1. Beasts of Bermuda
  2. News

Beasts of Bermuda News

The Phoenix Patch

The Phoenix Patch

[h2]------Forest Fires------[/h2]
+Added new natural disaster: Forest Fires
-When fires start, they cannot deal damage or spread immediately, giving the player about 10 seconds to escape if one unluckily spawns underneath them
-Coming into contact with fires will apply a 'On Fire,' debuff for 10 seconds. While on fire, you take periodic damage. Entering water will put this debuff out.
-Being in close proximity to direct flames will cause very significant damage to the player.
-Being close to significant amounts of fire, smoke, and ash will apply a Stressful Scene debuff. This debuff applies a comfort loss and also serves as a warning for the next debuff
-Being close to very significant amounts of fire, smoke, and ash will apply a Suffocation debuff. This debuff starts your breath bar timer. Leaving the area will allow you to breathe
-From a distance, a forest fire will release large puffs of smoke, allowing players to easily see the presence of forest fires are on the map
+Forest Fire Spawning:
-Forest fires spawn from three sources
-Dry Lightning can frequently spawn very aggressive forest fires, but is a relatively rare weather type
-Thunderstorms frequently spawn smaller, localized forest fires. Rain often dampens their spread
-Long periods of time without rain will grant the chance for drought fires to spawn, which are very dangerous and spread rapidly
+Forest Fires can be started with the SpawnFire console command.
-Note that fires all use internal global counters that aggregate together, meaning if you want a 'fresh' fire, you need to wait for the old fire to totally stop releasing smoke before spawning another
-This command requires "Control Weather" permissions to use
+Forest Fires can burn down entire islands (or more) on Rival Shores, and have been seen to sometimes even burn down most of the mainland on Ancestral Plains.
-Very significant optimizations have been done regarding foliage eating, foliage respawning, and sending eaten foliage state data to joining clients to enable this kind of destruction to occur without issue
+Players selecting a creature for play will now receive a warning prompt if that creature spawns near a forest fire
+Spawn points near forest fires will not be selected for use

[h2]------Water Satiation and Water Dirtiness------[/h2]

+Added new mechanic - Water Satiation and Water Dirtiness
+Added new status condition, Water Satiation. To obtain Water Satiation, drink from fresh, new water sources
-Dirty water sources smell brown, and water sources now dirty when drunk from by many players
-Water Satiation improves growth rate
+Added new status condition, Water Poisoning. Drinking from dirty, brown smelling water grants water poisoning.
-Water Poisoning decays over time back to zero, and can be seen by having negative water satiation on the O menu
-Water Poisoning displays a debuff in the corner of the screen
-Drinking from fresh, clean water will remedy water poisoning. Eating comfort flowers or crystals will not.
-Water Poisoning applies a comfort drop that gets more severe as more poisoning is obtained
+Drinking from bodies of water will dirty them. Bigger creatures dirty water more rapidly.
+Water gradually cleans itself over time. It rapidly cleanses during intense rain
-Drinking from water that is both clean and new and exciting will provide the most water satiation. New and exciting, somewhat dirty water and somewhat boring, clean water provide satiation as well
-Sources you are bored of that are also dirty will provide negative water satiation, which is considered water poisoning when it goes negative
-This should ensure newer players or roaming players who stumble across dirty water sources are not punished for something beyond their control
-Dirty water sources now smell brown, rather than blue, and looks muddy
-Water can now be smelt and will prompt the player about how clean it is. This same prompt is now displayed when you begin drinking from a water source
-Water Satiation behaves exactly as Food Satiation does, and is removed on the water tick in place of your water bar.
-You can drink from water bodies that provide you water satiation until your water satiation is full, even if full on water
+Permanent water bodies such as rivers never can provide water satiation, but they also never can get dirty
+Orys can now find cucumbers in their burrows, which give +1.5 water satiation when eaten
+Tough Stomach reduces the amount of water poisoning received, but does not improve water satiation gain
+Water Satiation can never go above 50
+Water Poisoning is shown as negative Water Satiation on the stats screen
+Adjusted water body size stats on Rival Shores and Ancestral Plains to better balance them for water satiation and dirtiness
+Added new Mobility Trial, Water Satiation, which behaves very similarly to the Food Satiation Trial. Krono, Mosa, and Elasmo do not have this Trial.
+Water source boringness / excitingness no longer resets when the player logs out. It takes 45 minutes for a water source to once again be new and exciting

