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Patch 0.12.51.02 Now Released!

Hey Islanders,

We are now deploying Gateway to the EVRIMA branch. As outlined in our latest DevBlog, our current live version (Spiro, 0.11.59.04) will be moved to its own branch for a limited time. This move is designed to accommodate players who do not want to partake in active development but wish to continue playing the game on the previous stable version. Once Gateway's gameplay loop is assessed internally as stable and within the intended vision, we will drop support for 0.11.59.04 and return to a unified EVRIMA branch. All Official Servers are also transferring over to Gateway.

As always, you may need to restart your Steam client if the update is not immediately available to download.



Server Owners that utilize Gateway will have to make adjustments to their configuration files. Below, you'll find an example illustrating the required format for your Game.ini. Please note; You also have to use the appropriate depot when hosting for a specific map.

spiro0.11.59.04 - Server branch for Spiro
evrima - Server branch for Gateway

[/Script/TheIsle.TIGameSession]
ServerName=Official Evrima - EU 5
MaxPlayerCount=100
MapName=Gateway
bServerFallDamage=true
ServerDayLengthMinutes=45
ServerNightLengthMinutes=25
bServerDynamicWeather=true
bAllowReplay=false
bQueueEnabled=true
bServerPassword=false
ServerPassword=xxxxxxxxxx
bRconEnabled=true
RconPassword=xxxxxxxxxxxxxx
bSpawnPlants=true
bServerWhitelist=false

[/Script/Engine.GameSession]
MaxPlayers=100


0.12.51.02

Additions
- Added new map (Gateway)
- Added new mechanic: Migrations
- Added new mechanic: Sanctuaries
- Added new AI: Sanctuary Bees
- Added weather
- Added new environmental material effects to dinosaurs
- Added new UI icons
- Added sanctuary (red) mushroom
- Added AI herds
- Added new edible plants: Jackfruit, Banana, Brazil Nuts, Dulse
- Added pushable gates/doors
- Added config option to toggle AI
- Setup new stamina regen during resting
- Setup damage outputs being modified by a player's health
- Added beipi nest animation
- Added new ram impact foley sound
- Added input release to digging so players can interrupt the ending animation
- Added required restarts to certain graphical options that failed to update without them


Balance Changes
- Slightly lowered carnotaurus attack rotations
- Increased some alt attack trace sizes
- Updated cerato bacteria gain values
- Set stego plates and hypsi eyebrows to not block penetration checks
- Enabled dryo evade when sprinting
- Adjusted charge and headbutt interactions
- Added the weight of all pouncers as a check to be able to sprint when being pounced
- Returned stamina cost for alt bites to all animals, besides deino
- Reduced damage output if a player is out of stamina
- Using direction attacks to substitute movement when bleeding now results in proportional drain to the animal's blood pool
- Adjusted stegosaurus growth times
- Adjusted deinosuchus growth times
- Added 20s cooldown to carnotaurus charge
- Globally reduced stamina costs for attempting to pounce and successful pounce states (latched, pinned)
- Removed initial bleed damage on pounce
- Updated all animals buck stamina damages
- Reduced stamina cost for headbutt and tenonto attacks
- Increased all hatchling/juvenile nightvision ranges
- Removed stamina regen boost from diets
- Adjusted nutrient slot fills so overeating is no longer required
- Adjusted cerato scent ranges
- Reduced stamina cost for bucking off latched players
- Reduced pterodactylus damage
- Increased pachy bleed resists
- Added stenciling effects to deinosuchus's underwater nightvision


