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DevBlog #62

[h2]Filipe - Lead Programmer[/h2]
As you know, there were also some issues related to upgrading the engine version from 5.4 to 5.6 that caused delays, but it was a much needed upgrade. The T. Rex and Elder System has its first pass out in the Hordetest, but I have also been working on the allosaurus and have started to get into the austroraptor. The allosaurus is the first animal in a long while that doesn't require a lot of custom things to make it game ready, so I expect it to go smoother. We will see about the austroraptor, but I don't expect major issues or delays there either.

There are plenty more things happening in the background, new dinosaur design documents have been finished and approved for implementation, so you should be hearing more about those soon. For now that is it, not much to talk about, the focus has been to get the Rex and Elders in a hordetest asap so we can move forward.

Besides bug fixes as usual. See you!


[h2]Ariel - Programmer[/h2]
With the pteranodon’s spearing mechanic making its way to QA and the hordetest, I spent some time on related bug fixes and balance changes. Overall the ability is coming along nicely and should be ready to be wrapped up soon.

I also worked on ability for the tyrannosaurus you all previously didn't get to see until recently; the directional variant of the existing muzzle swing. This ability is not focused on dealing high damage, but it has a strong sweeping attack to knock others off their feet. The new version is bound to Alt + RMB and can be used to more easily hit others behind you.

I also went through the majority of attacks and updated their hitboxes to be more accurate to the body of the dinosaur. This means that for example if the animal is visually moving its head along a certain path while biting it will no longer hit others that are vaguely in the same direction. Please note that this is not related to the attack inaccuracy that can happen due to latency, that is entirely independent.

Finally as always I did my fair share of general bug fixes and small tweaks here and there, mainly related to tyrannosaurus and elders this time around.


[h2]Wedge - Sound Designer[/h2]
This month has seen some good progress on Allosaurus’ sound suite. We have expanded on its existing vocal identity as a wider breadth of sounds are introduced into its audio profile to complement the previous sounds it already had and some new ones you all haven't heard yet.

A majority of the most important vocal sounds for the adult have been completed, including its full suite of attack and pain sounds as well as some other sounds for core mechanics such as courting etc. and we are continuing to plug away at the remaining audio needs. Luckily Allo doesn’t have as extensive a list of animations as the previous two dinosaurs we have been working on so this list is shrinking at a good rate.

Finally I have also been looking at bug fixes for the next patch to ensure everything we have worked on the Rex is functional and sounds its best.


[h2]hypno - QA Lead[/h2]
I hope you are all enjoying the hordetest release of the tyrannosaurus and Elder Systems, despite a rough landing. We’re actively investigating the cause behind the rubberbanding occurring on the hordetesting servers and plan to continue patching this branch right up until we consider this update ready for evrima.

Thank you to everyone that has been submitting bug reports over the last day; now is the most important time to get those through to us so that we can fix them for the evrima release. As some of you have already experienced, a high priority issue we’re also looking into is character replication failing, where the player is spawning as an omniraptor with no mutations instead of the species they were previously playing as.

To give insight to just a few of the high priority issues pertaining to tyrannosaurus since our last devblog, here are a few examples that QA caught:

The tyrannosaurus subadult animations were failing to play properly due to blending issues. This is a fairly common occurrence with our species that have multiple morphs for their growth cycle and the reason that we have to be thorough when verifying animations for an animal’s full life:

[previewyoutube][/previewyoutube]
It was found that a tyrannosaurus that thrashed a pinned target but pressed its carry key before killing it would result in an unintended weight loss programme:



A tyrannosaurus that had missed its crush ability and then received a flip attack from a triceratops would lock it into sparring. The problem here being that the rex would be unable to move or disengage from them, becoming completely at the triceratops’ mercy:

[previewyoutube][/previewyoutube]
And a whole lot more, such as crush weight thresholds not working correctly, being able to perform crush without expending stamina, and having no collision when charging the ability while running through other characters. Until now, we’ve had a total of 236 issues opened for the tyrannosaurus alone!

That’s all for me this time, unfortunately. Gotta get back to the hordetest bugs. 🙂


[h2]KissenKitten - Animation Supervisor[/h2]
My main focus for August was of course the rex and the other upcoming playables, including allosaurus, austroraptor, kentrosaurus, and baryonyx. With these newcomers, the animation team has been creating greater and greater distance from the other departments. Which for those that may remember, was a long term goal of ours that has come to fruition. Best laid plans still take time to execute on. Which wraps things back around to the rex.

