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Patch 0.16.189 is now available!

Hey Islanders,

A new patch is now available on the Evrima Public Branch. If the update isn't available for download right away, please restart your Steam client. Lastly, we'd like to extend a thank you to everyone that participated in our recent Hordetest.

[h3]Additions:[/h3]
Nightvision adjustments
Added the capability for animals to move between pounce slots (Currently only functional for omniraptor.)
Added manual controls for omniraptor when latched to or pinning a target (Spacebar - Dismount | Primary Attack - Flat Damage | Secondary Attack - Bleed Damage)
Added psittacosaurus AI
Added new patrols system
Gateway WIP port expansion
Swamp biome expansion
Added tenontosaurus pattern C
Added new VFX to Troodon envenomation stages


[h3]Enhancements:[/h3]
Adjusted pickup trace for objects
Replaced various depreciated Cascade VFX
Groups can now see another member's nametag during their broadcast call if they are within audible range
Reduced volume of herrerasaurus slide start layer
Enabled stamina regeneration for pteranodon when latched. Requires 20% stamina or more to begin regen
Updated carnotaurus scaling, weight, damages, and speeds
Adjusted bacteria applied by ceratosaurus based on weights and available bacterial bite
Adjusted swim height for all species
Updated bucking to have a % chance to dismount pouncers
Removed bleed from gallimimus attacks
Sanctuary mushrooms now provide more nutrients to trigger buffs
Ceratosaurus diet - Added diabloceratops and removed troodon.
Omniraptor diet - Added gallimimus and removed dilophosaurus
Reduced launch speed of deinosuchus lunge on land
Fixed inconsistent rain volumes
Temporarily disabled "Truculency" mutation


[h3]Bug Fixes:[/h3]
Fixed human animation rotating backwards when picking up objects
Fixed gore and fruit occasionally getting stuck in the player's face
Fixed the input lock triggered by vomiting
Fixed ceratosaurus bacterial bite consumption
Fixed carnotaurus animation issue if it runs off a ledge when charging
Fixed landscape grasstypes appearing over landscape holes
Fixed deinosuchus lunge vocals not playing in water
Fixed diabloceratops flip attack hitting behind its back
Fixed gallimimus mobilize call sound not playing on F calls while running
Fixed gallimimus not choosing generic/mobilize montage correctly
Fixed Multichambered Lung values not updating properly
Fixed replication issues with debris
Fixed juvenile deinosuchus sink animation offset
Fixed conflict between ceratosaurus manual and automatic chuffing
Fixed dryosaurus dodge vocals not playing
Fixed dryosaurus slide animation playing too quickly
Fixed server password entry box changing sizes
Fixed being able to maintain high speeds by quickly jumping
Fixed hypsilophodon sliding animation playing too quickly
Fixed human not playing animations properly
Fixed herrerasaurus sometimes sliding in idle pose after being knocked down from falling
Fixed herrerasaurus latching location correction not working
Fixed herrerasaurus being able to occasionally climb the air to infinity
Fixed wallow reducing hunger decay during it
Fixed ceratosaurus defense power not applying during pounce damage attacks
Fixed leaving group not removing name tags
Fixed gallimimus foraging not working
Fixed gallimimus headtracking issues
Fixed gallimimus consuming stamina when carrying an object and trying to kick
Fixed skimming not working
Fixed slowdown when trying to sprint in mud
Fixed dilophosaurus charges indicator
Fixed tenontosaurus kick hitbox being too short
Fixed subault beipiaosaurus being able to jump higher than intended
Fixed step height not scaling with growth
Fixed difficulties feeding hatchlings
Fixed Gastronomic Regeneration math error
Fix to physics foliages nearby not disabling if settings are set to false
Fix map kill volumes not forcing a player to respawn
Fixed dryosaurus and hypsilophodon ground clipping issues
Fixed latching being inaccurate on the server
Fixed corpses spontaneously flying into the sky
Fixed waterfall metasounds not retriggering once loaded out of memory
Fix to food diet info sometimes not showing up in profiler UI
Fixed /unstuck command falsely detecting corpses or AI as players


DevBlog #51

[h2]Filipe - Lead Programmer[/h2]
This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.

Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.

Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.


[h2]Ariel - Programmer[/h2]
Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.

Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.


[h2]Amarok - Programmer[/h2]
Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.

Psittacosaurus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but can also be found in some sanctuaries.

Lastly, I’ve made a new RCON tool for internal use and hope to get that into public hands once it’s been evaluated and tested.


