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Beasts of Bermuda News

Pink Algae Bloom! Spring Archelon


[h2]Spring Event Skin[/h2]
For a limited time, players will be able to unlock and earn the Archelon Skal Spring Event skin. The skin has two separate bioluminescent regions, one on the body and one on the shell.

This skin comes with two equippable cosmetic items that can be added on top of any Archelon skin:
1. A pink algae overlay with barnacles.
2. A coral growth mesh item for Archelon's shell.

Both cosmetics (plus the event skin) can be equipped at the same time.
The pink algae overlay cannot be used simultaneously with other texture overlays such as the Archelon Supporter Warpaint Overlay. The coral growth, however, can be used simultaneously with overlay-type cosmetics.

[h2]Changes to Event Rewards Unlocking[/h2]
In order to unlock the Archelon skin and its associated equippables, players must grow to 2.0 on a Life Cycle server.
This skin will unlock on a per-server basis unless the skin is earned on an Official server. This means players have the option of earning the skin on a server of their choice, or earning the skin game-wide if unlocked on any Official Life Cycle server. This is to ensure game-wide unlocking is earned on a consistent difficulty and to improve the security of player rewards data.

You will also be able to earn last year’s Spring Event skin: Spring Guardian Apatosaurus!
This skin requires unlocking by growing an Apatosaurus to 2.0 Growth on Life Cycle

[h2]Mechanics Changes[/h2]
+Mechanics: Slightly adjusted the food drain rates of most creatures to better-balance their relative performances in Life Cycle
+Mechanics: Deity pledges and deity blessings are no longer removed upon death
+Mechanics: The Wiehen's identify ability now shows armor next to health if it is relevant
+Mechanics: Tendon Tear can no longer be applied to members of your own group


[h2]Balance Changes[/h2]
+Balance: Velociraptor, Apatosaurus, Kronosaurus, and Archelon now incurr less weight when picking up inanimate objects
+Balance: Increased AI Frog and Auroraceratops carcass drop sizes by 50%

[h3]Acrocanthosaurus[/h3]
+Balance: Acro's Intimidating Roar effect is no longer stronger or weaker based on its size compared to the size of its target
+Balance: Reduced Acro's jump Stamina cost to 15, down from 32

[h3]Archelon[/h3]
+Balance: Increased the amount of Ability and Stamina damage received when hitting the Archelon's shell counter ability by 25%
+Balance: Reduced Archelon's Ability drain rate by 50% while it is holding its charged bite attack
+Balance: Tough Stomach is now in Archelon's survival talent slot 1.2, replacing Weather Resistance
+Balance: Forager is now in Archelon's survival talent slot 2.2, replacing Tough Stomach
+Balance: Hard-Headed is now in Archelon's survival talent slot 3.1, replacing Forager

[h3]Coahuilaceratops[/h3]
+Balance: Increased Coahuilaceratops' stationary turn rate to 95, up from 85
+Balance: Increased Coahuilaceratops' sprint turn rate to 60, up from 55

[h3]Ichthyovenator[/h3]
+Balance: Reduced Ichthy's base health to 750, down from 850
+Balance: Reduced Ichthy's base primary attack damage to 95, dowm from 110
+Balance: Reduced Ichthy's secondary attack base damage to 125, down from 140

[h3]Oryctodromeus[/h3]
+Balance: Increased Oryctodromeus' breath bar time by 50%

[h3]Velociraptor[/h3]
+Balance: Increased Velociraptor's swim walk and swim sprint speed by 33%
+Balance: Increased Velociraptor's coiled jump power by 15%
+Balance: Velociraptor is now immune to fall damage
+Balance: Increased max player carry weight of velo by 25%, making it easier to grab group members and enemy players
+Balance: Increased Velociraptor's breath time by 50%

[h2]Bug Fixes[/h2]
+Fixed: mesh holes in Acrocanthosaurus model. This has resulted in some minor changes to the model.
+Fixed: Mosasaurus' Ice Blight, Tyrannosaurus' Fall Decay, and Lurdusaurus' WaveRider, seasonal event skins should now mix properly when nesting
+Fixed: The Archelon is now oriented properly in the main menu's creature editor
+Fixed: The Tyrannosaurus rex no longer plays the idle2 animation while in the main menu creature editor, which caused an issue
+Fixed: Counter now properly reflects secondary damage types back at the attacker

