Blood Rush Bonanza!

[h2]Added New Playable Creature:[/h2]
Kaprosuchus!
The Kaprosuchus is our newest creature that has been added to Beasts of Bermuda! It is a small, semi-aquatic crocodilian that specializes in a swift, fast playstyle. It's a very fast runner and has several tools to help it ambush prey and deal damage quickly.
[h3]Moves and Abilities[/h3]
+The Kaprosuchus' Primary Attack consists of dealing damage with a standard bite attack that inflicts moderate damage. Additionally, the Kaprosuchus can hold Primary Attack to use Bone Snap. Bone snap deals additional damage and applies a crippling, Tendon Tear debuff. The longer the Primary Attack key is held, the more damage is dealt and the longer the Tendon Tear debuff lasts. Be wary, as continuing to hold this ability will actively deplete your ability.
- While charging a bite, you move and turn slower. This allows you to punish adversaries that face you head-on with this debuff, while making it more difficult to apply to fleeing targets.
- The Kaprosuchus has the talent Snapping Jaw. This talent increases the duration of the Tendon Tear debuff applied by Bone Snap. It additionally decreases the ability cost, increases the damage multiplier, and reduces the movement penalty associated with charging and using this ability.
+The Kaprosuchus' Secondary Attack key allows it to use Brute Force. Brute Force is a powerful, leap-like attack that deals significantly more damage to its target if it hits. It also deals bonus injury damage. Brute Force gives the Kaprosuchus a tool to hit very hard and potentially cripple its prey before it has a chance to flee. It costs both Ability and Stamina to use and slows your movement speed by 40% while charging the attack.
- Aiming the camera up and down while holding the Secondary Attack key will allow you to adjust the angle Brute Force leaps with. Additionally, crouching lowers the launch angle. There is now an aiming cursor that shows where you will land while using this ability.
- Brute Force's leap distance does not scale with growth, Powerful Legs, or being fat. This allows the ability's trajectory to remain consistent and useful as a combat ability regardless of growth. Note that Kapro has another, similar ability specifically for mobility that does scale with growth and Powerful Legs.
+While swimming, the Secondary Attack key allows the Kaprosuchus to dart. Its dart is similar to other creatures with the ability.
+Kaprosuchus' Ability key allows it to use Blood Rush
- Blood Rush adds additional damage to the next attack the Kaprosuchus successfully lands.
- Blood Rush also allows your next attack to ignore damage reduction if it hits on the tail
- Blood Rush cannot be used while in combat, so the Kaprosuchus must be prepared for the fight to get this bonus. A notification will display when you leave combat on the Kaprosuchus, informing you that Blood Rush can be used once more.
- Blood Rush's damage does not scale with other abilities that add damage such as Bone Snap or Brute Force. It does scale with growth, damage talents, and other conditions that modify damage such as being grabbed.
- The Talent Thirsty for Blood increases the damage Blood Rush adds to an attack
+The Kaprosuchus' Special key allows it to perform a large, high-angled hop. This ability can also be aimed by tilting your camera up or down, and it has an aiming cursor that indicates where you will land while using this ability. Crouching lowers the launch angle. While charging this ability, the Kaprosuchus moves 20% slower.
-This ability scales with both Powerful Legs and Growth, allowing it to go much farther as it gets bigger. It costs only Stamina. You may find the Kaprosuchus in surprising places due to usage of this ability!