[h2]Wedge - Sound Designer[/h2]
This month I’ve been working more on refining the tyrannosaurus sounds. A lot of the sound palette of the calls has been changed, namely a lot of the source sounds being used for the core elements; instead of relying almost solely on animal sounds I started working with recording and processing new source from non-literal sounds – recording metal screeches and groans, glass squeals and moans etc. This took a fair bit of experimenting to find the right source, which once found is then blended with the animal elements to help these sources sound more organic as well as additional processing to give them a vocal quality such as modulated resonant filtering and tremolo.

Specifically for each call these are the main changes that have been made:
  • Injected more dynamics and movement into the broadcast so it has more inconsistencies and is not just a flat note as well as improved the mix of the different layers.
  • Mix improvements and more variations of the alternate broadcast
  • Adding a distinct core to the generic call over the chunky gurgles and groans that it solely consisted of previously
  • Reworked the danger call - reducing the amount of noise that was cluttering the mix from breath and roar layers as well as creating a more unique core to the sound which will be easily identifiable.
  • Worked on blending the layers of the attract call better.

Additionally some of its attacks and idles have also had edits made, making them tighter and removing undesirable elements and more adjustments have been made to the attenuations; refining how they travel and checking at various distance ranges to make sure it sounds appropriate. A custom attenuation setup has been added for the broadcast which has a separate power layer to help give a terrifying impact and crunch even at distance without other breathy and growly elements being audible at distance.

Other tasks I have also worked on this month:
  • Worked on an ambient cue for troodon’s venom that will spawn randomized vocal sounds during its new envenomation setup, same as for the dilophosaurus’ which has now also been implemented.
  • Improved the timings of herrerasaurus’ pounce attack vocal and foley sounds
  • Fixed gallimimus’ mobilize call, dryosaurus’ dodge vocal and deinosuchus’ lunge vocal (in water) not playing
  • Started some early concepting on updating maiasaura’s calls to be in line with the sonic aesthetics.



[h2]Tapwing - 2D Artist[/h2]
This month I got to work on some edits for the elder diabloceratops, beipiaosaurus and the juvenile/hatchling concepts for austroraptor. The direction for the little austros was to go in the opposite direction of the long and sleek adults (Design wise) and make the younger versions progressively rounder and fluffier the closer to hatchling you get. Needless to say baby birds were a big inspiration, mainly that of fowls as well as some songbirds.



On the flip end of cute fluffy dinos, I’ve been doing some additional work for the Gen1 customization, including some close ups and extra detailing of the alternate head variations to get the monstrous humanoid ready for the horror side of the isle.




[h2]Bryan - Animator[/h2]
Another busy month of animation. Been hard at work on a number of dinosaurs. Triceratops sparring is really coming along, I recently completed the horn locking and it really is impressive how solidly two triceratops lock together when sparring as opposed to how freely a diabloceratops could move.



Also been working on getting austroraptor finalized and ready for animation. Its rig has a lot of moving parts but it’s all come together and a few people on the animation team are already working with it to get its list of animations done. A few of the other animals we’ve been working on, like triceratops, maiasaura or diabloceratops have been in legacy and had some animations we could reuse, but austroraptor is different in that it has a whole new skeleton and everything has to be remade from scratch.


Lastly, tyrannosaurus has been featured heavily in my current workload while getting its more advanced locomotion animations completed as we continue to polish the sparring and life stages.

[h2]hypno - QA Lead[/h2]
QA has been spending a good amount of time on balance testing over the past month. Below are just some of the many areas we’ve been looking at:

One of our main focuses was testing the new pounce changes. Being able to switch between pounce “slots” while holding onto your target has been proving extremely useful in combat, allowing the user to avoid having to leap off of a cliff because your target positioned themselves on the edge of one. Having the ability to also pick between raw damage or more bleed with the different mouse buttons has also expanded the utility of the attack. Need to bring something around your size down faster? Focus on the raw damage attack. Target too big to bring down quickly? Focus on using the bleed attack to keep the pressure up with your pack.

Ceratosaurus now takes into account its own and its target’s weights when applying bacteria through its bite. This change alone has shaken up its combat prowess, allowing it to more quickly cause smaller species to vomit while larger ones take additional bites. This change will be even more obvious when we get our apexes in, as the ceratosaurus won’t be able to make them vomit in a few bites, solidifying its place in the ecosystem. Ultimately it is still one of the smaller carnivores on the roster.

