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Deity Shrines, Trials, and Resurrections

Deity Shrines, Trials, and Resurrections


[h3]Deity Shrines[/h3]
+There are six total deity shrines on Forest Island, Rival Shores, and Ancestral Plains that players may visit for the purposes of pledging or sacrificing.
-These shrines come in three different types, representing the Mobility, Power, and Survival Deities
-There is one of each type under the Ocean, and one more of each type on land.
+There is a new Trial called Shrines Visited. This trial requires one to visit each shrine.
-Non-aquatics only need to visit the shrines that are on land, and aquatics only need to visit the shrines under the Ocean, but Lurdu and Ichthy must visit all six.
-You do not need to pledge to a shrine to successfully "visit" it.
+If killed while in the presence of a deity shrine, that death counts as a sacrifice to that deity.
+Players do not grow in the presence of a deity shrine.
+Creatures killed in the influence of deity shrines drop empty carcasses.

[h3]Pledging or Sacrificing to a Deity[/h3]
+Each deity shrine can be interacted with to give the player the option to either pledge or sacrifice themselves.
+If a creature that is not pledged or sacrificed dies, it is worth 75% of its previous value when used to resurrect a creature.
+If a creature is pledged to a deity, the Trials score associated with that deity is changed to equal the value of the second best Trials score.
-Creature point values are broken down and shown pre Trials category both on the save select screen and in the prompt shown when you pledge to a deity at a shrine
-These point values are based on a combination of how long the creature has been played, and how well the player has done on that creature's Trials
-If a creature has these point values: Power = 100, Mobility = 150, Survival = 125, a pledge to the Power deity shrine will bump the Power category up to 125. A pledge to the Mobility or Survival deity will not increase any individual Trials category unless the player earns enough Power Trials score to surpass one of these other two
-This allows players to avoid or neglect a specific Trial or collection of Trials and focus on the other two if they wish to, for example, ignore the hunting / power Trials
+If a creature sacrifices themselves at a shrine to a specific deity, the corresponding point value in that Trials category is instead set to the maximum of the three Trials categories.
-In the example above, this means sacrificing to the Power deity, which is done by visiting the Power deity shrine on the map, will result in their Power score being set to 150
+You can change your pledge at any time by visiting the appropriate deity shrine. The previous pledge is overwritten by the new pledge.

[h3]Resurrecting Dead Creatures[/h3]
+Dead creatures can be resurrected by a new, in-game UI which can be found on the save selection screen
+When selecting a dead creature, the option to resurrect that creature will now be present
+While resurrecting a creature, the player is given the option to sacrifice dead or living creatures from their select screen to meet the cost of a resurrection
+If the cost of resurrection is not met, the value of the sacrificed creatures will instead be subtracted from the target's resurrection cost
-This allows players to chip away at the cost of resurrection for a large creature that may be too expensive to resurrect at the time
+The amount of points a creature gives in order to revive another creature is not equal to its own cost to be revived.
-Point values are always broken down into three categories: Power, Mobility, and Survival
-The cost to resurrect a creature is based on this formula:
If Growth > 1.1, Cost = 30 * (Growth / 1.1) ^ 5
If Growth -The point value of a creature when used for meeting a resurrection cost is based on this formula:
PointValue = NumMinutesPlayed * TrialCategoryScore, where TrialCategoryScore ranges from 0 to 1.0 based on the average scores of the Trials in that category
-If dead and neither sacrificed nor pledged, this PointValue is 75% of what it would be from the calculation above
+When resurrected, creatures also receive a loss of some growth
-This growth penalty is very small for smaller growths, but climbs for large growths
-Here are some examples
-For a 1.0 creature, this means it will resurrect as a 0.8625 growth creature at the cost of 25 Trials points
-For a 1.5 creature, this means it will resurrect as a 1.2375 growth creature at the cost of 141 Trials points
-For a 2.0 creature, this means it will resurrect as a 1.6125 growth creature at the cost of 596 Trials points
-For a 2.5 creature, this means it will resurrect as a 1.9875 growth creature at the cost of 1819 Trials points
-For a 3.0 creature, this means it will resurrect as a 2.3625 growth creature at the cost of 4527 Trials points
-If a player resurrects with too many talent points spent for their reduced growth, their talent bonuses will not be active until they remove some talents of their choice. This is done by opening the Talents screen and clicking on talents


