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EVRIMA Patch 0.5.12.08

[h2]Changelog 0.5.12.08[/h2]

Additions
  • Added Faction list after joining a server and when respawning.
  • Added new Utahraptor bite attack ALT + LMB.
  • Added the Dryosaurus class as a playable.
  • Added Dryosaurus Special Ability (Dodge using RMB).
  • Added Dryosaurus AI. Runs from players bigger than itself, will fight back against juvenile creatures. Still WIP - see our roadmap for the current progress.
  • Added grouping system (Use 2 call to group with other players. The groups are persistent and each species has a different limit to the amount of players in one group - please let us know feedback on them!)
  • Added group members damage reduction (10%).
  • Added group chat for the new system.
  • Added moving graze mechanic.
  • Added fall damage.
  • Added river PP volume
  • Added 5 second cooldown to close settings when applying changes (to prevent players exploiting the few seconds that foliage is invisible.)
  • Added loading screens in various places.
  • Added prediction to AI targeting.
  • Added a hint for eating, drinking and interacting.
  • Added a solution for Listener Location be set to Camera when overlapping water bodies.
  • Added "Hide Full" and "Hide Empty" server filter options.
  • Added a small camera shake when damaged.
  • Added more spawn points to Spiro.
  • Added ????? ????? (Transmission Received: Exploration Recommended).


Enhancements
  • Server and client performance improvements. (WIP)
  • Improvements to footprint scent performance.
  • Improvements to pack scent performance.
  • Updated max zoom distance.
  • Reduced decal render distance.
  • Made rest ability cancel safe logout properly.
  • Corrections to environment resources.
  • Refined AI movement around players to be more stable.
  • Pounce improvements and initial new mechanics. (WIP)
  • Made scars more visible.
  • Improved ragdolls when carried.
  • Improved corpse dragging (WIP)
  • Made Utahraptor alt bite damage multiple targets.
  • Made post process volumes deactivate when leaving water.
  • Made falling deal damage to the pouncer.
  • Adjusted water sound for the ocean.
  • Made sprint stay enabled if shift is tapped for a short time, to disable press again or come to a stop.
  • Made puke decal visible above footprints.
  • Corrections to character materials.
  • Adjusted pounce to avoid going too high.
  • Made grazing only give food to 20% max hunger.
  • Mouth blood decal saves when relogging.


Balance
  • Adjusted all dinosaur speeds to be slower.
  • Lowered Tenontosaurus juvenile max health.
  • Added stamina cost to new Utahraptor alt bite (4%).
  • Made Tenontosaurus claw deal damage while turning.
  • Updated hunger and thirst decays so that players can't reach adult without eating or drinking.


Bug fixes
  • Fixed chat showing the incorrect mode if typing in another channel.
  • Fixed water PP persisiting after respawn.
  • Fixed Tenontosaurus claw attack being blocked from turning.
  • Fixed footprint scent cloud instances not disappearing if the footprint actor is destroyed by fading out.
  • Fixed footprint scent cloud deforming away from origin.
  • Fixed issue with activating scent while footprints are fading out.
  • Fixed aerial collision not working.
  • Fixed saves not being loaded sometimes.
  • Fixed not repossessing unsafely logged out characters.
  • Fixed scented footprint decals disappearing after the highlight effect fades.
  • Fixed eating causing an input lockup while corpse dragging.
  • Fixed extra animation after drinking.
  • Fixed piece of meat from eating not replicating.
  • Fixed swallow animation not working sometimes.
  • Fixed player entry duplication when pressing tab/end many times.
  • Fixed eating plants not ending correctly.
  • Fixed an issue where the title menu wouldn't appear for the client.
  • Fixed river scent particles coming from the wrong place.
  • Fixed several UI elements.
  • Fixed being able to eat corpses that were dragged away.
  • Fixed collision of some plants.
  • Fixed abilities being activated with admin panel opened.
  • Fixed server name filter not showing any servers sometimes.
  • Fixed player search on player list being misaligned on widescreen monitors.
  • Fixed "Scanning All Frequencies" disappearing if refresh was clicked while it was present.
  • Fixed admin panel not auto updating when a player was kicked.
  • Fixed players becoming stuck in the "V-tree of doom".
  • Fixed issue where holding Shift in mid-air would cause stamina to drain.
  • Fixed dragged corpses sometimes disappearing.