Tacking onto Will's highlight of the new environmental and attack sounds for dilophosaurus and troodon, their envenomation mechanic has also received their suite of sounds, including ambient vocals from hallucinations. This gives the effect a whole new intensity as the player now feels like they’re constantly surrounded, even when they’re not. This has been very enjoyable to witness in playtesting, as people are now much more paranoid than before.

Night vision has been very well received by the QA team and is undoubtedly the best iteration we’ve had so far. I believe this new system will finally put an end to the case of people playing with NV on constantly, as having it enabled during the day doesn’t give the player any advantage while still giving them a massive advantage at night. As well as this, I’ve tested it against gamma to see the difference, and the results have been very promising—I believe players won’t even feel the need to increase their gamma anymore because of how well it works. QA has been running combat tests at night, and the new system makes the difference between a nocturnal and diurnal creature that much more apparent while still giving all playables an enjoyable playing experience.

For the past few months, QA has also been hard at work cracking down on bug finding, which has led to the discovery of some very strange issues:

Pteranodon AI have decided that the most efficient way to take off is by burrowing their way through a tree first:

[previewyoutube][/previewyoutube]

The animal AI seem to have grown tired of being endlessly hunted and are rising up against dinosaur players. Be on the lookout for each other:



Beware! The infamous land croc returns with its new dodge ability:

[previewyoutube][/previewyoutube]

Last but not least, here’s one for the maiasaura:

[previewyoutube][/previewyoutube]


[h2]KissenKitten - Producer[/h2]
Yet another month that has zipped on by. There’s so much going on right now I don’t know where to begin. Since I’ve got a maiasaura trying to kick me in the face at the moment, I’ll drop some content instead of writing a lengthy post.




The animation team has been hard at work cranking out these animals that you should start seeing more of in the not so distant future. There’s a lot of change incoming. Changes to pretty much every species in the game. Changes to the environment, changes to nightvision, changes to abilities etc. There’s also going to be some animation blending changes that may not make it into the next Hordetest but will likely make an appearance shortly thereafter.

Here’s a sampling of some of the skin work that’s been done for the animals including the tertiary skin for tenontosaurus. The other tertiary skins have been created and should be making their way to you.













Additionally here’s some animations for the austroraptor as the animation team starts knocking it out. You can expect it to be every bit as energetic as some of you may remember it being from legacy but in a fully realized fashion. This is an omniraptor in sport mode, but be careful since it’s also more delicate.












Rounding out, here are some animations for trike and rex










There’s still so much work left to do but we’re getting ever closer to our goal. We set out to improve upon the concepts present in the legacy version of the game and those planted seeds are bearing fruit. More work is being done on the humans as well to get them to a place that will allow them to fully function in the game concretely. As always, be good to one another and see you next month!


Patch 0.15.203 is now available!

Hey Islanders,

We're deploying a small patch aimed at resolving some issues affecting community servers. You may need to restart your Steam client if the patch is not immediately available to download.

[h3]Patch 0.15.203[/h3]
  • Fixed an issue with Windows servers not being joinable.
  • Fixed the config file being overwritten when closing the server.
  • Added logging for server state during startup and connection logs for players.


[h3]Below is an updated Game.ini for Server Owners:[/h3]

[expand]
[/Script/TheIsle.TIGameSession]
ServerName="Server name here" // Server name.
MapName=Gateway
MaxPlayerCount=100 // 100+ player servers is not recommended.
bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal.
bQueueEnabled=false // Enable queue if server slots are all filled.
QueuePort=1000 // Queue port. This port must be open if Queueing is enabled.
bServerPassword=false // Set to true if you want a server password.
ServerPassword="password here" // Your server password.
bRconEnabled=true // Enable RCON.
RconPassword="password here" // RCON password. Do not give this out.
RconPort=5555
bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing.
ServerDayLengthMinutes=45 // Set in minutes.
ServerNightLengthMinutes=20 // Set in minutes.
bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category.
bEnableGlobalChat=false // Enabling the Global Chat panel.
bSpawnPlants=true // Enable plant food spawns.
bSpawnAI=true // Enable AI spawns.
AISpawnInterval=40 // Set how frequently AI can spawn in seconds.
bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations.
MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last.
GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz.
bEnableMutations=true // Enable mutations.

