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Update v0.63.0 - Taming system, improved AI balance

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



FULL CHANGELOG


Taming system:


To tame a baby Troodon, drop a meat nearby and wait, if your Zoology skill is high enough and other conditions are met, it will be tamed, you can check the ingame guide for more info, as a new guide section has been added explaining how taming works.

This new system is very basic, but will be expanded in future updates with the ability to use the tamed animals for hunting and other activities. Also, only Troodons can be tamed for now.







Improved AI and long term ecosystem balance:


AI patterns have been improved to make animals more responsive to both environment and player actions. For example, when a Triceratops eats, it will quickly check what is its next priority instead of staying still for a while, same when player attacks.

Predators prey-hunt priority is also reworked to allow them to select preys based on prey population, instead of going for the nearest/easiest prey. They also hunt youngs of their species if they're over-populated. This means they will effectively act as a population regulation agent, instead of leading animals to total extinction.

Along with the AI improvements, there are some vegetation reproduction changes that should improve the long-term plant eaters-vegeration balance as well.



Conclusion:


As always, there are several little additional improvements in this update that you can read in the full changelog.

This update is smaller than usual and also the next one will probably be: reason is this is a bad period for me for personal reason, so I decided to go to Milan and stay there with a friend to distract myself. I'm still working on the game and I will return to full time development as I'm back to Capri (where I live) next month. Please do not think even for a moment I'm losing interest in the game, as it's and will be my focus for many months to come, at least until it's complete (and even after that)!



Dan

Update v0.62.0 - Expanded mapgen, improved weather, many tweaks and fixes!

This update is NOT compatible with old savegames!

Saves from previous versions are automatically DELETED as Steam updates the game, as they're incompatible with the new version. Do not update if you want to finish a previous playthrough first!


FULL CHANGELOG


Expanded island generation:


Added a new game creation parameter: Jagging, which decides how "jagged" the island coastline is, therefore producing more varied and interesting islands. Setting Jagging to 0 creates the same oval shaped island of before this update, while setting it to 100% generates a very jagged coastline, with peninsulas and gulfs:







Note that increasing Jagging will indirectly reduce the island total landmass.



Island size increased:


Generated islands, regardless of the option selected, are now roughly 25% bigger than before, which when setting size 150% is a huge increase! This to both counter balance the fact that the new Jagging parameter reduces the final landmass, and to produce more immersive islands, since performance are getting better as the game is optimized.



Weather improvements:


Rain sound has now two different sounds combined depending on the rain intensity, also rain effect improved:



Added wind gusts happening from time to time, momentarly increasing wind speed and triggering a wind whistle sound.



Take a nap:


You can take a nap instead of sleeping, which makes you wake up much sooner.



Improved player screen:


Character info screen now also shows the current character, zoomed and with his/her gear equipped:





Survival mode rebalancing:


- Reduced damage from MILD starvation, which means you will start getting real damage when your fat reserves are very low, making it easier to survive until you get very skinny.
- Rebalanced food kcal / proteins content, proteins are now much higher.
- Proteins are absorbed/digested much more quickly, which makes it easier for the body to "burn" them to produce energy when calories are low.
- Drink more water with one sip: getting thirst quenched used to require too many sips.
- Dropping with Q now drops one item at time, and now if both hands are free, also drops the gear on your back.
- Buried eggs must be unearthed before being able to take/eat them, which requires some time and effort.
- Skills decay rate now scales by 100% with Stamina (instead of 50%), this means that at 100% Stamina decay won't happen. To compensate this, base decay raised a bit, but overall it is much slower now, especially if you manage to sleep well.
- Melee attack with LMB (left mouse) or during Mouse Turn mode, improved in precision and responsiveness.
- Ranged attack made more fluid and responsive.
- Many more tweaks to the Survival Mode!



Other stuff:


- Added a floating text appearing when the player attacks (including chopping trees) showing the damage dealt:



- Animals produce more eggs, both to reduce the extinction chances and to use room from the larger map.
- Some objects decay rate reduced even further.
- Graphics improvements to fog and reflections.
- Huge optimizations, especially in fullscreen mode.
- Tons of fixes.


As always, make sure to read the full changelog for the complete list of changes!



Dan

Update v0.61.0 - Controls mapping, terrain improvements, much more!

This update SHOULD be compatible with old savegames!

But it's still advised to start a new game, as some changes could potentially corrupt the save.


VIDEO DEVLOG FULL CHANGELOG


Graphics improvements:

Terrain texture have been upscaled by ~50%, along with some changes in the color palette. There are also improvements in weather effects, like snowflakes made bigger and more visible, enhanced rainbow and sunlight reflections.







Controls remapping, at least!

Yes, it's true! It's finally possible to remap most of the game controls from the settings menu, including all the Survival Mode actions. In addition to this, most of the default control keys have been changed to reflect the keys used for similiar actions in other games; remember that now you can always change them at will!



One of the most common problems reported by players are the controls: they are difficult to learn and counter intuitive. Although I'm doing my best to improve the situation with little tweaks here and there, in order to effectively change the movements I should made deep changes in the whole system, which is pretty unlikely to happen. Therefore I hope the ability to remap the controls will help improve the situation, at least partially!



