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Update v0.88.5 (changelog)

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



SYSTEM:

- Minimum framerate (below which the game starts to go in slow-motion, to prevent collision glitches and preserve playability) now scales with graphics quality setting (Low=10, Med=20 and High=30).

GRAPHICS:

- Added a new ripple effect to water reflections, to make them less static and give a better sense of water movement (disabled at "Low" Graphics Quality setting).
- Splash effect at footstep (both Player & animals) from rain is now chance based (from 0% below 25 rain, to 100% above 75 rain), instead of directly triggering at 50+ rain.
- Splash particle effects are slightly more visible.
- Screen sharpen effect tweaked.
- Blood effect on wounded animals improved.
- [Survival] Water splash on ponds from T-Rex footsteps enhanced, and enabled only on "High" Graphics Quality setting.
- [Survival] Minor tweaks to several character action animations.

AUDIO:

- Rain sound volume increases more gradually from rain intensity (especially at the initial stages of rain).
- [Survival] T-Rex footsteps now trigger for ALL T-Rexes nearby, not just the nearest one!
- [Survival] T-Rex footsteps sound volume, pitch and screen shake effect tweaked to be more consistant with the animal size.
- [Survival] Added a brief alert sound when trying to create a character with negative creation points.
- [Survival] If playing as female, Wilhelm scream sounds feminine.
- [Survival] Snoring volume slightly reduced.

INTERFACE:

- [Survival] Right mouse click selection buttons on Tree and Carcass now directly show the quantity of resources gatherable/harvestable (branch, fruits, meat etc), also, unselectable actions for Tree are now shown in grey, instead of being always clickable and triggering a warning hint (or being hidden), and added a tooltip explaining why the action is not accessible.



- [Survival] When chance to gather a fruit is very low, a warning text next to the button notifies it.
- [Survival] Aim reticule during Aim Mode is now only visible if a ranged weapon is equipped.
- [Survival] Removed Carcass mousehover inspect info showing Meat/Pelt/Tendon (because of the aforementioned change).
- [Survival] Species for Carcass, Meat and Egg is now shown in mousehover inspect info, instead of next to the item name.
- [Survival] Added more info beneath the Bleeding icon.
- [Survival] The game now asks for confirmation before eating a spoiled/raw foods (that would cause damage).
- [Survival] Muscle Soreness icon and mousehover text have more stages, to reflect a change (listed in the Survival section), and improved tooltip with better info about the impact on muscle growth/loss.
- [Survival] Added a new loading hint about Muscle Soreness.
- [Survival] Added a new loading hint suggesting that T-Rex are more likely to see you as a prey, if you sprint.
- [Survival] Thatch tooltip is more clear about it being supported.
- [Survival] Action warning text flashes a bit to be more obvious.
- [God] In the fertility list, "zones" renamed to "soil".
- [Survival] Damage text for damage inflicted is now shown in yellow, and with the actual negative value.
- Added a loading hint about year and day duration.
- Added SurvivalVis to game credits (provided useful feedback, check him on YouTube!).
- Minor improvements to loading hints.

SETTINGS:

- Added an option to disable the sleeping snoring sound in Survival mode.

CONTROLS:

- [Survival] Attack direction assist is noly enabled with "Control Mode" set to "Keyboard".
- [Survival] Attack direction assist is much more precise and less glitchy.

SURVIVAL:

- When failing a fishing attempt, there is a chance (11% to 33% depending on actual fish pop) fish population decrease in that specific spot (as you might scare the fishes by swinging the spear), and added a hint showing the fish population left.
- Increased (by ~33%) the positive impact of Fishing skill to fishing attempt success chance.
- It is now possible to actually drink sea water, but with minimal hydration gain and substantial damage (the game asks for confirmation before proceeding).
- Base damage from low temperature increased by 20%, but it now scales with Calories, so with high calories it can be up to 50% lower.
- Base damage from high temperature increased by 20%, but it now scales with Hydration, so with high hydration it can be up to 50% lower.
- Bleeding % now reduces healing speed (60% bleeding reduces healing to 40% its normal speed).
- Chance of player inflicting bleeding to animals increased for some weapons.
- Falling damage after being gripped by a T-Rex is now increased by Body Weight, but is reduced Athletics skill.
- Muscle Soreness, when over 25%, now starts to increase the delay of attack and jump actions.
- Cool (at high ambient temp) from regular shelter and cave reduced (from shelter HALVED, from cave reduced by 33%), as survival in hot summer became too easy after the previous update.
- T-Rex footsteps have a much higher chance to wake up the Player, based on their intensity, and insulation from shelter reduces it by 50% max, instead of 66%.
- Chance floating animal action text shows up now reaches 100% at 50+ Zoology, not 100.
- Moving speed reduction from rain is now chance based at footstep (from 0% below 25 rain, to 100% above 75 rain), instead of always triggering at 50+ rain.
- It is now possible to start mouse-dragging an item that is below an empty/green Equip Slot (so you won't need to disable->move->re-enable Equip Mode to pick it).
- Triggering an attack with Attack Stance disabled will enable Attack Stance, if the click or key press is brief, instead of automatically attack (to prevent accidentally attacking when miss-clicking). Holding the button will also trigger the attack as before.
- Screen shake effect when hit by an animal now scales with the animal size, instead of being fixed.
- Melee attack timing and precision improved (especially for the Spear).
- Door opening speed now partly depends on player Strength.
- Pushback inflicted to animal with attacks now scales better with animal size.