[h2]------Added Skin Mutations------[/h2]

+While mating, players may now encounter various mutations
Currently mutations are the following:
-Albino (This also has a chance to happen on just a couple skin parts and not all of them)
-Melanistic (This also has a chance to happen on just a couple skin parts and not all of them)
-Wildcard color mutation - can happen at any time on any layer
-Color Mutation - can happen at any time on any layer, drifts the color randomly around the hue ring (cannot exceed 1% of hue drift)
-Bioluminescent Mutation - This one is rare. A random skin layer becomes bioluminescent. This will affect stripes and similar patterns. This mutation has the same chance of happening on any skin.

[h2]------Upgraded Sky Sphere and Ocean------[/h2]

+The new Sky Sphere has volumetric clouds and cloud shadows
+Warning: These are expensive. They can, however, be disabled via the Effects Quality graphical options.
-EQ low = no water caustics, no cloud shadows, 2D clouds
-EQ med = water caustics, cloud shadows, 2D clouds
-EQ high = water caustics, cloud shadows, volumetric clouds, exponential height fog
-EQ ultra = water caustics, cloud shadows, volumetric clouds viewable from above (performance), volumetric fog
-UQ cinematic = water caustics, cloud shadows, volumetric clouds viewable from above (quality), volumetric fog
+Enabled denser night fog on all playable maps
+The new Ocean has rolling, less chaotic waves
-It's also less prone to running up against the shore or poking through the map at further view distances
+Weather sound effects such as wind sounds, thunder sounds, and visual effects such as rain, fog, and lightning have been improved
+The weather now rolls between Sunny, Partly Cloudy, and Cloudy for the intervals that span between weather events such as Cloudy (now named Overcast), Foggy, Rain, and Dry Lightning
-There is a 50% chance of Sunny (little to no cloud cover), a 30% chance of partly cloudy (the 'default' cloud cover UDS had on the previous patch cook), and a 20% chance of cloudy (heavier but still partly-cloudy cloud cover)
+Added a Type argument to the setweather command. Accepts the name of the enum weather event types:
-Sunny, PartlyCloudy, Cloudy, Overcast, Rain, Fog, DryLightning (not case sensitive)

[h2]------Fish------[/h2]

+Updated the 'Gamecube Fish' to use a nicer, Chinlea fish model
+Fish can now be picked up by double tapping and holding down the use key while in close proximity to the fish.
-Only piscivores (Ichthy, Tropeo, Ptera, and Elasmo) can pick up fish
-Fish behave as any other held "foliage" object, and can be dropped, eaten, or picked up again
-Herbivores cannot eat fish, even if dropped
-The Stoic talent reduces how much Weight fish apply when picked up
+You can now eat fish while darting

[h2]------New Player Requests UI------[/h2]
+Updated all in-game requests to use a new, significantly nicer looking UI
-This includes group join requests, group invites, nesting requests, mating requests, and kicking from groups
+Added support for group votes on several request types
-This includes group votes to both allow players to join groups and group votes to kick players from groups
-To join a nest, if either parent rejects the request to join the nest, the player cannot join
+Added support for multiple requests to be outgoing at once, including group invites, mating invites, etc
+Several in-game prompts should now use the new requests widget system instead of the older one
-This includes prompts such as "You have received XX eggs!" and other similar typed prompts

