one problem: the new system will fully replace the old one, so the few players who are fine with the current movement system will have to adapt.


I need your opinion!


Should the new system be like Notrium (a survival game very similiar to DinoSystem)? Some players suggested me that, and as a big fan of that game I'm inclined to agree.

Please give me ideas and feedback so I can take the best decision; this is an important change and I totally need as much feedback as possible to avoid repeating the same mistakes.


Thank you!


Dan

Update v0.65.0 - Map Zone Naming, improvements fixes, "Game Happens!" report



This update IS compatible with savegames from previous v0.62+ updates!

But starting a new game is always recommended.


FULL CHANGELOG




Map Zone Naming system:


This is a feature I've always wanted to add to the game, and, although it was not a priority, I decided to invest some time into it anyway, and I don't regret it!

Basically, you can now name any zone of the island: just press N (you can change the key in the settings menu), type a name in the textbox and left click on the map area you want to assign that name to. This is especially useful in Survival mode, as you may want to give important zones a name to remember them when you come back, considering they could change drastically during the game.



Also, when starting a new game, you now have the option to give all map zones a default name defined by its distance from the sea (sea, coast, midland, inland), you can always change them later if you want to.






Expanded item holding:


Finally, the character can now hold multiple items in each hand, including non-weapon items in the left hand (the hand previously used just to hold and use weapons). The number of items each hand is capable of holding depends on the item size, but this aspect will be expanded in future updates, with the addition on the item weight system.






Damage from actions:


The character can now get hurt by performing some actions with sharpen or blunt tools (such as Axe, Sharpstone and Stone).
Now, some of you could complain the game is already unforgiving as it is, but consider this: the chance to get hurt is, by default, very low, and is gradually reduced by the skill related to the performed action (lvl 100 skill, no chance). Also, when triggering, the hurt event is not very severe, it could give a -3 Health hit and 30% Bleeding at max (only when using the Axe, otherwise it's always lower). Getting this low Bleeding can help increasing the First Aid skill, which previously was very hard to skill up, considering that Bleeding was obtainable only by fighting with dangerous dinosaurs (which would lead to death in most cases)!



So yeah, this addition, although seems making the game harder, should in fact make it more balanced, especially considering this update already makes changes that decrease the difficulty (holding more items with hands).




More stuff:


As always there are several additional tweaks, improvements and fixes in this update, check the full changelog for the complete list!




"Game Happens!" report:


Last month (24th and 25th June) I've been in Genova, Italy, to attend to the "Game Happens!" event for indipendent videogames. It has been a great experience for me, considering I've been all alone in my little room developing DinoSystem during the last 2 years, and meeting other people who share my same passion is extremely rare in my every day life!



I'm looking forward to be part of more events in the future, as I've got great feedback and it has been an awesome experience.




Dan

Update v0.63.5 - Attending to "Game Happens!" in Genova!

This update IS compatible with savegames from previous v0.62+ updates!



FULL CHANGELOG


This is a minor update to expand the newerly added Taming system and make some additional improvements, tweaks and fixes. It's much smaller than what you're used to, but I'm going to be once again fully operational soon, as I'm back to Capri from my trip!


Game Happens!


Tomorrow 24th and Saturday 25th June I'll be in Genova to attend to "Game Happens!" and present DinoSystem. I'll have the chance to finally meet other developers and players, instead of interacting with then exclusively from the internet as I did in the last 2 years from my little room!
I can't hide this is really exciting for me and I'm looking forward to show my project, in which I put so much effort and expectations in the last years and in the future to come.



If you're interested in the event, here you will find all the info about it. I hope to see some of you in Genova soon! (please let me know down in the comments if you're coming!).





Daniel