It is important to note that the bugs encountered by QA whilst testing the new mechanics have not been listed here. These issues mostly pertained to the new grouping system, AI, Performance, fall damage and the Dryosaurus playable.

[h3]Known Issues[/h3]

List of our high priority issues. Report additional bugs here: https://forms.gle/ufXDnxNfhRhZ7CCi8

  • Server bans still a WIP.
  • If server FPS drops too low, players will drop suddenly while swimming.
  • AI will sometimes swim facing the wrong direction.
  • AI can sometimes spawn above trees. They do not have fall damage as a countermeasure for now.

Devblog #4: Back on the Road!

[h2]Filipe - Lead Programmer[/h2]
It has been a while since our last devblog, but that doesn't mean we were any less busy. In the last week we’ve been occupied with bug fixes and performance improvements. Servers in general were having CPU performance hits to process all the game logic and replications, creating lag that isn't related to bandwidth, but simply the time the server takes to process what is needed. Besides that, clients were encountering several performance problems, which the most common is an over time one, that some people refer to as “Memory Leak”, but in fact, it was a combination of problems in the rendering process and collisions.

For both the Server and Client we managed to make improvements such as increased server stability and processing, significantly reducing the “lag”, client rendering improvements and much more stable over time performance. During this time we also managed to introduce some new mechanics, which the other programmers are going to talk about, as well as additional dinosaurs that are coming soon and faster.

We’re aware that we still have some issues to resolve, especially related to UI and pounce for example. Some of the problems with pounce were related to actors teleporting, which we’ve managed to reduce with the performance improvements, but pounce is a work in progress mechanic and will be changed heavily in future updates. Remember we will continue to optimise performance throughout the development process to allow for even more players and mechanics. For those asking about those new things, check out our realtime roadmap!


[h2]dmIV - Programmer[/h2]
After releasing the safe log mechanic I continued with tying it to a sleeping state. It’s an extension to the rest ability we already had in place, so adding it was relatively simple. The original fade out I made was pretty basic and we wanted to improve it. The team looked at several different visuals and we went with a UI-based approach. I feel satisfied about how the whole thing looks.

Not a month can go by without improvements to the scent mechanic. This time I made footprints be managed separately from other scentable objects. This allowed for increasing the scent range significantly, while reducing it for just footprints. Thus you can smell food and water from much further away without footprint detection reducing the performance. I also finally got around to optimizing the way footprint effects appear. Originally there was a noticeable FPS drop when the effects fade in and out, now that’s a thing of the past. Newly scented footprints will still fade in gradually. Each character has a number of footprints they can leave, so when that number is reached we remove the oldest footprints. I made that fade out smoothly as well. We had various other issues with footprint scent as well that I finally got around to fixing, so it’s a huge relief to finally put those behind me.

I also implemented a pack scent mechanic, that you might have already seen in game in the form of orange clouds. It’s our way of combating large or mixed packs. When too many dinosaurs gather in an area they become detectable from far away. Different species have different pack ranges and dinosaur counts, with young dinos contributing less to the pack size. The system can be configured separately for dinosaurs of different species, so a mixed pack can show up with much less members than same-species groups.

I worked on the programming side of making water post processing functional. The ocean and swamps were fairly straightforward and came together in a short time, but rivers were more challenging. They needed a different implementation both in terms of just making the effects work and programming logic to support it. We are close to the finish, though, so expect pretty rivers in the near future!

We know you were disappointed about AI not making it to the last patch, so we worked hard on improving performance to support it. Most of the network usage comes from movement. Faster characters also need to use more data to avoid jittering/teleportation. I made the server dynamically change the individual characters’ update rates depending on their velocity. This results in significantly reduced bandwidth being spent on slow/idle characters and that bandwidth can be spent on something more important.

We also had huge FPS drops when a large crowd of dinosaurs gathered tightly. I looked into why that was happening and fixed it. All the changes we made add up to provide you a smooth gameplay experience.


[h2]Amar0k - Programmer[/h2]
Heyo, I feel like these dev blogs are every week not every month... Time flies. Not a lot to talk about this time around. Although it's been a busy month fixing issues with AI and looking heavily into performance for server and client, Lots of really good improvements are being pushed into QA at the moment. AI was delayed due to some issues with performance and optimization. I won't bore you with the details but when AI is not rendered by any character it goes into a sort of sleep mode which was having unexpected results however all of which seem to be resolved. I'm hoping by the time this goes out AI is either with you or coming very soon.

