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The Return of the Tyrant Lizard King

The Return of the Tyrant Lizard King


[h2]New Content[/h2]
+Updated Tyrannosaurus Rex to have a new model, new skins, and a new set of animations
-Added Firestorm Trex by Twilightwolf
-Added Torn Trex by Triptrap & Natahi4
-Added Tegu Trex by Twilightwolf
-Added Bear Trex by Twilightwolf
-Added New Glimmer Trex Skin by Twilightwolf and Tserra
+Upon first login to an old Trex,
-The code will attempt on its own to rebuilt a procedural skin based on the existing skin data.
-The player will be allowed to roll a one time skin complete change if they so wish
-The ability to do so will be cleared as soon as they close back the character menu after having edited the skin.
+New Tyrannosaurus rex ability: Devastating Ambush
-While crouched and standing still, this ability begins charging.
-It takes 10 seconds of being stationary (or near stationary) while crouched to charge up
-When full, you can use the ability to gain a short speed (1.5x) and acceleration (3.5x) boost (5 second duration)
-Very brief periods of movement can be done before losing the ability to use Devastating Ambush, allowing for minor corrections in positioning or allowing for a player to begin sprinting before its use
-The purpose of this ability is to give the Tyrannosaurus rex a bit of a boost when trying to sneak up on and ambush other players
+Changes based on Live Tests:
-While not crouched, it now prompts you to crouch
-While crouched, it prompts you how long you must wait to use the ability
-The Tyrannosaurus rex description on the creature select screen now tells the user about Devastating Ambush
-The ability has been renamed to Devastating Ambush
-Devastating Ambush now lasts 5 seconds, up from 1.96 seconds
-While in use, it no longer bites. It allows you to bite on your own, and is just a big speed boost
+Added variants to Tropeognathus' vocals
+Implemented a new Graphics, Controls, and Gameplay Options UI
-The volume sliders now work!
+Oryctodromeus burrows can spawn Onions, Garlic, Yams, and Potatos. Onions and garlic have minor healing ability.
+Added Orycto Skin: Andromeda by Triptrap and Gortys

[h2]Unreal Engine 4.25->4.26[/h2]
-Upgraded the game's engine to version 4.26 to fix many issues on performance, lighting, shading, shadows, and other software-related issues.


[h2]Talent Tree Reworks[/h2]
+All saved creatures will have their spent talents reset and all points refunded. This is due to all the talent changes. Inherits will not reset.
+Deleted the talents Cleanliness, Keen Olfactory, Hydration, and Metabolism from all talent trees
-If you have inherits in these talents, they will still exist. The mechanics of these talents still exist. They just cannot be talented any longer.
-Some creatures have had their food drain rates reduced. Additionally, carcass and plant food scaling has been adjusted for growths > 1.0 to compensate for the removal of Metabolism.
+Moved several power talents into the survival tree, including Thick Hide, Constitution, Healing, and Strong Bones
-The remaining, empty power talent slots have been replaced with a mix of the following talents:
+Added New Talent: Tough Stomach
-Decreases the negative effects of being overweight, such as loss of comfort, loss of turn rate, and slower stamina regeneration
-Does not mitigate against losses in speed associated with being overfed
+Added New Talent: Out of Element
-Improves damage dealt when you are fighting out of your natural element.
-Flyers deal more damage while either swimming or while on the ground.
-Aquatics deal more damage while beached
-Terrestrials deal more damage while swimming
+Added New Talent: Unbreakable
-Reduces the slowing effect injury has on walk speed and on swimming 'walk' speed
-Injury still fully influences sprint speed
+Added New Talent: Adrenaline
-Boosts damage while low on health
-Begins cutting in at 50% health, and becomes stronger as you get lower on HP
+Added New Talent: Thick Skull
-Boosts damage from dart
+Moved many talents around on many creature talent trees. They will not be comprehensively listed, as significant changes were made

The Power tree has become the obvious best choice for most creatures and for most circumstances. For this reason, we have moved several defensive-typed talents to the Survival tree. This should make the Power, Survival, and Speed trees more balanced and provide a more interesting choice for the player than previously where most players were just going power due to how many of the strongest talents were in the power tree.