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[h3]Additional Patchnote Localizations[/h3]
Afrikaans

A Shell of a Good Hotfix

[h3]Mechanics Changes[/h3]
+Mechanics: Archelon's counter no longer heals shield when you are hit by a group member unless you are dueling that group member.
+All morphs have been reset on all saved creatures
+Mechanics: After dying, the radius for preventing you from logging onto nearby creatures is now 750 meters, up from 500

[h3]Balance Changes[/h3]
+Balance: Reduced the amount of Ability and Stamina damage inflicted after hitting the Archelon's Counter ability by 75%
+Balance: Increased Mosasaurus thrash damage by 10%
+Balance: Reduced Acrocanthosaurus' healing slightly
+Balance: Wiehenvenator now continues to drain Ability after its bite is charged fully
+Balance: Archelon now continues to drain Ability after its bite is charged fully

[h3]Bug Fixes[/h3]
+Fixed: Players should no longer fail to receive a resurrection after dying while auto-revive is enabled or while in a Death's Blessing world event
+Fixed: After resurrecting, reincarnating, or selecting a fresh spawn, you should no longer occasionally be unable to log onto that creature due to it being near where you last died if the spawn point it selected was near the edge of where your death location was
+Fixed: Archelon and Wiehen can no longer generate AP while holding its bite attack by pressing and releasing the Scent key
+Fixed: Elasmo can now move while the Ability key is held down after having eaten from a carcass
+Fixed: Eggs no longer become destroyed if a player logs out or disconnects while in an egg. Instead, they should remain available to be possessed by another player
+Fixed: Mosa no longer deals dart damage to a player it is grabbing if that player is in the same group as the mosa
+Fixed: Thrash ticks no longer trigger repeats of dart damage if a Mosa grabs and thrashes another creature while dart is active
+Fixed: Trinkets no longer float in the air after being dropped near deity shrines
+Fixed: Clientside crash that would occur if the player attempted to set their game to run in windowed mode while playing without their GameUserSettings.ini file containing HudSettings for Venom
+Fixed: Issue where arboreal nests could be laid outside the world bounds on Isla Titania, resulting in a wide array of server issues
+Fixed: Situations where players may instantaneously die in a rather random way by standing on invalid floors or other scenarios
+Fixed: Morphs no longer pass to children from parents
+Fixed: Mosa's thrash damage is now mitigated by the Slippery talent

A Shell of a Good Time!

Added New Playable Creature: Archelon!

The Archelon is a new playable creature that has been added to Beasts of Bermuda! It is a large, aquatic prehistoric sea turtle with a diet consisting of eating plants and fish. It has a playstyle geared towards defensive gameplay and is balanced around living in an environment filled with large, threatening, aquatic predators. It has numerous mechanics and ways it can survive in these treacherous waters!

[h3]Moves and Abilities[/h3]
+Its Left Mouse Button, when clicked, does a simple, standard bite, inflicting moderate damage for a small amount of Ability Power

+The Archelon can hold the Left Mouse Button down while in water or on land to charge its bite. The longer the Left Mouse Button is held down, the more damage the bite will deal. This can be held up to 3 seconds and will deal up to 4.2x its base damage when the bite hits.
-While charging a bite, you move and turn slower. This allows the Archelon to deal substantial damage when approached while limiting its ability to deal damage while pursuing other creatures
-Archelon has a talent called Snapping Jaw that increases the damage multiplier and reduces its cost.

+The Archelon has a Lunge ability on the Right Mouse Button similar to that of Krono, but it behaves differently. It cannot be broken by receiving damage while it is charging. It does not deal any damage. It charges significantly faster, costs less, and does not travel quite as far as Krono's.

