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New & Improved Development Roadmap

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

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

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

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

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


Evrima Patch 0.4.14.07

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

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

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

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


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

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

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


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

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

EVRIMA Patch 0.4.7.05

Hey Islanders, It's been a little while since our last update and our team has been working hard to resolve the various issues reported in EVRIMA version 0.4.3.13. Below you'll find an informative changelog, listing everything we've added/fixed/optimised for this patch. If you encounter any issues or have any feedback you'd like to provide please let us know across our various platforms! We value your input and eagerly look forward to it.

AI is still undergoing vigorous testing from our dedicated QA team and I'll be sure to keep you all updated on it's progress!

Additions
  • Updated game project version to 4.25.1
  • Added a new Steam communication system, to allow more options, faster and more reliable processes, fixing some bugs like needing to restart steam and the game to find servers after being kicked or failing to join.
  • Added an enhanced logout system that requires the player to rest for 60 seconds before leaving the server, to prevent combat logging. Players that do not wait for 60s will leave their character ingame for 5 minutes. Sleeping animations planned for this for the future.
  • Added a mud effect when wallowing. Fades over time or when swimming.
  • Added vocal power to the HUD. Shows how out of breath the player is, etc.
  • Added a knockback effect when the Utahraptor pounces into objects, instead of going through them.
  • Added Spiro map improvements - more river foliage and additional rock formations.
  • Adjusted server list menu to only show servers on the same game version as the player's client (this will be toggleable in future with server filters.)
  • Adjusted the "hide chat" key to F6 from F9, as F9 is used to take screenshots.
  • Adjusted "tip of the tail" modifier to deal negligible damage.


Bug fixes
  • Fixed footsteps not causing splashes in ocean water.
  • Fixed an issue where game would lockup if pressing Enter while chat was hidden.
  • Fixed character's eyes not being visible if on low view distance.
  • Fixed pouncing a Tenonto causing jittery sprinting (pausing every few seconds.)
  • Fixed admin announcements overlapping.
  • Fixed being able to walk underwater beneath a certain rock bridge in one of the Spiro swamps.
  • Fixed being able to drag corpses faster while crouching instead of standing.
  • Fixed adult Utahraptor being able to eat hatchling Utahraptor corpses indefinitely.
  • Fixed being able to drag bodies larger than the player by setting growth with the admin panel.
  • Fixed admin panel targeting other players if it had not fully loaded.
  • Fixed duplicates of servers in the server listing menu when changing the filter.
  • Fixed Tenontosaurus bucking from affecting a third party's stamina if they had bitten the Tenontosaurus before it began bucking.
  • Fixed not being able to use vocals while resting.
  • Fixed Utahraptor being able to eat infinite hatchling bodies without vomiting.
  • Fixed being able to pounce a single Utahraptor with multiple Utahraptors.
  • Fixed Utahraptor floating in mid-air if pounced mid-jump.
  • Fixed Tenontosaurus being able to eat other characters after eating from a bush first.
  • Fixed an input lockup that occurred from spamming the scent key immediately after wallowing.
  • Fixed an issue where the camera would stop moving if the player pressed the cancel button when on the quit menu.
  • Fixed Tenontosaurus dropping deep underwater after a Utahraptor pounced it, while it was swimming.
  • Fixed Utahraptor's pouncing through Tenontosaurus when aimed at its shoulder.
  • Fixed being able to jump while standing up from wallowing.
  • Fixed audio from vocals stopping if the player spammed the chat.
  • Fixed an input lockup that occurred from pressing the eat key while in the grab animation.
  • Fixed being able to free look when not moving completely forward.
  • Fixed various crevices on Spiro.
  • Fixed jitter when exiting waist-deep water while running.
  • Fixed game being blurry.


Performance
  • Attempted fixes to memory leak.
  • Movement stuttering and teleporting improvements. Several patches may still be required to finetune this.
  • CPU process improvements, which should give a performance boost, especially to those with low-end CPUs.
  • New footstep effects and design for testing performance and new future design concepts.

Isle DevBlog #3: Now with less Animal Instant Transmission

[h2]Programmer - Adam - dmIV[/h2]
Having a bit of calm after the storm that was the push to get EVRIMA into your hands I went on a break to make up for the extra hours that were put in. This makes the month's update shorter than normal and even that is just going to be me talking about bug fixes. One of our more pressing matters was people figuring out how to play as unreleased dinosaurs. You can trust me when I say that I want to get the Pteranodon out there as soon as possible (because I want to work on it), but other tasks take precedence. Like preventing people from playing as unreleased dinosaurs.

My primary addition for the month is safe logging. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. Turns out I forgot to mention that resting is a requirement now. Sorry, lesson learned. At the time of writing there is still an issue that prevented it from going live. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.

As many of you know a major issue was the jitter when turning, especially at high speed. It's once again something we couldn’t test in-editor so it gave us a lot of headache. Multiple attempts were made, but it appears I finally found the solution. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. All we had to do was increase the minimum update rate to a value that gives better results. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers.

To experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. I worked on making it simple to do what we use it for. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well.

I also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently.