[h2]Balance Changes[/h2]
[h3]Apatosaurus[/h3]
+Apatosaurus' tail cannot bend quite as far back along its sides (-5 degrees)

[h3]Elasmosaurus[/h3]
+Elasmosaurus no longer continues getting faster beyond 1.2 growth
-This was a long-standing oversight and is more of a bug fix
+Reduced grab range by 12.5%
+Reduced the range of Elasmo's auto-target biting mechanic by 12.5%
+Increased land turn rate by 25%

[h3]Ichthyovenator[/h3]
+Increased Ichthy's swim sprinting speed from 800 to 850
+Increased Ichthy's walking speed from 375 to 400
+Increased Ichthy's dart stamina cost to 17, up from 14

[h3]Kronosaurus[/h3]
+Halved Kronosaurus' turn rate while using its Lunge ability
+Kronosaurus' turn rate while charging Lunge is no longer instantaneous, and instead uses its baseline turn rate
-Kronosaurus' direction while charging is now controlled with movement keys, rather than controlled by the mouse, much like movement
-This was done primarily to prevent this ability from being used to bypass regular turn rate restrictions while in close combat with others
+Kronosaurus' lunge can no longer charge past 100%
+Increased land turn rate by 25%
+Increased Kronosaurus' lunge injury by 20%

[h3]Lurdusaurus[/h3]
+Increased Lurdu's walk speed to 300, up from 275
+Increased Lurdu's swim sprinting speed from 850 to 900
+Increased Lurdu's walking turn rate from 110 to 115
+Increased Lurdu's sprinting turn rate from 80 to 90
+Increased Lurdu's dart stamina cost to 24, up from 19
+Increased Lurdu's healing rate to 7.0, up from 5.5
+Reduced Lurdusaurus' size to 1000, down from 1100

[h3]Megalosaurus[/h3]
+Megalosaurus now deals low amounts of bleed damage
-This change was done to allow Megalosaurus to be a more effective persistence hunter

[h3]Mosasaurus[/h3]
+Reduced Mosa's dart speed multiplier from 3x to 2.25x, matching Elasmo
+Reduced Mosa's dart costs to 30 Ability, 20 Stamina, and 30 Air, down from 32, 48, 32
-Mosa should now have a dart that is a bit shorter and cheaper, a bit more like Ichthy and Lurdu's
+Mosa grabs can now be struggled out of, regardless of whether or not the Mosa is on land
+Reduced grab range by 12.5%
+Increased land turn rate by 25%
+Mosasaurus can now struggle

[h3]Oryctodromeus[/h3]
+Flyers can no longer fly while sand attacked, and, if sand attacked while flying, will land
+Oryctodromeus now has 125 health, up from 100

[h3]Pteranodon[/h3]
+Increased Injury's influence on Pteranodon flight by 50%
+While diving, Pteranodon can no longer receive more than a 4x damage boost due to Piercing Beak and flying quickly
-This ability has been nearly (or completely) one-shotting other players on public branch. For this reason, we're capping it.
+Reverted the dive boost buff Pteranodon got in a recent patch
+Reduced Pteranodon's grab hitbox length by 22%
+Adjusted Piercing Beak scaling such that you must be going 25% faster to achieve the same damage boost

[h3]Saichania[/h3]
+Removed the very tip of Saichania's tail from the model's hitbox
+Reduced Saichania's food and water decay rates by 12.5%

[h3]Tropeognathus[/h3]
+Tropeo's flight now has more momentum, like it did prior to the last patch
+Reduced Tropeognathus' land sprint speed to 575, down from 600
+Reduced the health boost received by Strong Bond by 20%
+Wing Beat now deals 10% less injury
+Increased Wing Beat's hitbox size slightly
+Darting or jumping creatures can now be hit with wing beat if you're in flight
+Reduced Tropeognathus' water takeoff stamina cost to 40, down from 60

[h3]Tyrannosaurus[/h3]
+Tyrannosaurus rex's stamina pool now increases by a larger value when taking the Endurance talent
+Reduced Tyrannosaurus' food decay rate by 20%
+Increased turn rate and speed for juvenile Tyrannosaurus rex

[h3]Velociraptor[/h3]
+Increased Velociraptor slowdown slope threshold from 30deg to 45deg to give velo an edge on terrain
+Increased Velociraptor stationary turn rate from 265 to 272
+Increased Velociraptor sprint turn rate from 180 to 190
+Increased Velociraptor jump power from 700 to 775
+Increased Velociraptor fall damage kill threshold from 3300 to 4000
+Increased Velociraptor health from 100 to 125
-This allows Velociraptor to survive an extra Pteranodon bite without any talents at adult growth.
+Increased Velociraptor air turning rate by 40%
The intent of these movement changes is to give Velociraptor a generally better edge on most situations on land and able to use the terrain at its advantage to compensate for its low health and medium-low dps.