It was a taxing endeavor to bring the tyrannosaurus into full focus but we really wanted to offer a unique experience as the tyrannosaurus rex changes throughout its life more than any other creature in the game. Not just visually but in playstyle as well. Going from frail speedster to a lanky bruiser before culminating into the tyrant lizard king for those that can survive to adulthood. I think all in all the animation team topped out at just shy of 1000 animations for the rex, which were then slotted in by our tech animation department, given a voice by the sound department and fully brought together by programming. We wanted you to feel like a tyrannosaurus rex in more than name and appearance. Hopefully we’ve achieved that so give it a whirl and let us know what you think.

As involved as the rex may have been, we never stopped making traction on the other playables. The allosaurus is likely next up to enter hordetesting as soon as it gets some more sounds and a bit more mechanical adjustments, so be on the lookout for the lion of the jurassic. The allosaurus was thankfully a pretty straight forward playable to work with minus an annoying hold over from legacy. Despite it being fairly straightforward compared to the playables of late, it'll be fun to see how it fits in and measures up. I think it’s one of the first carnivores I would say feels like it prowls.

The austroraptor is still coming along nicely, getting its swimming capabilities hooked up and core vocal suite finalized. Elegant and nimble, it’s not going to be as suited for combat as its cousin omniraptor but like all of our animals, it is not defenseless. The baryonyx however is much more suited to stand its ground. It’s still a bit away considering the sound department has to get through the animals I've previously mentioned and the kentrosaurus first but it should scratch the slashing scrapper itch for those that enjoy that. The kentrosaurus is also coming up. It’s having its main vocal suite designed currently and when that’s done, you’ll be seeing it waddling around not long after. It is a more agile stegosaurid that can keep a lower profile than the stegosaurus, and it should be no slouch in the combat department considering its adornments.

The avaceratops and oviraptor are also on the cusp of animation completion. There’s a handful of outliers for them both and locomotion for oviraptor. They’ll still need their sounds but getting these animations done eats up the bulk of the dev time for an animal generally speaking so getting that out of the way is a boon. I still think they’re both gonna be omnivorous and a threat to smaller creatures on the island that they can make a quick meal of. Between the two the avaceratops is probably the one to look over your shoulder for the most though if you’re tiny. It has a brand new attitude that nostalgia won’t prepare you for. The camarasaurus has also entered full swing development. The list just keeps growing!

As I’ve mentioned in previous devblogs, we are still making changes to old playables as well. The rex kept us rather busy so some of the current roster has had to wait just a bit before getting adjustments. The pteranodon should have its spear fishing entering testing, which will be followed by adjustments to flight. The deinosuchus is going to get some of its backburner abilities added in that should make you feel more crocodilian than before. More dragging to the depths action, smoother swimming and maybe some other stuff. The carnotaurus has also gotten some love recently as well that can show up any day now too.

Despite the length of this blog entry, in truth I’m barely scratching the surface of everything that has been going on lately. But for now, this will do. See ya next time!















DevBlog #61

[h2]Ariel - Programmer[/h2][p]In the beginning of the month we updated the engine, which involved dealing with some issues that took some time to figure out. Throughout the month I also dealt with bug fixes as usual, this time mainly related to elders and the rex. We have also changed the carnotaurus's charge attack around a bit; you will now have to press LMB to attack while charging instead of it being done automatically on contact.[/p][p][/p][p]The main feature I worked on this month was spearing for the pteranodon. The ability is now functional including animations and visual effects. You can spearfish or catch clams hiding under the mud that require breaking open on rocky surfaces.

[/p][h2]Wedge - Sound Designer[/h2][p]This month we have wrapped up all the tyrannosaurus vocalisations, knocking out the remaining juvenile sounds in addition to sparring. Next the team all have moved onto concepting the vocalisations for the Austro and Kentro suite of vocals, while I have worked on the allosaurus.[/p][p]
I have worked hard on maintaining the elements of Allosaurus calls that are the most revered by the community. Although the breath and underlayers are new, the broadcast’s core design is unchanged other than aiming to reduce the amount of noise and bring in more of the high frequencies lost in the original. The attract call maintains the passive high whine from legacy but fills out the frequency spectrum with additional layers that conform to the original intent. The generic social call is also similar to the original design but I've brought out more recognisable tonality in the sound so it is not so dominant in the breathy elements. The danger is a completely new design that conveys the distinct scream and warble of the legacy design, using the original audio profile as the foundation that is created with new source sounds. The threaten call is the only significant departure from its original calls combining low elephant bull trumpets, trilling baboons screams and wildcat hisses and spouts for a more threatening and bellowing roar with a sharper edge. [/p][p]
I have also designed the juvenile calls, slightly deviating from the legacy juvenile sounds (apart from the broadcast) to create more cohesive counterparts to the adult vocalisations.[/p][p]
I’ll be continuing on with the rest of the vocalisations for Allosaurus, which the others will join me on once completing the calls they are working on.[/p][p][/p][p][/p][h2]Bryan - Animator[/h2][p]July has been for rigging. Lots of rigging. With the animation team working on the other Dinosaurs, I’ve been getting the next few Dinosaurs ready for animation. Avaceratops has an updated rig now, as well as juvenile morphs.

