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Beasts of Bermuda News

Introducing: Allosaurus

Predatoria mentioned to Manuelsaurus that many of you had seen his Allosaurus model on his art webpage, and he was quite happy to hear that people liked his model.

He was so happy about that, in fact, that he wants it to be put into Beasts of Bermuda!

Quick Hotfix

There was some nasty bugs that slipped through last patch. They should now be fixed.

+Fixed: Players should no longer, occasionally, be unable to move their camera / move at all when logging into a saved creature

+Skin Bugs Fixed:
-Trex Eyes should now recolor properly
-All Acro skins should now have working customizable claws and backspikes.

+Added Skins:
-Rouge Acro by BananaBae and Reaper
-Foamy Krono by Twilightwolf
-Tracker Rex by Twilightwolf

Introducing: Tropeognathus

We're proud to show off our newest completed dinosaur model, made by Manuelsaurus! Welcome Tropeognathus, a formidable flier donated generously by TurboTurkey!







Soft Group Limits Server Optimization Patch

No Pachy yet, but that will come soon. This patch has mostly bug fixes / optimizations, and will require a complete wipe of all server-side save data, including all player bans, mutes, and regular save data.

MECHANICS/BALANCE
+Pteranodon should now be able to fly away with carcasses it's capable of picking up
+Re-implemented soft limits for groups - needs testing
+Pteranodon now plays water sounds while swimming
+Elasmosaurus now has swimmy sounds when it's sprinting underwater, like Mosa and Krono do
+Re-Implemented Soft group limits
-If soft group limits are enabled, players can now exceed group limits. If exceeded, however, the players in the group will experience comfort drops
-The worse the group limit is exceeded, the more severe the comfort drop
-The larger the players in the group, the worse the comfort drop. This allows hatchlings and juveniles to belong to groups without imposing a penalty for group member count
-Players start negatively influencing the group, if beyond the group limit, after growth level 0.6

OPTIMIZATION
+Steam ID and Friendship handling have been reworked to use int64s instead of string-based data saves
-This was causing a surprising amount of lag on the server, as these data structures became extremely heavy
-It is the reason players would fail to load if they had an old creature, as it had accrued too many friendships
-Optimization that removes nests from constantly animating or animating on the server (0.116ms per frame server)
-Optimization that makes camera collision and springarm tick only on owning client (0.676ms per frame server)
-Optimization that disables animation ticks / updates server-side (1.736ms per frame server)
-VFX Lightning root and child components replicating for no reason (0.186ms per frame)
-Also reduced replication rate from 100 down to 2
-Changed lightning procedural settings to be a lot less intense of a freeze
-Optimization that removes root and child component replicating (0.884ms spent on CarcassBase, 96% is root)
+Got rid of a lag-inducing RPC call from the player list widget to load unused player information
-This caused the server to have a 50ms lag spike every time a player opened the player list

