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Update #3.5: Juvenile Pouncing & Interactive Water

Hey Islanders,

Update #3.5 is here, and with it a plethora of bug fixes & quality of life improvements. Be sure to sink your claws into the trailer below for a proper showcase of the new additions!

[previewyoutube][/previewyoutube]

Changelog 0.7.102.30


[h2]Additions[/h2]
  • Added Pounce to the Utahraptor juvenile.
  • Added front limb damage area.
  • Added Buck ability and animations for Pteranodon, Utahraptor, Dryosaurus and Hypsilophodon when being pounced by a Utahraptor juvenile.
  • Added a Ranger and Utility station to Spiro with open interiors.
  • Added "Official" filter for unofficial servers. Any server with "Official" in its name will not be displayed in the server list, excluding our official servers.
  • Added Green color for Official Server names to better distinguish them from unofficial servers.
  • Added new Utahraptor trot animation.
  • Extended Spectator Mode system to show AI.
  • Added toggles to spectator mode using Page Up and Page Down for:
    Show All, Show players only, Show Alive AI only, Show Corpses.
  • Added PageUp and PageDown to action bindings.

[h2]Enhancements[/h2]
  • Replaced the water for rivers, swamps and the ocean with our new Interactive Water system.
  • Set Hypsilophodon tail feathers as tail tip damage area.
  • Made Stegosaurus plates and Hypsilophodon eyebrows ignore damage when hit.
  • Updated all footprints normals atlas.
  • Made Eat hints appear based on corpse, instead of capsule.
  • Made pounce leave crouch state.
  • Updated Pounce to avoid interrupting fall animation in water.
  • Made pounce to play miss animation when landing in shallow water.
  • Reduced attenuation of all creature idle vocal sounds and breath sounds.
  • Reduced night time.
  • Increased strength of creature foley ducking ambience.
  • Made buck apply stamina cost scaled by pouncer's growth.
  • Set Utahraptor growth time to 75 mins.
  • Set Tenontosaurus growth time to 105 mins.
  • Set Carnotaurus growth time to 135 mins.
  • Decreased Pteranodon buoyancy to fix juvenile swimming.
  • Raised the camera if the character is too small to prevent the spring arm from going inside the ground.
  • Audio fixes and improvements to Tenontosaurus jump and vomit, and Dryosaurus jump and evade.

[h2]Bug fixes[/h2]
  • Reworked part of Spectator Mode for better performance server side. This should hopefully fix the rubberbanding issues that were present in the previous patch.
  • Fixed new footprint/blood scent clouds sometimes not fading in.
  • Fixed blood splat scent clouds sometimes persisting indefinitely.
  • Fixed being unable to perform ALT attacks with too low stamina.
  • Fixed damage areas around the neck.
  • Fixed Hypsilophodon not being able to move forward from jumping in place.
  • Fixed rest and ragadoll issue when dying after swallowing.
  • Fixed an issue with Pteranodon vomit animation.
  • Fixed BloodSplat rotation.
  • Fixed some rock collision causing corpses to fall through them.
  • Fixed being able to zoom in and out while sleeping.
  • Fixed sometimes being unable to take off as a Pteranodon after crashing.
  • Fixed Stegosaurus secondary draining double stamina.
  • Fixed adult Deinosuchus aggressive call audio pitch.
  • Fixed EQS not working correctly sometimes.
  • Fixed need to enter water to be able to drink.
  • Fixed chat not auto hiding when using "/".
  • Fixed culling on all buildings.
  • Fixed pickup animation not working sometimes for juvenile Deinosuchus.
  • Fixed juvenile Deinosuchus lunge shake animation not playing.
  • Fixed Fence Collision issues.
  • Fixed drink hint showing up while being lunged.
  • Fixed swallowing issues when interrupted underwater if already initiated.
  • Fixed characters jumping out of the water when ascending quickly.
  • Fixed not sinking occasionally when out of stamina.
  • Fixed issue with rotation during pounce, most notably during bucking animations.
  • Fixed Deinosuchus fall not applying damage in water
  • Fixed lunge causing corpses to not float sometimes.
  • Fixed age modulation for Tenontosaurus rest sounds.
  • Fixed inaccurate vomit duration if the server restarts during it.

Roadmap Update

Hey Islanders,

It's time for the release of our updated EVRIMA Roadmap, which is predominantly based upon what we have learned through both EVRIMA's development process, and Legacy's mistakes. The initial launch of The Isle focused on rapid introduction of playable dinosaurs with little to no diversity of playstyle or uniqueness. Though the EVRIMA roster is much smaller, the terrestrial, aquatic, and aerial creatures all have base implementation complete and shared features. With our observations of the active state of the game, as well as what has shown to be the most positive receptions, we firmly believe primary development focus should be on mechanics, and not arbitrary roster expansion.