But best of all, Camarasaurus is rigged now. It’s a pretty fancy setup with lots of gizmos for the animation team to work with. Including a soft body system to make those muscles jiggle. Have a look at this test cycle in action:

Next month is going to be even more interesting as I move on to the next guy. Look to the skies.[/p][p] [/p][h2]hypno - QA Lead[/h2][p]The QA team has been focused almost entirely on the Tyrannosaurus ahead of its upcoming release.[/p][p]Its had a few problems that have ranged from simple, such as its head deforming when turning, to more serious ones, such as a server crash caused by using its crush ability while falling. There was also an interesting way to get out of a tyrannosaurus crush with the press of a specific, allowing a player to stand up and escape from the jaws of the Tyrannosaurus Crush as if nothing had happened – which, I think you’ll agree, would make for a rather lackluster ability for everyone involved. [/p][previewyoutube][/previewyoutube][p]
In other news, work continues on the much-anticipated Elder System, which already has functionality for growing to elder, dying of old age (which is initiated by the player and not automatic), and passing your mutations onto your next life. These mutations will scale in strength each time the player repeats this cycle until they reach a cap.

An Elder in its prime, with the ability to select a fourth mutation:

[/p][p]The Replication Screen unlocked at the end of a lifecycle: [/p][p]The Replication UI, with previously selected mutations shown on the left: [/p][p]A fresh spawn juvenile with mutations from a previous life: The Isle has always been a game where players make their own fun, with no set objectives. You eat, drink, sleep, grow, nest, etc. but ultimately, you end up in the same place: a fully grown dinosaur that either goes down swinging or finds the nearest mountain to throw itself off, ready to join its friends as a different species.

With the Elder System, there’s always a goal to work toward: Who can create the strongest dinosaur? Who can replicate each species to hit the mutation caps? Who can build the largest family by prioritizing nesting mutations?

I’m excited to see how this changes the dynamic of the game and all the possibilities it brings. We may even be able to tie this into other potential systems.

Last but not least, I’ve expanded my team of QA volunteers by bringing on 7 additional testers. They've hit the ground running and have already contributed to 34 (and counting) unique bug reports within just a few days of joining!


[/p][h2]KissenKitten - Animation Supervisor[/h2][p][/p][p]Updating to 5.6 had us against the ropes this month but we’re bouncing back. Those sorts of updates always shake the table but we’ve gotten most of it back in place. Aside from that, our animation time has been dominated by the tyrannosaurus which should be in a good place to make its legitimate debut. During this time it has had features added to help address issues in testing to make sure the adult is exceptionally formidable. The tyrannosaurus takes a long time to reach its true potential but if/when it does, we want it to be a force of nature. It can spar, has a devastating crushing bite, can gap close surprisingly well if it gets within ambush range and can take most animals off their feet with a quick swing of its powerful head. Be very aware of your surroundings when the rex lands, which should be right around the corner followed by allosaurus.

Aside from that there’s been touching up of old buggy animations and more work for the baryonyx, avaceratops, oviraptor and pteranodon.The fishing mechanic is in testing which is fun. The pteranodon has needed love. New flight mechanics will be following which we really want to get right. We were pressed for time with the pteranodon and deinosuchus implementation way back when, so we had to make concessions that we no longer have to, so we really want to improve flight and swimming experiences. We’ve got more semi-aquatics and a massive flyer on the way which makes this necessary.

Speaking of massive, the camarasaurus is going to be entering the animation pipeline real soon as you may have seen. The goal with this animal is to give you a true sauropod experience. Tail whips, kicks, stomps, tramples, and neck swings all contained within what should be one of the most chill playables we’ve put out to date. Players that enjoy a slower, observers pace with the might of a titan will hopefully find their niche with it. Sauropods grow rapidly to a point and then become walking fortresses but even the mightiest of strongholds can fall. Danger is ever present for every creature in The Isle no matter their size. That’s all for now. Here’s a small amount of what we’ve been working on.