ANIMALS:

- [Survival] When hunting from hunger, T-Rex and Troodon player detection distance now scales with their hunger (when less hungry they won't track the player from too far away).
- [Survival] When hunting from hunger, T-Rex player detection chance is now more reliant on player moving speed (if you stay still or sneak he might just ignore you).
- [Survival] Troodons are much more likely to be scared and flee when the players kills one of their mates (the chance now also depends by the age of the victim: if you kill a helpless newborn they might actually get even angrier and utterly murder you).
- Damage and bleeding inflicted by animals to other animals and player rebalanced and unified (uses a single algoritm that takes into account many variables).
- Troodons called in a hunt by a mate will respond also when sleeping or doing other actions, depending on their Stamina and Energy.
- Animals (aside T-Rex) are slightly faster, especially Troodon.
- Animals damage received from Bleeding doubled (it was extremely low!).
- Males of all species have 50% chance of failing to impregnate the female after mating, leading to potential repeated mating sessions :P.
- T-Rex male and female have more chances to fight instead of mating, if overpopulated.
- Number of eggs layed does no longer scale with the mother's energy.
- Animal migration threshold increased (they decide to migrate after a longer time spent searching for what they needed).
- Animal turning speed tweaked to be slightly more steady and somewhat faster.
- Ankylosaur body is a bit broader, thus their carcass has slightly more meat.
- Changed the calculation of the Health damage from starvation/dehydration, taking into account the potential maximum health; this also fixes newborn (especially herbivors) dying too early from starvation/dehydration.
- Adult Ankylosaur will never eat ferns, even if starving (only babies do).
- Triceratops will never eat young trees, even if starving (not even adults), this (along with the previous change) increases their impact on the vegetation ecology.
- Herbivours will only eat young Taxus trees hungry enough (- Herbivours will no longer see young trees from very far away.
- Herbivours no longer pick their plant food based on plant population (this was implemented as a way to help the ecology balance, but it's redundant now, since the system is much more balanced without needing artificious mechanics).
- Tweaks to quantity of vegetation/meat consumed by animals when eating from a plant/carcass.
- Tweaks to animal hybernation conditions from temperature.
- Carcasses require 20% longer to freeze in the cold.
- Animals now periodically update their Z order, so no smaller animals comes atop of bigger ones.
- Animal roaming pattern and speed improved.

VEGETATION:

- [Survival] It's no longer possible to completely destroy Trees by gathering all the Leaves/Branches/Resin, there is an energy threshold below which the player can't harvest.
- Trees under 50% energy will get heavy damage from strong wind, which can now fall them down (only the stump is shown, will implement actual trunk in a future update).
- Seeds dropped by fruits will only take root if in their ideal temperature range (previously this applied only to seeds directly dropped by the plant).
- Seeds "stored" in aridity soil now slowly decay over the years.
- Several tweaks to vegetation energy mechanics, to improve long term balance.

OBJECTS:

- [Survival] Added the "Eat" action button to Pine Cone, although disabled and suggesting to find Palm or Taxus tree for edible fruits (placeholder action for future additions).

WEATHER & SEASONS:

- Drought system reworked: it previously decided in advance if there was a Drought, reducing chances of rain during it; now it naturally emerges from the actual seasonal rain chance. Also, the Drought text now shows 3 severity stages (up from 2) and the days since the last rain.
- Seasonal rain chance rebalanced.