I have also been busy working on grouping over the last few days so you can enjoy playing with friends in a team again. Original concept was to use a multi-wheel however we felt adding it for a single feature didn’t feel right. So the initial implementation is 2-calling(Friendly Call) near other players and they will receive a group invitation they can accept or decline. You have to be next to each other and you can block further requests to avoid spam. I know a lot of people have been requesting this so hopefully it gets through QA in a timely manner.

I know some people have been asking why I haven't been streaming. I think most of that is pretty self explanatory. I do plan to start again in the coming weeks though. So hopefully I can help keep everyone up to date on what’s being worked on. We have a nice new realtime roadmap where you can also check out what's to come!


[h2]VisualTech48 - Environment Modeller[/h2]
Hope you all are doing well, had a pleasant chat recently with the community, and as I said something might come up of mine this patch, it most likely will.

This month I’ve been focusing on props and the Modular system for the Utility /Ranger buildings, and doing a lot of prop work, starting with the possible “big prop” you’ll be seeing soon, a radio tower. Pushing mostly prop by prop to be properly done and to look pretty great, like the AC Unit you might have seen while doing the high poly, and the Vent System which we streamed not so while ago.

The Modular system as well is going on its course, with an addition of some textures we might bet soon to testing it out how it stacks and if all of the modules are properly working for a construction of semi small/middle sized buildings which would be found in the wilderness. But all models parts of the kit except the windows are done.

Along with this there has been a lot of work on my texture game, as in, there are a lot of tweaks and additions for the new Utility/Ranger outpost, and I’ll be doing a new trim for the kit as it’s very specific.

Thirdly, I’m slowly importing my stuff in game which, as I said, means that we are 1 step closer to getting something in, most likely starting with the Radio Tower. This along with the Utility/Ranger buildings would bring another cool dimension of mystery for both the humans (at some point) and dinos so I can’t wait to put this stuff into the game.


[h2]dinosauriac - Sound Design[/h2]
With a new playable dinosaur coming in the near future, the past couple of weeks have been a lot of mixing and experimentation to find the voice for Oviraptor. An excitable little thing, their speech is mostly made of short bird-like chirps and trills, which they produce in melodic sequences. Animation and I decided to give it a musical personality to set it apart from a lot of the other dinosaurs in-game...

Some of you will have no doubt seen that some old friends are returning to the game if you've looked at our roadmap, so I have also started touching up the Carno, Dryo and Stego vocal sets in preparation for their reintroduction. Their entire range of calls were remade last year, and are now higher quality with greater variation. Now comes the final task of implementing them into the game along with their new animations.

One thing I've been working to make sure of during "Evrima" is that everything is set up in such a way that it would be relatively easy for others to make their own dinosaur vocal sets further down the line. There are soundcue templates and attenuation presets I've created for the different "weight classes" of creatures, for the sake of consistency among the game's species and to reduce iteration time when making new content. These are more rough guidelines than strict rules, something Utahraptor-sized or below is usually considered "Small" whilst the average hadrosaur such as Maisaura would fall into the "Medium" bracket.

Since there are creatures in this game that go from the size of a mouse to the size of a house, we've had to work out a lot of fairly complicated transitions to have dinosaurs swap out Small effects sets as they grow big enough to require Medium and Large effects over time (e.g. Tyrannosaurus juveniles have completely different requirements than their adult forms). This is still being perfected, but most areas from vocalizations to footsteps are accounted for and easy enough to make variations of when using the core presets as a starting point.


[h2]Tapwing - Concept Artist[/h2]

At the time I was nose deep in a number of sketches and cleanups, it was a welcome opportunity to tackle a painting again. Art for a wallpaper was called for and I was given free reign on what the subject could be (though still limited to our revealed creatures at the time). At first I wasn’t sure which dinosaur to feature, but after some thought, an old unfinished painting crept into mind. Something that was inspired a while ago by videos of Jaguars hunting crocodiles and originally featured an old fan-made strain of mine.

Well I saw no reason why the half made painting couldn’t be repurposed. The fan-strain was replaced by a Utahraptor and the originally full grown Deino was shrunk down to a juvenile. This still left the piece a bit awkward looking, particularly with the original composition being as close up to the two subjects as it was. Both either looked smaller or larger than they were supposed to, so the piece was going to need more context. To that end, we decided to blow it up and fill it out, fleshing out the forest, populating it with more Utah’s and adding the angry mother Deino for a proper size comparison.



