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Update v0.80.0 - Asteroid, fish population, improved combat, more!

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



Asteroid event and impact winter:


- Asteroid impact causes massive wildfires as soon as it hits.
- Asteroid impact obscures the sun, causing an "impact winter" that lasts for years after the impact.
- Asteroid impact also instantly kills every fish in the sea.



- The "Asteroid" option in the new game screen is now selectable, allowing to decide the chance of the Asteroid event.



- Added a new button in the God Mode interface to trigger the Asteroid event.
- Added a new guide page explaining the Asteroid event.






Sea fish population simulation:


- Each coastal sea area has a certain number of fish living in it.
- Fish population of each area decrease based on world events (like the Asteroid), and player fishing.
- Fish population grows based on fishes already there.
- [Survival] Fishing reduces fish population in that particular spot, so that the players can't exploit it forever, but has to move to a new spot after some time.
- [Survival] Hold Middle Mouse or X to check fish population on a specific sea area.





Added Leaf Cape and Stick:


- Leaf Cape needs 10 Leaf and Crafting skill lvl 10 to be crafted.
- Leaf Cape gives as much insulation as a clean Pelt (much less than a Pelt Cape), but degrades rather quickly.
- Leaf Cape also serves as good fire fuel (make sure to avoid catching fire when wearing it!).



- Stick is obtained from cleaning a Branch (right click -> Clean), and requires you to wield a Sharpstone.
- Branch can no longer be used as a weapon, but Stick does.
- Most Crafting recipes now need Stick(s) instead of Branch(es) as component.



Combat rebalanced and improved Aim Mode:


- Global attack damage (both melee and ranged) reduced by 33% for all weapons (to both animals and trees).
- Reduced ranged attack damange of Arrow (by 40%) and of Stone (by 20%).
- Chance/magnitude of Bleeding inflicted to animals by the player rebalanced (globally increased).
- Aim Mode is now fully detached from the player camera (just like Scout Mode), so it's possible to aim farther away without the need to reduce the camera zoom.





Other relevant improvements and fixes:


- Carcasses now have distinct reserves or Meat, Pelt and Tendon, instead of sharing just Meat for all of them.



- It's now possible to pull Skeletons as well, and performing this action will also unbury the Skeleton.
- It's now possible to also auto-repeat a Drinking action by holding the Sprint key (default Shift).
- Player running/jumping is now affected by exposition to sand/snowstorm, which can now prevent or speed up movement, depending on its intensity.
- [Requested] Added a new option for the "Units System" setting for having a "mixed" units system with Pound/Celsius, also renamed "UK/US" to "Imperial".
- Fixed a rare bug (introduced in the previous update) that caused rain sound (and maybe other ones) to occasionally stutter.



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

Update v0.79.0 - Vegetation update, positional sounds, improved snow, more!

This update IS compatible with savegames from previous v0.78+ version!

Game loaded from the previous version shouldn't have any problem, but could miss some additions.


FULL CHANGELOG



New tree species and vegetation improvements:


- Added Taxus Tree.
- Former "Apple" renamed to "Taxus Berry", which is produced by the Taxus Tree.
- Former generic Conifer renamed to "Pine Tree", and now produces "Pine Cone".
- Pine Cone can be used as fire fuel.
- Pine Tree is more common than Taxus Tree, and made balance changes to the tree mechanics.
- Vegetation under-the-hood mechanics reworked: from seed spreading with wind, rooting conditions to energy balance. The result is overall a more coherent and balanced ecology simulation.
- Seeds can be "stored" in arid terrains, and released when the terrain turns into fertile, allowing vegetation to reclaim the island after long and severe periods of drought (this is also true when starting with a totally barren island).






Positional ambience sounds and audio improvements:


- Nearly all ambience sounds (birds, howls, crickets, etc) are positional, as well as thunder sound.
- Added some new variation to the day ambience sounds.
- Ambience sounds volume calculation improved, rain and wind are more gradual.
- [God] Ambience sounds gradually become less intense as you zoom out the map.




Improved snow system:


- Terrain snow texture replaced with a new, better one.
- Terrain snow mechanics reworked to be more coherent and dynamic, along with better visuals.
- Terrain snow system reworked to only draw a single tiled sprite, instead of multiple ones for each terrain, considerably improving performance (especially on larger maps).






Optimizations, minor tweaks and bugfixes:


- Seeds calculation reworked to happen with variables instead than with actual mini-sprites, which should improve performance (especially on larger maps).
- [Survival] When using a Bow while holding arrows with the right hand, if having a Quiver with additional arrows, the Character will prioritize using the ones from the right hand.
- [Survival] Body Weight calculation reworked to be exponential at higher Muscle/Fat, and have a less impact when they're low.
- Sun exposure continues to persist throughout sunset, instead of reaching always 0 at the start of it.
- Added a new page to the guide introducing to "Landmarks".
- Fixed a bug that occasionally caused sea waves sound to stutter, also causing a serious memory leak.
- [Survival] Fixed fishing action being interrupted by pressing E, which made fishing impracticable using the key.
- MANY more improvements and fixes...




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

Update v0.79.0 - Vegetation update, positional sounds, improved snow, more!

This update IS compatible with savegames from previous v0.78+ version!

Game loaded from the previous version shouldn't have any problem, but could miss some additions.