[/Script/TheIsle.TIGameStateBase]
AdminsSteamIDs=Admin steam ID here // SteamID64 format
WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled
// List of all enabled classes. Remove a line to remove a class from spawning. - Can also be managed in Admin Panel in real time.
AllowedClasses=Hypsilophodon
AllowedClasses=Pachycephalosaurus
AllowedClasses=Stegosaurus
AllowedClasses=Tenontosaurus
AllowedClasses=Carnotaurus
AllowedClasses=Ceratosaurus
AllowedClasses=Deinosuchus
AllowedClasses=Diabloceratops
AllowedClasses=Omniraptor
AllowedClasses=Pteranodon
AllowedClasses=Troodon
AllowedClasses=Beipiaosaurus
AllowedClasses=Gallimimus
AllowedClasses=Dilophosaurus
AllowedClasses=Herrerasaurus

// List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations means you must include all mutations you would like available on your server. Listed below are all modifiable mutations with default values. Altering these values may produce unstable gameplay.
// EnabledMutations=Hemomania, 0.05
// EnabledMutations=Hematophagy, 0.25
// EnabledMutations=Accelerated Prey Drive, 0.1
// EnabledMutations=Xerocole Adaptation, 0.2
// EnabledMutations=Hypervigilance, 0.5
// EnabledMutations=Truculency, 0.2
// EnabledMutations=Osteophagic, 0.15
// EnabledMutations=Photosynthetic Regeneration, 0.1
// EnabledMutations=Cellular Regeneration, 0.15
// EnabledMutations=Advanced Gestation, 0.5
// EnabledMutations=Sustained Hydration, 0.2
// EnabledMutations=Enlarged meniscus, 0.15
// EnabledMutations=Efficient Digestion, 0.2
// EnabledMutations=Featherweight, 0.5
// EnabledMutations=Osteosclerosis, 0.2
// EnabledMutations=Wader, 0.25
// EnabledMutations=Epidermal Fibrosis, 0.15
// EnabledMutations=Congenital Hypoalgesia, 0.15
// EnabledMutations=Photosynthetic Tissue, 0.05
// EnabledMutations=Nocturnal, 0.05
// EnabledMutations=Hydroregenerative, 0.25
// EnabledMutations=Increased Inspiratory Capacity, 0.15
// EnabledMutations=Hydrodynamic, 0.15
// EnabledMutations=Submerged Optical Retention, 0.05
// EnabledMutations=Infrasound Communication, 0.5
// EnabledMutations=Augmented Tapetum, 0.5
// EnabledMutations=Hypermetabolic Inanition, 0.15
// EnabledMutations=Tactile Endurance, 0.5
// EnabledMutations=Gastronomic Regeneration, 0.1
// EnabledMutations=Heightened Ghrelin, 0.25
// EnabledMutations=Prolific Reproduction, 0.1
// EnabledMutations=Enhanced Digestion, 0.1
// EnabledMutations=Reinforced Tendons, 0.1
// EnabledMutations=Multichambered Lungs, 0.05
// EnabledMutations=Reabsorption, 1 ****** // Value must be 1 or remove from this list to disable it.
// EnabledMutations=Pit Organ, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Cannibalistic, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Barometric Sensitivity, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Social Behavior, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Traumatic Thrombosis, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Reniculate Kidneys, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Paratrepsis, 1 ****// Value must be 1 or remove from this list to disable it.

// Add the names of each AI class that should be disabled, one line for each.
// DisallowedAIClasses=Compsognathus
// DisallowedAIClasses=Pterodactylus
// DisallowedAIClasses=Boar
// DisallowedAIClasses=Deer
// DisallowedAIClasses=Goat
// DisallowedAIClasses=Seaturtle [/expand]

Patch 0.15.191 is now available!

Hey Islanders,

It's time venture back into The Isle to explore a myriad of new features and locations. Delve into the Mutations system and adapt your animal to survive and thrive across multiple generations. Look your best and stand out from the pack with an array of new skin patterns. Sink your claws into the competition with the Omniraptor's new grapple mechanic, or for those who prefer defense, join the herd as the Diabloceratops, a robust and formidable herbivore that always faces a threat.

You may need to restart your Steam client if the update does not make itself immediately available to download.

[previewyoutube][/previewyoutube]

[h2]Updated server owner configs:[/h2]
[expand] [/Script/TheIsle.TIGameSession]
ServerName="Server name here" // Server name.
MapName=Gateway
MaxPlayerCount=100 // 100+ player servers is not recommended.
bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal.
bQueueEnabled=false // Enable queue if server slots are all filled.
QueuePort=1000 // Queue port. This port must be open if Queueing is enabled.
bServerPassword=false // Set to true if you want a server password.
ServerPassword="password here" // Your server password.
bRconEnabled=true // Enable RCON.
RconPassword="password here" // RCON password. Do not give this out.
RconPort=5555
bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing.
ServerDayLengthMinutes=45 // Set in minutes.
ServerNightLengthMinutes=20 // Set in minutes.
bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category.
bEnableGlobalChat=false // Enabling the Global Chat panel.
bSpawnPlants=true // Enable plant food spawns.
bSpawnAI=true // Enable AI spawns.
AISpawnInterval=40 // Set how frequently AI can spawn in seconds.
bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations.
MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last.
GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz.
bEnableMutations=true // Enable mutations.