[h3]Talents[/h3]
+Increased the Constitution talent to provide a 30% increase to Health at 3/3, up from 20%
+The talents Quick Takeoff and Strong Wings now reduce in effectiveness with injury
-In general, injury should now be significantly more effective at preventing or hindering flight, regardless of talent build
+The Clotting talent now more dramatically improves bleed healing while not sitting or laying down and now allows healing while walking
+Reduced the effectiveness of tiers 3, 4, and 5 of the Asphyxiation talent
+The Bruiser talent is now 5% weaker at 3/3, 12% weaker at 4/3, and 17% weaker at 5/3
+Adjusted Strong Bones talent coefficients such that it exactly cancels Bruiser
+Reduced the effectiveness of the Turn while Stomping talent by 25%
+Thick Hide and Sharp Teeth now, at maximum, use 1.0 growth HP values
-This means creatures beyond 1.0 in Growth will no longer receive more damage from other creatures who talent sharp teeth than they would have at lower growth levels

[h3]Mechanics[/h3]
+Reduced jump scaling beyond 1.2 on most creatures to correspond with the behavior of Velo
-This includes Apatosaurus' fall damage threshold scaling at growths beyond 1.2
+Killing fresh spawns (creatures that don't smell and who don't drop carcasses with meat on them) now gives zero hunt points
+Killing group members now results in zero hunt points
+Injury now reduces the height at which you can jump
+Damage scaling beyond growth 1.0 is now 35% of what it was previously
-This is a compromise between totally capping damage scaling and leaving it as it was previously. Players should still have some meaningful stat progression at larger growths, but fights should feel significantly less unwinnable for smaller growthed players
+Adjusted all friendship grade friendly-fire multipliers such that they are less than before
-C is now a 20% reduction. B is now a 40% reduction. A is now a 60% reduction. S is now a 75% reduction, rather than total immunity to damage
+Rain induced by the 'SetWeather' command no longer alters creature water ticks, nor does it cause a growth storm buff
+While grabbed, creatures now take 60% less damage, rather than 75% less damage
+Stamina and Ability no longer scale beyond 1.2 growth
-Most creatures did not scale beyond 1.0 for these. Only a select few did. We're making this consistent across all creatures now.
+Reduced carcass drain rate scaling curve for creatures > 1.0
+Plant food values now drop by a less significant degree for creatures greater than 1.0 in growth
-These two changes are to compensate for large growthed creatures no longer being able to talent Metabolism
+The 'Near Offspring' buff's strength now depends on the healthiness (food, water, comfort) of the offspring
-For Offspring with less than 2/3 full average on these stats, the buff starts weakening
-For Offspring with less than 1/3 full average on these stats, the buff is totally gone
+Carnivores now stop eating carcasses if both their food and food satiation are totally full
+Changes to the Combat timer - It now forces player to stay on the logout screen regardless of wether or not they have been immobile previously. This is to prevent combat logging, which has been rampant.
+Adjusted launch angle of all knockback effects to be more horizontal
+Crystals, Rocks, Logs, and other solid objects are now considered impassible when calculating the Stale Air debuff in burrows
+Flyers should now struggle more to maintain flight while injured


[h2]QoL Changes[/h2]
[h3]Console Commands and Server Operation[/h3]
+When sending group invites, a prompt now appears if the invite was only sendable due to admin permissions
+When accepting requests to join a group, the text now states if the player only was able to join due to admin permissions
+The Admin command UseIncognito now has an additional name argument that can be used to change names
+Usage of the UseIncognito command with a name argument should now hide the player's steam icon from the player list and from groups
+The Admin command setmodelangles now also allows setting of the pupil pitch and yaw angles, as well as the eye blink state
+Added a new console command, TeleportPtoP
-This allows the admin to teleport a player to another player
+The console commands TeleportToP, TeleportToMe, and TeleportPtoP now accept CIDs and partial player names for their input arguments.
-The command fails if the provided partial player names are non-unique
+Setting the config variable bDisableGlobalChat to true will disallow non-admins from using global chat
+All player vs player damage events now print server-side in the server log, beside the text 'PvP Damage Event'
+The game now automatically bans users that are caught speed cheating for an exponential amount of time based on how many times they were punished for cheating due to abuse of the previous leniency of this system
+On open console servers, players cannot ban or kick each other unless they are registered administrators

[h3]General Gameplay[/h3]
+Friendship logging events no longer display player name unless the player is in your group
+When using Group Finder, groups you're only able to join due to admin permissions have a ! by them that informs you via a tooltip
+Reworked the request prompt to use newer UI style
+Chat commands such as /invite now accept player CIDs
+Added new chat command, /post. Allows posting of your group to Group Finder without opening the UI
+Added new chat command, /join. Allows you to ask to join somebody else's group. Accepts partial name or CID as argument
+Added a new gameplay option that allows the client to turn off global chat. Admin messages will still show up
+Tropeo vocals now blend more nicely while sitting down

[h3]Skin Customization[/h3]
+Added a new skin customization option, Global Density, that allows control of all skin layer opacity simultaneously.
+Added the ability to return to the skin we were last working on after entering the saved skin list or the available skin list to not lose all skin work done by checking out another pattern by hovering it. The return is represented by a reset arrow on the customization screen.