[/p]

DevBlog #60

[h2]Filipe - Lead Programmer[/h2]
This month I have been mostly focused on the elder system.The system will be fully functional by the end of this month, likely only needing bug fixes and adjustments based on data gathered through testing. It has been made with older UI elements so that it can come before the overhaul.

Besides that I have been working on fixing a lot of bugs, for old and new mechanics (such as elders and its new functionalities), but I also will be looking to devote some time to the pachy’s headbutt (yes, we know it isn´t working as it used to be and are trying to ensure it can be used to parry and headbutt one another) and, of course, hopefully getting the tyrannosaurus rex fully finished for release asap.


[h2]Ariel - Programmer[/h2] With the update being released recently there’s not much I can talk about this month you don’t already know about. When not working on the update related tasks I made some improvements to climbing up ledges as a herrera/hyspi, and continued working on the pteranodon’s spearing mechanic. It will let you enter a stance like modern day canopy feeding and lure in different creatures to catch. This mechanic will be shared to some degree with other future animals on the roster.


[h2]Wedge - Sound Designer[/h2] With the audio work on Triceratops complete, we have been fully focused on getting Tyrannosaurus’ sound set over the finish line. The majority of its adult supplementary vocals have been designed and implemented, excluding a select few and any additional sounds needed for its sparring, and some of the sounds I had designed previously have had small improvements as well.

The focus has turned to working on the designs for the juvenile; whilst I design the subadult and juvenile calls the rest of the team is working on finishing the final few adult sounds and getting a head start on some of the juvenile supplementary sounds at a steady pace.

I have also put some more attention into the foliage audio, fixing issues with the volume inconsistencies that occurred due to the complex setup of these sounds. Additionally some other bugs were addressed related to incorrect sounds playing at various speeds and a more gradual falloff to the attenuation that is more audibly impacted by the movement speed as well as weight.

Finally I have started working on a new setup for footstep sounds that will be implemented in the future, coming with solutions for some of the more problematic sounds, particularly for the large sound set and the scaling of these sounds will be factored by weight and speed in a similar way to the foliage sounds. The new setup will give more control and accuracy to volume, pitch, attenuation and scaling adjustments.


[h2]Bryan - Animator[/h2]
It’s been Mighty Morphin Dinosaurs pretty much all this month. The elders are coming, and not the kind that sit around taking notes about HOA violations, so it’s pretty much been a marathon of getting the elder morphs for the current roster done, then moving on to the upcoming animals. With a few exceptions, actually doing them isn’t that labor intensive, namely the ones with feathers that need to be handled with kid gloves, but there were 25 of them that needed to be done in total.

We’ve also got Oviraptor fully rigged now, along with a new rig for Avaceratops. We’ve also got a Snail rig. Honestly it was a lot of fun rigging something with no bones.




[h2]VisualTech48 - Environmental Artist[/h2]
This month I’ve mostly been hammering out new items and locations, as well as fixing various locations. Which includes variation of some of our locations and mixing and mashing different possibilities to them as well in the way they are constructed.

Starting off with our labs, these two rooms can be translated to serve several different purposes that have been designed. Dinosaur holding and study needed a specialized prop and cage to ensure it follows closely on our concept designs by Tapwing, as well as a necropsy room that I’m sure you’ve all seen a certain deceased neurotenic in.


There are additional connections to hallways that lead into this room, thematically a temporary cage or cell, depending on what was inside.


To wrap it all together, we have our incinerator room. This features a massive sloped incinerator for ease of disposal, alongside all of the required support rooms including the burn and observation rooms beneath.




[h2]KissenKitten - Animation Supervisor[/h2]
June has been hordetest focused for a lot of the team directly and indirectly. Tweaks here, bug fixing there, the usual. But the animation and art teams still get to move happily along. The pteranodon is getting kit updates in the background despite having been halted by hordetest priorities at certain points.

The baryonyx and avaceratops are a handful of animations away from being animation complete (barring unique features). Once that’s done we can fully move on to the long awaited oviraptor, which is such a beautiful and ugly creature all at the same time. A blessing for the animation team is that the oviraptor does not sport the same number of feathers as the austroraptor (which was very unpleasant to deal with) and its smaller stature allows it to be more agile and responsive which can make a creature much easier for us to animate. Interestingly enough, the oviraptor marks a bit of an end to an era. While there will still be smaller species coming to the island like protoceratops, minmi, homalocephale etc they will be mixed in among the heavyweights.