+While swimming, the Archelon can beat its flippers forcefully to cause damage and knockback. Try hitting a mala with it. It's hilarious.
-If you are looking to the left, you will swing the left flipper first. Otherwise, you will swing the right flipper first

+Added Counter to Archelon
-Counter is now on the Ability key
-Archelon's counter has different stats than Sai's. It lasts 5 seconds, costs 50 ability power, and reflects 25% of the incoming damage back at the attacker.
-Archelon's counter also reflects significant stamina and ability power damage at the attacker, causing the attacker to see ability power/stamina loss if it hits the Archelon's counter. This is designed to punish poorly timed hits by exhausting its adversary.
-You cannot bite, lunge, or do vocal calls while the counter is active


[h3]Shell Integrity[/h3]
+The Archelon has a special shell integrity resource that protects its health from being lost while it is being attacked.
+Shell Integrity shows up in the UI as a blue, turtle shell-like overlay that goes atop your health globe
+You can see how much Shell Integrity you have in the Character menu. It shows up next to Health
+There is a talent in the Archelon's tree called Armored Shell. It increases the maximum amount of shell integrity you have and causes more incoming damage to be redirected toward reducing your shell integrity.
+Archelon's shell integrity absorbs 60% of incoming damage by default. This value goes up to 73% when Armored Shell is at full talent value (5/3). Injury damage is calculated after incoming damage is absorbed by shell integrity, so having your shell integrity take damage results in a substantial reduction in incoming injury damage.
+Shell integrity heals passively until it hits its max value. It is not influenced by resting, sitting down, or bleed damage. It is influenced by food and air. Shield heals while not in combat.
+Archelon has 800 shell integrity by default. It scales with growth and increases with the Armored Shell talent. No other stats influence shell integrity
+When shell integrity is lost or gained, it will show up in the combat log alongside damage-related events.

[h3]Diet[/h3]
+The Archelon's diet consists of seaweed, kelp, anemones, shellfish, chinlea, and the Arganodus. It has a diet that requires both foliage and fish food to balance properly. The Archelon cannot interact with red meat carcasses but can pick up and eat fish carcasses such as those dropped from the Arganodus.

[h3]Nesting[/h3]
+The Archelon has a special, sandy nest that resembles that of a sea turtle. This nest has several benefits and drawbacks associated with it.
+Archelon's eggs are always incubated as long as they are still inside of an Archelon sand nest
+Archelon's eggs cannot be grabbed or damaged while inside of an Archelon sand nest
+Archelon's nest takes 50% less damage than other nest types
+Once eggs are laid inside an Archelon's nest, they cannot be grabbed, even by the parents, and must be left there.
+An Archelon must always lay their eggs in an unoccupied nest that has not yet been buried
+The Archelon can only lay its nest on the beach near the Ocean

[h3]Other Notable Archelon Information[/h3]
+The Archelon uses an air breath bar like Mosa and Krono. It does not need to drink and has no Trials associated with water
+The Archelon does not receive the Beached debuff while on land
+Archelon's growth rate is identical to Acro and Sai
+Archelon can group with Malawania players by default
+Archelon takes 50% less injury damage from all sources
+The Archelon is more grab-resistant than other creatures of its size, and the creature grabbing it will tire out more easily
+Added new Archelon Skin: Hawksbill by Bananabae & GameVideosforLife
+Added new Archelon skin: Roof Turtle by DJZ & Triptrap
+Added new Archelon Skin: CoralReef by Natahi4 & Nonyapie
+Added new Archelon Skin: Cuttlefish by Omnomnivore
+Added new Archelon Skin: Snowblind by Lifeon
+Added new Archelon Skin: Rustic by TeaTimeJess & Natahi4


[h2]New Stuff[/h2]
+Added new Pachy Skin: Lera by Valhalla
+Added new deity shrine trinket models
+Elasmosaurus now has Submissive and Distress calls