We all knew the ankylosaurus was going to be a challenge. It’s an infamous tank of a dinosaur - sturdy and solid - the only problem was the silly thing had the mobility of a brick with legs. For the animal I’m sure it worked a treat, but for our game - with the map as large as we plan to make it and with the other animals as speedy as they are - Anky was going to need to evolve the ability to run a little. Fred led the charge with the designs, coming up with really nice concepts for armour plating and what would be the final concept for the face. I experimented with the tail and toyed with ways I could lightly break the ankylosaurus’s anatomy into doing things it probably couldn’t do. (Mostly running and being able to bend and twist it’s back some) One of the main references I used were rhinos. As they filled a few categories I was looking for, they had a wide ribcage, armoured looking skin and could run.


[h2]KissenKitten - Producer[/h2]
Heyo everyone! This time around the team has been concentrating very hard on bug fixing and stability. But in addition to that ongoing process, I have shifted everyone’s focus to the roadmap. There you will find a comprehensive guide to what we’re working on (that we want you to know about) at any given moment. The dryo has at last gotten it’s special ability which we’re excited to send to testing. For the moment, it will not be burrowing as we’re going to revamp how that ability works in general. But as I stick to my word where I can, we will still allow the dryo to enter burrows and potentially refurbish them. Think warthog. We still may not allow you to create one from scratch. That is to be determined. With the addition of the dryo’s new special ability, creating burrows may overload it’s kit. Time and playtesting will tell. So we’ll look forward to your feedback on that as time goes on.

Stegosaurus has been rounded out and will be making its way to QA as AI for testing. I may want to add another attack for it but that will come later. With each update we’re trying to insert more and more life onto the island without creating a massive power imbalance amongst players. That being said, we’re gearing up to add new playables to the roster. The Hypsilophodon and the Carnotaurus. The hypsi is well on it’s way animation wise and since it’s a little guy, it’s a lot faster and easier to animate than the larger dinos. Smaller creature, smaller frame range to complete an action. WooHoo! I’m rounding out it’s vocal animations as of this blogpost and will then move into some more exciting animations. So be on the lookout in the Phase Two channel on discord for clips of it’s progress. We’re currently looking into dynamic solutions for it’s brow feathers etc in-engine so Bryan and I do not have to hand animate those things in max. Not the most difficult thing in the world if we have to do it by hand. But definitely more tedious. While we can do a dynamic simulation in max, I want it to have more complex motion than being a limp string in the wind. I want it to more dynamically react to the motion driven from the base. Similar to ribbon twirling. So during all of it’s vocals and actions, the creature is as expressive as can be. Cross your fingers.

The Carnotaurus is earlier in development than the hypsi as it is going to be reanimated from scratch for the most part. The carno, as well as a few of the other older dinosaurs have/had extraordinarily outdated rigs that do not allow for the kinds of actions we need our animals to perform in this new iteration of the game. So unfortunately for the nostalgic, we have to reanimate them. We may keep the same flavor of the older animations though. We’ll see. But fortunately, for the forward thinking, we’re going to be able to do a lot more with these animals than we ever could before. Things we wish we could have done years ago with the animations that we can finally do now. The carno will make it’s return in a big way. Careful this speedy hunter doesn’t sweep you off your feet!

I also have the concept team working on a few things that we’ll reveal to you all at a later date so stay tuned, be kind and be safe! Toodles!

[h2]Closing Remarks[/h2]
That wraps up the August Devblog, we hope that you enjoyed the insight into our development process and look forward to all of your thoughts & feedback! Speaking of feedback… A few days ago we released our new and improved development roadmap, built using significant community input, if you haven’t already I’d suggest giving it a look, it’s another step forward in our mission to increase both transparency and community interaction.

Check it out here: https://trello.com/b/G5tsb4XI/public-roadmap
See you all next month for September’s Devblog! - Punchpacket







New & Improved Development Roadmap

Hey Islanders, a couple months ago we released our initial roadmap via the form of the Dinosaur Batch System, which we received a significant amount of feedback for which we've digested and used to help shape the new and improved roadmap that we're now excited to share! We've opted to go with a public trello board for ease of use and accessibility. Therein, you'll find cards that outline our intentions for each update push we have planned. Which include but are not limited to playable characters and their features, AI, new mechanics, new locations, story elements etc. Below I'll outline some features of the new roadmap and how to utilize them:

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

We'll use the Utahraptor AI card for our example.
- Above the name of each card you'll see a selection of colour-coded flairs, which you can expand by left clicking on. These flairs are a quick way to indicate the progress of a specific item without having to click on the card itself and upon doing so will also expand the flairs underneath every card.

