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EVRIMA Patch 0.4.7.05

Hey Islanders, It's been a little while since our last update and our team has been working hard to resolve the various issues reported in EVRIMA version 0.4.3.13. Below you'll find an informative changelog, listing everything we've added/fixed/optimised for this patch. If you encounter any issues or have any feedback you'd like to provide please let us know across our various platforms! We value your input and eagerly look forward to it.

AI is still undergoing vigorous testing from our dedicated QA team and I'll be sure to keep you all updated on it's progress!

Additions
  • Updated game project version to 4.25.1
  • Added a new Steam communication system, to allow more options, faster and more reliable processes, fixing some bugs like needing to restart steam and the game to find servers after being kicked or failing to join.
  • Added an enhanced logout system that requires the player to rest for 60 seconds before leaving the server, to prevent combat logging. Players that do not wait for 60s will leave their character ingame for 5 minutes. Sleeping animations planned for this for the future.
  • Added a mud effect when wallowing. Fades over time or when swimming.
  • Added vocal power to the HUD. Shows how out of breath the player is, etc.
  • Added a knockback effect when the Utahraptor pounces into objects, instead of going through them.
  • Added Spiro map improvements - more river foliage and additional rock formations.
  • Adjusted server list menu to only show servers on the same game version as the player's client (this will be toggleable in future with server filters.)
  • Adjusted the "hide chat" key to F6 from F9, as F9 is used to take screenshots.
  • Adjusted "tip of the tail" modifier to deal negligible damage.


Bug fixes
  • Fixed footsteps not causing splashes in ocean water.
  • Fixed an issue where game would lockup if pressing Enter while chat was hidden.
  • Fixed character's eyes not being visible if on low view distance.
  • Fixed pouncing a Tenonto causing jittery sprinting (pausing every few seconds.)
  • Fixed admin announcements overlapping.
  • Fixed being able to walk underwater beneath a certain rock bridge in one of the Spiro swamps.
  • Fixed being able to drag corpses faster while crouching instead of standing.
  • Fixed adult Utahraptor being able to eat hatchling Utahraptor corpses indefinitely.
  • Fixed being able to drag bodies larger than the player by setting growth with the admin panel.
  • Fixed admin panel targeting other players if it had not fully loaded.
  • Fixed duplicates of servers in the server listing menu when changing the filter.
  • Fixed Tenontosaurus bucking from affecting a third party's stamina if they had bitten the Tenontosaurus before it began bucking.
  • Fixed not being able to use vocals while resting.
  • Fixed Utahraptor being able to eat infinite hatchling bodies without vomiting.
  • Fixed being able to pounce a single Utahraptor with multiple Utahraptors.
  • Fixed Utahraptor floating in mid-air if pounced mid-jump.
  • Fixed Tenontosaurus being able to eat other characters after eating from a bush first.
  • Fixed an input lockup that occurred from spamming the scent key immediately after wallowing.
  • Fixed an issue where the camera would stop moving if the player pressed the cancel button when on the quit menu.
  • Fixed Tenontosaurus dropping deep underwater after a Utahraptor pounced it, while it was swimming.
  • Fixed Utahraptor's pouncing through Tenontosaurus when aimed at its shoulder.
  • Fixed being able to jump while standing up from wallowing.
  • Fixed audio from vocals stopping if the player spammed the chat.
  • Fixed an input lockup that occurred from pressing the eat key while in the grab animation.
  • Fixed being able to free look when not moving completely forward.
  • Fixed various crevices on Spiro.
  • Fixed jitter when exiting waist-deep water while running.
  • Fixed game being blurry.


Performance
  • Attempted fixes to memory leak.
  • Movement stuttering and teleporting improvements. Several patches may still be required to finetune this.
  • CPU process improvements, which should give a performance boost, especially to those with low-end CPUs.
  • New footstep effects and design for testing performance and new future design concepts.