[h2]Lead Programmer - Filipe - FTessaro[/h2]
Now that I’m back from vacation I have been primarily working on performance improvements and bug fixes. We’ve noticed that some processes were consuming a small percentage of CPU causing a bottleneck in performance, so if you have a good GPU, but a weak CPU, your fps will be locked, since the GPU needs to “wait” for the CPU. After a little tinkering we gained some performance boosts and increased stability. Besides this, servers are having problems with a memory leak, which has also improved, tests are still running so that additional improvements can be made.

Bug fixes are a constant process, especially after adding more features, like mud on the body after wallowing, collisions, etc. But it doesn't mean we can´t work on new things as we fix bugs. Dryosaurus is in development now and we had some problems bringing it’s old animations to EVRIMA, but now it’s fixed, we should have Dryos running around the map very soon.

Swallowing is an ability that isn´t working as intended visually, the swallowed creature has a ragdoll during the process, but it is spamming and shaking, so I will return to it and rework the system in order to have a good visual mechanic. It is important to look good especially when we introduce big animals like the T-REX.

Another big change we did was to replace our steam solution plugin, bugs related to steam were fixed with that, but being a new system it will take some time until we master it completely, new features are planned like friend invites.

[h3]Mud Effects:[/h3]




[h2]Chief Evangelist Officer - Allen- amar0k[/h2]
Whew it’s been a fun few weeks and AI is pretty close to its initial release. Hopefully within the next few weeks everyone will be in a world of pain trying to survive as the AI does not take prisoners. I am still in the process of tuning the relationship algorithm that goes into AI behaviour so it may very well be misbehaving and you might find yourself under attack by juvie Dryos.

Some of the key points that I will be focusing on;

Collision: If you have seen the streams lately you would have noticed my elegant solution for AI collision /s. It works and for the time being until collision is implemented, will do.

Targeting: AI will switch targets based on its perception and behavioural algorithm. This might do some funny things if there are lots of players picking on a single AI. I look forward to seeing how this plays out.

Behaviour: So currently the AI behaviour is pretty basic. It will roam/wander the map by itself or in a herd. It will defend itself but also actively hunt targets. They have Stamina (Use this to your advantage).They do rest & will look for and eat sources of food.

Performance: AI is mostly run server-side, It has to be extremely performant in all aspects otherwise the entire server will be affected. I have been running performance profiles and verified some areas we can improve. It’s looking alot better now and hopefully we can start to increase the amount of AI on the map. Currently I’m going to allow 60-100 MAX on Spiro and see where we go from there.

I want everyone to understand that it will not be perfect. The development time for AI has been around a month and 2 weeks. This includes me being on-boarded and learning how the project is set up. This is a very short amount of time in the software world. In saying that, I still feel like it is ready to be brought out into the community and I look forward to the criticism that is surely coming my way.


[h2]Archmagos of Business , Former Vizier of Public Interactions - ParadymShift[/h2]
I’ve been a little quieter around here as I do a bunch of business organization things on the back end, making sure we are investing our finances and investing in our team and getting them the tools and people they need to actualize Don’s vision for this game and it’s future.

Much of what I have been doing is Dondi herding in getting him ready to take his lore and design sabbatical so he can focus on getting everything into a cohesive state that provides us a bit of a safety blanket should something terrible happen and he isn’t around to tell me what heinous stuff AE has planned or done to the inhabitants of the islands.

As you can imagine I’m hip deep in contracts, invoices, paperwork and licensing negotiations for tools, properties (like firearms/vests/rigs) while also writing my take on what’s important for the “Merc” side of gameplay and getting that broken down so that Kissen can get all the bits that make that part of our game work assigned to the right people on our team.

We’ve been super busy growing our team and getting the right people into the right jobs on our team which has resulted in some shuffling and some welcome additions to our management team.

To give you guys a brief rundown of what our management team looks like now. Hypno has been promoted and is now a full member of our management team and his role not only focuses around managing our QA team but also providing valuable gameplay design feedback and input. No one knows the ins and outs of the play side of our game like Jack so we felt it was important to give him a full seat at the table to help us make the right decisions.

Filipe, master of the keyboard camera angle has been promoted and is now managing our programming team full time while also providing input and acting as a sounding board for the management and decision making that happens internally. His diligent and at times ruthless approach to getting things fixed even when we have to remind the man to sleep sometimes has been very valuable to us and his attention to detail is second to none.

This means that our management team looks as follows. Don continues to serve as our director, Kissen is our Executive Producer and creative cat herder (Love you Art Team), Filipe is our Lead Programmer, Punch is our lead Community Director, Hypno is QA Leader and brutalizer of our design decision, with myself acting as our CFO/Business guy who still loves talking to you guys in the community so I back Punch up.


[h2]KissenKitten - Producer Paragon[/h2]
We now return you to another episode of KissenKitten's Chronicles…

Well, after giving the team a much needed week off from production, we’re finally getting back into the swing of things. I didn’t realize just how much I needed a break until I was in the middle of taking one. This team has been going hard in the paint on this game for so very long and I just wanted everyone to take some much needed time to live a normal life, reconnect with their loved ones and just relax for a little while. Especially considering how hectic and uncertain life has been for all of us across the globe. It makes a world of difference just stepping outside and letting the sun hit your face for a little bit, taking a deep breath and reflecting on the good stuff in your life. Instead of being consumed by the bad.