- Left click on the image or text of a card to open it, from there you can see a description of the feature which describes our design intentions. Scrolling down you can see that each card comes with a checklist indicating where that feature is in our pipeline, allowing everyone to follow along with development as things progress. Now you'll know where and what we're working on, hopefully serving as a useful indicator as to when an update may be nearing release. Do note that some of the items in the checklist involve multiple elements. Due to that, it will only be checked off if all of those elements are complete.

I'd also like to mention that our Phase 2 posts will continue, besides our social media channels it's the perfect place to showcase gifs, images and other tidbits that otherwise wouldn't fit on our roadmap. Thank you all for your patience and we look forward to your feedback!


Evrima Patch 0.4.14.07

[h2]Update 0.4.14.07
[/h2]
Hey Islanders! It's been a little while since our last update and we would like to thank you all for your patience and continued feedback.

A lot of this past month for QA has been testing the new AI in development by amarok. Unfortunately, however, the AI has to be delayed for this patch whilst we work to resolve some significant issues. The main reason for this is because the spawning system they currently use seems to have a huge performance hit on servers, resulting in players being unable to interact with each other (pounce stops working entirely, for example) and characters teleporting around. As well as this, we have run into a few issues which include, but aren't limited to, the AI occasionally being invisible in various circumstances, the AI losing aggro very quickly if it cannot reach a player, and the AI becoming stuck in water sources, making for easy and unrewarding kills.

Whilst we know that AI is a long awaited addition, we believe that performance should always come first in these scenarios, especially given the time it has taken for the update to be prepared for release. We'll do our best to keep you all updated on the status of those issues as we diligently work to resolve them. Thank you for your understanding.

[h3]Additions[/h3]
  • Added new Tenontosaurus claw attack when stationary.
  • Added fast get up feature. Press any movement key while resting to stand up quickly at the cost of a portion of your stamina.
  • Added sleeping safelog mechanic. Hold H while resting to begin sleeping, which will initiate a logout timer. When the timer reaches 0, the player will automatically be logged out. This is the only way to initiate your safelog now - using Escape menu to logout will only result in a quick log and leave your character in the server for 5 minutes.
  • Added local and global chat options for servers. More will come with future additions, such as grouping. (press tab to toggle modes while chat is open)
  • Added pack scent mechanic. When many dinosaurs gather in an area they start emitting scent, which gives away their position.
  • Added locked health system. After taking damage, a portion of that damage becomes locked from your maximum health, causing scars that take significantly more time to heal. (Sleep, wallow and rest are going to affect this in the future)
  • Added underwater post process to ocean. (Rivers coming soon)
  • Added tooltips when hovering over stats whilst the chat is open.
  • Added tooltips when hovering over the growth bar in the dino profile.
  • Added distinct sounds for small dino movement on sand.


[h3]New server configurations[/h3]
  • bEnableGlobalChat=true
  • bGlobalIsSpeciesOnly=false
  • bLocalIsSpeciesOnly=true
  • LocalChatRange=20000.f

[h3]Enhancements[/h3]
  • Adjusted ingame screenshot key to F6 from F9 so that the hide chat input didn't overlap.
  • Adjusted mud parameter time to be the same length as masked footprints.
  • Adjusted camera distance to scale with dinosaur growth.
  • Adjusted scent range to go further.
  • Adjusted ragdolls, making them more stable when dragging and better animation blending.
  • Adjusted footprint scent effects to look and perform better.
  • Adjusted ambience sounds.
  • Adjusted Spiro landscape features.
  • Various performance improvements