[h2]------New Playerlist UI------[/h2]
+Added new UI to replace the old player list UI (tab menu)
+Added tab to the player list that displys group members only
+Moved the Group Finder to the player list, under its own tab. It is no longer on the escape menu.
+On the Group tab, one can now see if somebody is your parent, mate, or offspring
+Mousing over steam avatars on the player list now makes them show in maximum size (184x184)

[h2]------General New Stuff------[/h2]

+Added Baby and fat morph targets to Velociraptor
+Added New Rex Skin: Mottled by Tserra
+Added New Tropeo Skin: Spotted by Tserra & Natahi4
+Imported and set up new Tyrannosaurus sounds for vocal calls, bites, eat, drink, and sit/sleep transition animations
+Added Wildfire ichthy skin
+Added new language support: Bulgarian
+All Phoenix Tropeognathus event participants should have their shimmer skin rewarded.
-Selecting this skin is safe. It won't show up on public branch yet, but it won't cause problems if you use it on the public test.
+Added totally new Main Menu

[h2]------Growth Tick Changes------[/h2]
+Balance (public): Max growth speed from comfort is now obtained at 67 comfort, to not punish players who may be further from their group and not receiving very strong "Near Friends" comfort buffs
+Balance (public): Growth ticks are now determined by Food, Water, Comfort, and Water Satiation.
-To obtain growth ticks equal to pre-patch maxed out food, water, and comfort ticks, the average of these must be 89% full, giving some leeway if one stat isn't excellent
+The intent of the above changes are to make it so the best strategy for fast growth is no longer idling in large groups. Players who are actively exploring the map and obtaining water sat should now grow more quickly than players who are idle

[h2]------Server Badges------[/h2]

+Implemented the Community badges, currently located on the server row for each server that has a badge
-Servers that have been in long-term, good standing in our community will have badges that reflect as such
-These may not be added to all appropriate servers yet for the public test session.

[h2]------Scent Hint Prompts------[/h2]
+Added scent hint prompts to several in-game objects that the player can interact with
-While using scent, carcasses will tell you how fresh the carcass is and will inform you whether or not it provides satiation
-Bodies of drinkable water will tell you how clean the water source is
-Burrow scents now inform you that the burrow was recently in use
-Eggs now show whether or not they are yours, and also inform you of the species of the egg if you have Egg Thief
-Several interactable foliage objects such as comfort flowers now state what they do
-Scent clouds from other creatures now tell you what species they belong to
-Fat plants now inform you that they are delicious and should be eaten, as a herbivore
-This functionality can be disabled through Gameplay Options, under Preferred Interaction Prompt Mode
+You can now smell your own eggs without requiring the Egg Thief talent

[h2]------Quality of Life Changes------[/h2]

+Added the lens flare quality setting
+Added gamma correction setting in the graphics settings
+Skins now have a HEX display that can be used to get and set color values individually
+Toned down the teeth emissive significantly on Rex
+Adjusted Tyrannosaurus rex's head look angles while stationary, walking, and sprinting
+Adjusted Tyrannosaurus rex's pupils so they better make eye contact with the viewer
+The Unstuck button now starts a 600 second timer that teleports the player to a random, appropriate spawn point while they wait on the escape menu
+Added tooltip to Devastating Ambush's status condition
+Score on the player list now shows in thousands (K) or in millions (M), rather than showing the absolute number
+Game will now prompt the player if they happen to try to spawn a saved creature in an area that is potentially dangerous.
-Currently, situations checked are:
-Underwater as terrestrial
-beached as swimmer
+Added status condition indicator icons that show whether or not you're in Tunneling or Attack stance as an ory
+Reduced Tyrannosaurus' sit and drink sounds down by 30%
+Ocean caustics should no longer slide along the seafloor while far away from the map origin