Enhancements
- Engine version update
- UI updates
- Landscape shader updates
- Foliage shader updates
- Improvements to pounce animation visuals
- Disabled walking off ledges when standing on foliage
- Vocals and environment sounds improvements
- Updated omniraptor movement animations
- Improved corpse trashing trigger
- Setup day and night lengths to be modified using ini file
- Improvements to pachy ram hit detection
- Vocal calls take several uses before they start to fall in power
- Disabled resting in knee deep water
- Set skin variation to be saved and also exportable/importable
- Improvements to river, lakes and mud pool collisions
- Avoid hit animation when pinned
- Added cooldown colors to charge indicator
- Adjusted crab carry location
- Adjusted sea turtle pounce locations
- Adjusted boar carry position
- Made herbivores and omnivores adjust animation based on its location in relation to the player mesh
- Improvements to fracture animations
- Fixed rotten food not properly giving nutrients
- Updated night vision
- Added brightness curve for night vision
- Reflective eyes added to night vision
- Updates and fixes to fruit math regarding weight
- Fireflies now disappear properly during the day
- Made migration zones show up immediately during scent without having to hold the input
- Reduced intensity of galli feed vocal sound
- Adjusted hypsi footprints size
- Adjusted stego footprints size
- Adjusted organs giving little food/nutrients
- Avoid system spawning plants on big slopes
- Avoid trees being scented, rather than their fruit
- Made debuff nutrients such as cannibal/mushrooms decrease as fast as hunger.
- Block any kind of pickup during charge
- Changed admin panel input name from "Players" to "AdminPanel"
- Increased rate at which pachycephalosaurus eats and drinks


Fixes
- Pounce is no longer interrupted by directional attacks
- Fixed graze still being able to activate while sprinting
- Fixed Ptero using carry and drag anim froms Ptera, causing stretching
- Fixed tenonto default skin
- Fixed some foliage collision
- Fixed galli's environmental alert sounds playing outside of the jungle
- Fixed galli mobilize vocal not having an animation
- Fix to certain diets affecting bleed and health decay
- Fixed not being able to drop a turtle after carrying it
- Fixed deer carry offset
- Vocal sounds will now be heard in replays
- Underwater post process now displays correctly with replays
- Fixed gore scaling in a players mouth if they grew
- Fixed certain blood decay math
- Fix the grab high animation being canceled by certain features
- Fixed galli kick uncrouching when holding something
- Hypsi is now properly set to protein instead of lipids for troodon and ptera
- Fixed tiny footsteps inaudible in deep mud
- Fixed attacks not canceling buck
- Fixed getting interaction hints when latched
- Fix to small deino lunge causing target to be forced out of resting
- Fixed players being able to swallow debris
- Interaction hints do not activate when a player is latched onto a pounce target
- Fixes to blood vfx
- Fixed sliding not working properly
- Fixed ptera not using stamina for takeoffs
- Fixed meat chunks not giving nutrients if a juvenile carnivore swallows them
- Fixed stego 90 degree alt attack resulting in movement lock
- Fixed beipiaosaurus, pachycephalosaurus, and stegosaurus knockdown configuration.
- Fixed swallowed corpses scaling with the player
- Fix to vomit trace
- Fixed input lock if swallowing while vomit sickness is active
- Corpses can no longer be swallowed repeatedly
- Fixed grazing while moving not locking camera
- Fixed crouching deceleration
- Fixed camera lock while grazing causing player to move in circles
- Fixed ptera animation issue when landing
- Fixed not being able to activate hypsi spit while running
- Fixed rotten food not properly giving nutrients
- Fixed ptera vocal blending when flying
- Fixed morphs for dinos with subadult stage
- Fixed troodon jump attack sound not crossfading by age
- Fixed weather desyncs
- Fixed replay cooldown starting from start of recording
- Fixed river spline collision mismatch between server/client
- Fixed certain exploits that allowed spamming of directional attacks
- Fixed organ interaction and rot rate values
- Fixed issue with schooling fish scale increases
- Fixed organ weights being too heavy
- Fixed flung animations getting stuck in a loop
- Fixed carno slide animation after charging
- Fixed water splash VFX scale on tiny creatures
- Fixed boars not attacking

DevBlog #42

[h2]FTessaro - Lead Programmer[/h2]

This month I have been working mostly on getting Gateway sent to the public while also doing more work on upcoming mechanics.

Most of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design.

During this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate.

With the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release.

For the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it.

Besides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat.