Below the link, I've outlined the various changes to the Roadmap, be sure to let us know what you think!

Roadmap Link: https://trello.com/b/G5tsb4XI/public-roadmap

[h2]Roadmap Changes[/h2]

[h3]Updated Labels[/h3]
'Not Started' has been renamed to 'Pre-Production'.
'Complete' has been renamed to 'Implemented'.

These two changes have been made to more accurately reflect the different phases of development and status of the content.

[h3]Previous Updates[/h3]
Released updates will now be merged into a single column, preventing the board from becoming cluttered whilst still leaving an archive of our journey.

[h3]Update Order[/h3]
As part of our drive to optimize our production process, we've split the updates into smaller chunks. These shifts should allow us to update faster while still focusing on delivering meaningful content that adds to the gameplay experience. Sub-updates will also share the same column as their parent update, ensuring that the majority of the roadmap is viewable without unnecessary side-scrolling.

[h3]Update #4: Diets & Fractures[/h3]
Diets will now accompany the debut of our Fracture system. One of the main issues with current gameplay is the lack of an intricate game loop, resulting in players opting to spend the majority of their time in one area of the map. The Diet system will encourage and reward players for striking out into the world to fulfill their various needs, as well as providing herbivores in particular, a far more meaningful gameplay experience.

[h3]Update #4.5: Pachycephalosaurus[/h3]
While Fractures can be inflicted in a variety of different ways, it simply wouldn't be the same without a certain hard-headed and irritable herbivore administering them the old fashioned way.

[h3]Update #5: Ancestry[/h3]
We've heard your feedback and rest assured, we are well aware of the popularity surrounding the beloved Nesting and Skin systems. So we're happy to announce that they've both been moved up to Update #5. Expanding upon each system and introducing a brand new one.

[h3]Update #5.5: Improved Day/Night Cycle + Night Vision[/h3]
The implementation of Night Vision will have a profound effect on the way players behave at night. During this time it is imperative for us to actively monitor the balance between the various species, hence why we have decided not to include a new playable creature as part of this update.

[h3]Update #6: Gore[/h3]
Gore will be a significant undertaking. Therefore we firmly believe that it is appropriate to debut as it's own focused update. We'd also like to remind everyone that The Isle is intended to be a survival horror game, first and foremost. The implementation of Gore will usher in a much darker tone for the game that is far more violent and visceral than what you have come to know. Our aim is to replicate the beauty and unapologetic savagery of nature.

[h3]Update #6.5: Night Terrors[/h3]
While you may find poisonous plants out in the world, it'd be a tad strange if venom were to debut without something designed to inflict that nasty bite.

[h3]Ongoing Content[/h3]
Both the Perk System and the UI Overhaul have been moved into the Ongoing Content column. The Perk System is designed to have interactions with various systems such as Diets, Nesting and more, therefore we feel that it's more appropriate for it's implementation to be more of a process, akin to the Elder System. Given that the UI Overhaul will affect all current and future menus/mechanics it also makes more sense to be part of our Ongoing Content column. AI has been merged into a singular card, to prevent the roadmap from being spammed with too many cards.

[h3]Inhabitants[/h3]
The Inhabitants column allows you to stay up-to-date with our various playables as they make their way through the development pipeline, including updates/adjustments to inhabitants that have already been implemented. Keep in mind, this list does not currently encompass the full roster of animals that we have planned for EVRIMA. It will be updated as time goes on.

EVRIMA Patch 0.7.92.02

Hey Islanders,

We're deploying an additional hotfix aimed at resolving some issues that were introduced in our previous patch. If you aren't able to see the update, simply restart your Steam client and your game should update to the latest available version.

Changelog 0.7.92.02


[h2]Bug fixes[/h2]
  • Fixed Spectator mode causing a memory leak on an Admin's client.
  • Fixed a number of server calls that negatively impacted performance.
  • Adjusted a few numerical server logs.

EVRIMA Patch 0.7.91.13

Hey Islanders,

We hope that you've all been enjoying Update #3. Here's a small hotfix aimed at resolving a variety of reported issues, as well as improving admin functionality.

Changelog 0.7.91.13


[h2]Additions[/h2]
  • Added server logs for some abilities.
  • Added name toggle for admins (default key: "End").
  • Added extra info panel to the spectator mode. (default key: "M").
  • Added the ability to teleport to players in spectator mode for admins.
  • Added groups to server chat logs.
  • Added server logs for admins entering spectator mode and toggling names.
  • Added keybinds for toggle names and extra info panel.