[h2]------Administrator------[/h2]
+Added new console command, MoveToRandomSpawnPoint, which allows moving a player to random, appropriate spawn
-It requires teleport admin permissions to use
+All admin commands should now prompt the client if they lack permissions to use the command rather than failing silently
+The admin command toggleplayernametags now requires UseObserver permissions
+Added new console command, DisbandAllGroups. Disbands all groups for all online players.
+Added a new console argument, bForceLongStorm, to forcestorm. When true, it's much more likely to generate a lengthy, intense weather event
+Added new server config variable, bDisableLocalChat, which allows servers to disable the blue, /l local chat
+Viewing of the server manager now requires admin permissions for CheckServerData or ModifyServerData. Deleting of creatures in the server manager requires ModifyServerDataPermission
+Added a new command: Reskin which allows an administrator to let a player replace or adjust their skin if needed.
+The admin observer camera can now use the megalosaurus ability
+The admin command 'ForceStorm' now has an input argument. It accepts overcast, fog, rain, or drylightning. If not provided, it defaults to rain
+Added a new console command, SpawnPlant, which spawns a glowing herbivore plant. It behaves similarly to SpawnCarcass
+The SetGender console command now has a player name / ID input argument, and no longer dirties the creature when used
-If the player name / ID argument is left empty, it will default to being used on oneself

[h2]------Optimizations------[/h2]
+Significantly reduced the count and size of eaten foliage state packets the client receives when joining a server
-While loading eaten foliage state data, a throbber now appears on the screen
+Reworked hitbox code to lighten server loading
+Removed several UE4-native replicated properties from character class - big source of server CPU usage
+Moved several BoB-specific replicated properties out of character class - big source of server CPU usage
+Optimization (public): Disabled unused Kinematic bone stuff. Was using 3% or so of total CPU
+Minor Optimization (public): Removed some old code that was running an unused springarm server-side (0.6% total CPU usage)
+Optimization (public): Fixed issue where eaten, woody foliage was causing un-necessary frame drops, especially when lots of woody foliage was eaten
+Misc Minor Server Optimizations
-Disabled pupil tracking serverside
-Carcasses no longer tick on the server
-Disabled fish controller ticking on the server
+Optimized sending of player location data such that it's drastically less expensive on the network
+Implemented a major skin network optimization
+The cumulative sum of these optimizations should result in rather significant server-side performance improvements. We encourage servers to experiment with increasing their player slot counts.

[h2]------General Mechanics Changes------[/h2]

+Carnivores can now eat the bones that spawn in ory burrows
+Overpopulation caps now check for how many players of that species are online rather than checking this number minus one
+Larger animals should now move more noticeably with the Ocean waves while at the surface
+Enabled the console commands 'stat gpu' and 'stat memory' to help diagnose performance and memory issues
+Terrestrial and flyer typed fresh spawns should no longer spawn underwater during floods
-A terrestrial spawn point above the maximum flood point has been added to all maps
+Ocean tides now have spring and neap tides
+The head look angle no longer goes lower while carrying objects if swimming
+Removed the KILLING BLOW! text from printing under all conditions.
+Increased growth speeds from 0.7 to 1.2 significantly
+Creatures dying above the Ocean's surface now spawn a carcass at the Ocean surface, rather than on the floor of the Ocean
+Creatures dying in the Ocean now drop a carcass where they died, rather than on the floor of the Ocean
+Adjusted head tracking so the head stays more level while sprinting
+Set up meshing detection on bite hits such that biting through walls, logs, or other obstructions is no longer possible
+Fov command is clamped to user settings

[h2]------Balance Changes------[/h2]
-Note, several bug fixes also will influence balance
+Carrying held objects while in flight now slows down your flight speed
+Scavenger no longer grants additional food from eggs
+Sprinting no longer consumes oxygen for aquatics
+Attacking no longer consumes oxygen for aquatics
+More food poisoning is now obtained for non-piscivores while eating fish
+Reduced the comfort bonuses received for having high friendship grades with other players
+The Crowded Group status condition now reduces growth rate by 15%
+Increased the comfort drop associated with being over the soft cap limit by 50%
+Semi-aquatics now get sitting-sized (2x) health regeneration ticks while swimming
+Increased the effectiveness of the Egg Thief talent by 25%
+All creatures will receive a talent reset in this patch
+Out of Element now increases damage dealt while it is storming
[h3]Acrocanthosaurus[/h3]
+Acro roar's damage reduction is no longer considered when applying thick hide or sharp teeth

