Earthshaker

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[h3]Added new playable creature:[/h3]
The Oryctodromeus!

[h2]Oryctodromeus Burrowing[/h2]
[h3]Digging Tunnels[/h3]
+While above-ground, the Oryctodromeus can dig a tunnel entrance by pressing the Ability key.
-Once the entrance has been dug, it can be interacted with by pressing the Use key
+While underground, while in dig stance, the Oryctodromeus can dig new tunnel nodes in any direction by using LMB, and can fill dirt in any direction by using RMB
-Holding the Ability or Look Up keybindings will cause the Oryctodromeus to place a node upwards, rather than in the direction the camera is facing
-To dig a burrow exit, dig upwards until you get near the surface. Once close enough, it will show that you can place an exit rather than another tunnel node
+To exit the burrow while underground, either look at the exit and press the Use key, or press escape and select 'Leave Burrow'
-Leaving a burrow by the Escape Menu has a standard combat timer just like logging off or logging to another creature
[h3]Dirt Carrying[/h3]
+While in a burrow there is a dirt jar HUD on the left side of the screen.
-When this dirt jar is full, you cannot dig more tunnels
-To empty the dirt jar, either fill in tunnel nodes that have already been dug, or exit the burrow, which causes the dirt to automatically place itself around your burrow entrance
-Every time a tunnel node is dug two dirt is added to your dirt inventory, and filling in a tunnel node only subtracts one dirt.
[h3]Attacking while in a Burrow[/h3]
+To attack while in a burrow, press the Special keybind.
-This swaps between dig stance and attack stance.
-While in dig stance, the dirt jar HUD element is visible. You can dig by using LMB and place dirt by using RMB
-While in attack stance, the dirt jar HUD element is hidden. You can peck by using LMB and use Sand Attack by using RMB
-You are always in attack stance while outside of a burrow
[h3]Sand Attack[/h3]
+While above ground or while in attack stance, the Oryctodromeus can use Sand Attack by pressing RMB.
-This attack blinds your opponent for a few seconds.
-Talenting into Sand Hoarder increases the effect of this special move.
-You cannot hit party members with Sand Attack.

[h3]Auto Jump[/h3]
+To auto-jump while in a burrow, either press jump while already in the air or press jump twice while on the ground. If there is a suitable burrow ledge to jump up and onto, auto-jump will activate and bring you up
-This can be used by any creature, such that larger animals that may find themselves in a burrow can navigate different heights without getting stuck
-You cannot auto jump into passageways that are too small for you to fit otherwise
[h3]Burrow Scent[/h3]
+Burrows that have been active in the past fifteen minutes release a purple scent at the entrance
-This uses the same timer as the Despawning Mechanics section describes, so it's an easy way to check if your burrow needs its despawn timer refreshed
[h3]Claustrophobia[/h3]
+Added a new debuff named Claustrophobia.
-This debuff significantly drops comfort and damage output while in a burrow.
-The Oryctodromeus is immune to Claustrophobia.
-The talent Vigilance mitigates the effects of claustrophobia.
-The Velociraptor now has Vigilance in place of Heavy
[h3]Talents[/h3]
+Vigilance increases the distance one can see while inside of a burrow.
-For creatures that are not an Oryctodromeus, it also reduces the negative effects of Claustrophobia.
-Currently, only the Oryctodromeus and the Velociraptor have access to this talent.
+Burrow Master increases both the amount of dirt you can carry before exiting a burrow to empty your dirt, and increases the amount of tunnel network entrances you can have
-Tunnel entrances belong to tunnel network chunks, so it is normal behavior for adjacent chunks to allow a player to spawn additional entrances
+Swift Claws increases the speed at which an Oryctodromeus can dig, as well as reduces the amount of Ability digging consumes
-It also allows an Oryctodromeus to enter or exit a burrow more quickly
+Sand Hoarder increases the time that Sand Attack lasts, and reduces its Ability cost as well