[h2]Enhancements[/h2]
  • Vocals and footstep sound improvements.
  • Disabled pack scent appearing for players that are underwater.
  • Filtered out some steam verbose logs.
  • Made attacks that hit multiple locations apply the highest damage multiplier.
  • Made characters only start swimming when deeper into the water, prevents swimming above water when going to land or sliding backward.
  • Made disconnect server log async.
  • Made spectator mode toggle with default key: "Del".
  • Toggle names can now be used in both spectator mode or gameplay mode.

[h2]Bug fixes[/h2]
  • Fixed chat not autoshowing.
  • Fixed fall damage sometimes being applied multiple times in water.
  • Fixed sliding after login.
  • Fixed jitter while jumping.
  • Fixed rest ability being affect by vocals when the stand up animation is playing.
  • Fixed and improved several server logs.
  • Fixed spectator mode causing admins to remain invisible sometimes.
  • Fixed spectator name tag inconsistencies and bugs when players log in or out.
  • Fixed lunge causing scaling issues on its target.
  • Fixed other Pteranodon's going into falling animation after biting/skimming.
  • Fixed "jelly legs" occuring rarely after being lunged by a Deinosuchus.
  • Fixed issue with bleeding not properly applying clog decrease %.
  • Fixed corpses going into the idle pose in some cases.

[h2]Known Issues[/h2]

Below is a list of high priority issues that we will be aiming to resolve in another hotfix before we press on towards Update #4.

  • Rare issue where players can fall underneath the map.
  • Occasionally players may not be able to spawn as a Deinosuchus. Relog to fix it.
  • Spinning corpses.

DevBlog #12: New Heights, New Depths


[h2]FTessaro - Lead Programmer[/h2]
It’s been another month of extensive work on Update 3. Much of it spent hammering out issues discovered throughout the stress test, which gave us an absolutely enormous amount of helpful information about the server and some hacks that were trying to mess with it.

There have also been a lot of minor changes to the codebase, primarily aimed at improving server side performance, there are however some client side optimizations as well, but some of those optimizations may not be implemented in the first release of the update, they’ll most likely be delivered in further patches or hotfixes.

As always, a lot of bug fixes and improvements to old and new mechanics, but also small additions, such as the swallowing animation that you may have seen during the stress test, the gore masks for Ptera, Deino, Carno and more. Some of which have been purposefully left for you to discover. Expect to see even more coming down the pipeline soon and with the addition of new members to the team we expect productivity to increase that much more. Not much more to say at this time, but rest assured we’re all hard at work and pushing forward. See you next time!


[h2]dmIV - Programmer[/h2]
I started the month with some animation system changes to the deino. When turning in place while swimming it now plays a dedicated animation instead of just using the standard swimming animations. Swimming movement is pretty difficult to get done right, due to it having to be very smooth without any sudden snaps that we might get away with on land. Fortunately though it worked out without a hitch.

Issues kept popping up with our swimming system throughout development. We’ve been making changes to have it working right, but we just kept running into more difficult problems. So I ended up reworking it quite significantly and now we have a system that’s less error-prone and easier to work with. This ended up being quite challenging due to having to dig deep into engine code, but it ended up working well and got rid of our previous issues, so it was worth it. Even if we ended up releasing a build that allowed players to swim in the air. At least you got some insight into what we put QA through.


[h2]Amar0k - Programmer[/h2]
Well it’s been a crazy month for me, some of you have seen I've finally moved into my new place and settled in… Before an incident where I accidentally flooded half of it, oddly fitting during the development of an aquatic update.

There has been an absolutely enormous amount of bug fixing going on as we got things ready for Update 3’s release. Besides that however, performance improvements to AI and productionising code so we can speed up development times and make sure we have a robust foundation to move forward with. I’ve had some fun with the Utahraptor AI and I'm pushing to get that out as soon as possible as I'm sure you’re all sick of the Dryosaurus AI by now. That pretty much wraps it up from me. I hope everyone has been having fun with the stress test and look forward to seeing more jump scares!


[h2]Tapwing - Concept Artist[/h2]

This was one of the more straightforward creatures to work with. We liked the base design of the original Shant, so we started with that and tweaked body proportions to something that looked heavier yet balanced. With the redesign we also took the opportunity to add a couple features; the Shant’s notably square chin and the Edmontosaurini’s famous hoof-like forelegs.