[h3]Elasmosaurus[/h3]
+Increased the oxygen cost of using dart to 45, up from 30
+Increased Elasmosaurus' swim sprint speed to 1900, up from 1750
+Increased Elasmosaurus' swim walk speed up to 900, from 800
+Reduced stamina and ability resource costs of Elasmosaurus' dart by 20%

[h3]Kronosaurus[/h3]
+Reduced the ability cost of Kronosaurus' bite down to 12, from 15
+While aiming Lunge, Kronosaurus now orients towards the direction of your control input (camera + keys)
+Reduced Swift Flippered's influence on Krono's lunge control by 50%
+Kronosaurus can now charge its lunge 20% further
+Kronosaurus' weight for the purposes of grabbing or being grabbed has been increased by 50% (buffed)

[h3]Megalosaurus[/h3]
+Reduced Megalosaurus' base bite damage to 115, down from 135

[h3]Mosasaurus[/h3]
+Increased the oxygen cost of using dart to 45, up from 30

[h3]Oryctodromeus[/h3]
+Oryctodromeus now has Wing Tear in place of Out of Element
-Wing Tear increases damage dealt to flyers and also inflicts significant injury damage

[h3]Pachycephalosaurus[/h3]
+Replaced Pachy's Out of Element talent with Stoic

[h3]Parasaurolophus[/h3]
+Para no longer exits quadrupedal stance if it jumps
+Improved Para hatchling and juvenile speeds
+Reduced Para's stomp ability power cost to 28, down from 35
+Increased Para's stationary swim turn rate to 85, up from 70
+Increased Para's sprinting swim turn rate to 55, up from 45

[h3]Pteranodon[/h3]
+Increased Pteranodon's swim sprint speed to 775, up from 650
+Increased Pteranodon's swim walk speed to 380, up from 325
+Pteranodon can now dart. It cannot struggle.
+Pteranodon takes 15 stamina baseline to take off from land or from freefall, improved by the Quick Takeoff talent
+Reduced Pteranodon's injury damage by 33% under all scenarios

[h3]Saichania[/h3]
+Saichania's reflect no longer scales with its damage output beyond 1.0 growth

[h3]Tropeognathus[/h3]
+Adjusted Tropeo down bite angle
+Increased Tropeognathus' swim sprint speed to 800, up from 650
+Increased Tropeognathus' swim walk speed to 400, up from 325
+Tropeognathus can now dart. It cannot struggle.
+Tropeognathus takes 25 stamina baseline to take off from land or from freefall, improved by the Quick Takeoff talent
+Tropeognathus can no longer hit players who are behind them with Wing Beat while on the ground

[h3]Tyrannosaurus[/h3]
+Tyrannosaurus rex's down bite no longer goes into its chest and is better-aimed at the feet while stationary
+Devastating Ambush now consumes stamina while in use, but continues even while out of stamina
+Swapped the location of Intimidation and Sharp Teeth on the Tyrannosaurus rex talent tree
+Reduced Tyrannosaurus' swim sprint speed to 400, down from 600
+Reduced Tyrannosaurus' swim walk speed to 300, down from 350
+Reduced turn rate while using Devastating Ambushed by a further 25%
+Tyrannosaurus no longer receives double the increase in stamina from the Endurance talent

[h3]Velociraptor[/h3]
+Velociraptor now has Wing Tear in place of Out of Element
-Wing Tear increases damage dealt to flyers and also inflicts significant injury damage
+Velociraptor now has Acrobat in place of Tough Stomach
-Acrobat significantly reduces damage taken if hit while in the air (jumping, falling)
+Velociraptor now has Vigilance where Intimidation was, and has Arboreal where Vigilance was.
-Arboreal significantly increases climbing speed