FULL CHANGELOG



New tree species and vegetation improvements:


- Added Taxus Tree.
- Former "Apple" renamed to "Taxus Berry", which is produced by the Taxus Tree.
- Former generic Conifer renamed to "Pine Tree", and now produces "Pine Cone".
- Pine Cone can be used as fire fuel.
- Pine Tree is more common than Taxus Tree, and made balance changes to the tree mechanics.
- Vegetation under-the-hood mechanics reworked: from seed spreading with wind, rooting conditions to energy balance. The result is overall a more coherent and balanced ecology simulation.
- Seeds can be "stored" in arid terrains, and released when the terrain turns into fertile, allowing vegetation to reclaim the island after long and severe periods of drought (this is also true when starting with a totally barren island).






Positional ambience sounds and audio improvements:


- Nearly all ambience sounds (birds, howls, crickets, etc) are positional, as well as thunder sound.
- Added some new variation to the day ambience sounds.
- Ambience sounds volume calculation improved, rain and wind are more gradual.
- [God] Ambience sounds gradually become less intense as you zoom out the map.




Improved snow system:


- Terrain snow texture replaced with a new, better one.
- Terrain snow mechanics reworked to be more coherent and dynamic, along with better visuals.
- Terrain snow system reworked to only draw a single tiled sprite, instead of multiple ones for each terrain, considerably improving performance (especially on larger maps).






Optimizations, minor tweaks and bugfixes:


- Seeds calculation reworked to happen with variables instead than with actual mini-sprites, which should improve performance (especially on larger maps).
- [Survival] When using a Bow while holding arrows with the right hand, if having a Quiver with additional arrows, the Character will prioritize using the ones from the right hand.
- [Survival] Body Weight calculation reworked to be exponential at higher Muscle/Fat, and have a less impact when they're low.
- Sun exposure continues to persist throughout sunset, instead of reaching always 0 at the start of it.
- Added a new page to the guide introducing to "Landmarks".
- Fixed a bug that occasionally caused sea waves sound to stutter, also causing a serious memory leak.
- [Survival] Fixed fishing action being interrupted by pressing E, which made fishing impracticable using the key.
- MANY more improvements and fixes...




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

Update v0.78.0 - Caves, reworked Fishing, more!

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 (just die :P).


FULL CHANGELOG



Added Caves:


- Caves offer good insulation protection (nearly full), but not good cover, as rain will filtrate (just like trees).
- Caves are spawned randomly on the map, either next to mountains or isolated.
- Number of generated caves is random, but scales with island size.





Fishing reworked to be an actual mini-game:


- Fishing now requires the player to actively trigger a fishing attempt, while the progress bar doesn't show the action progress anymore, but a success chance that constantly fluctuates (based on Fishing skill, Melee skill (partially), Strength and a random component), so the player must be careful to click when the success chance is high (to avoid wasting energy).
- A sound plays when the success chance is > 10%, the higher the chance, the louder the sound.
- Fishing success chance is lower during night time and in Realistic+ difficulty.
- Fishing attempts now also slightly increase the Melee skill, as it amplifies the fishing chance.
- Fishing skill increase when catching a fish is now inversally proportional to the attempt success chance.
- Fishing action now stops if Muscle Soreness reaches 100%.
- Fish caught with a Spear can be mouse-dragged from the spear without necessarly dropping it (so you can put it in a bag and promptly resume fishing).





Trees dynamic shadow + Texture improvements:


- Tree now have dynamic shadow too (that changes with the sun), and other shadows no longer stack with tree shadow.



- Improvements to some item textures (meat, fish, quiver, bow, arrow, leaf).





Other relevant changes & Fixes:


- The game now uses a brand new way to calculate Character Insulation from walls, boulders etc, which is much more accurate and realistic (this also applies to fire insulation).
- The Character will use Arrows from the right hand, if holding one or more (up to 5), so the Quiver is no longer a must-have.
- Fixed building a Wall/Door altering the condition of all other walls on the map.
- Invisible tree shadow workaround has been reworked to just reduce shadow intensity whenever it is too strong.



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

Update v0.78.0 - Caves, reworked Fishing, more!

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 (just die :P).


FULL CHANGELOG



Added Caves:


- Caves offer good insulation protection (nearly full), but not good cover, as rain will filtrate (just like trees).
- Caves are spawned randomly on the map, either next to mountains or isolated.
- Number of generated caves is random, but scales with island size.





Fishing reworked to be an actual mini-game:


- Fishing now requires the player to actively trigger a fishing attempt, while the progress bar doesn't show the action progress anymore, but a success chance that constantly fluctuates (based on Fishing skill, Melee skill (partially), Strength and a random component), so the player must be careful to click when the success chance is high (to avoid wasting energy).
- A sound plays when the success chance is > 10%, the higher the chance, the louder the sound.
- Fishing success chance is lower during night time and in Realistic+ difficulty.
- Fishing attempts now also slightly increase the Melee skill, as it amplifies the fishing chance.
- Fishing skill increase when catching a fish is now inversally proportional to the attempt success chance.
- Fishing action now stops if Muscle Soreness reaches 100%.
- Fish caught with a Spear can be mouse-dragged from the spear without necessarly dropping it (so you can put it in a bag and promptly resume fishing).





Trees dynamic shadow + Texture improvements:


- Tree now have dynamic shadow too (that changes with the sun), and other shadows no longer stack with tree shadow.



- Improvements to some item textures (meat, fish, quiver, bow, arrow, leaf).





Other relevant changes & Fixes:


- The game now uses a brand new way to calculate Character Insulation from walls, boulders etc, which is much more accurate and realistic (this also applies to fire insulation).
- The Character will use Arrows from the right hand, if holding one or more (up to 5), so the Quiver is no longer a must-have.
- Fixed building a Wall/Door altering the condition of all other walls on the map.
- Invisible tree shadow workaround has been reworked to just reduce shadow intensity whenever it is too strong.



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