[previewyoutube][/previewyoutube]
And lastly, the usual balance changes and bug fixes. See you next time!


[h2]dmIV - Programmer[/h2]

I worked on various different things this month, starting with my personal favorite, the herrerasaurus. With the aimed jump system players are encouraged to jump more than other species, so for now we removed stamina cost from small hops, although we will have to test carefully to see the best balance settings. The dinosaur had many of its values tweaked over time to get the best results to make sure climbing feels and looks great across all kinds of surfaces, but I finally found a solid solution to a certain jittering issue that’s been bugging me. I also enabled swallowing while latched on to a wall, which could come in handy.

We use a framework to manage our character abilities and attributes. While it works great for the most part, there was some room for improvement in terms of data usage. So I ended up replacing some of their built in solutions with our own ones that don’t send any more data than necessary. The biggest improvement is where characters deal damage to each other, which is arguably the situation where you’d want to have the least amount of lag when playing. The changes will need to be tested properly, so they didn’t make their way to the Gateway test branch, but it’s something to look forward to.

The team also did some internal testing for the diabloceratops. There are several adjustments to be made there, so I got back into focusing on that dinosaur. You can now move while blocking and you also have increased protection against attacks that can knock down or stagger players.


[h2]Wedge - Sound Designer[/h2]

The first half of this month my time was focused on creating all sounds for Dilophosaurus during its juvenile stage, pitching up the sounds used already for the adult stage, making fine adjustments and replacing layers that did not achieve the right feel for this creature when pitched up. I also worked on the sound effects to prototype for Diablo sparring, I ended up creating 3 elements that will be used in combination to create the sounds of these creatures’ locking horns. Firstly, a loud and hard impact with the additional connection of the horns is used for the initial locking as they begin to spar as well as the ram attack during a sparring bout. Then a collection of lighter knocks and scraping sounds of the horns have been created to use as they come into contact as they push and struggle against each other. These sounds will be used modularly for all Ceratopsians sparring, however what I have only covers the size category of an Adult Diabloceratops and these sounds need to be scaled for multiple size categories in preparation for when I come to work on the juvenile Diabloceratops and in addition the Triceratops.

The second half of this month I was focused on making adjustments and improvements in preparation for Gateway’s release, including ambience improvements, reducing the range at which vocal calls can be heard slightly and focusing on a final quality pass on Pterodactylus’ sounds.

I am also currently working on a number of sound concepts for Dilo’s venom mechanic, an ambience to homogenize with the visuals, heighten the tension and sonically isolate the envenomated player from the soundscape of the island. Additionally, a sound is needed for the hallucinations disappearing so some designs are in the works to really sell the undulating and morphing quality of this effect. More on this next month.

Finally, I have been working on herrerasaurus’s attack vocal sounds. With its calls having been created a while ago; I had established the identity of this creature as it is introduced to Evrima, taking the bellowing personality it’s known for and adding some character and individuality to it. With this in mind to help steer the design process I have created sounds for both its bite and attack which stay relatable to the established identity but scaling back on the weight behind these sounds to conform with the creatures’ size and allow its calls to be grand and pronounced by comparison.


[h2]VisualTech48 - Environmental Artist[/h2]

This month is gun month. It has been a really long month but a month in which I will bring you more news about humans and their weapons.

We’ve designed all of the weapons to have interchangeable attachments, as we have standardized our rail, so this of course will apply to all future weapons as well. This means that any guns designed can have interchangeable attachments. It may fictionalize a lot of real-life counterparts but it mitigates the odds of never finding the appropriate weapon attachment, which in many looting games can feel like a chore.

This month we have a fully finished .357 revolver. It has been quite an interesting weapon to design and create. We’ve made special attachments to it such as the grip. With the exception of the name, it is otherwise finished.

*Keep in mind that all of our weapons are still subject to minor changes.


Besides that, I’ve been working on modular kits for the map as well, creating various additions such as stairs, and working to get the building shaders overhauled with our shader artist, Ikarop.

Lastly, an image of our shotgun for fun:



See you next month folks.