[/Script/TheIsle.TIGameStateBase]
AdminsSteamIDs=Admin steam ID here // SteamID64 format
WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled
// List of all enabled classes. Remove a line to remove a class from spawning. - Can also be managed in Admin Panel in real time.
AllowedClasses=Hypsilophodon
AllowedClasses=Pachycephalosaurus
AllowedClasses=Stegosaurus
AllowedClasses=Tenontosaurus
AllowedClasses=Carnotaurus
AllowedClasses=Ceratosaurus
AllowedClasses=Deinosuchus
AllowedClasses=Diabloceratops
AllowedClasses=Omniraptor
AllowedClasses=Pteranodon
AllowedClasses=Troodon
AllowedClasses=Beipiaosaurus
AllowedClasses=Gallimimus
AllowedClasses=Dilophosaurus
AllowedClasses=Herrerasaurus

// List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations means you must include all mutations you would like available on your server. Listed below are all modifiable mutations with default values. Altering these values may produce unstable gameplay.
// EnabledMutations=Hemomania, 0.05
// EnabledMutations=Hematophagy, 0.25
// EnabledMutations=Accelerated Prey Drive, 0.1
// EnabledMutations=Xerocole Adaptation, 0.2
// EnabledMutations=Hypervigilance, 0.5
// EnabledMutations=Truculency, 0.2
// EnabledMutations=Osteophagic, 0.15
// EnabledMutations=Photosynthetic Regeneration, 0.1
// EnabledMutations=Cellular Regeneration, 0.15
// EnabledMutations=Advanced Gestation, 0.5
// EnabledMutations=Sustained Hydration, 0.2
// EnabledMutations=Enlarged meniscus, 0.15
// EnabledMutations=Efficient Digestion, 0.2
// EnabledMutations=Featherweight, 0.5
// EnabledMutations=Osteosclerosis, 0.2
// EnabledMutations=Wader, 0.25
// EnabledMutations=Epidermal Fibrosis, 0.15
// EnabledMutations=Congenital Hypoalgesia, 0.15
// EnabledMutations=Photosynthetic Tissue, 0.05
// EnabledMutations=Nocturnal, 0.05
// EnabledMutations=Hydroregenerative, 0.25
// EnabledMutations=Increased Inspiratory Capacity, 0.15
// EnabledMutations=Hydrodynamic, 0.15
// EnabledMutations=Submerged Optical Retention, 0.05
// EnabledMutations=Infrasound Communication, 0.5
// EnabledMutations=Augmented Tapetum, 0.5
// EnabledMutations=Hypermetabolic Inanition, 0.15
// EnabledMutations=Tactile Endurance, 0.5
// EnabledMutations=Gastronomic Regeneration, 0.1
// EnabledMutations=Heightened Ghrelin, 0.25
// EnabledMutations=Prolific Reproduction, 0.1
// EnabledMutations=Enhanced Digestion, 0.1
// EnabledMutations=Reinforced Tendons, 0.1
// EnabledMutations=Multichambered Lungs, 0.05
// EnabledMutations=Reabsorption, 1 ****** // Value must be 1 or remove from this list to disable it.
// EnabledMutations=Pit Organ, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Cannibalistic, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Barometric Sensitivity, 1 ******// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Social Behavior, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Traumatic Thrombosis, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Reniculate Kidneys, 1 *****// Value must be 1 or remove from this list to disable it.
// EnabledMutations=Paratrepsis, 1 ****// Value must be 1 or remove from this list to disable it.

