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 Doubled time scale + necessary balancing:
One of the most common suggestions, both in the forums and from my friends who play the game, has been the time scale: a day used to pass way too quickly and the player didn't have the time to do even the basic things like gathering enough materials to build a wall or light a fire.
Well, no more!
In this update time scale has been
doubled, along with everything connected to it.
But why did I take so long to make this change? After all, it seems like a mondaine and quick thing to do, in other games it's often just matter of tweaking a variable! The problem is, when I started working on DinoSystem, until few months ago, the code that regulated the weather, vegetation, animal AI and survival mechanics was not intended to scale with the time scale, this means that if i change the time scale, plants continued to produce seeds at the same rate, animals become tired and slept after the same time as well as the player, and so on.
DinoSystem is a complex and emergent ecosystem simulation and that's the price to pay for it: I had to rebalance EVERYTHING and tie it to the time scale, so that in future it will be possible for the player to change it as well, if I'll happen to decide to include this option.
AI enhancements + social behaviour expansion:
Some animals (mainly Troodons) will now sleep together, they used to find a sleeping spot (like a tree), and go each beneath their own personal (or "troodonal") tree. They'll now stick together to stay more protected, same for baby Triceratops, who sleep with the herd, and Tyrannosaurs, who always sleep with their mother (until they're old enough to go on their own).

Along with this, many AI improvements have been made, the more relevant are:
- If you're hitting an animal, and it is dying, a nearby predator, if hungry, may decide to help you out (in order to steal the kill, and the meal).
- Predators will no longer hunt the player if he's close to a fire (that is big enough to scare them).
- Tyrannosaurs will now even hunt adult Troodons if hungry (previously they only hunted youngsters).
- Mommy Tyrannosaur, when a Troodon attacks one of her youngs or steals one of her eggs, has a chance to attack it (if sleeping the chance is lower).
- Troodons are better at evaluating when and if stealing an egg from a nest is a good idea.
- All animals are much better at searching for what they're looking for.
- Predators are better at chasing their preys.

Overall animals are now more efficient nearly at everything, which reduces their chance of extinction and makes them a more serious threat in Survival Mode.
Ecosystem overview in Survival Mode:
Several players pointed out that since the ecosystem in DinoSystem is simulated, and species can go extinct, they had no idea whether killing an animal would drive its species to extinction or not; until now.
I've added a new section in the character info screen (the one enabled with Tab) called "Ecosystem", which allows to check the animal population. The info shown are not super accurate, but they depend on your Zoology skill: the higher the skill, the more accurate the info, think of it as an estimatation (unless Zoology is maxed out). This feature will be expanded in future updates to cover more aspects of the island ecology.

New shadows:
Mountains cast shadows now, as well as the character from a fire. Also, the spear sprite along with minor things have been redone to be more consistant with the other item's quality. There are several other small visual enhancements in this update, you can find them in the
full changelog.

Some more stuff worth mentioning:
- [Survival] It is now possible to start Left Mouse dragging an item that is equipped in a character hand slot (during Equip Mode).
- When inspecting an animal, if it is a young specimen, instead of showing the "Heat" it shows "Parented", which tells you if the animal is protected by the mother or the herd/pack (in Survival Mode you still need a Zoology skill treshold to see it).
- Dead fishes will now occasionally arenate on the beach.
- Eggs receive less damage from weather and low temperature if they're on a nest (even if it's not underground).
- The island shape generated is more consistant with the choosen settings.
- Added two arrows on top of the tutorial window, allowing to skip or replay each chapter of the tutorial (both Survival and God).

Main fixes:
- Fixed some screen recording softwares not being able to record the game.
- Fixed a bug that caused ponds to evaporate much faster in some circumstances.
- Fixed glitched animal fighting/mating animations.
- Fixed eating raw/spoiled food giving negative Toguhness skill, instead of increasing it.
- Fixed a rare bug that prevented the player from gathering stones, leaves etc.
These were only the most relevant changes, there are tons of other in this update, check the
full changelog for the complete list!
A heads up:
I would like to discuss about the future of the game development, but this is probably not the time nor the space to do it. I'll post an announcement in the next days!
Dan