[h2]Seiza - Video Editor[/h2]

Besides some First Person Prototype videos, I've continued to focus on our Apollo Engineering software video format. Since we will create content and lore videos with this format more often in the future, it is important to try out some concepts and especially to define guidelines. As well as the familiar login screen and boot menu I also created concepts for a global archive, a chip tracking system, a trail cam and monitoring camera system.

You can see the first video in which we were able to combine the presentation of a new species and The Isle Lore here:

[previewyoutube][/previewyoutube]

Additionally, planning for the most important and biggest video project so far has started, the Steam Page Trailer. It's still a bit early, but this trailer is meant to showcase all of the work that’s been put into the game since the EVRIMA branch as it moves to the default Isle experience. There’s so much content to work with and it requires a lengthy planning phase. I am incredibly excited about this project.

Since the content from the LIVING ROADMAP will be released separately, many have asked how we will now manage the update release trailers for it. We will not create release trailers for every piece of content that is released, but we will do so when enough content has been gathered. Gateway will not get an unnecessary release trailer, but will be presented in a later trailer with other content.


[h2]KissenKitten - Producer[/h2]

Hope you all have been enjoying the public Gateway testing. October has been a whirlwind for the team but a good one. Lots and lots of testing teamwide in preparation for the official release of Gateway to the public. As has been mentioned before and I will reiterate now, since we have laid a large swath of the foundational features/mechanics necessary, we are moving away from large scale releases and going to be entering more iterative releases. Which will have the added benefit of getting more frequent content to the public as well as getting more feedback and testing for development.

This month has been centered around getting Gateway in a decently playable state so survival is possible as well as integrating the Migration System. Which is intended to get players moving around the map a bit more frequently and should help create encounters with other players that feel more natural and spread out rather than constant and concentrated. The Migration System should also provide a fair amount of customization for server owners so they can tailor it to the preferred environmental desires. The next thing coming along soon will be Sanctuaries. Which are creches of sorts. Sanctuaries provide juvenile players greater survivability against starvation due to map size and a reprieve from larger animals as well as providing moments for exploration. But be very aware that while sanctuaries are aimed at increasing the survival rate of juvenile players and being fun to explore, they are not without their own dangers and are not going to make you invulnerable or keep you off the menu. Your time within a sanctuary is also limited. Overstay and death may not be far behind. Enter and exit cautiously.

The playables have been undergoing a lot of changes and iteration as we establish the basis of what climbing, sparring, hallucinations etc will look/play like from a foundational perspective. Some of the features you’ll see show up for a specific species may show up in small or large parts for other species as well. Sparring is a good example of that as that system will be shared among most if not all ceratopsians. With the visuals and some interactions varying based on species. The diabloceratops has been feeling pretty good lately even with a lot of its intended functionality missing. I’m personally pretty excited to get it into your hands. The same ideology applies to climbing. While the herrerasaurus may specialize in that action, other creatures may incorporate part of that system into their own gameplay as well. Like the hypsilophodon for instance.

All of the above brings me to Grappling. Grappling, which was previously Pounce to Pinned internally, is a feature that allows pouncers and grapplers more combat effectiveness against even the largest targets. An example of a pouncer would be the omniraptor while a tyrannosaurus or allosaurus for instance would be more of a grappler. Much like can be witnessed in nature today, large animals can be brought down onto their haunches as they become weakened or overpowered. Eventually resulting in them being pinned to the ground. Spelling doom for most. This makes pouncing and grappling carnivores a threat to creatures that may individually be well outside of their size ranges. This feature is being worked on in preparation for even the largest animals on our roster to be brought down if a pack is skilled and coordinated enough to whittle them down. Size does not mean everything. The Isle is never truly safe for any creature. Exercise caution against dangerous game. It still won’t be an easy task.

The triceratops is well on its way towards animation completion, we’re also making some quality of life changes to some animations here and there as well as preliminary implementation of long dormant features like jump attacks. The pterodactylus is also getting some new interactions (and slight nerfs lol). The next playable you’ll be seeing is going to be the maiasaura which I’m personally excited to work on as you can’t have a game with dinosaurs without a hadrosaur. That’s all for now. Happy Halloween!