[h2]Admin[/h2]
+Admin: Added a few new server config properties for the AI
-These config variables go in the [/Script/BeastsOfBermuda.ServerGameInstance] section
+Admin: Added new server config property, DisabledAITypes
-This allows servers to disable only certain species of AI from spawning
-Here is an example of using this variable to disable the Frog, Auroraceratops, and Horseshoe Crab
!DisabledAITypes=ClearArray
+DisabledAITypes=EDinoType::Auroraceratops
+DisabledAITypes=EDinoType::Frog
+DisabledAITypes=EDinoType::HorseshoeCrab
-The five valid EDinoType values for AI are Auroraceratops, Frog, HorseshoeCrab, Malawania, and Arganodus
+Admin: Added new server config property, AISpawnRateMultiplier
The default value is 1.0. Multiplies how often the AI respawn tick happens. Lower values will result in more frequent AI respawns.
+Admin: Added new server config property, AISpawnCapMultiplier
The default value is 1.0. Multiplies how many AIs are allowed to be active in each AI spawn region on the map. Higher values will result in more AI being present in spawn areas when at the spawn cap
+The console command fillallstats will now also fill shell integrity
+The console command setstats now has a shell integrity fill input argument
+The console commands AddScentToArea and RemoveAllScentNodeData can now be used by admins with the ControlServer permission
+Admin: Added new console command, ResetFriendships. It resets the friendships of all players currently logged into the game. Requires ModifyEggsAndNesting admin permission to use


[h2]Supporter Warpaint and Cosmetics Changes[/h2]
+All customizable wearables including the Supporter Warpaint overlays have a toggle for turning on and off both Diffuse and Bio
+Added "No Jewelry", and "Jewlery Only" variants of all the Supporter Warpaint overlays
+Variants of the base overlay type (no jewelry, customizable, default, and no jewelery customizable) will show up in a separate dropdown menu after the base overlay is selected
+QoL: Equipable cosmetics can now be used on the main menu skin editor. The player just needs to join a game server at least once for their inventory to be saved locally to be then used for skin customization on the main menu. The inventory is saved in BeastsOfBermuda/Saved/local/usrsnapshot.snapshot
+Updated Acrocanthosaurus, Ichthyovenator, Saichania, Apato, Megaraptor, and Pachy Supporter Warpaint to fix visual issues or improve quality
+Adjusted Saturation of Mobility/Power Paints (Bases, Not Bio) 25% increase.
+Saichania: Added Saichania's Wiggle Dance emote, made by Lifeon. The Wiggle Dance emote will unlock with ownership of the Beasts of Bermuda Original Soundtrack on Steam
+Fixed: Shimmer color no longer gets locked after removing Warpaint overlay
+Fixed: Custom warpaint glow color no longer resets to white when opening the O menu

[h2]QoL Changes[/h2]
+QoL: The fog in Ory burrows has been replaced with a glowing orb that produces soft light
+QoL: When exiting the water, a new sound now plays instead of the splash sound
+QoL: Beached aquatics and the Archelon now have a special, sandy flipper footfall sound they play while traversing beaches
+QoL: Changes to the Piebald mutation: The whites are whiter, and it can cover more of the body.
+QoL: Question prompts can now be closed with esc-key. It also closes any other windows for quicker in-game reactions without unnecessary navigation
-Players waiting for the 'Return to Main Menu' or 'Quit Game' timers now have a quicker reaction time to attack back if someone attacks them while the prompt is visible

[h2]Mechanics Changes[/h2]
+Mechanics: After 2.0, Ory burrow food items no longer continue to diminish in food value
+Mechanics: Players cannot request to enter an egg until a server has been up for at least five minutes. This is to give players a chance to log in and regain control of their eggs after a server restarts or crashes
+Mechanics: Players cannot drop a carcass more than once in a Death's Blessing world event. Dying after having dropped a carcass once will result in no carcass dropping. This is to limit self-feeding behavior.
+Mechanics: If there is a Malawania player in your group, all AI Malawania will now behave passively towards you and you cannot attack Malawania AI
+Mechanics: Aquatics can no longer instantly get up from resting while swimming
+Mechanics: Added a new status condition called Tendon Tear. While Tendon Tear is active, you cannot sprint or jump. Both Charge and Evasive Maneuver cannot be activated while Tendon Tear is active. It also reduces turn rate by 20%.
-Creatures that are injury-immune cannot receive the Tendon Tear status condition
+Mechanics: Reset spent talents for all creatures
+Mechanics: Improved how knockback effects work while in the water
+Mechanics: Made the omnivorous diet on Pachy and Coah easier to balance with less strict requirements


[h2]Balance Changes[/h2]
+Merged the talents Scavenger and Botanist into one new talent called Forager. Forager has the benefits of both Scavenger and Botanist. Any creature that had Botanist or Scavenger now has Forager in its place on the talent tree
-Any inherits a player had in Scavenger or Botanist will transfer over into Forager.
+Balance: The talent Intimidation now also increases the amount of Friendship you lose when you hit other players with your attacks.