// Add the names of each AI class that should be disabled, one line for each.
// DisallowedAIClasses=Compsognathus
// DisallowedAIClasses=Pterodactylus
// DisallowedAIClasses=Boar
// DisallowedAIClasses=Deer
// DisallowedAIClasses=Goat
// DisallowedAIClasses=Seaturtle[/expand]


[h3]Additions:[/h3]
  • Added physics foliage to settings menu
  • Added grapple system for omniraptor pounce
  • Added new open body mechanic (tap E 3x)
  • Added mutations
  • Added new skin patterns
  • Added unstuck command
  • Added conditions for more animals to knock food from trees with their abilities
  • Added growth to hypsilophodon
  • Added new admin spectator mode option
  • Added south plains sanctuary

[h3]Enhancements:[/h3]
  • Updated chat UI
  • Allowed semi-aquatics to swallow on the surface of water while moving
  • Updated gallimimus trot speed and animations
  • Adjusted character display in server list to show status of character and tooltip
  • Character display in server list now shows different states for low hunger and thirst
  • Replaced deinosuchus by diabloceratops in omniraptor's diet
  • Added diabloceratops to deinosuchus's diet
  • Increased troodon envenomation potency
  • Adjusted plant spawn slope check
  • Updated lunge balance values
  • Adjusted migration zones plant spawn proportions
  • Reduced troodon's pounce latch stamina cost
  • Updated beipiaosaurus swim stamina values
  • Reduced beipiaosaurus surface swimming speed
  • Adjusted visual and weight growth of the stegosaurus to be more consistent
  • Slightly increased stegosaurus growth time to be in line with other animals
  • Reduced corpse total existing time from 45 to 35mins
  • Improved camera lock during grazing
  • Adjusted the speed of which the mud effect is removed by swimming and rain
  • Players can no longer swallow food whole if it would cause them to vomit. Players can still manually overeat food sources on the ground and will vomit

[h3]Bug fixes:[/h3]
  • Fixed audio crash and stutters
  • Fixed organs and meat chunks falling through the floor
  • Fixed ceratosaurus manual vomit animation
  • Fixed skin creator resolution scale issues
  • Fixed interrupt vocals not working for all clients
  • Fixed various instances where stagger montages were not playing
  • Fixed ceratosaurus mouth animation resetting when taking damage
  • Fixed thirst going up in saltwater after swimming directly into it from freshwater
  • Fixed carnotaurus drag animation visual issue
  • Fixed up/down attacks only triggering when falling down
  • Fixed recoil animations not playing when being latched
  • Fixed gallimimus clipping when scenting and resting
  • Fixed knockdown direction issues with certain weights
  • Fixed animal sprint animations playing at 2x speed
  • Fixed AI sliding
  • Fixed the "hold to sleep" hint sometimes not disappearing
  • Fixed night time config not being respected
  • Fixed dinosaurs not playing the pinned animation when pinned during the vomit animation
  • Fixed carnotaurus charging jitter
  • Fixed human select issue in UI if clicking back on zone spawn list
  • Fixed gallimimus mouth issues while in skin preview
  • Fixed pinned target animation resetting when let go from a pounce by a player if it is still being pounced by other players
  • Fixed rain displaying through water
  • Fixed carnotaurus bite sound cut off
  • Fixed ceratosaurus damage multiplier when releasing RMB to attack
  • Fixed some animation issues when walking after using scent
  • Fixed beipiaosaurus playing its swimming vocal animations after surfacing
  • Fixed sensitivity slider ranges
  • Fixed blind related crash
  • Fixed flung animations playing twice
  • Fixed auto game restart when changing settings that need it
  • Fixed an issue with prelobby character displays
  • Fixed AI spawning inside some larger rocks
  • Fixed the ability to thrash while dragging
  • Fixed deinosuchus and ceratosaurus vomiting when drinking saltwater
  • Fixed juvenile deinosuchus bite sound playing twice
  • Fix to vocal type sounds still spawning underwater
  • Fix to some issues caused by swallowed/Grabbed objects
  • Fixed various issues with body impact sounds
  • Fixed courted dinosaur names sometimes not being set
  • Fixed being able to court while in spar mode
  • Fixed scaling issues of various locomotion vfx
  • Fixed safe logout not being interrupted when resting is interrupted
  • Fixed corpses becoming stuck to deinosuchus face after killing via lunge
  • Fixed deinosuchus calls crossfade from hatchling to juvenile
  • Fixed hatchlings able to open corpses
  • Fixed calls not working if very far away
  • Fixed stegosaurus impale not working
  • Fixed juvenile stegosaurus dig and bite animations deforming the mesh
  • Fixed food inconsistencies on plants and plant chunks
  • Fixed a camera lockup after being woken up from sleeping
  • Fixed domes render
  • Fixed eggs not shaking when hatching
  • Fixed tree texture and collision issues
  • Fixed beipiaosaurus deformation on skin customization screen
  • Fixed attacks sometimes not detecting hitboxes properly
  • Fixed attacks continuing after recoil
  • Fixed tail tip hitboxes
  • Fixed not being able to hit schooling fish
  • Fixed some effects not playing properly while swimming
  • Fixed pteranodon drag animations
  • Fixed meat chunks ragdoll resetting while being carried
  • Fixed pachycephalosaurus ram being blocked while pounced
  • Fixed rare issues with nest detection
  • Fixed some hypsilophodon sounds not modulating pitch with age
  • Fixed deinosuchus juvenile bite audio not playing sometimes
  • Fixed hypsilophodon using the wrong animation for rotten eggs
  • Fixed juvenile hypsilophodon spit
  • Fixed to ceratosaurus bite cancelling the audio for other clients
  • Fixed thrashed organs not being interactable
  • Fixed carried items scaling with growth of the carrier
  • Fixed chicken not playing pinned animation
  • Fixed juvenile gallimimus jaw issue on skin preview
  • Fixed pteranodon not taking damage when flying into the ground
  • Fixed hypsilophodon stamina regeneration after jumping
  • Fixed plant pieces and debris rotation after being dropped while carrying
  • Fixed players getting dusty from laying on any material
  • Fixed chat history box remaining open indefinitely after typing
  • Fixed after vomiting and safe logging, vomit sickness not healing off with time
  • Fixed players are unable to eat if they let hypsilophodon spit fade away
  • Fixed pachycephalosaurus being able to ram while in water
  • Fixed bodies sometimes emitting loud audio after being dragged
  • Fixed jungle ambient foliage volumes
  • Fixed stegosaurus attack power at adult
  • Fixed stegosaurus power swing recoiling when it shouldn't
  • Fixed drowning causing to be kicked
  • Fixed server sometimes not finding the nest to hatch from
  • Fixed unpairing while laying eggs
  • Fixed not being able to wash off hyspilophodon blindness when swimming
  • Fixed hyspilophodon blindness not washing off underwater
  • Fixed pounce not properly latching to target if too close
  • Fixed being unable to slide while biting
  • Fixed herrerasaurus climb up animation ending prematurely
  • Fixed gallimimus jittering after using the mobilize boost
  • Fixed fall damage not triggering
  • Fixed hypsilophodon eyebrows not being colored on A and B patterns
  • Fixed underwater waterfall sounds not attenuating
  • Fixed being unable to pounce humans from the front
  • Fixed inconsistent character acceleration when holding sprint
  • Fixed the gallimimus neck clipping into its body after using the mobilize ability
  • Fixed the juvenile deinosuchus sinking animation
  • Fixed replication issue on destructible fences
  • Fixed hypsilophodon's feet sliding when grazing
  • Fixed breath sounds not scaling with age

