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  3. Patch 0.1.53.0

Patch 0.1.53.0



    General
  • Added the ability of Utah Juveniles to invade burrows
  • Increased movement speed for Giga hatchling
  • Increased buoyancy of juvenile & hatchling Utahraptor
  • Increased adult Dilophosaurus trot and run turn rates
  • Increased camera distance range for adult and juvenile Dilo
  • Increased bite forces of juveniles across the board to be more consistent with their recent weight changes
  • Increased adult T.Rex trotting turn rate
  • Juvenile / subadult T.Rex and Giga now starve faster to make reaching adulthood more challenging
  • Reverted adult Dilo bleed damage back to being 50 instead of 42
  • Updated how the Character menu grabs the weight stat, instead of showing maximum weight for the active growth stage, it should now display your current weight
  • Updated burrow interior mesh
  • Updated animation blend for Galli running kick so it's more noticeable
  • Reduced stamina drain for hatchling Dryo and Galli
  • Reduced firing delay on Triceratops stomp to better fit the animation
  • Added running kick attack for juvenile Gallimimus, buffed juvenile Galli kick radius and damage
  • Increased bite damage for the following juveniles: Utah, Trike, Diablo, Pachy
  • Decreased weight mass & bite damage for adult and juvenile Dryosaurus
  • Increased turning rotation speed for Pachy and Maiasaura
  • Increased camera distance ranges for juvenile & adult Maiasaura
  • Disabled IK while resting
  • Tweaked time of day readout position on Character screen
  • Reduced size of AI Avaceratops gore pile to make it less enticing to large predators
  • Reduced sprint turning speed for Giganotosaurus, increased its trot turning speed
  • Increased sprint speed of Allosaurus & Diabloceratops
  • Increased kick damage for Parasaurolophus
  • Removed unnecessary delay on special attacks for Para, Trike, Galli, Shant
  • Camarasaurus stomp damage is now higher than its tail whip damage instead of being identical
  • Updated the design of the HUD nest icon

    Bug Fixes
  • Duplicated the fix for missing cursor on MOTD for the character screen
  • Fixed loop points for young Pachycephalosaurus eat/drink animations
  • Fixed hatchling Pachy stiffening up when calling in idle state
  • Fixed hatchling Giganotosaurus not vocalizing except on broadcast command
  • Fixed being able to place nests while entering or exiting burrows
  • Fixed adult Gallimimus being able to slide on primary attack
  • Fixed hatchling Dryosaurus and Gallimimus jumping way too high
  • Fixed an issue where the dawn music cue could randomly loop forever
  • Fixed overlong fire delay on Parasaurolophus kick attack
  • Fixed networking and movement being laggy after being teleported

    Isle V3
  • Fixed numerous holes and stuck spots around the island
  • Fixed being able to walk underwater in a few areas
  • Fixed another misaligned physics volume
  • Fixed a couple of large areas that were not covered by edible foliage spawners
  • Fixed grass and bushes growing underwater in a bunch of areas
  • Fixed a stuck spot at the water treatment area
  • Fixed floating objects in Docks area
  • Fixed landscape tile bounds in a couple of areas
  • Added more waterfall meshes to several spots along the mountain rivers
  • Added more accurate navigation volumes around water sources to prevent AI spawning or running into them and dying
  • Added more water sources around the map's northern and southern edges
  • Added more ways in and out of large ravines
  • Added nav modifiers around the docks to stop AI spawning inside
  • Deepened several large rivers, swamps and nearly all lakes to support bigger swimmers
  • Re-aligned a few physics volumes to better fit their water sources
  • Replaced radio tower's man-made pond with natural water pools
  • Smoothed out gaps between a number of landscape tiles
  • Cleared trees from a few of the taller hilltops to give a better view of the surroundings
  • Updated large docks area, less concrete- more sand.
  • Finished several un-finished cliffs
  • Removed water trickle noise from swamp ambience, was a bit weird hearing that on land.
  • Testing a new methodology for looping ambient sound splines; now repositions a single sound source at closest point to the player
  • Updated ocean surf ambience
  • Reduced depth of a few river splines
  • Regenerated landscape proxy meshes for a lot of map tiles
  • Moved more rivers into the persistent level instead of having them intersecting between tiles
  • Removed collision on hanging electrical wires
  • Reduced volume of randomized bird calls