[h2]New Parasaurolophus[/h2]
+The new parasaurolophus model, set of sounds, and accompanying animations have been added to the game to replace the older para
+There are currently five skins associated with the new para. Players who log in from older para saves will be given a new skin and will also be allowed to customize or change it once by visiting the character menu and hitting Dino Customization
-Added Darkfoot Para by TeaTimeJess & Natahi4
-Added Savannah Para by Twilightwolf and Natahi4
-Added Default Para by Twilightwolf and Callie
-Added Bison Para by Twilightwolf & Natahi4
-Added Pharaoh Para by TeaTimeJess & TripTrap
+Para now has a gender-specific morph on its model. This morph starts showing up as you grow larger and does not show in the juvenile stage
-Players logging onto a para saved from the public branch will be immediately prompted to change gender. You only get to do this once, so choose wisely

[h2]New Character Stats UI[/h2]
+The 'O menu' has been redone
-Note that food and water satiation now only show up when they are non-zero, and that injury and bleed damage show up on the status condition icons


[h2]New Death Screen[/h2]
+After dying, a new screen now shows up rather than the regular Escape menu.
+In the top-left corner, there is now a dropdown arrow that allows one to view character stats, server stats, and a combat history leading up to their death
-This combat history shows all recent damage dealt and received
-It also contains creature type, gender, growth, coordinates, server, and time
+The new death screen should now show you why you died if it was from comfort-related or status-related conditions

[h2]Talent Hints[/h2]
+Smelling other players should now hint as to what kind of talent build they have, alongside which talent may be their best
-This hint prompt suggests what their first and second most talented trees are, and then suggests one of their strongest talents
-The talent portion of the hint changes once per hour to a new, randomly selected talent that may be tied for their best talent at the current time
-Inherits are factored into what this hint prompt displays


[h2]Burrow Changes[/h2]
+Several large objects can now be found underground while digging in ory burrows
-This currently includes large ribs, a vertebrae column, boulders, and a spooky acro statue
+Adjusted the spawn rate and priority of the cucumbers in ory burrows such that they are as common as the potato
+Increased the amount of water satation cucumbers give to 3.0, up from 1.5
+If talented into Burrow Master, the Oryctodromeus can now move decorative objects around in their burrows
-One object can be stashed at a time, and while carrying an object an icon appears on the dirt jar HUD element
-One point into Burrow Master allows moving non-edible, non-solid, non-special objects
-Two points into Burrow Master allows moving edible and solid, non-special objects
-Three or more points into Burrow Master allows moving all objects, including special objects such as crystals and ruins
-The cost to pick up and stash an object is 2x the cost of digging a tunnel node, and is reduced with Swift Claws
-The Ability key will now do this, and will either stash the object in the node you're standing on or drop the stashed object, depending on whether or not you're carrying a stashed object
+Crystals, rocks, and other solid decorative objects now reappear if a tunnel node contained that decorative element becomes once again suitable for its placement
+Reduced the volume of the crystals in ory burrows by 70%

[h2]Balance Changes[/h2]
+Adjusted Tropeo's damage so it deals significantly less as a hatchling, juvenile, or subadult
+Megalo's Identify ability is expanded: 4/3 reveals gender and 5/3 reveals food/water satiation
-Note that these won't show up on the UI if the target does not have any food or water satiation
+Para can now highlight any creature that is not in its group, rather than just non-herbivores
+The Para's alarm call now alerts the group chat of what they spotted
+Increased Megalosaurus' turn rate by 10%
+Stiffened Megalo's tail by 33% so it isn't as easy to hit during a fight


[h2]Map Changes[/h2]
+Tightened the Out of Bounds volumes on RS (they were too far away from the playable area)
+Added the deity shrines on Rival Shores, AP, and Forest Island
-There are six in total. Three are under the Ocean and three are on land
-The Shrines Visited Trial only requires visiting shrines appropriate for your creature. Non-flying Semi-Aquatics need to visit all 6
+Updated the forest to jungle bridge so that it is easier to jump at low tide, but still hard to grab players
+Added new biome-specific ambient sounds to both Rival Shores and Ancestral Plains