TERRAIN & MAP:

- Several tweaks to soil energy mechanics, to improve seasonal changes of terrain.

WATER:

- Tweaks to pond water evaporation rates.

OPTIMIZATION:

- Huge optimizations to vegetation and ponds off-screen rendering, improving performance especially on bigger maps!

FIXES:

- [Survival] Fixed a glitch that twisted the character's breast/belly at a different angle compared to the body (also fixes affected saves).
- [Survival] Fixed Butchering action not progressing, but giving negative progress (was happening in cold temperature).
- [Survival] Fixed action "Empty Quiver" removing the arrows, but keeping the Quiver "full" and freezing the player when trying to empty it again (also fixes affected saves).
- [Survival] Fixed flickering mousehover text while mouse-dragging a food that's being cooked.
- [Survival] Fixed critical damage text effect and sound never showing.
- [Survival] Fixed "creepy" music also playing (at lower volume) while character is sleeping.
- [Survival] Fixed player action menu being acessible from the "G" key also while attacking or in attack delay.
- [Survival] Fixed Spear with Fish attached sometimes not dropping it on attack animation.
- [Survival] Fixed skill texts in the character info screen not showing the full text if the skill is lvl 100 @ -100% advancement.
- [Survival] Fixed pulled carcass rotating also during game pause.
- [Survival] Fixed a rare instance when loading a save while the character was eating resulted in the character stuck forever (also fixes affected saves).
- [Survival] Fixed a rare instance when triggering a ranged attack caused the player to be permanently unable to do any action outside moving and dragging items (also fixes affected saves).
- [Survival] Fixed Aim Mode sometimes not stopping after game pause, although not holding down the key/RMB.
- [Survival] Fixed character's footprints being enabled also with Graphics Quality set to "Low", when only supposed to be with "Medium"+.
- Fixed tree shadows being enabled (but not getting updated in intensity) with Graphics Quality set to "Medium", when only supposed to be with "High".
- Fixed water wave effect being re-enabled with Graphics Quality set to "Medium" after the game takes a snapshot, when only supposed to be with "High".
- Fixed Fruit spawning new trees nearby when eaten by player or animals (was not intended).
- Fixed young Ferns often growing way faster than intended.
- Fixed tree fire occasinally not being on top of the tree canopy.
- Fixed a very rare bug that caused a tree to spawn 2 canopies, instead of 1.
- Fixed Carcass labeled as "freezing" while ambient temp is warm (for few seconds after being created).
- [Workaround] Migrating animals, if stuck in front of a mountain, will give up the migration and move away, instead of stubbornly hit the mountain (this is just a workaround, I'll implement a proper fix in a future update).
- Fixed newborn dying too early from starvation/dehydration.
- Fixed inspected animal showing "Reaching Meat" when it's actually Fish.
- Fixed inspected baby T-Rex showing "Chasing a male" when it's following the mother.
- Fixed Windows showing a red square instead of the game icon on some systems.
- Fixed Thatch not showing mouse hover text color (representing its condition).
- Fixed the game notifying "save updated" at game loaded even with no actual update.
- Fixed Guide unpausing the game if accessed from the exit menu.
- Minor fixes I forgot to write.

DEV & DEBUG TOOLS:

- Game info (accessed with F3) now show some more details about blood decals.

Hotfix v0.88.2 released!

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



SYSTEM:

- Minimum framerate raised to 20 (from 5), below which the game starts to go in slow motion (to prevent collision glitches and preserve playability).

GRAPHICS:

- [Survival] Minor improvements to movement animations.

AUDIO:

- Removed timescale-dependency for audio (that's what caused the infamous memory leak!).

INTERFACE:

- [Survival] Sprint icon is visible just for the first half second of sprinting, then fades away.

SURVIVAL:

- Maximum jump height reachable with stats/athletics increased, as well as reduced the minimum one (sorry fatty character's players :p).
- Improved footstep logic (decides better when/how to trigger footstep splash effects, sounds and footprints).
- Vitamins decay rate reduced by 33%.

VEGETATION:

- Palm energy gain from terrain reduced (to nerf their population on the long run).

STRUCTURES:

- [Survival] A well insulated shelter now offers some cool, if the ambient temp is torrid (the effect is doubled in a cave, as it's much cooler).
- [Survival] Cave now offers less protection from cold ambient temp (the previous change made it overpowered and potentially preferrable over a proper built shelter).

TERRAIN & MAP:

- At island generation, initial dry pond beds are now comparatively smaller than ones with actual water.