We’ve got elders for the bigguns! Ankylosaurus, suchomimus, giganotosaurus and therizinosaurus. All the information we’ve gained over the course of Evrima’s development, with species of increasing size and strength, we’re ready to move ahead with larger species. So enjoy these smaller creatures as they are released onto the island because things are about to get a lot more dangerous out there for everyone. Try not to get folded like a beach towel. That’s all for now. Toodles!


























Patch 0.20.117 is now available!

[p]Hey Islanders,[/p][p][/p][p]Patch 0.20.117 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.[/p][p][/p]
  • [p]Foliage interaction audio should now be properly playing based on size and speed (Due to a falloff range inconsistency, these will temporarily be quieter than intended)[/p]
  • [p]Stegosaurus power swing can no longer hit abnormal locations in front of its body[/p]
  • [p]AI no longer have a culling inconsistency that resulted in both failures to spawn properly and jumpscaring players that get too close[/p]
  • [p]Stability modifiers should no longer have instances where they can sometimes ignore crowd control entirely from other abilities[/p]
  • [p]Pouncing an animal no longer incorrectly affects stamina drain[/p]
  • [p]Fixed gallimimus mobilization calls also playing the default socialization call on a local client[/p]
  • [p]Triceratops no longer has unintended immunity from certain attacks while resting[/p]
  • [p]Fixed triceratops attack power not scaling properly with size[/p]
  • [p]Immunity to knockdown and other crowd control abilities now begins after regaining control of the character instead of when it is first knocked down[/p]
  • [p]Rain and thunderstorm sound effects can no longer go above intended maximum audio[/p]

Patch 0.20.109 is now available!