DevBlog #50

[h2]Filipe - Lead Programmer[/h2]
While hordetesting continues and some fixes are still being allocated, work continues as normal on the main branch of game development. This month I have been focused on finishing some work in progress mechanics and cleaning up the codebase, refactoring some code and data to be more organized and allow the creation of new dinosaurs or future abilities to be far easier.

In that regard, Rex’s crush and throw abilities are pretty much done code wise and have been sent off to QA for the first round of bug finding. The same applies to Migration Patrols and Mass Migration before we move that to a future Hordetest.

Lastly, several core mechanics are getting their final touches. Pounce is receiving additional function to make it more interactive when latched onto targets, including the capability to dismount in all directions (no more being forced to jump off a ledge to your death). Bucking will also no longer be a random war of stamina attrition, and some animals will have the capability to retaliate against whatever is latched on to them. Some of you may have seen the screenshots for night vision, but there is also a visual update we are trying for scent to make it less UI based.

There is soon to be more, but that is all for now. See you!


[h2]Ariel - Programmer[/h2]
A large part of the month was spent working on bug fixes and tracking down various crashes. We upgraded to a new version of Unreal Engine and it came with some changes under the hood, but in the end we were able to figure them out without missing out on too much sleep. One of the more annoying bugs I dealt with during the month was just a small jitter that sometimes happened when jumping into water. It doesn’t sound like a big deal, but with this being a multiplayer game there’s an entire system in place to synchronize the player’s location between the server and the client, so that can be tricky to work with, but in the end at least I felt great about working it out.

I made some extensions to our ability system that will be used by some of our upcoming playables. It’s a convenient, reusable way to assign multiple actions on the same key and execute the appropriate one based on whether the key was tapped or held. I also worked on a new tool the team can use to more easily compare dinosaurs at different growths, giving us an overview of all dinosaurs in a conveniently comparable format. This should help a lot with balancing and adding new playables to an existing ecosystem and making sure they’re consistent with what’s already there.