[h2]Director’s Commentary – [/h2]

Hello Islanders,

Upgrading to UE5 while also pushing forward new content has proven quite arduous but we are (relatively speaking) at the finish line for porting that content over. The embargo on Gateway was lifted, so I hope those of you that have had an opportunity to play have found our work enjoyable. The testing will remain up as we finish up the smaller details that are necessary to fully move the map and content to a public release.

As it has been impressed upon by myself, we are trying to move content out faster. The Gateway build will be patched to the EVRIMA branch once the last of any unforeseen technical issues are addressed. This is a relatively large drop of content and it goes without saying that almost always something goes wrong, so in preparation, the current active build of EVRIMA (0.11.59.04) will be moved to a temporary branch for those of you who do not wish to partake in the active development of content and simply want to play the game. Once Gateway's gameplay loop is assessed internally as stable and within the intended vision, we will drop support for 0.11.59.04 and return to a singular EVRIMA branch. There's no time like borrowed time.

I'm sure many of you have already seen previews of the sparring system that is being introduced alongside the diabloceratops. This mechanic is being created to span across as many of the ceratopsians as possible, including cross-species sparring so long as the two animals are within an estimated 20% weight differential. However, this system is also going to be functional for the tyrannosaurus and a few other projected theropods. Not only will they be able to lock up and fight with a ceratopsian, but they will be able to lock up and fight with one another.

Gen 1's have gone through many changes since we've begun concepting playstyles and intent. I'm happy to say their first playable archetype has been fully through the concept phase and can be moved into production. Attached below are some of the pieces used to dictate the design direction, including two different head customization types we intend to support. We went through many body types, head styles, and skin features to capture a creature that is very clearly non-human, but retains customization features indicative of a standard humanoid character. In the future, we hope to provide a myriad of head and body choices for a player to make this incidental abomination of science feel like their own.



Other than that, I've been working on refining the direction of the game's lore items and presentation nestled somewhere between analog horror and traditional text-based storytelling. It's been very enjoyable to work alongside Seiza, Tapwing, and Fred as both in-game documentation and videos are templated. It has not escaped my notice that a large chunk of the community is ravenous for story-telling and have created some incredibly fun theories and fan videos inside the game, so I will be providing some of the resources that were created for use in-house, including the guide-sheets we use for upcoming "in-universe" videos and the templates for dinosaur glance sheets and species specific character sheets. They should arrive within the week in the Phase Three channel and I hope they find some use with the loremasters among you.

- Don


DevBlog #41

[h2]FTessaro - Lead Programmer[/h2]
This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.

Like last month, I’ve cut my work into topics for easier consumption:
  • Implemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.
  • New resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.
  • Other balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.
  • The Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.
  • Several members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%.
  • A heap of Migration tweaks and bug fixes.
  • Locational effects improvements and bug fixes.
  • Setting up final assets and systems for the new playables.
  • Several bug fixes in all areas and QOLs.

With the Stress Test now live we can finally gather the data we need to balance and adjust the map accordingly, so we can release it asap. See you next month!


[h2]dmIV - Programmer[/h2]
This month I’ve been focusing on polishing the upcoming playables and fixing related issues. The herrerasaurus climbing is becoming more and more reliable, I found some networking related jittering that I also managed to smooth out. I also set up the special resting animations that are used when positioning yourself on thin branches. The animal was also given a new diving animation, we expect players to spend a lot of time up in the trees and jumping down into water can be a good way to dampen your fall, assuming you don’t jump into the jaws of a deinosuchus.

I also gave the diabloceratops some love, it now takes reduced damage to its head and can use its block ability to reduce it even further. I extended the dryosaurus’s dodge charge indicator to support a more generic functionality, it is now also used to indicate how many sparring abilities you can activate and also show their cooldown.