FIXES:

- Fixed a nasty lag occurring after few minutes of game time on some systems (caused by a memory leak).
- Fixed dry pond beds not shrinking in some rare circumstances (like when no actual pond was on the map).
- [Survival] Fixed Wood and Stone Wall tooltips having the Building skill requirement swapped (Wood is 5+, Stone is 10+).
- [Survival] Fixed "Get Fruit" hint occasionally suggesting that Pine/Taxus produce fruit in mild temperature, when temp is actually mild.

Memory leak & next hotfix

UPDATE: MAYBE I'VE FIXED THE ISSUE WHILE PRESERVING SAVE COMPATILITY, THE HOTFIX IS COMING ON 14th NOVEMBER, AFTER FURTHER TESTING.


Hello survivors! I have bad and a good news for ya...

The last hotfix (v0.88.1) fixed the major bugs, some of which were introduced in the 0.88 update.

There is however an issue with performance: some players report performance decresed after v0.88, I've tested myself and indeed seems there is some sort of memory leak appearing after few minutes of playtime.

The good new is I can fix it! The bad one is that in order to fix it, next update will break save compatibility once again...

I'm trying my best to workaround the issue preserving backsave compatibility, but can't guarantee anything.

Just wanted to let you know, I'll release the fix probably later tonight if everything goes right, so expect your saves to get earsed as soon as you update (maybe no longer the case, read above).

Hotfix v0.88.1 released!

This update IS compatible with savegames from previous v0.88.0!



GRAPHICS:

- [Survival] Several improvements to character animations.
- Stone/Wood Wall sprites blend better together.
- Blood terrain decals size tweaked, and if on water, spawns a red splash effect.

AUDIO:

- [Survival] Added variation to the jump sound (based on actual breath level).
- [Survival] Added more subtle variation to footstep sound (based on terrain).
- Many sounds (like landing, swinging) change volume/pitch based on player/animal weight.
- Pond sound volume is more subtle if the pond is small.
- More minor audio improvements.

STRUCTURES:

- [Survival] While building, the game now shows the actual translucent sprite of the structure that is being built.
- [Survival] Structures placement improved (and walls can now be built on top of others).
- [Survival] Wood Door is highlighted also while opened/closed by the player.

FIXES:

- [Survival] Fixed baby T-Rex/Troodon being often untamable, while still showing the "Animal tamed!" hint (this bug haunted me for years!).
- [Survival] Fixed the game not saving before quitting in Rogue-lite difficulty, and improved the save system (another long standing bug, now gone!).
- [Survival] Fixed a bunch of nasty bugs related to character movement/animation while performing actions.
- [From v0.88.0] [Survival] Fixed Fish disappearing as soon as it is caught.
- [From v0.88.0] [Survival] Fixed butchering carcass for Pelt or Tendon always resuming from ~99% progress, after succesfully completing the action a first time with that carcass.
- [From v0.88.0] [Survival] Fixed Wood Door not being built in the exact choosen spot.
- [From v0.88.0] [Survival] Fixed carving Stone action producing, along with the intended Sharpstone, 2 small stones.
- [From v0.88.0] [AI] Fixed a small calculation error that forced youngster T-Rex to attack any animal approaching a carcass he was guarding, even if much stronger than him.
- [From v0.88.0] [Audio] Fixed a subtle intermittent noise playing during game pause (also during exit menu, character screen etc).

Update v0.88.0 - Gender selection & tons of stuff!

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.





- Added Gender selection when creating a new character:
  • Female can be finally selected at character creation screen, with gameplay, visual and audio differences.
  • Female is physically weaker than male (has less Strength/Health from Body Muscle, and slightly overall, meaning that in a muscle-less character the gender difference is subtle, but with high muscles it is evident).
  • Female consumes less calories and is comparably lighter than male.
  • Female has skills advancement decay speed HALVED, making her much better at retaining/increasing proficiencies.
  • Added "Randomize" button in character creation, allowing to fully randomize the character (both appearence and proficiencies).




- Added the ability to introduce dinosaurs on the island:
  • Added a new button in the God panel: "Add Animal".
  • Pressing "Add Animal" allows to select species and gender of the animal, and release it with LMB (left mouse button).
  • God tutorial updated to cover the new feature.