[h2]------Bug Fixes------[/h2]

+Fixed: Trials no longer reset for parents if their offspring reaches adult age (0.7 growth) while they are offline
+Fixed: The Beachgoer talent now improves turn radius while on land
+Fixed: Tough Stomach now properly mitigates against the turn radius reduction incurred while overweight
+Fixed: If exiting a sprint and transitioning to walking, characters now properly use their walking turn rate stat
+Fixed: Bright underwater fog near dawn and dusk while underwater
+Fixed: Offspring Trials no longer receive an additional point until your child grows to 0.7
+Fixed: While offline or on a different creature, if your offspring grows beyond 0.7, you're now given an Offspring Trial point
+Fixed: Pressing the ability key while Devastating Ambush is in use no longer causes undesirable behavior
+Fixed: Water sources underground or in caves no longer release blue scent clouds through the landscape mesh
+Fixed: Pressing escape while on the dino select screen no longer deletes the spawned creature if you have zero saved creatures
+Fixed: Alt f4'ing no longer bypasses the logout timer if you've been standing still for 30 seconds
+Fixed: Using Megalo's ability no longer resets its bite timer
+Fixed: Eating carcasses with your internet disconnected no longer grants food
+Fixed: Eating fat plants with your internet disconnected no longer grants food
+Fixed: While picking up plants, they no longer occasionally duplicate
+Fixed: Picking up foliage while carrying too much no longer causes frame drops due to the 'You're carrying too much' widget drawing on top of itself
+Fixed: Tornados now pick up and throw plant debris
+Fixed: Pressing enter while on the main menu no longer brings up the chat window
+Fixed many map bugs on Rival Shores, Forest Island, and Ancestral Plains
+Fixed: Sai, Lurdu, Ory, and Pachy now properly blend their eating animation if eating and/or picking up foliage while moving
+Fixed: Ory's hands no longer go into its chest while looking up during the idle variant animation
+Fixed: It is no longer possible to heal players who have high levels of Thick Hide by dealing very small amounts of baseline damage
+Fixed: Pachy's charge damage, injury, and knockback now properly scale with their growth level
+Fixed: Several woody plants that showed up as un-eaten from a distance
+Fixed: The 'Press Use to Drink' prompt no longer displays if you are near freshwater bodies while in a burrow
+Fixed: Ory's Attack Stance no longer periodically resets to Digging Stance while in burrows
+Fixed: The state of the breath bar now saves and loads properly
+Fixed: The Score value visible during the Combat game mode should no longer overflow and turn negative
+Fixed: The Dry Lightning weather type now works properly
+Fixed: Changing the HUD to colorblind mode now properly updates the satiation color without requiring a respawn
+Fixed: Aquatic eggs left behind after the mother logs are no longer able to be damaged
+Fixed: Lightning can no longer strike the admin observer camera
+Fixed: After death, the escape menu button background no longer shows up as a white rectangle
+Fixed: Dart damage now scales with growth
+Fixed: The Apatosaurus no longer gains ability power when it opens the Character menu while grabbing another player
+Fixed: Apatosaurus no longer enters a state jam disallowing it to attack if it is grabbed while it is tail is whipping
+Fixed: Creatures dying in very deep water no longer fail to spawn a carcass
+Fixed: Latency-related bug that would sometimes allow two players to thrash a grabbed target at the same time
+Fixed: Holding jump or crouch while crouched no longer allows you to move more slowly to charge up Devastating Ambush while continuously moving
+Fixed: Error in skin database for acro and lowered texture quality of several elements such as spikes, claws and eyes to save memory
+Fixed: Devastating Ambush no longer charges while crouching at full speed as a juvenile Tyrannosaurus rex
+Fixed: Devastating Ambush no longer charges while crouching at full speeds if walking diagonally
+Fixed: Friendship friendly fire reduction percentages in the message displayed when reaching new friendship tiers now display correctly
+Fixed: HUD no longer gets blurry on lower settings
+Fixed: Carcasses now spawn on the floor of deep Ocean water
+Fixed: Admins now bypass the logout timer
+Fixed: Net-relevant carcasses no longer release scent or have prompts
+Fixed: Certain palms had collision that would trap flyers
+Fixed: You can no longer dart while carrying group members if the group member is also grabbing another creature

Screenshots courtesy of the Beasts of Bermuda Testing Team.