[h3]Kapro-Specific Talents[/h3]
+Added Replenish as a new talent to Kapro's talent tree in socket S3.1
- Replenish grants stamina to the Kapro on a successful attack. At 5/3 this grants 37.5 Stamina per attack
+Added Thirsty for Blood as a new talent to Kapro's talent tree in socket M3.1
- Thirsty for Blood increases how much damage Blood Rush adds to your next successful attack. It also reduces the cost of Blood Rush and increases how long the buff lasts until it expires.
[h3]Passive Abilities[/h3]
+Thick Tail
- -Thick Tail grants the Kaprosuchus 65% damage reduction on its tail rather than the standard 50%
- Thick Scutes grants immunity to venom. This applies to both the venom damage type and to the Palaeophis' Venom Spit ability and its associated status effect
- Thick Scutes additionally grants 50% damage resistance to damage being dealt by serpents such as the Palaeophis.
- The Kaprosuchus can eat a lot, far surpassing being full. This takes overeating to the extreme, allowing the Kaprosuchus to gain substantial amounts of health and weight at the expense of mobility.
- It also can go a very long time without eating.
- Note that to take full advantage of Kapro's Lazy trait, the talents Resilience and Tough Stomach are highly recommended. Otherwise, the comfort drop from being this overweight will likely result in your death.

[h3]Stats[/h3]
+Kapro has a growth rate and scaling stats that match the Pachycephalosaurus
+Kapro has a base food value of 125
+Kapro has a max food value of 300, which is higher than any other creature in the game
+Kapro's base health is 425
+Kapro's base damage is 65
+The Kaprosuchus is primarily a meat eater, but it can occasionally eat fish without getting sick. A diet too rich in fish may make you sick via the dietary mechanic, as it has a max fish allowance in its diet.
[h3]Skins[/h3]
+FireBelly by Twilightwolf & Natahi4
+Leopard by Valhalla
+Swamp Runner by Pixeldeer & Novacaine
+Mangrove by Callie
+Seaspray by Novacaine & Valhalla
+Banded by Gamevideosforlife & Novacaine
+Marbled by Nonyapie & Natahi4
[h3]Misc[/h3]
+Added Kapro taunt emote
- The taunt emote requires visiting all major deity shrines on the map
+Added Kapro dance emote
- The dance emote requires owning the BoB OST
+Kapro lays nests where the eggs get buried after they are laid. This functions similarly to the Archelon nest. It does not have to be laid on or near a beach.

[h2]New Titania Map Expansion: Cypress Marsh[/h2]
Cypress Marsh is a mysterious and misty biome located behind Titan's Rise. Its a semi-aquatic focused area that connects to the ocean biome: Eroded Coast. It trades good food and water for poor visibility and unpredictable marshy terrain.
+Cypress Marsh features a unique biome soundtrack
+A thick fog covers the biome both day and night, making it perfect for ambushes
+The largest body of water in Cypress Marsh does not have a banner (or a mark on the compass) to prevent confusion while traversing the biome. This main watersource is infinite but does not provide satiation. However, there are many small pristine water sources across Cypress Marsh and the Eroded Coast to drink from instead that do provide satiation.
+Cypress Marsh features a special water Post Process effect which makes the water look dirty and murky when below the surface. All animals are at an equal visual disadvantage to this biome-specific murkiness. There are also chunks of algae floating in the water at some locations.
+Creatures now get covered in algae from the top-down while breaching in swampy water
+There are 3 mini land shrines and 3 mini aquatic shrines in Cypress Marsh.
+There are various types of AI in Cypress Marsh
+Cypress Marsh features various unique POI and environmental story telling
[h3]Other Map Adjustments:[/h3]
+Fixed bad collision on burnt Tropic Trees
+Improved LODs on the Kapok Trees
+Replaced the mammoth bone assets on Titania with lore-correct theropod bone assets
+Added some more broken building structures to the Orchard Ruins at Outlands
+Cypress Marsh Trees, Roots, and Stumps are now in the foliage tool and interactable on Titania. Stumps, Roots, and dead trees can be knocked over, but not eaten. Cypress Trees with leaves can be eaten when playing as correct species type and growth.
+Increased compass scent radius by 75% on Isla Titania to accommodate for map expansion