Finally I made some developments to the growth system. Our aim for the current apexes is to have a relatively faster growth in the beginning, and then significantly slow it down as you get older. There were a couple things that had to be adjusted, but it’s all set up now and hopefully it will lead to a rewarding experience.




[h2]Wedge - Sound Designer[/h2]
This month I’ve been working on designing vocal sounds for both Dilophosaurus’ and Diabloceratops’ unique abilities.

I have made a handful of sounds, alongside Dilo’s menacing laugh that I made previously, for its venom mechanic. Initially I created a unique Threaten call for envenomation that can be heard before a hallucination initiates its attack, a layered shrill shriek, with a hissing rumble and a throaty roar. Additionally, there are some more comparably subdued but intimidating sounds, including some variations to its laugh gurgles and growls, and a couple of unique hisses, one layered with a trilling shriek.

For Diablo I’ve created a suite of grunts, groans and exertions for use when locked into a sparring match, emphasizing the struggle of strength between them. In addition, there are some more bespoke sounds used while sparring for ramming, being rammed, flipping, being flipped and trampling.

I’ve also started working on the foley needed for sparring, so far I’ve created a hard knock of horns clashing as they collide from a ram attack. Additional contact sounds need to be made for when horns interlock or come into contact outside of the ram attack during the sparring bout.

More sounds may be required as these mechanics are iterated on and progress to the final result, but with the majority of the work near completion for these two animal’s sounds I’m looking forward to moving on to Herrerasaurus very soon!


[h2]Bryan - Animator[/h2]
It’s been a marathon of T.rex animations for me over the last week, it’s got a full locomotion suite done, all 114 animations just for walking, trotting, running and all the wounded variations for them across all the life stages the Rex goes though, which is more than usual because Tyrannosaurus is a very weird beast that just had to be different from all the other Tyrannosaurids.



Aside from that, we’ve got the look for Herrerasaurus’ climbing squared away and with Rex out off my plate I can focus on getting its climbing suite done as well. Sure Herrera isn’t exactly built for climbing, but then that’s just part of the challenge for getting it to look believable. Chances are you’ll have other things to worry about when you look over the edge and see one skittering up at you anyway.


[h2]KissenKitten - Producer[/h2]
Gateway stress testing is again underway along with the corresponding changes we make based on feedback. The new playables are being put through their paces so they’ll be ready for their debut in stress testing at a later time. The dilophosaurus is getting some accompanying effects that you’ve likely seen the placeholders for on stream that will make its venom something you’re going to want to avoid. The herrerasaurus is getting some animation smoothing and swapping out of any problematic proxies. The diabloceratops sparring is going to be aggressively tested since we need to make sure the flow of battle feels right no matter what you’re facing. As they will be in direct opposition to other ceratopsians as well as certain large carnivores that specialize in hunting horned prey. The tyrannosaurus and triceratops are slowly lumbering their way into the spotlight and doing so in imposing fashion. Both need to be super solid as they’ll be some of the most formidable animals in the game and we really want to nail their gameplay and aesthetics so you feel properly powerful overall and not just a higher damage model swap. Fingers crossed! We’ve also been working with mutations and rounding out the gameplay loop for the dinosaurs as a whole. Hope you’re ready to be a feeble or ferocious grandparent.

This month has also included some quality of life changes across the board. Some you’ll notice sooner than others. But the keen-eyed may have spotted some of them on stream. Some examples include changes to certain species animations and changes to their fluidity of movement. The goal being to remove some of the jank the characters have had for a while now. Also changes to nightvision, weather, sound and more. The outlying creatures are also being pulled in line with the rest of the roster. Like the dryosaurus, hypsilophodon, deinosuchus, stegosaurus etc so they’ll have the same level of completion intent as the rest of the roster. Like directional attacks and over time, their other mechanics. There were several other features for some of the playables that had to be cut for expedience sake that we can now begin devoting time to. Yes, we’ve been working on burrowing. We’ve made promising strides in that direction and I’m pretty excited about it. There’s also some R&D in relation to pounce and how we plan to expand on that feature so pouncers feel more deadly even to larger, more powerful animals. Shouldn’t be too hard for those of you familiar with large predators and their large prey to guess what that is but more on that after testing proves successful. Humans have also been getting a lot of love this month from the design and animation teams and are shaping up to be something we feel will be an enjoyable and pants pooping experience. That’s all for now.