[h3]Bug fixes[/h3]
  • Fixed players being unable to join servers on a port that wasn't set to 7777.
  • Fixed being unable to eat corpses that were in water.
  • Fixed pressing E on the ocean causing an input lockup.
  • Fixed an uncommon crash that would occur if the player stayed on the main menu for a long duration then pressing the quit button.
  • Fixed the player input locking up when attempting to eat while in the corpse pickup animation.
  • Fixed players being able to logout midair and log back in midair.
  • Fixed Tenontosaurus input being locked up if attacking while wallowing.
  • Fixed safelogging sometimes not removing the player's character from the server.
  • Fixed eating animation continuing briefly when moving immediately after the player stopped eating.
  • Fixed the Utahraptor pounce becoming stuck on a Tenontosaurus if the pounce key was tapped, rather than held.
  • Fixed a rare occurrence where relogging would create a duplicate character.
  • Fixed Tenontosaurus eating animation sometimes not looping correctly.
  • Fixed the player being able to swim in various locations where water was not present.
  • Fixed Utahraptor not producing walking sounds during a specific growth stage.
  • Fixed scent compass not appearing if the player was not in range of scentable assets.
  • Fixed an issue where pouncing a Utahraptor head on would cause the player to lockup and become stuck to the other player.
  • Fixed the player's own footprints showing after masking their scent with wallowing when they shouldn't have been.
  • Fixed Tenontosaurus being able to graze on corpses.
  • Fixed Tenontosaurus being able to graze off living players.
  • Fixed consuming a hatchling Utahraptor causing the player's stats to plummet until they died.
  • Fixed crouching while walking making less noise than crouching while trotting, even though crouching was the same speed.
  • Fixed Utahraptor not holding dead juveniles in their mouth properly if they pounced them to death.
  • Fixed Utahraptor juvenile basic attack being delayed if the player pressed the pounce button first.
  • Fixed Tenontosaurus vocals "stopping in place" from where they were played.
  • Fixed Utahraptor grabbing affecting corpses that were behind the character.
  • Fixed corpses dropping automatically when they collided with another asset.
  • Fixed footprint plumes from scent appearing even after your scent animation had finished.
  • Fixed the skid when landing a pounce as a Utahraptor only showing clientside.
  • Fixed players being able to use scent and drink water at the same time. Cheaters.
  • Fixed being able to drag a corpse at the same time as another player.
  • Fixed an issue where logged out players would sometimes appear on the admin scoreboard without names.
  • Fixed Tenontosaurus sometimes being able to drink from mud instead of wallowing.
  • Fixed Tenontosaurus occasionally becoming stuck when eating from a plant.
  • Fixed Utahraptor locking up other players by swallowing them before they respawned.
  • Fixed the heal admin command not preventing starvation/dehydration if the player was resting.
  • Fixed the hunger UI flickering from red to green when starving.
  • Fixed Tenontosaurus sliding forward at sprint speed after landing a jump while sprinting.
  • Fixed players not being able to hear others out of render distance when they should have been. All sounds will travel much further now.
  • Fixed footprints not being highlighted by scent but the "plumes" still appearing.
  • Fixed tapping the wallow key playing the quick get up animation instead of the regular stand animation.
  • Fixed logged dead players' corpses disappearing if teleported to immediately after they died.
  • Fixed an issue where pressing the grab button as a Utahraptor while sprinting would slow the player down.
  • Fixed corpse physics breaking if the player pressed the grab button while jumping.
  • Fixed being able to instantly clear mud from wallowing if the player wallowed twice.
  • Fixed characters becoming invulnerable if the player quick logs whilst swimming.
  • Fixed Utahraptor rarely becoming locked up when wallowing.
  • Fixed Admin Panel not showing Server Name and Max Players.
  • Fixed unsafe logout players not disappearing from the world.
  • Fixed Mask boolean being overwritten by owning client.


[h3]Known issues[/h3]
Here is a list of some of our known high priority issues, not including the other 100+ bugs on our internal tracker. If you have anything else to add, please use the following form: https://forms.gle/ufXDnxNfhRhZ7CCi8

  • Huge GPU performance impact caused by footprints decal material.
  • Wallowing does not mask clientside footprint tracks when scenting, however, it does still mask your tracks for other players.
  • Global chat will show as LocalSpecies if you are using the LocalSpecies channel. This is a visual issue but shouldn't have any effect on the functionality of the channels.
  • Two or more players pouncing a single target can sometimes cause one of the Utahraptors to "break" - vocals and attacks do not seem to function after this occurs. Relogging fixes the issue.
  • Occasionally using the admin command to slay yourself results in your character being completely invisible clientside. Relogging fixes the issue.
  • Swimming is working a bit wonky at the moment. Players may bounce vertically occasionally.

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.