[h2]Other New Content[/h2]
[h3]Earnable, Equippable Cosmetics[/h3]
+Each creature can now earn an equippable burn overlay if they are caught on fire by a forest fire and manage to survive.
- There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
- This cosmetic unlocks game-wide if earned on an Official server.
- The Burn scar overlays can only be earned if the player survives a fire that has not been spawned with console commands. Note using 'spawnfire' during a forest fire will mark all active fires as console-spawned, and the achievement will not work in this case either. Touching lava and being caught on fire by lava during a forest fire will also not grant the achievement.
+Each creature can now earn an equippable lightning scar overlay if they are struck by a naturally occurring lightning bolt
- There is a corresponding achievement in the achievement gallery under the cosmetics section that shows how many creatures currently have earned the overlay
- This cosmetic unlocks game-wide if earned on an Official server.
+Surviving sickness at or above 2.5 growth now rewards the sickness overlay for the creature that got sick. This sickness overlay is equippable on the Character customization screen.
- It equips to the same texture slot as the burn and lightning overlays.
- There is an achievement in the achievement gallery that displays how many creatures you have gotten sick and survived on. All creatures can earn a sickness overlay. Completing the achievement requires surviving a terrible sickness (2.5+ growth) on all creatures.
- Note that Pachycephalosaurus can earn the achievement, but currently has no sickness overlay.
[h3]Skins[/h3]
+Added new Velo skin: Harrier by Twilightwolf

[h2]Admin[/h2]
+The console command SetAllTalentInheritsTo now dirties a creature
[h2]Quality of Life[/h2]
+Talent points have been reset for this patch
+Added Velociraptor dance sound
+The Palaeophis now removes any visual dirtiness effects such as mud or sand after shedding its skin. It also dries it off.
+Renamed the Pteranodon Idle2 animation to Shake in the emote action wheel. Using this animation now dries and cleans the Pteranodon
+Using the Shake emote as the velociraptor now dries and cleans the Velociraptor
+While not mousing over any talents, the dino information that shows up on the dino select screen now also shows up on the talent screen. Note that all dino information has been updated to be relevant and up-to-date
+Added two additional save slots to all player save profiles, bringing the total save slot count up to 12, from 10
[h3]Streamer Mode[/h3]
+Added Streamer Mode toggle in the gameplay settings
- Toggling it on automatically randomizes own name, hides global chat, uses only friend's steam avatars and hides server's name
- Streamer mode now changes other players names to their ID in player list, chat and in group. This is only visible to the streamer. ID can be used for /invite etc.
- Streamer mode now changes group names to random dino species name from that group in the group finder. This is also only visible to the streamer
- Player colors and badges are now hidden while in Streamer Mode
- Leaderboard names are now hidden while in Streamer Mode
[h3]Dino Customization UI Edits[/h3]
+The Dino Customization UI has been edited to make it easier to find various cosmetic options while creating a new creature.
- The voice pitch, preview growth, and update camera view options are now immediately visible to the player on the left side of the screen.
- After selecting a skin, additional cosmetic options that can be added to the character are now also visible on the left side of the screen. This includes holiday or warpaint overlays, velo / changyu plumage options, usable model morphs, and any other cosmetic options available to the player.
- Pressing the back arrow or the escape key will hide the left panel with the customization options, allowing the original UI setup to be viewed instead.
- The color wheel that displays when a color-customizable equippable item is added to a character can now be closed, allowing the player to get back to the growth preview and voice pitch options
- These changes were made as we realized players were not finding these options very easily.
- Note that most of these changes are for the creature creation screen, not the customization screen accessible while playing a creature.