BUG FIXES
+Fixed: Many bugs associated with foliage respawn that were not working correctly, including
-Plants respawning at the improper time
-Plants being inedible while present on the client
-Plants being edible while invisible to the client
-Collision being present for trees that are not present on the client
-No leafless mesh tree variants present for foliage eaten before the client joined
+Fixed (Hopefully): Players should no longer, occasionally, appear invisible to one another
+Fixed: Players should no longer fail to join servers after they have a very long-lived creature saved on that server
-This bug was being caused due to the friendship data becoming too large, causing issues with the pawn spawning process
+Fixed: Kronosaurus lunge starting sound can now be heard by other players
+Fixed: Trying to lunge with Kronosaurus when it has low ability power no longer occasionally gets the HUD element stuck on the screen
+Fixed: Lurdusaurus stomp no longer fails to play on non-owning clients if done twice or more in succession
+Fixing issues on keybinds:
-Crash when attempting to swap a key because it's already bound on keybinds window- the key to swap was never actually set.
-"Reset" button causing an assertion failure on keybinds window
-Added a prompt to the keybinds when leaving without applying
-normally fixed the keybind assert caused by swapping keys - needs testing tho
-Fixed the assertion crash when trying to access visible keybinds that aren't visible to the code (blueprint mistake)
+Fixed: Glowing plants should no longer be difficult to interact with
+Fixed: Herbivore-edible plants no longer block carnivores from eating comfort flowers, crystals, or other carnivore-edible plants
+Fixed: Leafless trees no longer spawn in duplicates, and now properly despawn when the tree it represents respawns
+Fixed: Server Manager will no longer fail to load the server database when the information gets too large
+Fixed: Feathered rex should no longer have an odd "aura" on the skin.
+Fixed a problem with overpopulation that would never update once the TMap was initialized { missing code }
+Fixed: Eggs should no longer take fall damage
+Fixed: Elasmosaurus head tracking works properly
+Fixed: The Apatosaurus talent 'Shelterer' now properly provides lightning and tornado immunity for other, nearby players when at 100% shelter
+Fixed: Eggs no longer have prompts displayed suggesting they can interact with map objects
+Fixed: Eggs now properly hatch into their intended creature type if you log out while playing the egg
+Fixed: Dropped plants are now properly interactable
+Fixed: Players who are kicked or banned now properly have their creature saved beforehand
+Fixed: Old aquatic eggs no longer smell
+Fixed: Elasmo can now properly eat from carcasses that may be in line of sight
+Fixed: Observer camera can now move properly
+Fixed: The Elasmosaurus can now pick up other players who are in its group

The Foliage Eating Lag Fix Patch

Optimizations / Changes
+Updated UE4 to 4.22.3
+Reworked foliage to significantly improve both server and client performance when plants are eaten or moved
-All previous functionality of our foliage setup, including trampling trees or leaving non-leaved stumps behind, should still work
-Holding onto held plants no longer lags severely as well
-This should dramatically improve instances of server-side lag
+Optimized server-side lag associated with the sending of combat log events to the client - this would likely result in particularly laggy scenarios during combat
+The Keybinding UI has been reworked
-There is a minor bug where the client sometimes crashes while setting keybinds. It will be fixed in future patches
+Added an 'Unstuck' button in the lower left corner of the options menu that calls the 'stuck' console command
+Updated the Acrocanthosaurus with a new running animation, by Senoba
+Added all the Phantom and Glimmer skins for creators and participants.
-If you were listed as receiving a skin and did not receive it, contact one of us.
+Reduced irididescence intensity on Ichty's materials.
+Set up crash log tracking such that the game now sends crash dump files to Vipe and I
-Do report crashes if you get them, client-side. Vipe and I see these logs, not UE / Epic Games, and they provide information we need to see
+Various optimizations to our game's code that will result in some performance improvements

Bug Fixes
+Fixed: Trying to possess an egg that belongs to two parents who have died on the server but are still playing now allows you to possess the egg with a different prompt message, rather than breaking and disallowing you from possessing that egg regardless of the owners' wishes
+Fixed: Apato tail now properly stays stationary during vocals while it's sitting down
+Fixed: Eggs you are holding no longer emit scent
+Fixed: Megalosaurus no longer jams after using its stat identification ability, leaving it unable to roar, attack or use identify
+Fixed: Velo should no longer sometimes get stuck unable to sprint after climbing.
+Fixed: Eggs can now properly be broken and eaten, as long as they are not your own
+Fixed: Creatures no longer get stuck grabbing nothing if the creature they are grabbing logs off or respawns
+Fixed: Struggling against a mosa grab as a Lurdu or Ichthy now works properly, and Lurdusaurus can now struggle
-Struggling now instantly stops any roar or call animations you may be performing, such that it does not block any follow-up actions afterwards
+Fixed: Elasmosaurus can now carry carcasses once again
+Tentatively fixed: Creatures who have been grabbed previously should no longer, on occasion, briefly teleport back to the location where they were grabbed or teleport to the map origin for brief periods of time
+Fixed: You no longer take one extra tick of breath damage after surfacing
+Fixed: Any creature larger than 4,000 weight (Apato near adulthood) will no longer be susceptable to tornado winds.
+Fixed: Velociraptor should no longer get state-jammed when using
+Fixed: Various animation state jams on velociraptor
+Fixed: Mosasaurus should no longer jam while thrashing grabbed prey
+Fixed: Grabbed creatures now properly get released when the grabbing creature respawns or leaves the game
+Fixed: The Mosasaurus grab hitbox is no longer excessively large
+Fixed: Eggs can now be attacked and eaten
+Fixed: The combat log message no longer incorrectly prompts herbivores their food satiation is full
+Fixed: Kronosaurus can no longer move while charging its lunge
+Fixed: You can no longer lunge while grabbed as a Kronosaurus
+Fixed: Large apatosaurus' should now be able to reliably hit targets with their tails