Patch 0.11.57.02

Hey Islanders,

In this small patch we've introduced a rework to the vomiting mechanic and introduced a "sickness" status effect. The patch notes contain a more detailed breakdown of these additions. We are aware of and continuing to investigate the ping issues affecting our Official Servers. We will keep you informed as soon as we have more information available.


Changelog 0.11.57.02



[h2]Additions[/h2]

  • Expanded upon the existing vomit system. Vomiting now has a variable cooldown as to prevent players from becoming "vomit locked" when attacked by groups of ceratosaurus', which would stop them from fighting back. Whenever a player vomits, they will also incur a vomit sickness state that lasts 5 minutes. While this state is active, nutrients cannot be gained from eating and there is a chance to vomit again while eating/swallowing food. Additional vomits during this time will cause the vomit sickness state duration to stack and increase. As before, stamina/hunger/thirst max values are decreased after vomiting, and interacting with a salt lick can remove these negative effects more quickly.



[h2]Enhancements[/h2]

  • The vomiting animation will be prioritized over abilities and sprinting, but will still allow the player to walk/trot. This is to ensure that players can be seen visually vomiting instead of just suddenly receiving the debuff.
  • Adjusted the vomit revert value proportion over time.



[h2]Bug fixes[/h2]

  • Fixed vomit decal trace.

DevBlog #40

[h2]Filipe - Lead Programmer[/h2]
This month I have been working on several different things across various days/weeks, so I will mention the most important topics below:

  • Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering.
  • The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added.
  • Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head.
  • Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement..
  • Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly.
  • Added Banana trees with bananas to be part of the new diets in Gateway.
  • New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic.
  • Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push.
  • Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon.
  • Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now.
  • Balance changes implementations and several bug fixes.

That is it, see you guys next time.


[h2]dmIV - Programmer[/h2]
Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals.

I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound.




[h2]VisualTech48 - Environmental Artist[/h2]
This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details.

The pistol is now fully complete and has an assortment of attachments, most of which can be fitted to any appropriate weapon, consisting of Laser, Red Dot, Flashlight and Silencer attachments.



Next up for the human arsenal is the Pump Shotgun, which will have its own set of attachments, but we will reveal as we go. For now I’m happy to announce its progressing really well, however, keep in mind this is heavily subject to changes, as it's only the “High-Poly” phase.



Lastly, a lot of focus has been on a bit more freedom and advancement towards the buildings in general. The following images were made as a proof of concept, to showcase one of the capabilities of the kit, in which you can see a really “quick” and “dirty" rundown of a simple room.



I’ll be expanding on this kit furthermore, however, only after the shotgun is done, to feature more pieces to allow even more freedom. I’ll share just an example of a quick floor layout for the expanded kit. That is what I can reveal so far. See you next month!




[h2]Wedge - Sound Designer[/h2]
This month I’ve been focused on wrapping up remaining sounds left for Dilo and Diablo in their adult stages, as well as refining, reworking or improving upon existing sounds as I test them. The only exceptions to sounds complete are what’s needed for their unique mechanics, i.e. venom and sparring respectively.

Dilo’s remaining vocals had included its pinned, pounced, eating, thrashing and courting sounds. I’m particularly fond of its chilling screams for the pinned and pounced, created from a blend of Bird and Loris screeches, glass squeaks and warping metal tones.

Diablo’s remaining sounds had included its pinned and courting as well as generic breaths and grunts to be used in animations like sniffing as well as for filling gaps where needed. Its court sounds are a playful mix of chirps, rumbles and hoots to coordinate with its movements. With these two mostly wrapped up for now I’m looking forward to moving on from these two creatures and onto the next soon!