[h2]Balance[/h2]
+Balance: You can no longer dart while Tendon Tear is active
+The talent Vigilance also gives an additional effect:
- Vigilance reduces how much venom damage is received from all sources. This also shortens the duration of Venom Spit's blind effect. With max talents invested, it mitigates these by 67%.
+The talent Burrow Master now has an additional effect:
- Increases the rate at which you regenerate Ability, Stamina, Comfort, and Health while in a burrow. With three points invested, these match their resting regeneration rates.
+The talent Snake Senses can no longer sense players that are in a burrow
+Balance: Flyers are no longer knocked out of flight if hit by a gliding velo or changyu while flying
+Balance: Increased the speed threshold at which flyers will transition into a swimming state when diving into the water. This means you enter a swimming state sooner than before.
+Balance: Wing Beat's status diminishing returns timer is now 15 seconds, down from 30. Note this applies to both Archelon and Tropeognathus
[h3]Archelon[/h3]
+Balance: The talent Snapping Jaw also reduces the base Ability cost of Archelon's charged bite attack
[h3]Oryctodromeus[/h3]
+Balance: Increased Ory's base bite damage to 30, up from 25
+Balance: Increased Ory's base health to 145, up from 125
+Balance: Increased Ory's swim sprint speed to 370, up from 250
+Balance: Increased Ory's swim walk speed to 233, up from 150
+Balance: The Oryctodromeus is no longer immune to Tendon Tear
+Balance: Added Metabolism and Hydration to Oryctodromeus' talent tree in talent sockets S3.1 and S3.3
[h3]Pachycephalosaurus[/h3]
+Balance: Pachy is now considered a Piscivore, which means it can eat Chinlea and other sources of fish without getting sick
[h3]Palaeophis[/h3]
+Balance: The Palaeophis is no longer immune to Tendon Tear
[h3]Pteranodon[/h3]
+Balance: Pteranodon can now cancel their dart by releasing Secondary Attack (RMB typically)
+Balance: Increased Pteranodon's base damage to 40, up from 35
[h3]Tropeognathus[/h3]
+Balance: Tropeognathus now has Improved Dart in its M3.1 talent socket
+Balance: Tropeognathus can now cancel their dart by releasing Secondary Attack (RMB typically)
[h3]Velociraptor[/h3]
+Balance: The Velociraptor (all Specializations) is no longer immune to Tendon Tear
+Balance: Reduced Velociraptor Specialization's healing rate by 20%
+Balance: Reduced Changyuraptor's healing rate by 35%
+Balance: Changyu's stationary turn rate is now 230, down from 272.5
+Balance: Changyu's sprinting turn rate is now 170, down from 190
+Balance: Reduced Velo and Changyu's damage scaling below 1.0 growth such that hatchlings and juveniles deal less damage than before

[h2]Bug Fixes[/h2]
+Fixed: Being hit while climbing as velo/chang should no longer cause the creature to fall through the map
+Fixed: Velo's climbing tutorial prompt shouldn't pop up again if player has climbed
+Fixed: Velo no longer jams if it mates while climbing
+Fixed: The preview creature on the dino selection screen now properly adjusts itself so it sits properly on the ground while adjusting the growth slider
+Fixed: Server crash related to AI. The server log would print 'Container has changed during ranged-for iteration!' AI should now be able to be enabled without this crash occurring.
+Fixed: Server crash related to stumps being removed on the map. The server log would print 'Container has changed during ranged-for iteration!' with a note above about FoliageControllerBase.MULTICAST_RemoveStump
+Fixed: Server crash related to burrow networks deconstructing. The server log would print 'Container has changed during ranged-for iteration!' but on line 2l6.
+Fixed: Equipped cosmetic items now properly unequip when you remove them through the Character Customization UI after having just opened it with cosmetic items already equipped
+Fixed: Certain equippable cosmetic items such as elder eyes and supporter eyes now properly stay equipped on Acro/Carch and Apato/Bronto
+Fixed: Trying to take off from a swimming state immediately after being hit by another player no longer results in your stamina immediately draining to zero
+Fixed: Changyuraptor now plays its glide animation when it is selected while on the dino select screen
+Fixed: Pachy should no longer gain plant diet from secret snackies gores
+Fixed: Elusiveness' invisibility effect no longer breaks when you successfully deal damage to another player while having 4 or more talent points in Elusiveness
+Fixed: Newly reincarnated creatures are no longer lost if the server restarts or crashes before doing a save tick
Thank you to the BoB QA Team for the provided screenshots.
[hr][/hr]
[h3]Additional Patchnote Languages[/h3]
Afrikaans.txt