New menu background and music:

Main menu background has been replaced by high quality art from the artist Lukas Jevcak. The new background perfectly recreates the sense of mystery, wonder and loneliness felt during the game, along with the wild, inspiring environment.



The main menu music has been replaced by a longer, more inspiring track. In addition to this, game generation and loading phases pick a random screenshot of the game as background, instead of a black screen.



Hair growth system:

You have now the option to start as a bald or semi-bald character! Hair will gradually grow during the game, based on your conditions (as in real life, hair can grow more quickly based on some factors like metabolism and nutrition).



This still has no impact on the actual game, and you still can't cut them, but in future I'll expand this system to be more organically intertwined with the game mechanics.



Animal pathfinding and ecology improvements:

Animals will now avoid (or try avoiding) obstacles from distance, not only when hitting them. This prevents them from always breaking your walls or hitting each other like bumper cars. In addition, several ecology balance tweaks should improve dinosaurs survival on the long term, although the work on this front is still in progress.

About the Taming system that I announced for this update, unfortunately I had to scrap part of the work done so far on it as I wasn't satisfied with it, so it will come with the next update if everything goes well this time!



Survival Mode tweaks - lots of them:

Needless to say you should check the full changelog under the Survival tab to get a clearer idea of the amount of tweaks done to the Survival Mode.

Just to name a few, Stomach Fullness "cap" relation with metabolism is now inverted: the faster the metabolism, the higher the cap, allowing you to eat more. It also scales partially with Body Fat, which means that being fat urges you to eat more (and get even fatter).

Major rework of how maximum Health and Breath are calculated based on Metabolism, Nutrition/Hydration, body stats and skills.

Most of you will love this one: Building a Thatch or Walls now require less resources (especially wall).

Many, many other things...



Conclusion:

This update brings the game to a level of polish that leads me to consider it closer to the full version than the initial alpha version: in few words, it's now over 50% "complete". I've used the quotes because DinoSystem will never be complete, as I'll continue improving it over and over, but there must be a time when I say "ok, it's a proper game now!".

Now let me stop dreaming and back to work, there is still a huge amount of features and content to add!


As always, please report any bugs, deliver suggestions, and help me share the word about DinoSystem!



Dan

Update v0.60.0 - Troodon, flowers, many fixes and improvements!

This update SHOULD BE compatible with old savegames!

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


Check the FULL CHANGELOG for the complete list of changes in this update!


New animal: Troodon:

Troodon is a small, nimble and smart meat eater covered in feathers, it is more active at night and can hunt in packs. Troodon cares for its youngs even more than the T-Rex, youngsters will follow their mother until adulthood, but they have the bad habit of stealing stuff from other animals nests and.. you, especially when you're sleeping.




Player footsteps:

This is a little thing that enhance the feel and the variety of the game; the character will now leave footsteps on sand or when the soil is wet...




Flowers - for a more colorful world:

Flowers will now bloom in spring and, depending on weather and environment, can continue appearing until summer or even autumn. Flowers are not harvestable yet, but will be in a future update, for now they contribute to enrich the environment with colors, especially in spring.

Also, the new "small plants" system built to implement flowers will allow me to add more type of plants and plant-like things, like mushrooms, that will probably come in the next update.





Tons of little (and bigger) improvements:

The update brings much more to the table, especially tons of fixes, Survival tweaks, AI improvements, ecology balance fine-tuning, and so on!

Player now inflicts more damage with attacks, especially headshots, T-Rex will no longer chase you during the tutorial (unless you're so stupid to provoke them :P), and you can even start the game in "Peaceful mode", with no T-Rex on the map (especially useful for smaller maps).
Stomach fullness has been reworked to be less restricting, and a simple leaf can be used to threat bloodloss, even if not efficiently.

The amount of tweaks is enormous, and I really recommend to check the full changelog for a more detailed view on this update.


A warning about ecology balance:

Reaching a point where the ecosystem is perfectly balanced is no easy task, it requires weeks, if not months of work. Before the Troodon was introduced, the balance was quite good, but everything changed with this new actor, and this required me to rebalance many things. Remember that the game does not "cheat" by spawning new animals or killing the ones that are overpopulating, so it was needed to make little changes in reproduction rates, AI, age process and strength of all animal species.

At this time the balance is not bad, but not as good as it was before this update, and it will require some time before it will be balanced again, so don't dispair if species go extinct too soon or take the upper hand.


Development plan:

As announced in the previous post, big updates will now come on a monthly basis, instead of every two weeks, this will allow me to make more important additions in a more relax manner. But smaller updates (for addressing bugs and balancing) will still come often, even more often than usual.

In the upcoming days, I'm going to overhaul the development roadmap, making it more detailed (like UnrealWorld RPG or Dwarf Fortress did), in order to give you a better idea of the general plan.


Thanks for reading all the badly written stuff, and have fun!
(but pls report bugs :P)



Daniel

Update v0.60 release date announced! (+changelog)

After a long delay, the next big update featuring the nimble Troodon, along with many improvements, is finally approaching!

The update is going to be live on Tuesday 16th this month!

Unless Steam prevents me to upload the files again, there should be no further delays!

In the meantime, you can check the changelog preview, note that the changelog is evolving and will list more changes when the update is released.


Dan