[p]Hey Islanders,[/p][p][/p][p]Thank you to everyone that participated in our recent Hordetest! Patch 0.20.109 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download. [/p][p][/p]
  • [p]Added triceratops[/p]
  • [p]Added spawn codes[/p]
  • [p]Adjusted pteranodon flight[/p]
  • [p]Added automated pteranodon circling (default: G while flying)[/p]
  • [p]Fixed migration zones failing for certain animals[/p]
  • [p]Added foliage interaction sounds to animals passing through vegetation[/p]
  • [p]Gateway's south plains has been updated in preparation for upcoming location features[/p]
  • [p]Game trails have been added along common player travel routes between highlands, west rail access, the new south plains area, west plateau and northwest outpost[/p]
  • [p]Gateway's west grasslands location has been updated[/p]
  • [p]Several new watering holes have been added in Gateway near player travel routes[/p]
  • [p]Gateway western coast preview area has been added (No patrol or migration zones have been added to this area. Do not expect food here yet)[/p]
  • [p]Fixed foliage color and saturation errors[/p]
  • [p]Adjusted island grass height to accommodate smaller animals[/p]
  • [p]Ceratopsian spar sidestep has been made faster for follow up attacks[/p]
  • [p]Enabled ceratopsian flip attack in spar mode (Hold LMB)[/p]
  • [p]Ceratopsian thrash can now be activated during spar and all locomotion states, but will block movement during the attack (Double Tap LMB)[/p]
  • [p]Prevented latching with 0 stamina[/p]
  • [p]Ceratosaurus mouth display no longer automatically ends when charging a bite[/p]
  • [p]Ceratosaurus slows down by 10% and uses stamina to continue the mouth display after the bite is fully charged[/p]
  • [p]Reduced RMB hold time for ceratosaurus's maximum damage/bacteria application[/p]
  • [p]Added 1.25x stability multiplier to ceratosaurus during their mouth display[/p]
  • [p]Salt licks now drain bacteria[/p]
  • [p]Bacteria levels appropriately drain over time[/p]
  • [p]Reduced fall damage calculation values[/p]
  • [p]Increased distance check for fish spawns[/p]
  • [p]Reduced fish schools in some lakes[/p]
  • [p]Made heal command reset gastrolith ingestion[/p]
  • [p]Disabled bleeding on dryosaurus directional attack[/p]
  • [p]Made diabloceratops thrash faster[/p]
  • [p]Set ivy physical materials; collision still oblong[/p]
  • [p]Added hypsilophodon latch sounds and initial latching implementation[/p]
  • [p]Added waterfall and insect VFX[/p]
  • [p]Ivy PLAs created and added to Gateway structures[/p]
  • [p]Reset fish fleeing speed reduction after 30s of inactivity[/p]
  • [p]Updated fall damage math for pouncers when falling with a latched player[/p]
  • [p]Fixed an issue where dinosaurs occasionally clip into terrain in the skin editor when changing asset sex[/p]
  • [p]Fixed an issue where eating fish on the surface of the water would cause splash effects and sounds to play[/p]
  • [p]Fixed an issue with deinosuchus stuttering at the end of its resting animation[/p]
  • [p]Fixed herrerasaurus' salt lick animation not looping properly[/p]
  • [p]Fixed pachycephalosaurus playing unnecessary VFX when ramming objects[/p]
  • [p]Fixed an issue where the Reabsorption mutation would apply outside of raining weather [/p]
  • [p]Fixed players snapping into the scent animation from crouch[/p]
  • [p]Fixed dead AI still emitting audio[/p]
  • [p]Fixed psittacosaurus AI ignoring players that left and re-entered their detection range[/p]
  • [p]Fixed maiasaura not having a scent animation when in quadrupedal stance[/p]
  • [p]Fixed an issue where attacks with bleed properties weren't removing mud's bleed pause[/p]
  • [p]Fixed deinosuchus looping issues after eating food[/p]
  • [p]Fixed schooling fish not emitting blood effects when swallowed[/p]
  • [p]Fixed pin being able to hit multiple targets on a player's client[/p]
  • [p]Fixed various recovery times from knockdown being too long[/p]
  • [p]Fixed corpses that are carried by psittacosaurus not ragdolling if dropped by them[/p]
  • [p]Fixed an issue where sitting playables would occasionally have collision that go above their character[/p]
  • [p]Fixed carnotaurus charge and maiasaura CC attacks occasionally not dealing damage[/p]
  • [p]Fixed juvenile maiasaura's sprint animation mismatch[/p]
  • [p]Fixed the port tunnel not having proper textures[/p]
  • [p]Fixed corpses emitting their death audio when a player logs in near one[/p]
  • [p]Fixed deinosuchus getting covered in duckweed when lunging underwater[/p]
  • [p]Fixed meat chunks not appearing until the end of an animation[/p]
  • [p]Fixed animal AI not properly bucking when a player latches onto them[/p]
  • [p]Fixed diabloceratops sprinting push not knocking down diabloceratops of the same weight range[/p]
  • [p]Fixed instances of Prolific Reproduction mutation not working[/p]
  • [p]Fixed vocal audio not canceling during attacks[/p]
  • [p]Fixed dilophosaurus being able to see its own clones[/p]
  • [p]Fixed diabloceratops’ face clipping when shoving forward in spar mode[/p]
  • [p]Fixed juvenile omniraptor shaking while dragging a body and turning[/p]
  • [p]Fixed dilophosaurus' arms being incorrectly positioned when sprinting and carrying something, while having another player envenomated[/p]