Shimmer Tropeognathus Video Event!

Take to the Skies!

Today we start the event for the Shimmer "Phoenix" Tropeognathus! To participate, you must join the Beasts of Bermuda Official Discord, located here: https://discordapp.com/invite/PQ5fPNn



[h3]In the Discord, these are the channels to make use of:[/h3]

#shimmer-event-info which has a link to a spreadsheet containing the rules of several different languages! Please read the rules carefully! It will also contain additional screenshots of the skin.

#event-group-search For those of you looking for some people to help you participate.

#shimmer-submissions This is where you go to submit your entry once you have it ready! Please do not open a ticket for it until you are actually ready to send it!

[h3]The event will run from:[/h3]
[h2]February 21st 2021 to March 21st 2021, and end at 11:59 PM EST![/h2]
(Here's a link to help you with the end date for your timezone: https://everytimezone.com/s/e7e406b4 )

If you have any questions, direct them (in the Discord) to #bob-questions, and if something is broken (such as the bot giving you trouble or something) feel free to contact EchoAlien or any online Admin!

Rex Patch: Minor Bug Hotfix

[h2]Rex Patch: Minor Bug Hotfix[/h2]

[h3]Bug Fixes[/h3]
+Fixed: Admins no longer have to wait for the logout timer
+Fixed: Excessive log spam on Ancestral Plains which was causing both memory and fps issues for both the server and the client
+Fixed: Non-admins can no longer use the useincognito console command
+QoL: Added support for Global Administrators

Rex Patch: Hotfix 1

[h2]QoL[/h2]
-Reverted the change to negative friendship events which was making server administration harder
-Reverted the change to the setweather command that prevented it from granting growth or reducing water drain rate
-You can now move the camera around while waiting on the logout timer and the logout window is semi transparent.
-Lowered logout/combat timer from 60 to 30 seconds to work better with the new behaviour.


[h2]Bug fixes[/h2]
-Deity shrines can no longer be interacted with, despite being invisible.
-The Effects graphics setting no longer prevents scent from being visible.
-Botanist and Scavenger no longer erroneously state they reduce food or water drain rates.
-Devastating Ambush now properly stops if you enter water.
-Dart now properly deals less damage to grouped targets with friendship grades.
-Baby Tyrannosaurus rexes now sit in the jaw properly when picked up.
-Adjusted scalability settings to let the textures load even if on a lower setting than Ultra.
-Lowering the texture quality properly has an effect on the effective maximum resolution of textures in game.
-Skin saving should no longer be blocked after selecting a new skin on temporary editable skins.
-All available T-Rex skins are now be saveable and loadable.
-Several clientside crashes happening when attempting to access skins or closing the character menu.
-Anti cheat should no longer throw false positives and all recorded false positives so far should be cleared.

[h2]Balance[/h2]
[h3]General:[/h3]
-Raised fall damage kill tresholds globally by 35% for every creature.
-Unbreakable now mitigates against the jump height reduction received from injury damage

[h3]Apatosaurus[/h3]
-Increased Apatosaurus' walk speed to 175, up from 100
-Improved Apatosaurus' slope movement by 25% allowing it to more easily walk up slopes.

[h3]Megalosaurus[/h3]
-Now has a 20% air turn rate increase
-Increased jump power by 20%
-Increased Megalo fall damage threshold by 10%

[h3]Pachy[/h3]
-Now has a 20% air turn rate increase
-Increased jump power by 20%
-Increased Pachy's fall damage threshold by 10%

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.