Also, for all of you would be producers, production managers and team leads out there, remember to put your team first. If you want to make something great, surround yourself with great people and then, treat them as such. They’ll repay you in badass performance and an amazing work atmosphere. I have fun working with these people each and every day. I’m excited to go to work! Imagine that! Without a happy, productive team, no project will succeed, remember that. Thankfully, the time off has done some good and the team has returned to work recharged, reinvigorated and down to clown (in the best way).

Production wise, I'm gearing everyone up to focus on pumping more creatures (and their mechanics) into the game as we squash more bugs. But we've also got new concepts, new models, new rigs, new animations, new human assets and more, all cooking in the oven. Mmmm! I’m also looking to grow our team. Yet again. lol So if you’re a tech programmer, tech animator or environment artist, get your portfolio all the way together Boo. No half-stepping if you want to join our team.

On the animation front, I've completed the Dryosaurus for implementation into EVRIMA. I'm sure you've gotten a glimpse of it during Amarok's AI streams. And yes, I’ll port over the burrow building stuff for it. GEEZ! I’ve also done some new anims for the Utahraptor and Tenontosaurus. Lets see if you’re awake enough to spot them when you see them.

The EVRIMA set of anims consists of about 25 additional animations that bring the old legacy dinos in line with what we're doing with our dinosaur mechanics. Wallowing, sliding, turning in place and special attacks to name a few. Bryan worked hard in the rigging department to ensure we could streamline the conversion from old to new, relatively painlessly. He’s my hero for that! In the past, we pretty much had to completely reanimate each dino that got a new model. Between Bryan and myself we’ve definitely reanimated some dinos at least 3 times. I think the Utahraptor is a shining example of that. He did the original set, then I did the next set, then he did the next one and now I’m doing some more again. All because we either changed the character’s model or expanded it’s set of abilities or how those abilities look or function visually etc. So not having to continue like that is such a boon for us. Now that being said, we'll still have to do that for some of the super old stuff. But in truth, they need reanimating anyway. There’s a lot of stuff I wanted to do and wanted done with those older rigs that just wasn’t possible. But stepping out of the dark ages of “we can’t do that because x” is allowing Bryan and myself to get really creative.

Anywho, right now I'm working on the Stegosaurus and the Tyrannosaurus Rex now that I've completed the Dryo. So I'll try to get some of the new animations in front of you guys as I complete them for those dinos. All dinos I work on really. I admittedly shadow completed the Dryo and shared next to none of it. It just went by so fast it slipped my mind! Whoops! Probably because I did some of it over the break. I dunno. But I’ll give you some tastes of the rest from now on, I promise. After I get these two OG dinos out of the way, then I’ll move full-tilt into more of the new kids on the block and get you guys something fresh to wreak havoc with. I’m leaning towards Troodon.

On that note, we've finally made it to over 100 animations total! Yay! That doesn't mean that each creature has 100 animations but it does mean that there are 100 different animations in total on the master list of anims. So for instance, the Utahraptor pounce is on the list of 100. But it's not an animation the Triceratops will have. It's just a master list of all the animations that are “possible” in the game. Some dinosaurs will have almost all of them, others not. It all depends on the complexity of the character. We're likely to have some dinos that are pretty straightforward with their unique gameplay expressed in other ways outside of a unique animation. But they'll all have a different feel regardless, which is the goal. I’m glad I finally get to do all the stuff I wanted to do. WHOOP!

[h3]Sleep Idles:[/h3]




[h2]Closing Remarks [/h2]
That’s it for this month’s DevBlog, it may be a tad shorter than our prior blogs given that much of our staff have recently come back from vacation, now that we’ve overcome our first major hurdle in the release of EVRIMA we’re all refreshed and ready to continue the pursuit of what we’ve all been dreaming of.

A big thank you to everyone for all the support and feedback we’ve received, your input goes a long way in helping us achieve the end goal. Isle see you all in the next time! - Punchpacket

EVRIMA Patch 0.4.3.13

General
  • Server memory leak fixed.
  • Movement replication improvements to combat teleporting issue.
  • Graphics settings added. (WIP)
  • Keybind settings added. (WIP)
  • Added keybind to hide chat. (Default F9)
  • Added server name filtering.
  • Increased footprints view distance.
  • Removed unfinished species.


Bug fixes
  • Fixed a server crash caused by pounce.
  • Fixed the admin scoreboard not closing when pressing Tab while it was open.
  • Fixed players being able to drink from too far away.
  • Fixed main menu and server list menu UI being misaligned.
  • Fixed an issue where pressing the Esc key on the various menus caused the cursor to disappear.
  • Fixed footprint decals appearing on characters.
  • Fixed a lockup caused by using a vocal immediately after finishing the wallow animation.
  • Fixed an issue where pouncing a Utahraptor with a corpse in its mouth would cause the corpse to break and freeze in mid-air.