  • [p]Fixed AI walking on top of foliage that they should not be able to walk on[/p]
  • [p]Fixed meat chunks getting stuck on carnivore's faces when they eat in replays[/p]
  • [p]Fixed falling leaves VFX spawning in areas with no trees[/p]
  • [p]Fixed chickens not being afraid of anything and sometimes wanting to fight everyone forever[/p]
  • [p]Fixed juvenile stegosaurus playing the quick rise animation twice[/p]
  • [p]Fixed diabloceratops remaining idle if their UI menu is open while sparred by another diabloceratops[/p]
  • [p]Fixed players who unpair and pair again being able to build a new nest[/p]
  • [p]Fixed foraging bubbles not properly culling[/p]
  • [p]Fixed dirt VFX playing when a deinosuchus drops a lunged player from on land into water[/p]
  • [p]Fixed maiasaura beg animation not playing audio[/p]
  • [p]Fixed crab rotation and prevented them from making constant sniffing and purring noises[/p]
  • [p]Fixed maiasaura not being able to stance swap when taking damage[/p]
  • [p]Fixed omniraptor sliding if it crouches right after using a directional attack[/p]
  • [p]Fixed pterodactylus traps activating from underwater playables[/p]
  • [p]Fixed juvenile beipiaosaurus receiving the incorrect prompt when it attempts to swallow too much food[/p]
  • [p]Fixed the "Too big to swallow" prompt only showing if the player was standing idle[/p]
  • [p]Fixed the adult beipiaosaurus’ mouth being held open on the customization screen[/p]
  • [p]Fixed the max speed on the character menu not reflecting the speed difference with the maiasaura stance swap[/p]
  • [p]Fixed playables continuously playing a jump animation if they press space while in the falling animation[/p]
  • [p]Fixed maiasaura being unable to move for several seconds after recovering from knockdown[/p]
  • [p]Fixed pteranodon not taking any fall damage when in the flying state[/p]
  • [p]Fixed gallimimus having no scent animation/audio while holding compsognathus AI[/p]
  • [p]Fixed the back of playables becoming instantly dry as soon as the character touches land[/p]
  • [p]Fixed blood masks remaining on the player in the rain[/p]
  • [p]Fixed beipiaosaurus becoming distorted if the player had been dolphin diving too quickly[/p]
  • [p]Fixed the hint prompt not updating when the player moves from gastroliths to grass and vice versa[/p]
  • [p]Fixed omnivores being able to pull meat chunks out of rotten corpses[/p]
  • [p]Fixed 'Having Muscle Spasms' not appearing in the status report of the player if they were not fully grown[/p]
  • [p]Fixed an issue where an omniraptor pounces another omniraptor already pouncing, it will make the pounced omniraptor input locked until knocked off[/p]
  • [p]Fixed patrol zones sometimes only showing for some group members[/p]
  • [p]Fixed an issue where a latching player continues to see an eating/drinking loop of a player they’ve latched onto[/p]
  • [p]Fixed chickens sometimes t-posing while stuck in place[/p]
  • [p]Fixed deer making boar vocals from a far distance[/p]
  • [p]Fixed an issue where if an elite fish is attacked while holding a player, the attacker dies and the swallowed player is sent to fish prison[/p]
  • [p]Fixed pterodactylus AI immediately harassing a player after catching schooling fish[/p]
  • [p]Fixed players escaping weight based grapple to pin by sitting and standing[/p]
  • [p]Fixed grazing prompt vanishing immediately after appearing[/p]
  • [p]Fixed players occasionally becoming permanently input locked while taking chunks from trees[/p]
  • [p]Fixed scavenger AI spawning on ragdolls in water[/p]
  • [p]Fixed debris continuing to spawn after a nest was completely built[/p]
  • [p]Fixed an issue where publicly set eggs would sometimes not show to players waiting in the egg screen[/p]
  • [p]Fixed an issue where scavengers would sometimes leave organs inside of a skeleton[/p]
  • [p]Fixed a visual issue with organs inflating in size when scavengers eat a corpse[/p]
  • [p]Fixed the gastrolith hint not disappearing when another hint appears[/p]
  • [p]Fixed latched players being unable to be knocked off with collision or water[/p]
  • [p]Fixed diabloceratops not entering spar mode when one hits the other to lock together[/p]
  • [p]Fixed deinosuchus having a second speed boost when they lunge onto land[/p]
  • [p]Fixed an issue where the cannibal coloration was not applying after relog[/p]
  • [p]Fixed an issue with stegosaurus sometimes able to cancel power swing animation into a directional attack without spending stamina[/p]
  • [p]Fixed foraged compsognathus spamming audio when they are dug up by the player[/p]
  • [p]Fixed scavenger AI not despawning when they run off[/p]
  • [p]Fixed psittacosaurus being able to carry ragdolls larger than itself[/p]
  • [p]Fixed an issue where compsognathus would sometimes have difficulty dealing damage to the player[/p]
  • [p]Fixed baby AI occasionally applying the same damage as adult AI[/p]
  • [p]Fixed an input lockup for dilophosaurus when a hallucination kills an omniraptor that is latched onto that dilophosaurus[/p]
  • [p]Fixed pouncers dying when they unlatch, if the player they are latched onto falls from a great height[/p]
  • [p]Fixed an issue with carnivores stuttering when they attack while moving and carrying a ragdoll[/p]