I have also been making little improvements when and where I can, some examples include adding landing foley sounds when jumping or dropping on to your feet and some attacks as well, finalized moving calls and primary attacks to a new audio system, and calls only start becoming hoarse at half stamina instead of full now.

[h2]Bryan - Animator[/h2]
I’m itching to get back to working on the Rex and eventually Triceratops, but this month it’s been all Diabloceratops, Dilophosaurus, Herrerasaurus and John Cake.

Diablo is a pretty big project, it’s sparring ability is pretty complex and demands a lot of animations, and tweaks to those animations down the line so they look the best they can in-game.

Dilo got some updated Alt attacks as well, a bit more responsive and vicious than the first iteration. I always enjoy the freeze frames on these.




[h2]hypno - QA Lead[/h2]
We have started the process of sending out invitations to successful stress tester applicants. If you have not yet received an invitation, do not fret, as we are sending them in waves due to the sheer number of those that applied. This process may take some time yet and is also dependent on the content that is being tested. We need to ensure that the servers are filled to maximum capacity for the entire duration of the tests but also give everyone an ample chance to access the new content.

The QA team has had its hands full testing all of the following: Diabloceratops, Dilophosaurus, Herrerasaurus, Gateway, Migrations, and Mutations. While we will not be introducing all of the aforementioned in a single update, we have been able to report issues for them as an ongoing effort as opposed to trying to focus on one mechanic only when it’s complete. As mentioned in my last devblog post, the changes to our roadmap allow us to send each mechanic as its complete as its own update.

The diabloceratops sparring mechanic is coming along well. The ability to strafe in combat while other species cannot will bring a new complexity to our combat that hasn’t been touched on before in The Isle. Where some players would run past a target to attack them from the rear, the diabloceratops is able to simply step sideways at decent speed to stop them in their tracks and bring them a swift end. Sparring with another diablo has not been finalized, so I will refrain from going into any further details about it for now.

Dilophosaurus’ hallucination has not been touched on much in other devblogs or shown, but I can confidently say that this has been one of the most enjoyable mechanics to test as of late and I personally believe this mechanic will make it a fan favorite. The current prototype prevents targets from seeing past a certain distance with a fog effect, and also causes temporary dilo AI to spawn and run towards its target before disappearing. This prototype may not be reflective of its complete state, but it is already proving to be very effective in both combat and bringing some much-needed horror elements to the game. It is especially effective at night time and very humorous to witness a player swinging away at a target that isn’t there.

Herrerasaurus’ climbing and “divebomb” attack is the most complete of the new species mechanics. Taking the pteranodon’s clinging to a whole new level, the ability to climb up almost any surface and drop down onto unsuspecting prey has been thrilling to experience. The attack scales with both the velocity of the character and the size of the herrerasaurus, allowing for some fun interactions. As this attack requires a fair bit of planning and skill to pull off, it will definitely need further balancing to ensure that it’s both rewarding but also not being overpowered. Currently, I believe that an adult herrerasaurus will be able to instantly kill an adult dryosaurus with a far enough fall, and deal a large amount of damage to an adult omniraptor. We will be playtesting this further in stress testing to find the best values though.

Gateway and migrations will introduce a far more interesting experience to all of our characters, humans included. With different biomes to explore and a plethora of POIs, no two places look the same. There are areas that have been exclusively made for creatures of various sizes, including but not limited to juvenile sanctuaries that can be used as a safe haven from the much larger species on the island. Migrations pushing the different species around the island in a controlled manner will also help to deter issues such as megapacking that plague Spiro.

Finally, mutations have brought in a mechanic that could make every single lifecycle a different experience for the player. Being able to adjust your character’s statistics, characteristics, and attune them to the various environments in the game has been very intriguing so far. For example, if you enjoy living in a coastal environment away from all the chaos in the denser areas of the island, you could find that performing certain actions there would allow you to drink from the nearby saltwater. There are many other mutation options that will be available with the mechanic's release and I hope you look forward to discovering more for yourself. This system will play a vital role with introducing Elders to the game, rounding out the dinosaur’s mechanics and gameplay loop as a whole.