I’m also working on some of the final tweaks for the diabloceratops. It’s not something we want to hold back the update for though, so we’re planning to add the dinosaur to the evrima branch in its relatively current state as it’s in a pretty solid spot right now. After we finalize the other changes we’re planning to add them as a smaller patch to help with some of the disconnect of diabloceratops and its intended gameplay.


[h2]VisualTech48 - Environmental artist[/h2]
We’ve missed a month haven’t we? Well I’m back here to show you what I’ve been doing in that time, starting with the finished enclosures that you’ve seen. This is the next step in large format buildings for human gameplay.

The enclosure kit is complete and semi-modular that can support various standard doorways and unique connections to other structures or interior settings like the GUTS.



Next up is an important gadget of the island's surveillance that’s been behind a few of our videos already: the Trail Camera! I’ve made two versions of this, one fully assembled and the other damaged/destroyed. I believe some of you may have found one that got stepped on by an allosaurus.



I was also tasked with creating our signature Dockyard Harbor Master. It featured some very unique parts of the models, which alongside our kit was really fun to make.

It will be featured in our Dockyard soon enough and is again the next step into our building features we want you to see. I was tasked in making its shell and interior layout of walls.



Next up which took a good chunk of my time is the DTA (Dockyard Transportation Area). This behemoth of a building stands tall at 90m of width and 58m of length, not counting its exterior pillars. It's one of the biggest buildings I’ve made, with partly custom parts for the exterior and the use of our kit for our floorplan.

Such a massive structure was intended to temporarily house various animals that would have been moved to or from an island.



And last and not least I’ve done a lot of minor changes to a whole selection of our modular kit, such as adding trims, new wall types, textures, and much more.

This alongside a great update I’ve made towards our small Dockyard Perimeter fences, which now have broken modular parts that allows anyone to build the fences in a far more organic way with full fence destruction.



Thanks everyone, that is it for these crazy two months. Cheers.


[h2]Wedge - Sound Designer[/h2]
Tyrannosaurus’ audio is starting to come together a bit more this month. I’ve been working on more refinement to its calls, still more adjustments to make to get these really hitting right but they are moving in the right direction.
A lot more work has been done on finishing off sounds for the Tyrannosaurus suite, from its pains and attack cues, a general pass adding filler vocalizations, breaths/foley, and new sounds for its crush/throw abilities and new sounds for its death vocalization. There are also several surprise additions to the Tyrannosaurus vocal suite that you all will hear soon.

I have also had a look at the attenuations used for vocals with a fair few improvements. Call attenuations have been improved – specifically in how vocals sound at distance, increasing the amount of spatial processing that is applied and adjusting the filter curves to get closer to a natural sound which should help judging the distance of the source. I also fixed all vocal sounds having no sub frequencies, even in close proximity, even as the animal producing the vocal sound. Finally lesser vocal sounds such as idles, resting etc. are much tighter now, in addition to breaths and some foley sounds (e.g gore when eating a corpse) this should help with not only staying stealthy while hunting or being hunted but also reduce the immersion broken from the distance they were heard at.

I have designed a new set of sounds for the impact of Herrerasaurus’ pounce attack – an impactful landing to indicate the impact of a collision from height is combined with thick hide tearing and a gory squelch to compliment its claws digging into its prey. The landing animation was previously removed but will be reintroduced – this means in addition to the sound of the attack, the vocal sound as it claims its prey will come back into play. However this will not be making its way into the incoming patch.

Finally a large portion of this month has been focused on a whole heap of bug fixes that came with the engine update, the most notable of which being:

Changes to how sounds that happen very often (i.e footsteps, climbing etc.) are managed in memory.
Alterations to waterfall sounds setup reducing the voice count and how its attenuation behaves – (not on hordetesting)

Added sounds to some animations that had none – Galli nest manage, Troodon flung (knocked from latched pounce), Deino open body and Diablo running flip.

Cheers!


[h2]Bryan - Animator[/h2]
It’s been a good month for locomotion. I've been working at getting a bit more Maiasaura animations done, it can swim and graze now. But the main task at the moment is Triceratops’ sparring. Diabloceratops was just a test run, this is the big boy you just don’t mess with. Triceratops is always a tricky beast to do locomotion for as they have a very unusual gait, something between an Alligator and a Horse.




[h2]KissenKitten - Producer[/h2]
Since I made a pretty hefty post last month this one will be short and sweet. We’ve made improvements across the board in pretty much every department and are working on getting this next update out. In exchange for the brevity here’s some work in progress content. As always and with everything in the game, they are all subject to change.