Lastly was the spine. Fred had come up with a whole set of really nice options, but one of his in particular caught my eye for two reasons:

#1 was the slightly macabre look the spikes could have if you weren’t all that familiar with the Shant’s skeletal.

#2 was the 2nd silhouette it gave the animal - giving it a nice singular curve to it’s back that felt reminiscent of the original design while still letting the duo hump shape of the animal's actual back shine through.


[h2]Wedge - Sound Designer[/h2]
With the majority of audio work needed for update 3 rounded out (aside from the occasional fix, improvement or tweak) my attention has been fully focused on re-making the ambient audio, in this month’s case, the swamp and jungle environments.

A huge amount of the process has involved trial and error approaches to create a more dynamic ambient environment, the final result of experimentation has led me to use a larger array of audio loops, which are less dense than the ones previously used. The volumes of these loops are carefully and methodically modulated over time to create peaks and troughs in the density of the ambient track. I divided these audio loops into categories - birds, insects and a distant bedding – the latter being used to create a sense of fullness without occupying too much of the dynamic headroom. This allows more dynamic range to play with, which can be filled with the audio produced from the actions of players, punctuating the ambience opposed to fighting with it. Although the end result gives a much more immersive and diverse audio experience, using a larger variety of audio loops, which do not have a definite audio volume point of reference, has made the mix process slightly more cumbersome. However, the swamp Biome is now complete and Jungle not far behind, after which I will be moving on to creating ambiences for Biomes that have not yet had their own audio in Evrima.

I have also designed a selection of one-shot audio files of fauna and generic dinosaur calls to be used in the night ambience. Combining these sounds with a restrained and evolving approach to ambient loops will give a much more suspenseful effect to the night ambience, laying the groundwork to build on when we tackle upcoming content such as Night Vision.

An important aspect that was stressed when implementing these calls, particularly the generic dinosaur calls, was ensuring they do not confuse people into thinking we have snuck in some new playables. Although the audio files created have the weight and power to be used as calls for large creatures, they are routed through real-time processing to put these sounds spatially into the distance so they blend with the ambience, providing atmosphere and immersion and not distractions.

Alongside these changes to the ambiences, I have also been looking at further improving the vocal attenuations, both for realism and so they work harmoniously with the ambience from larger distances, some of which can be heard in Update 3, the remaining majority of changes will be added alongside the new ambiences when all are complete.


[h2]KissenKitten - Producer[/h2]
We’re back, back, back again and happy to finally release Update 3! It really beat us down trying to get the feeling just right. We spent the vast majority of April really trying to fine tune the Ptera and Deino gameplay into something that felt satisfying. While we are happy with where things ended up and it would appear many of you are as well, there are still one or two outstanding features we want to deliver on for those two animals. Like most of what we do these days, it’s going to require some new tech. So those things will be developed in the background alongside standard production.

Now that Update 3 is released we’re moving straight into Update 4. But before we dig deeper into that, there are going to be some shifts made to the roadmap that we hope you will like. The decisions we’ve made really focus on the systems that add replayability to the game, are foundational, fun and also, hotly requested. With some of the coming shifts we should be able to update faster while still focusing on delivering meaningful content that adds to the gameplay experience and isn’t just cosmetic. Be on the lookout for those changes soon. An announcement will accompany it’s release. Let us know what you think.

Lastly, stay tuned for further development of the Pachy. A hard-headed and irritable herbivore with trouble on the brain. Show it an immovable object and the Pachy will put it to the test. Don’t let it’s stature fool you, tangling with the wrong Pachy can have crippling consequences. Leaving you dazed, damaged or a wet pile of battered flesh. Approach with caution!

The animation team is hammering away at the Pachy’s animations and personality. With a fair amount completed and more to be checked off soon, in addition to some reactionary animations for it’s targets. WHAM! We’ve also got some more things blooming on the horizon by way of map changes, flora, fauna, human structures and humans themselves. We’re growing our team slowly but surely to add more quality and expedience to production. A few more key components and we’ll be right where we want to be. Be good, be kind.


[h2]Closing Remarks[/h2]
That's a wrap for Update #3 & April folks. It's been an incredibly busy month as we hammered out issue after issue during the stress test, which we are incredibly thankful to our community for participating in. Through your gameplay we received an absolutely staggering amount of useful data that helps us push forward towards our ultimate goal of creating the game that we've all been dreaming of since our childhoods.

Before we go however, I'll leave a link to our trailer for Update #3. Prepare to soar through the skies as the nimble Pteranodon and delve the darkest depths as the terrifying Deinosuchus. Enjoy!

[previewyoutube][/previewyoutube]