- Added birds flying off trees:
  • Birds fly when the player or an animal passes by, as well as when the tree catches fire, is struck by lightning or is chopped down.
  • Birds population is simulated via game logic, not directly (like for other animals), and depends on many variables (like number of trees, their age, energy etc).
  • Birds, for now, cannot interact with game world (just like pterosaurs), but they enrich the atmosphere and give a hint about the ecosystem health.




- Mating system and "Alpha" mechanics expanded:
  • Not all species now mate in the same season: Triceratops and T-Rex in late winter, Ankylosaurs and Troodons in spring.
  • Most animals will now mate a single time during the mating season (but this varies depending on the species, gender and Alpha rank).
  • Egg incubation time reduced to 6 ingame days (instead of 10).
  • Egg number produced by each species rebalanced.
  • Changed how Triceratops choose their alpha male, which is based now on who's the most successfull in fights (expect to see much more violent fight during the mating season).
  • Only the Alpha Triceratops can mate now.
  • Alpha male/female has slightly more HP.




- Animal combat improved:
  • Animals are now able to fight each other in many more occasions, since combat events are now "unified" in the code!
  • Added plenty of animal reactions (both offensive and defensive) to make use of the aforementioned change (more to come).
  • Animals will pick their targed based on many variables (just like when hunting) like target armor, population and action.
  • Animals are more reactive to possible threats or opportunities (more to come).
  • Damage dealt and received tweaked for balance.
  • This is still a WIP, expect more improvements to animal combat AI and potential situations!




- Added buildable Wood Wall:
  • Wood Wall requires Building skill lvl 5, as well as 5 Wood and 10 Resin.
  • Wood Wall offers the same insulation of Stone Wall, but, just like Wood Door, degrades from humidity and weather, and receives more damage from Animals.
  • Stone Wall now requires 5 Dung to be built, instead of 5 Resin.




- Structure repairing improved:
  • Structures are repairable also beyond 50% condition (in that case the action is called "Reinforce") depending on Building skill (up to 90% condition).
  • The speed of the repair/reinforce action is also influenced by the structure damage level: more damage requires more time to fix up.
  • The amount of condition increased after the repair/reinforce action is now fixed (and still scales with the quality of the components used, and the starting structure condition).




- Island size increased and map generation improved:
  • Island size increased by ~20%, also, Landmass value in new game screen now ranges from 10% to 100% (instead of 50-150%).
  • Island size and jagging are more coherent with the settings choosen in the new game screen.
  • Mountains, ponds, terrains and vegetation initial placement at island generation improved.
  • Cave generation improved to fix potential collision issues.




Important fixes and more improvements:
    - [Interface] Mouse hover texts are now shown also in God Mode (and also when the game is paused).
    - [Survival] Skill decay is now ALWAYS enabled (regardless of difficulty), but base decay speed reduced (in addition to the aforementioned 50% reduction for Female).
    - [Survival] Removed the character "angle lock" after performing an attack (introduced in the previous v0.85.0 update). This feature was annoying and served a purpose which is no longer necessary after the Stumbling changes mentioned below.
    - [Survival] Stumble conditions changed: instead of stumbling only when moving backwards after jumping/attacking, it always happens in those two circumstances (also when moving forward), and chances are higher when moving backwards/sprinting.
    - [Survival] Chance to stumble reduced globally to 50% (and is now even lower in Normal difficulty).
    - [Survival] Micronutrients renamed to Vitamins, specifically B, C and D (the 3 most important).
    - [Survival] Butchering actions (get Meat/Pelt/Tendon) can be resumed if interrupted, instead of always starting from 0% (if the carcass is eaten by an animal, the advancement shrinks).
    - [Audio] All game sounds are now timescale-dependent, meaning if the game runs in slow motion (like during Equip Mode), you hear sounds in slow motion (and vice-versa). If timescale is too fast (10x or more) sounds are silenced.
    - [Audio] Added a new ambience sounds and improved some existing ones.
    - [AI] Animals will now "migrate" to a different zone of the island when looking for a particular thing, they used to just wander randomly, now they try to evaluate which zone of the island may offer what they're in need for.
    - [Objects] Objects decay rate rebalanced and reduced globally by ~25% (some like player tools and clothes by over 50%!).
    - [Objects] Some items (like Wood/Branch) no longer decay if dry and sheltered from the weather.
    - [Objects] When a BIG Stone is destroyed, it now ALWAYS produces 2 SMALL ones with 50% condition (unless it is broken on purpose by the player, then the condition depends on the original Stone).
    - [Tutorial] General minor Tutorial improvements.
    - [Fix] MANY FIXES - 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!




Dan