[h3]Acrocanthosaurus[/h3]
+Adjusted Acro's torso curl so it doesn't look down when the player has their camera in a regular gameplay position
+Further increased Acro's down bite reach
+Balance: Increased Acro's healing rate by 10%
+Balance: Acro's Intimidating Roar ability is now more effective against players who are larger growth than the Acro and less effective against players who are lower growth than the Acro
+Balance: Acro's Intimidating Roar ability is now more effective against creatures with higher size stats than the Acro and less effective against creatures who have lower size stats than the Acro
+Balance: Increased Acro's elder+ growth rate by 37.5%. It now matches Saichania's growth rate
+Balance: Increased Acro sit, stand up, lie down, and wake up animation speeds
+Balance: Improved the flexibility of Acro's torso while aiming its head and bite attacks
+Balance: Acro's weight has been increased to 1300, up from 1200
+Balance: Acro now deals more damage to bleeding targets. This is a 25% damage boost at 100% bleed.

[h3]Coahuilaceratops[/h3]
+Added large hitbox that can only interact with Chinlea so they are easier to catch

[h3]Elasmosaurus[/h3]
+Malawanias are now more fearful of larger Elasmos

[h3]Ichthyovenator[/h3]
+Balance: Increased the size of Ichthy's dart hitbox

[h3]Lurdusaurus[/h3]
+Balance: Reduced Lurdusaurus' primary attack and dart base damage to 125, down from 145
+Balance: Swapped the locations of Improved Dart and Long Runner on Lurdusaurus' talent tree

[h3]Megaraptor[/h3]
+Balance: Megaraptor can no longer use its Slash Attack while in the falling state

[h3]Pachycephalosaurus[/h3]
+Balance: Increased Pachy's charge base knockback to 1850, up from 1650
+Balance: Pachy now gains 20 Ability and 20 Stamina when hitting another creature with its Charge attack, rather than losing 20 Ability and 20 Stamina
+Balance: Increased Pachy's base stamina to 120, up from 110
+Added large hitbox that can only interact with Chinlea so they are easier to catch

[h3]Parasaurolophus[/h3]
+Balance: Para now has the Batter talent in place of Unbreakable. Any inherits in Unbreakable will transfer over into Batter

[h3]Wiehenvenator[/h3]
+Balance: Added the ability for Wiehenvenator to apply Tendon Tear by charging a bite. It can charge its bite by holding the Left Mouse Button and then releasing it. While holding it down, a charge bar will show up. When released, the more charged the bar is, the longer Tendon Tear will be applied
-The full duration is a 7-second application of Tendon Tear. This goes on diminished returns and becomes shorter each time it is re-applied. Diminished Returns will wear off after 18 seconds of not receiving the Tendon Tear status condition