[h3]Tunnel Network Saves[/h3]
+Tunnel network save data is saved in a separate file titled 'DynamicWorld' on servers. If, for any reason, servers need to wipe all tunnels on a server, deleting this file will do so safely without loss of any other save data
-Deleting this file will not cause loss of creature save data or saved profile data for players on the server
[h3]Despawning Mechanics[/h3]
+Tunnel networks despawn after 72 hours of inactivity.
-Activity constitutes being present in the burrow while an activity tick happens
-Burrow activity ticks every 15 seconds, so make sure you stick around for a good few seconds while inside a tunnel network.
-Tunnel networks chunk to the nearest 10,000 UE units in each dimension (seen by typing displaycoords into the console)
-This means a node at coordinates is controlled by the tunnel network chunk centered at
-When a tunnel network chunk is refreshed, it also refreshes every adjacent tunnel network chunk in each dimension (27 chunks total, making a 3x3x3 cube, each of which represents 10,000 UE units on the X, Y, and Z axis).
-You do not have to be an Oryctodromeus to refresh a tunnel network's despawn timer
[h3]Misc Burrowing Info[/h3]
+Necrophobia does not apply to creatures inside a burrow
+Burrows have group icons that show up if the entrance belongs to either you or a member of your party. These burrow group icons show up only while close to the burrow. They can greatly help in finding your way back out of a complicated tunnel network.
+Logging off of a creature and then reselecting it for play will move the player above-ground at the location of the last-used burrow entrance
+Contact with water while underground will also move the player above-ground to the last-used burrow entrance
+Pressing Escape and selecting 'Leave Burrow' will allow a player who has gotten lost or stuck to leave a burrow and port to the last-used burrow entrance location, but this has a combat timer, much like logging off or swapping characters

[h2]Combat Game Mode[/h2]
+While in the combat game mode, the player is now always brought to the creature creation screen, rather than the save selection screen
+While in the combat game mode, none of the player's creatures will save
+In Combat game mode, Necrophobia is no longer present for herbivores near carcasses
+In Combat game mode, points are now scored for killing members of your own species
+Significantly reduced the amount of points the blue crystals in the cave give
+Fixed: Player score now properly reduces by 65% every time the player dies or respawns
+Fixed: The Kills and Deaths info now properly displays on the player list
+Fixed: The number of talents given to freshly spawned players is now correct
[h2]Skins[/h2]
+Added the Shimmer Ichthyovenator skin for event participants
+Added Fire Eel Ichthy by DJZ and Triptrap
+Added Swan ichthy by Natahi4 and Twilightwolf
+Added Sea Dragon Ichthy, by Omnomnivore and Natahi4
+Added Marsh Ichthy by Omnomnivore
+Added Butterfly Fish Ichthy by Twilight and Natahi4
+Added Hollow Ichthy by Triptrap and Vendi
[h2]User Interface[/h2]
+Totally revamped the Escape Menu
+Totally revamped the Dino Select UI