[h3]User preferences and settings/options[/h3]
+Completely reworked the user settings/options and their implementation to work reliably (eg sound settings not applying properly etc...).
-The settings save in JSON format under ../Saved/User/UserSettings.json.
+Settings window allows undoing any setting you'd change or reset them to default when clicking or double-clicking the undo arrow that shows up when hovering widgets.
+An other undo arrow is present at the bottom right of the interface, which allows reseting the game's settings to shipping defaults.
+A "Keep these settings?" prompt now shows up after applying the settings. After timeout, it resets to the previous settings automatically if no user input is provided.
+All server filter/load/favourite/display (beside search by name) now save for next session.
-This data saves in JSON format and is human-readable. Saves under ../Saved/User/UserPrefs.json.
+Added self-reset support for User settings that will automatically be done if the settings require a reset for compatibility purpose.
+Added a prompt on the main menu to inform the user when the settings were forcibly reset for compatibility purposes.
+Added new gameplay option, Talents Available Prompt, which allows players to choose how the game should inform them that their talents are ready to be spent
+Added a new gameplay option to enable or disable the interaction prompts (eg Press [E] to eat)

[h3]Graphics and Visuals[/h3]
+Changed lighting on AP and Rival Shores (day and night) and reworked local occlusion and lighting effects
+Improved underwater visuals on all maps


[h2]Bug Fixes[/h2]
+Fixed: Long standing issue on customization material that was halving the gradient's details, making skin opacity layers too high by default when randomized
+Fixed: The extra injury damage dealt to a flyer when hit while in flight is now visible and included in the damage-dealing client's log event
-This also no longer shows up as two injury events on the recipient, and, instead, now shows up as a summation of total injury inflicted
+Fixed: State jam that would occur if an acro sat and then stood back up while using Intimidating Roar
+Fixed: Various teleport admin commands should now work reliably
+Fixed: Aquatic turn rates are now correct
+Fixed: Velo now transitions between eating while swimming and eating while walking even if it's their current animation is still playing.
+Fixed: Breath now works while sitting or sleeping along shorelines
+Fixed: Various server and clientside crashes
+Fixed: It is no longer possible to jump multiple times while already jumping into the air
+Fixed: Thrash damage is now properly mitigated by friendship grades if players are in a group with one-another
+Fixed: Exploit that allowed players to use the shift button to place 3/3 in a talent when the prerequisite only had 2/3 talented
+Fixed: Pressing crouch while falling as an Apatosaurus no longer resets fall velocity
+Fixed: Binding LookUp to another key and then pressing enter while looking up no longer causes the look up state to jam
+Fixed: Waterfalls on Ancestral Plains now have waterfall sounds
+Fixed: Elasmosaurus can no longer grab the admin observer camera
+Fixed: Main Menu music now loops, instead of leaving an awkward silence once finished.
+Fixed: Creatures with an extreme amount of mates or offspring no longer fail to load due to a large data packet
+Fixed: Crash landing as a flyer now prints the damage event while showing big values only
+Fixed: Mosasaurus and Elasmosaurus can now damage other players after darting and grabbing an opponent, or after struggling from a grab
+Fixed: Very large growth creatures now properly update their jump and size stats server-side immediately when entering or leaving burrows
+Fixed: Talents now show up with the proper color for where they are placed in the tree, and talent icons now glow a bit more brightly
+Fixed: Fall damage now properly scales with the health increase received from overeating
+Fixed: Fish now properly highlight while using scent if in flight or swimming, as a piscivore or aquatic creature
+Fixed: Adjusted combat timer to not cause a disagreement between client and server and frequently leave pawns unattended even though they should have been safely disconnected (and sometimes getting them killed).
+Fixed: Ptera uses eating while falling state properly when it jumps and grabs items instead of walking while eating state
+Fixed: While walking backwards as Apatosaurus, you no longer move more quickly after receiving a growth tick
+Fixed: The talent Stoic now properly reduces the carry weight of other players when you pick them up, rather than increases it
+Fixed: Trials should no longer reset randomly.
+Fixed: Egg join requests failing server side in certain scenarios out of player control
+Fixed: Entity possession requests failing in certain scenarios out of player control

Screenshots taken by community members: River, Cleafspear, TeaTimeJess, & Grandma.