[h2]Bug Fixes[/h2]
+Fixed: Logging back into a server while your character is still on the map no longer results in them dying under certain circumstances
+Fixed: Sai can now reflect Elasmo's attacks while using Spiky Shield
+Fixed: Closing the talent tree preview with the escape key no longer causes the cursor to disappear
+Fixed: Talent tree previews in character select now show the correct dino's tree
+Fixed: Placeholder text in the talents screen should no longer appear if no talent is selected
+Fixed: Sai no longer jams if it is hit while countering and using a vocal call simultaneously
+Fixed: Sai now plays its eating animation if eating while stationary or while picking up food and moving
+Fixed: Sai no longer slides if you use its Spiky Shield while crouched and then uncrouch and move while Spiky Shield is active
+Fixed: Rested Favor time no longer counts down while you have paused growth at 1.32 growth
+Fixed: Velo should no longer drop held objects with the ability key when ability key climbing is enabled
+Fixed: Elusive no longer breaks when you attack other players if you have 5/3 in the talent
+Fixed: Carcasses now properly retain their dino type and satiate status after a server restart
+Fixed: The mouse cursor should no longer cover the trial's tooltips when the game resolution is smaller than 1920 x 1080
+Fixed: Sai had no idle animation and no morphs in the main menu creature editor
+Fixed: Sai/Para no longer get stuck getting up from dancing while holding movement key and attacking
+Fixed: Para can no longer do its backkick while stomping, which would then allow it to repeatedly stomp faster than intended
+Fixed: After submitting a bug report, the escape menu can now be closed with ESC-key
+Fixed: Elasmo can now be hit while its neck is stretching to attack other players when it is at larger growth sizes.
+Fixed: On-screen text spam when trying to grab a player who has Spiky Shield active
+Fixed: Saichania now interacts with the muddy areas on Isla Titania
+Fixed: Players should no longer occasionally spawn underneath the map on Isla Titania
+Fixed: Spawn Point Inhibitors (placed with the foliage placement tool by server admins) now continue to block spawn points after a server restart
+Fixed: The Malawania AI no longer notices the player if they are using Elusive unless they are closer to the Malawania. More points in elusiveness further decrease the aggression radius
+Fixed: Hitting escape when looking at the talent screen in save selection should no longer disable or hide the mouse cursor
+Fixed: The death message that shows up when aquatics die due to lack of oxygen no longer says they died due to dehydration. Instead, it says they died due to lack of air.
+Fixed: The Saichania's Spiky Shield effect now properly scales up and down with growth
+Fixed: You can no longer get disconnected for inactivity while editing skins on the main menu skin editor
+Fixed: Krono can no longer use its lunge in a manner that results in it being able to attack with its bite more frequently than it should be able to


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[h3]Other Localizations[/h3]
Afrikaans

New Warpaint Cosmetic Overlays DLC!



[h3]About[/h3]
Each Supporter Warpaint DLC offers special eye overlays and a cosmetic overlay with three color options, plus a customizable, glowing marking.
  • The color options represent the three in-game deities that players engage with. The base color does NOT customize!
  • It is only equippable on the specific species of dinosaur you purchase it for.
  • You can only equip one overlay cosmetic at a time on your creature.
The Bundle:
There will also be a bundle on the dlc store which allows you to buy all creatures at once (this will include velociraptor which is not yet available)!


[h3]All the Supporter Warpaint DLCs include the following:[/h3]
  • Power Supporter Warpaint
  • Power Supporter Eyes
  • Mobility Supporter Warpaint
  • Mobility Supporter Eyes
  • Survival Supporter Warpaint
  • Survival Supporter Eyes

Proceeds from the purchase of this DLC are used to support the game's development.
[h3]Show your support now with the Supporter Warpaint Overlay![/h3]

Icy Pinecones

Icy Pinecones

[h2]Winter Holiday Shimmer Skins[/h2]
+For a limited time, players can unlock and earn the Ice Blight Mosasaurus skin!
-This skin comes with an Ice Cover overlay that can be applied to any other Mosasaurus skin
-This skin has a bioluminescent layer
-To unlock this skin, grow a Mosasaurus to 2.0 growth on any Life Cycle server! The skin will be globally unlocked and available for use on all servers once the player earns it
-The event will be active for one month. Happy Holidays!
-Aside from the bioluminescent layer and the ice overlay, markings on this skin can pass to offspring.
With thanks to Nonyapie & Twilightwolf for making the event skin.

+Players can also unlock last years Winter Event Skin: Snowflake Parasaurolophus by growing a Para to 2.0 on Life Cycle.

[h2]Updated Saichania[/h2]
+The Saichania has been given an entirely new, updated model and new set of animations to go along with it.