Balance / Mechanics Changes
+Mosasaurus and Elasmosaurus grab size computation has been restored to its previous version pre-baby carrying
-This should once again let very large mosas grab an apato
+Velo once again has Bruiser as its tier 5 power talent
+Tail Hits now deal 50% damage regardless of species or size, to all creatures
-Pteranodon and Velociraptor always receive full damage
+The Bruiser talent now allows more damage to be dealt when hitting the tail, until 3/3 which allows you to deal full damage to the tail
+Reduced flies volume by 50%
+The talent Slippery now reduces the ability cost, the stamina cost, the damage taken, and the injury taken when struggling from a grab
+Sped up Lurdusaurus and Velociraptor sit down, stand up, lie down, and wake up animations
+Elasmosaurus now picks up carcasses by double tapping the use key, grabs other players by holding the ability key, and eats food by holding the use key
+Creatures greater than 1.0 in growth now do not continue scaling larger in caves or under shelter
-This was changed from before, where any creature that was sheltered or in a cave would not scale up
-This was done because babies staying very tiny in caves seemed quite unrealistic and it caused some animation / other issues having them stay 0.1 sized when treated as much larger for all other gameplay purposes
+For Herbivores, the amount of satiation granted by plants is now better when eating plants closer to your foliage grade, but all plants now grant some level of food satiation
+The Botanist talent now much more sharply drops the amount of discomfort obtained from eating aquatic plants as a terrestrial creature, or terrestrial plants as an aquatic creature
+Scavenger now works differently, removing a static amount of food poisoning rather than a percentage-based amount
-For example, with 1 point into scavenger, a carcass that is 20% rotten now works like a fresh carcass. A carcass that is 40% rotten now grants poisoning as a 20% rotten carcass did before.
+Changed how much satiation is granted from carcasses
-Scavenger increases satiation gained, even from non-player carcasses
-Rancidness subtracts from the amount of satiation gained
-By default, non-player carcasses grant 0 satiation, and Scavenger must be talented to gain any satiation from these carcasses
-Player carcasses grant satiation always, but less and less is gained as they become more rancid
+Reworked Shelterer
-Being near apatos that have talented shelterer now provides additional shelter, which shows up both in the character screen and on the HUD around the health HUD element
-More talents into Shelterer make this effect stronger
-It takes 3 points invested to allow the apato to grant 100% shelter to other herd members
-This is a purely selfless talent, as it has no benefit to the apato who talents it
-Apatos can shelter each other if they both take the talent
-This shelter adds to any other shelter the player has, so they can take partial shelter from cliffs or rocks and then improve it further by being near the apato as well
+Lurdusaurus now gets more food satiation from eating seaweed
+Carnivore-edible plants (comfort flowers, crystals) no longer provide satiation
+Piscivores no longer get food satiation from eating meat gores
+Map-spawned carcasses and glowing plants no longer spawn on slopes with steep angles
+Reduced the amount of stamina the talent 'Exhausting Bite' inflicts
+Mosasaurus now has 100 maximum stamina, up from 80
+The upfront cost of beginning the Kronosaurus lunge is now 20 ability power, up from 10
+Increased Apatosaurus tail knockback
+Acrocanthosaurus, Megalosaurus, Ichthyovenator, Megalosaurus, Utahraptor, Velociraptor, Tyrannosaurus now have the following Survival talents reordered:
-Food Longetivity is now in S5, rather than S3
-Scent Improvement is now in S3, rather than S5
+Food Satiation and Comfort Bias are now visible on the character stat screen