[h2]Mechanics[/h2]
+Consuming Water Satiation now counts towards the Water Drank Trial
+Consuming Food Satiation now coounts towards the Food Eaten Trial
+Dry lightning now adds to the Storm Time Weathered Trial
+The Distance Traveled Trial no longer applies for the Oryctodromeus
Added a new Trial for the Oryctodromeus - Distance Traveled Underground
-This requires about 1/3 the total travel distance of the previous Trial, but only counts while traveling while in a burrow
+Added a new Trial for Lurdusaurus and Ichthyovenator - Distance Swam
-This requires about 1/2 the total travel distance of the Distance Traveled Trial, but only counts while swimming
+Added a new Trial for all creatures - Species Identified
-This requires sniffing creatures of different species. It triggers if you sniff a player directly, so long as they are large enough to leave behind a scent trail.
+Forest fires now ramp up in spread rate for the first 90 seconds, giving players a larger window of time to see a fresh forest fire and escape to safety before it aggressively spreads
+Forest fires can no longer spawn within 100 meters of a player
+Reduced the maximum spread rate of forest fires
+Creatures marked dirty can now view their Trials, but cannot receive additional Trials score.
+SetWeather no longer increases the Storm Time Weathered Trial. ForceStorm still does.
+Console-spawned carcasses no longer grant progress towards any Trials
+Console-spawned plants no longer grant progress towards any Trials
+Mesh bites should now be more stringent, and should reject more cases where players are partially occluded by rocks or other objects
-This should remove the need for meshing-related biting or attacking to be moderated, as the game now handles this
+After logging in, players can now not deal or receive damage for 8 seconds
+Keen Senses no longer highlights players that are in the player's group
+The talent Sneaky now additionally reduces how long your scent trail is and, at 3/3, also makes it so you do not release scent while sitting or laying down


[h2]QoL Changes[/h2]
+If banned from a server, it now shows you how many hours the ban remains for and the reason why
+Blocking a player through the player list now mutes them completely in your chat, this includes any message sent by them in global, local, pack, dm, ...
+The player list is now only searchable by steam ID if you are an admin on the server
+Game now warns you if you try to spawn a saved creature near other big animals
+Players logging on no longer automatically join a group if they cannot normally join that group without admin assistance, unless an admin is present in the group at the time of logging on
+Reworked the Megalosaurus' Identity UI
-Note that if Food and/or Water satiation is at 0, it won't show on the UI even with the proper level of talents and inherits
+Dutch and Polish are now supported as in-game languages
+Added a new, improved Ichthy mesh and set of textures
+Creatures that die and get resurrected now get their stats (bleed, injury, etc) reset. This means that if you died with a lot of injury, your resurrected creature will have none.
+Added creature info on the dino select screen for Lurdusaurus, Saichania, and Kronosaurus

[h3]Environmental[/h3]
+Improved the wind sound effects
+The distant rumbling thunder sound now fades in before lightning strikes start happening
-This gives players a window of time where they can hear thunder approaching without the risk of being struck by lightning or witnessing the spawning of a forest fire
+Wind, Rain, and distant thunder rumbling sounds now turn off while the camera is underwater
+Edited rain weather effects to be more intense, and rain now blows with the direction of the wind
+Added a foggy effect while in caves
+While storming or windy, the Ocean's waves now get rough
+Cave lighting is now consistent regardless of time of day or weather outside

[h3]Server Control[/h3]
+Added a new function: ServerGlobalMute(DurationSeconds) which allows to globally mute the server for the provided duration, after which it'll lift automatically.
+Added a new function: SlowMode(DelaySeconds, DurationSeconds) which allows to create a slow mode on the chat globally with the specified "cooldown" and duration, after which it'll lift automatically.
-These functions only apply to global chat and are bypassed by admins.
+The observer camera now also shows a player's talent points when using the Identify ability on it.
-You must have enableallscreenmessages set in the console
-This will not show inherits that are beyond the player's current growth
+The ListTalentPoints console command now has a player name argument and now requires UseObserver permissions, rather than ModifyTalents permissions
-This will also not show inherits that are beyond the player's current growth
+Observer Cam's ability now displays if player has used commands and is dirty or even unsaveable
+Servers can now specify which herbivorous species can group with one-another through the game.ini config file
-It is possible to make arrangements such as this:
-Species A can group with species B, B can group with C, but A cannot group with C.
-All cases where A and C may be able to get into a group through B such as logging on and offline should be accounted for and blocked correctly
-By default, the config is set up such that all herbivores can group with one-another, which is the way it currently is on public branch
-Here is an example config. A server wishes for para and pachy to never be able to group with one-another, but wishes for both para and pachy to group with every other herbivore. They also wish for all other herbivores to group with one-another
!AllowedSpeciesGroups=ClearArray
+AllowedSpeciesGroups=(Group=(EDinoType::Apatosaurus, EDinoType::Saichania, EDinoType::Pachycephalosaurus, EDinoType::Oryctodromeus, EDinoType::Lurdusaurus))
+AllowedSpeciesGroups=(Group=(EDinoType::Apatosaurus, EDinoType::Saichania, EDinoType::Parasaurolophus, EDinoType::Oryctodromeus, EDinoType::Lurdusaurus))