[h3]Added Saichania Skins:[/h3]
-Numbat by Triptrap & DJZ
-Smokey by Spoon
-Shoreline by Lifeon
-Skirr by Valhalla
-Blixt by Valhalla & Natahi4
+Updated Molten Shimmer Skin by Valhalla & Krymsonfeather

+Sai now has its elder, skinny, fat, incest, and baby morphs
+Added Sai's Idle2 variant as a playable emote
+Added a dance emote for Saichania that unlocks if you have 80 or more comfort
+Added a taunt emote for Saichania that unlocks if you have 100% in your Hunt Points Trial

+Balance: Saichania can now use its Spiky Shield ability while swimming
+Balance: Saichania can no longer be grabbed while using Spiky Shield
+Balance: Saichania now has bottom walking


[h2]Mechanics Changes[/h2]
+Mechanics: The "None" foliage option no longer hides all the shader-based foliage such as grass and inedible, small ferns on the terrain.

[h3]Changes to Life Cycle[/h3]
+Food and Water decay now reverts to Free Roam values at or below 35 food/water. While above 45 food or water, the rate of decay is at Life Cycle rates. Intermediate values interpolate between the two.
+While below 40 food or water, you now grow at 50% of Free Roam growth speeds. While above 50 food and water, you grow normally. Food and water at values between 40 and 50 results in reduced growth that interpolates between the two.
+While below 50 food or water, players will see some damage-related stats reduce. This effect intensifies and hits maximum intensity at 40 food or water. These effects also taper in, only seeing full effect at 2.5 growth and beyond. These effects include:
-A reduction in damage output. At maximum effect, damage output will lose 80% of its growth scaling increase.
-An increase in secondary damage received. This includes bleed, injury, stamina, venom, and breath damage.
-Player carry weight and grab size scaling lose 60% of their value. This effect fades in as the player goes from 1.32 growth to 2.5 growth, and is more severe as the player experiences increasingly slowed growth.
-Mosa thrash now drops in damage output accordingly when growth is slowed or paused from food / water
+The above slowed / paused growth and reduction in some damage-related stats is indicated by the presence of a status condition shown on the status display. This status condition shows reduced-growth when experiencing a growth reduction and minor stat drop. When experiencing a growth pause and larger stat drop, it displays a paused-growth status condition.
-If the player receives paused growth, which requires being under 40 food or water, it will take 90 seconds to remove this status condition after the player gets both their food and water above 40. This is to help prevent players from eating up really quick to run into battle with full stats.
+You see Starving and Dehydrated status conditions at 15 food or water, down from 20
+You start taking starvation or dehydration damage at 10 food or water, down from 15
-These changes were made to give players a larger playable area of food and water values while seeing paused growth in Life Cycle
+The food and water decay reduction associated with the Resting buff now begins to taper off as players grow past 2.5 and loses most of its effect at 4.5 growth and beyond
-This is to ensure there is some upper point on growth where players will ultimately find it very challenging to grow bigger. With all the above changes, we felt it was too easy to eat and grow during the night, resulting in significant growth inflation on Life Cycle
+Aquatics do not need to keep their air above 50 to avoid slower growth or loss of damage
+The food and water drain rate reduction associated with this new experimental mechanic no longer applies while sick, and only reduces 50% of the Life Cycle food / water drain rate while recovering from sickness
+None of the above changes to growth rate, food drain, water drain, or damage take place unless the player is in the gauntlet
+Players with paused growth due to food or water values below 40 now show this status condition by their scent message if it is present

[h3]Experimental Addition of Favor[/h3]
+Favor is intended to be a new currency players can earn while participating in the Gauntlet on Life Cycle servers. Its intended use is to be the currency used for the upcoming Life Cycle store, which has now entered development. Note that right now the implementation of Favor is experimental, and while we are allowing players to earn and accumulate Favor with this patch, it will be reset to zero when we deploy the favor store.
+Favor is flavored after the deities in Beasts of Bermuda, and players earn Favor with the deities by participating in the Gauntlet. There may be other ways to earn Favor in the future as well, but we're starting simple with it.
+Added new Favor combat log event type such that favor gains (or losses) can be seen on-screen or in the chat log at the player's preference
+Currently, Favor is awarded on the growth tick at a rate of 1 favor point per growth tick if the player is in gauntlet. This drops to fractional values if the player is experiencing slowed or paused growth
-A player can see how much favor they have on a creature by opening the Character menu while playing on that creature or by viewing the saved creature in the save selection screen
-Note if the server is on Free Roam, favor will not show up on the UI
+Implemented rested 2x Favor Gain time
-While offline, you accumulate rested time at a rate of one hour of restedness for every ten hours logged off the creature
-While logged onto a creature, this rested time ticks downwards. While you have rested time, you experience a 2x bonus to favor gained. Note if you are not earning favor because you are not in gauntlet, your rested time will not tick downwards.
-You can see how much rested time you have left by opening the Character UI and looking at the Favor section of the UI. It will have a triangular Favor icon with a timer on it
+Favor passes on to a reincarnated creature
+In a future patch, Favor will be used to purchase a variety of things from the Deity Favor shop.