[h2]Map Work[/h2]
+Fixed the lighting issues on Forest_Island
+Added Forest_Island2 to the game once more (old map, was around pre-Steam release)
+Misc fixes and issues on Rival Shores and Ancestral Plains
[h2]Language Localization[/h2]
+Danish is now supported
+Turkish is now supported
[h2]Balance / Mechanics Changes[/h2]
+Swapped Velo's talent Heavy out for Vigilance (burrow visibility / claustrophobia resistance)
+Players no longer play a distress call when grabbed, which prevented action from being taken during the call
+Ungrouped herbivores now stress each other
+Herbivore herds are now restricted to having a maximum of 3 different species types per group. Admins can invite beyond this, just as they can with carnivores.
+Reduced the effectiveness of the Whipcrack talent. It now takes 3 talents to get the effectiveness of 2 in the previous patch
+Slightly reduced the apato's tail curling, such that it cannot wrap quite as far along its body towards its front legs
+Saichania no longer suffers food poisoning from eating cacti
+Piscivores now gain food satiation from eating carcasses left by dead players and from destroyed eggs
+Improved Mosasaurus' turn rate while darting by 40%
+Improved Lurdusaurus' turn rate while darting by 20%
+Reduced the minimum size of the use key trace when searching for plants to eat, which was making it hard for very small creatures to eat without eating adjacent plants as well
+Velo's bite attack now costs 6.5 Ability Power, up from 5.0
+The stamina and ability power tick now pauses while dart is active
+Altered tornado target seeking such that it avoids flying or swimming creatures
+Increased lag hit threshold size such that less legitimate client-side hits are rejected server-side due to client-server disagreement
+Female aquatics now have a 30 second time window to possess their own egg
+Improved Pachy's uphill sprinting speed
+All animals can now pick up plants more easily, and plants in general weigh less
+Significantly increased the speed of hatchling aquatics
+Being larger than 1.0 no longer influences how momentum and slopes interact with your movement speed
+Dead creatures no longer automatically get deleted after 48 hours
-This hopefully flushes out a bug where dead creatures have been deleted before the 48 hour timer has run
+Toggling the resource display or HUD now hides the ory dirt meter, the ory burrow digging meter, and the krono lunge meter
+The 'Press E to Use' interaction messages now hide if you have the HUD set to hide

[h2]Bug Fixes[/h2]
+Fixed: Pteranodon, Velo, and Rex now blend their swimming and eating animations properly
+Fixed: Players with duplicate names now show up properly on the player list
+Fixed: The Persistance talent no longer interacts with Thick Hide and Sharp Teeth
+Fixed: Players who load from save data now properly initialize talents server-side
+Fixed: Odd behaviors with groups if a player created multiple groups using the same creature while other group members were offline
+Fixed: Aquatics can now consistently breathe air from steeply graded river surfaces
+Fixed: Knockback or falling doesn't interrupt apato's attacks anymore
+Fixed: The egg's camera now properly attaches to the egg, rather than floating way above the egg
+Fixed: Soft group caps should now properly work and apply correct comfort loss client-side to players in overcrowded groups
+Fixed: Eggs should no longer cause players that go back to creature screen to have black void from burrow & egg overlay in every case.
+Fixed: Eggs possessed and then left by the player no longer chirp if the player does a vocal
+Fixed: Settings in the keybinds window regarding mouse sensitity, etc, now saves and loads properly
+Fixed: It should play dart animation as ichty when darting and grabbing at the same time now
+Fixed: Ptera should no longer do running animation while swimming
+Fixed: Pachy's neck no longer behaves erratically while it is in the sitting position
+Fixed: You can no longer select and start as another creature from the dino selection screen while a pending request to join a nest exists, leading to undesirable game behavior
+Fixed: The 'Too Old to Swap Skin' message no longer comes up if you swap between creatures on the dino selection screen
+Fixed: Satiation now behaves properly when eating multiple plants at a time
+Fixed: Display messages informing the player of an increase in friendship grade between them and another player now properly display the correct grade
+Fixed: Apato can no longer turn faster than it's supposed to by pressing the jump key
+Fixed: Under certain circumstances, the keybinding menu would break one of the movement key bindings, setting it to 'None' and disallowing the player to properly set their keybinds
+Fixed: Velo walking grabbing animation and Velo swimming grabbing animation
+Fixed: Creatures no longer stand slightly off the ground. This was particularly noticeable on small animals like velo
+Fixed: Carnivores now have an animation for jumping and eating at the same time instead of playing the walking animation.
+Fixed: Krono can no longer begin lunging while it is still playing an attack or vocal animation
+Fixed: You can no longer use the 'Lay a Nest' keybind while in an egg
+Closed Pachy's mouth, and Megalosaurus now plays a different animation while eating while underwater
Screenshots by Detestation, Callie, and Triptrap.