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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]
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DevBlog #59

[h2]Filipe - Lead Programmer[/h2]
This month I’ve primarily been focused on the Elder system, which the current roster is having their curves put in for players who meet the requirements once they become adult. We had to replace the growth curve system to allow more entries, which will help us to easily edit and balance normal and prime elders, but also allow even more expansions in the future if we want that. All the curves have been set up and the Elders morph targets are also functional. We will be setting up some UI systems and specific animations to use in the elder stage and after that it can go to QA for some balance testing.

Rex crush still had bug work to do but it seems to have run out of edge cases that we can find so it seems this will be ready almost directly after trike’s release.

Besides those bugs, I also worked on the human locomotion and traversal systems. The focus was to establish a base locomotion system to use, but in a way that we can easily maintain and continue to develop. Most importantly we wanted to include features from Epic and support modding in the future.

That's it for now. See you soon.


[h2]Ariel - Programmer[/h2]
I started the month with a bit more work on the climbing features of herrera and hypsi, which now also made it to QA testing and will be released alongside the triceratops. I’ve also altered the ceratopsians’ thrash attack to make its activation much more strict on quick double clicks, so there should be far less accidental activations, while still being able to quickly use it whenever desired.

Afterwards I continued work on the pteranodon’s new takeoff and fixed some issues related to thermals and slipstreams. The end of my month has me starting on a feature that will provide a pteranodon (and other animals) with a new and more interactive way to hunt small animals and fish, but it’s still in early stages as of now.


[h2]Tapwing - 2D Artist[/h2]
I’ve had more plants on my plate for this week as well as some edit concepts for the Giga elder model. It’s got some fan favorite elements from the older giga model that’s making a comeback in its more wizened age.

On the plants side, I've been working on what’s essentially ‘living barbed wire’, the very angry looking Razorbark plant. It needs to attach itself just about anywhere (within reason) which is why I gave it little graspers that the plant could use to adhere to walls or other not-so-upright surfaces. The other idea it needed to get across was “try to pass through me and you’re in for a bad time” It needed to be thick and absolutely covered in spikes, even the bark of the stem I wanted to look jagged and unpleasant to touch.


Some of you might remember the other one on this list. An old concept that’s been floating around is getting its name and home, the Arborburst Redwood. I’ve always pictured the plant having some influence from the type-H strain which is where the extreme growth and armoured appearance would come from, also why the tree bares some resemblance to the Metallivore plant.








[h2]Wedge - Sound Designer[/h2]
This month I have been rounding out Triceratops’ suite of sounds. The remaining adult sounds have been created, including sparring which has been implemented, horns and all; just wrapping up some attenuation and volume so these big brutes can be heard from afar when shoving one another around. I have made my way through the majority of the juvenile Triceratops sounds as well with only its sparring and a few other erroneous sounds remaining. It's been quite the undertaking but the Triceratops is very soon to be audio complete after some testing and quality of life passes over its sound suite.

I have also added sounds to Hypsilophodon’s new latched animations and made some improvements to the setup of the new foliage audio system, making more adjustments to the behaviour that dictates how volume, the mix of layers and attenuations scale with the speed and size of your dinosaur.


[h2]hypno - QA Lead[/h2]
Originally, our plan for the horde test was to evaluate the Triceratops on its own, then the Tyrannosaurus, and finally both together. However, we’ve decided to skip directly to testing them both together following the release of the Triceratops to the evrima branch. This adjustment is essential, as the additional stage was determined to be counterproductive given how long the initial testing has taken. While we'll continue to refine them after their release, they need to be in a solid state at launch.

QA has been busy this month focusing primarily on the Triceratops, ensuring that all of its mechanics are functioning correctly with the existing systems. While it does share the same ability as the Diabloceratops (sparring), it weighs a heck of a lot more once it goes beyond its subadult phase, meaning that we had to check that its interactions past this point made sense for an animal of that size. We’re comfortable that the Triceratops is working as intended in our latest QA build and will be prepping it for its official evrima release, which we are aiming to have released sometime next week.

In other news, we’re going to be sending this update with some other new features and quality of life changes, including the long-awaited Hypsilophodon Climbing feature.

[previewyoutube][/previewyoutube]
Acting almost like a hybrid between the Pteranodon latching and Herrerasaurus climbing systems, the Hypsilophodon is now capable of latching onto objects, but with the difference that it cannot move as freely as the Herrerasaurus can. This requires the hyspi to have some consideration on where it’s latching on to. Once latched, the player can jump and re-latch to another point; this utilizes its charged jump ability and launching itself to even greater heights. Taking your time between jumps will preserve your stamina and knowing which paths to take during a vertical ascent are key. This feature is the foundation for us to expand on its other potential systems, such as being able to create nests within trees.


[h2]KissenKitten - Producer[/h2]
We’ve been toiling pretty hard getting things properly in order with hordetesting. Which has been challenging and taken longer than we’d have liked unfortunately. Classic case of surprise bugginess. But we grabbed a shoe and went to work.

The team has expanded, so there’re new faces, internal shifts, various system/mechanic/interaction tweaks/overhauls etc so it has been quite busy. Many of those changes should roll out with the release of triceratops. Who’s getting its missing sounds plugged in so we can get that umph in there. It’s a big animal with big bellows. There’s still more to do yet but now we’ve got more hands…errr EARS!

We’ve been making some combat changes here and there. A few are changes to recovery times on abilities that should allow you to respond in combat in ways more appropriate to the animal so you won’t feel as “stuck” in certain instances. Those alterations will be doled out over time since we’ll be going on a case by case basis but we won’t change all of those instances should they be placed there deliberately. But for the instances we agree are unintended and break the intended flow, we’ll be looking to take those shackles off, free up your movement a bit and make some abilities/interactions more responsive.

The animation team has been crushing it. They’re tearing through avaceratops animations in record time. Really goes a long way when the dinosaurs behave and the avaceratops has been a gem to work with but it won’t have anything to do with their demeanor on the island. I’d be careful tangling with one. The animation team has also largely completed the non-unique animations for the baryonyx, so it will be entering its holding pen awaiting its introduction onto the island alongside the austroraptor, allosaurus and kentrosaurus. I’m exceptionally proud of and impressed by their efforts and they should be as well. I’ll scrounge up some clips for you guys and give you a peek at the process of rig checking for the oviraptor and a test animation for the ovlet. Be good to each other. Toodles!