[h3]Game Reporter[/h3]
Implemented a passive tool server side which allows broadcasting certain game events through Discord webhooks.
This can be used to see chat activity live in a specific discord channel for moderation purposes,
It can also be used to keep an eye on admin command usage activity and login/logout of anybody on the server, for moderation purposes.
-These are the config settings available for GameReporter (in your Game.ini file):
+Added group activity tracking for GR:
-This is enabled by the config variable bUseGroupActivityWebhook and the settings GroupActivityDiscordWebhook and GroupActivityDiscordIconURL.
-This webhook will track player joining and leaving groups along with parsing the online group members when joining and after leaving.
-It also shows the growth and species of each player
+The commands SlowMode and ServerGlobalMute now support 3 parameters affecting the local chat, the group chat, and DMs.
+Added a new config variable, bForceIgnoreGroupSpeciesCheckOnLogin
-When true, players logging onto creatures will automatically rejoin their groups, even if they violate species permissions
+Added a new admin command category, GroupInvitesOnly
-The only ability this admin category controls is the ability to invite other players to groups
-The 'Groups' category also allows inviting players to groups, but also allows usage of the admin command disbandallgroups
+Implemented Combat log Tracking for GameReporter …
-Config settings are:
 CombatActivityDiscordWebhook="webhook_url"
CombatActivityDiscordIconURL="icon_url" (optional)
bUseCombatActivityWebhook=True/False (to enable this feature on the server)
[GameReporter]
ChatReportDiscordWebhook="12345/example"
ChatReportIconURL="any/url/to/img"

LoginDiscordWebhook="12345/example"
LoginDiscordIconURL=""

AdminCmdDiscordWebhook="12345/example"
AdminCmdDiscordIcon="IconURL"

bUseChatWebhook=True
bUseLoginReportWebhook=True
bUseAdminCommandUsageWebhook=True

ChatReportDiscordWebhook: Chatlog sent over to Discord
LoginDiscordWebhook: Every login and logout will be sent to this webhook
AdminCmdDiscordWebhook: Admin command usage login webhook

Note that these can use the same link if desired.
The webhook link needs to only be the channel number and webhook key, not the full discord webhook link.
 eg. `https://discordapp.com/api/webhooks/12345678/abcd` needs to be `12345678/abcd` 



[h2]Bug Fixes[/h2]
+Teleporting into a forest fire actor no longer catches you on fire if you are not actually near any flames
+Lurdusaurus' claw swipe attack now properly plays its animation on other clients
+Mosa's thrash damage is now properly reduced by Acro's intimidating roar
+Attempting to pick up plants while holding onto a carcass no longer destroys the plants
+Steam avatars no longer show through incognito mode if you mouse over the player's steam avatar on the player list
+Grabbed players no longer can be carried through portals, which resulted in a glitched state
+Eating multiple foliage elements at the same node in an ory burrow between digging and replacing the node is now handled properly
+Fixed a server side memory leak issue with objects being created asynchronously and not properly destroyed.
+Drowning and fall damage deaths now properly display on the death screen
+Several instances of combat log event-related texts not being translated into the correct language
+Several translation-related bugs. Some stuff needs translating to show up correctly in-game, however
+Aquatics now properly report they are breathing air, not water, in the combat logging messages
+Fix for the "failed to join server" error when joining a server after failing to join for some other reason
+The 'Turn while Stomping' talent no longer improves turn rate if it has an inherit, until you're big enough to see it
+The admin Server Manager window no longer crashes the client if there are too many saved profiles
+Pressing Spawn while viewing a creature's Trials on the save selection screen no longer gets the Trials screen stuck
+The status condition tooltip no longer shows if alt tabbed while not inside the Escape or Character screen, which resulted in it getting stuck onscreen
+The scroll position of the dino select screen creature info panel now properly resets when swapping to view other creatures
+The resurrection restore admin tool now properly shows the mouse cursor after closing if the player is using it from a UI such as the save select screen
+ The Health HUD orb now properly shows your HP remaining fraction when overweight