+Note that the current badge / Experience system is being depreciated. We're leaving it in the game since it's fun to earn the badges and observe how many of them you have, but there were several flaws with the implementation of the current badge experience system and we felt it was easier to start over with a new system rather than build upon it.


[h2]Admin Commands[/h2]
+Added new console command for admins: ResetMaxPlayerGrowthTo, with ControlServer permission requirements
-This console command allows servers to reset the growth on the save file down to a provided input value. Any creatures over the specified growth will be shrunk down to the value provided. This may allow servers to have soft resets where characters are not lost, but growth is reset if they wish to use it

[h2]Map Changes[/h2]
+Redid Painting on Ancestral Plains
+Redid Painting on Rival Shores
+Redid Painting on DM_Caldera
+Adjusted height fog on Isla Titania
+QoL: Improved grass on Isla Titania
+Added overcast PPS to AP and RS

[h2]Quality of Life Changes[/h2]
+Updated default settings for Steam Deck
+Steam Deck's default setting FPS cap is now 40
-Adjust Steam Deck's screen's refresh rate to 40 Hz for maximum battery life
+QoL: Added a UI switch to toggle between using the skin overlay dlc bio and any bio currently present in the base skin.
-We are currently unable to support having two or more bioluminescent layers active simultaneously on a single skin. Toggling back and forth does not remove or lose the bio present on a skin.
+Velo and Ptera's feathers now ruffle up when soaked in water


[h2]Balance Changes[/h2]
[h3]Apatosaurus[/h3]
+Balance: Apato's tail whip now deals 75% less damage to Saichania
-Saichania still reflects full tail whip damage back to the apato if hit by a tail whip
[h3]Megaraptor[/h3]
+Holding Evasive Maneuver when it is already charged fully now results in stamina being drained at a rate of 12 stamina per second
-The talent Evasive Maneuver reduces the stamina drain rate
+Megaraptor's ability to deal bleed now starts fading in at 0.6 growth and you deal regular bleed damage at 0.9 growth and beyond
[h3]Oryctodromeus[/h3]
+Balance: Reduced Ory's food drain rate by 11%
+Balance: Reduced Ory's water drain rate by 10%
[h3]Parasaurolophus[/h3]
+Balance: Increased Para's base weight to 1600, up from 1300


[h2]Bug Fixes[/h2]
+Fixed: Malawania critter AI carcasses now provide satiation
+Fixed: Egg and storm music overlapping
+Maybe Fixed: Maybe fixed the automatic keyboard opening for Steam Deck when chatting
+Fixed: Chat can no longer be opened in main menu by pressing down arrow or d-pad down from Exit Game selection
+Fixed: Chat can no longer be opened in options by pressing left arrow or d-pad left from back arrow selection
+Fixed: Issue where under certain conditions, status conditions such as Resting, sickness, and deity blessings would behave incorrectly on the status display, sometimes resetting their cooldowns or getting stuck on the client's display
+Fixed: Steam Deck with old bios or old proton now runs with high performance default settings
-Steam Deck with new bios and new proton should still use high quality default settings with 40 target fps
+Fixed: Steam Deck default settings should reach 60 fps in any map
-Settings are now low or none with 90% resolution scale
+Fixed: Eating chinlea fish as an aquatic no longer reports that it gives water from consuming a fish
+Fixed: Player can now exit pause menu with escape key after leaving in-game bug report
+Fixed: Escape key now properly returns player in the game while in-game bug report window is open

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[h3]Additional Patchnote Languages[/h3]
Afrikaans