  • [p]Fixed maiasaura wallowing snapping into the standing animation[/p]
  • [p]Fixed pterodactylus dealing damage to a player that has picked up a meat chunk that they dropped or was forced to be dropped[/p]
  • [p]Fixed gallimimus corpses floating after death to return to their people[/p]
  • [p]Fixed omniraptor being stuck in a sliding animation when dismounting from grapple[/p]
  • [p]Fixed an issue where a player's status could be set as unknown despite safe logging[/p]
  • [p]Fixed the floating beehive[/p]
  • [p]Fixed waterfall attenuation[/p]
  • [p]Fixed an issue where both parents could permanently lose access to the nest menu if one parent logs out or crashes[/p]
  • [p]Fixed an issue where dying with a menu open prevented a player from being able to close the menu[/p]
  • [p]Fixed an issue where being shoved by diabloceratops would often play the wrong shoved animation client side[/p]
  • [p]Fixed carnivores pickup time sync[/p]
  • [p]Fixed character turning affecting head rotation[/p]
  • [p]Fixed knockdown not working properly from a spar push[/p]
  • [p]Fixed diabloceratops sliding if it starts resting while blocking[/p]
  • [p]Fixed animal AI not playing montages properly[/p]
  • [p]Fixed dilophosaurus clone being invisible in certain situations[/p]
  • [p]Fixed carry position for rabbit corpses[/p]
  • [p]Fixed diabloceratops sometimes having its head angle break when locked in spar[/p]
  • [p]Fixed corpse physics being reset when dragged[/p]
  • [p]Fixed being able to turn while thrashing[/p]
  • [p]Fixed consuming spar charges when thrashing in spar mode[/p]
  • [p]Fixed being able to activate thrash during flip[/p]
  • [p]Fixed being able to build nests on top of other nests[/p]
  • [p]Fixed nests persisting after being abandoned by both parents[/p]
  • [p]Fixed night vision exposure blinding players at night[/p]
  • [p]Fixed psittacosaurus burrows spawning in the air[/p]
  • [p]Fixed psittacosaurus burrows not being destroyed automatically[/p]
  • [p]Fixed some foliage causing players to be knocked off during pounce latch[/p]
  • [p]Fixed server list not updating on initial load sometimes[/p]
  • [p]Fixed some issues regarding ESC menu, skin menu and settings menu[/p]
  • [p]Fixed ceratosaurus directional bite applying bacteria even if it hit the target’s tail[/p]
  • [p]Fixed cursor disappearing if closing settings after death[/p]
  • [p]Fixed drink animation sometimes playing incorrectly after moving[/p]
  • [p]Fixed being able to push into blocking dinosaurs when locked together[/p]
  • [p]Fixed pteranodon uncrouching when pressing RMB[/p]
  • [p]Fixed being unable to do certain actions for a short time after drinking[/p]
  • [p]Fixed stegosaurus directional attack rotation[/p]
  • [p]Fixed pounce latch mesh visually not working for the owner client[/p]
  • [p]Fixed body opening animation not being replicated[/p]
  • [p]Fixed stagger not moving the character[/p]
  • [p]Fixed being able to skim while air braking[/p]
  • [p]Fixed camera collision issues with buoys[/p]
  • [p]Fixed an issue with ocean post processing adversely affecting performance near beaches and harbors[/p]
  • [p]Fixed an issue with occlusion adversely affecting performance[/p]
  • [p]Fixed players using vocals during grapple[/p]
  • [p]Fixed animals not drying off from water when flying[/p]
  • [p]Fixed foliage MetaSound array warning[/p]
  • [p]Fixed manual fog overrides forcing fog levels to not properly raise[/p]
  • [p]Fixed thermals and slipstreams not properly activating/deactivating [/p]
  • [p]Fixed sanctuary mushrooms rotating when players removed a chunk[/p]
  • [p]Fixed diabloceratops buck stamina ticking excessively[/p]
  • [p]Fixed deinosuchus lunge preventing exit from water[/p]
  • [p]Fixed lunge failing immediately after grabbing a target[/p]
  • [p]Fixed small cracks in rivers[/p]
  • [p]Fixed infinite fish schools[/p]
  • [p]Fixed ceratosaurus vomit math reducing rotten by smaller amounts than intended[/p]
  • [p]Fixed stamina usage in spar locked state[/p]
  • [p]Fixed thrash being usable while being spar pushed[/p]
  • [p]Fixed dinosaur orientation while spar pushed[/p]
  • [p]Fixed animal corpses not decaying to rot[/p]
  • [p]Fixed foliage audio playing while player is dead[/p]
  • [p]Fixed fish occasionally spawning under landscape[/p]
  • [p]Fixed fish swallow animation occasionally not playing[/p]
  • [p]Fixed duplicate AI world spawner calls[/p]
  • [p]Fixed dinosaur skin reflection issues[/p]
  • [p]Fixed animation not playing correctly when canceling spar pushed state[/p]
  • [p]Fixed ceratosaurus and deinosuchus inheriting cannibal mutation[/p]
  • [p]Fixed anti cheat incorrectly kicking players during diabloceratops slide[/p]
  • [p]Fixed fish school jumpers shifting height with followers[/p]
  • [p]Fixed wrong animation played when spar pushed[/p]
  • [p]Fixed sparring movement while holding objects[/p]
  • [p]Fixed gallimimus graze and pack movement radius; look pose now oscillates[/p]
  • [p]Prevented ceratopsian sprinting flip from being spammable[/p]
  • [p]Fixed maiasaura bipedal 135° & 180° directional attack sound desync[/p]
  • [p]Fixed master foliage volume and attenuation scaling[/p]
  • [p]Fixed headtracking issue during skimming[/p]
  • [p]Fixed pteranodon latching again immediately on takeoff if RMB was held[/p]
[p]
[/p]