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Cackles and Claws


[h2]New Content[/h2]
+Added Megaraptor as a new playable creature!
-Megaraptor is designed to be a very swift but fragile pack hunter

[h3]Attacks[/h3]
+The Megaraptor's primary attack does a standard bite, inflicting both regular and bleed damage
+The Megaraptor's secondary attack is a Slash Attack, press-and-hold attack where it continuously swipes with its claws and consuming ability power while the key is held
-You cannot sprint while using Slash Attack. Additionally, while using Slash Attack, you walk a little bit slower
-Slash Attack inflicts very significant bleed damage and also inflicts moderate regular damage
-Slash Attack can be held indefinitely until the player runs out of ability power
-Slash Attack stops immediately when the Secondary Attack key is released

[h3]Ability[/h3]
+The Megaraptor's ability is Evasive Maneuver
-Evasive Maneuver allows you to leap backwards, away from danger
-Additionally, once Evasive Maneuver begins, you are immune to all damage until you either touch the ground, or until 1.25 seconds have elapsed. Whichever happens first
-Evasive Maneuver's jump distance can be controlled by how long the player holds down the Ability key
-While holding the Ability key, a small charge bar will show above the player's head, indicating how far the player will jump when the key is released
-After the key is released, the megaraptor will crouch for a fraction of a second and then leap back. You do not become invulnerable until the leaping portion of this ability begins

[h3]Talents[/h3]
+The Megaraptor has two talents that are unique
+Powerful Claws
-Greatly improves damage dealt from using Slash Attack
+Evasive Maneuver
-Reduces the stamina cost of using Evasive Maneuver
-Reduces the anticipation delay when using Evasive Maneuver
-Increases the distance you jump when using Evasive Maneuver

[h2]Quality of Life Changes[/h2]
+Updated Meat texture on carcasses to be shiny
+Reset all talent points
+Eggs now make teeny peeps when they "attack"

[h2]Mechanics Changes[/h2]
+You must now take more than 0.1 damage to play a pain grunt
+PlayerList should now toggle on with one quick tap. Tapping also toggles it off if PlayerList is open. Holding the PlayerList button (tab) brings up the PlayerList and releasing the button closes it.


[h2]Balance Changes[/h2]
[h3]General[/h3]
+Balance: While grabbed, you now deal 33% of your base damage, down from 40%
+Balance: When bitten on the tail, any stamina damage inflicted by the Exhausting Bite talent is now halved
+Balance: Halved the amount of injury damage taken from tail hits when 3 or more talents are put into the Bruiser talent
[h3]Talents[/h3]
+Added new talent: Nest Raider
-This talent takes the place of both Egg Thief and Baby Snatcher
-Players with inherits in Egg Thief or Baby Snatcher will now have inherits in Nest Raider instead. It will select the greater value of the two talents' inherits
+Added new talent: Aerial Ambush
-This talent acts like Grab Size Increase, except only influences grabbing flying creatures
+Added new talent: Refuge
-This talent boosts the amount of shelter received from map elements such as rocks, cliffs, trees, and caves

[h3]Elasmosaurus[/h3]
+Balance: Elasmosaurus now has the Natural Grabber trait only when interacting with flyers
+Balance: Elasmosaurus now has Aerial Ambush in place of Baby Snatcher

[h3]Mosasaurus[/h3]
+Balance: Reduced Mosasaurus' grab tick ability power cost by 25%

[h3]Tropeognathus[/h3]
+Balance: Tropeocan now struggle out of a grab
+Balance: Tropeognathus now has Slippery in place of Egg Thief
+Balance: Tropeognathus now has Nest Raider in place of Baby Snatcher

[h3]Tyrannosaurus[/h3]
+Balance: Pressing the Ability Key while Tyrannosaurus rex's Devastating Ambush ability is active now cancels all effects of Devastating Ambush, including the reduced turning rate

[h3]Pteranodon[/h3]
+Balance: Ptera can now struggle out of a grab
+Balance: Pteranodon now has Slippery in place of Egg Thief
+Balance: Pteranodon now has Nest Raider in place of Baby Snatcher

[h3]Velociraptor[/h3]
+Balance: Velociraptor now has Nest Raider in place of Baby Snatcher
+Balance: Velociraptor now has Refuge in place of Egg Thief


[h2]Bug Fixes[/h2]
+Fixed: Health bars showing in nuisance scenarios such as over-eating
+Fixed: Pteranodon's right click attack now properly caps Piercing Beak's damage to 4x Pteranodon's base damage
+Fixed: Players can now damage another player who is grabbing them while they're held inside of a mesh
+Fixed: The Water Sources Visited Trial no longer triggers a new water source after a server restart for water sources placed using the foliage placement tool
+Fixed: Water sources placed with the foliage placement tool can no longer rise above their original placement height
+Fixed: Freshwater sources placed with the foliage placement tool now have scent
+Fixed: Severe clientside log spam originating from player tags
+Fixed: Releasing the scent key while in freefall no longer allows you to regen AP after darting into the air
+Fixed: Freshwater bodies placed with the foliage placement admin tool now fill with the admin command "FillFreshwater"
+Fixed: Actors now properly destroy on the client when you leave the foliage placement tool while in the actor placement mode
+Fixed: Camera should no longer freeze when alt-tabbing
+Fixed: Camera should once again be movable in combat timer logouts
+Fixed: Camera should once again be movable in character menu (O-menu)
+Fixed: Map foliage editing tool now closes automatically when escape key is pressed
-This prevents situations where cursor is not visible after escape menu is closed or the tool is placing foliage when escape menu is open

Aquatic Re-Balance & QOL

[h2]New Content[/h2]
+Added Megalo Skin: Variegation by Twilightwolf
+Updated Para's eye textures
+Fixed recoloring on Megalo's claws
+Added a spooky demon acro statue to the ory burrows
+Created a new storefront on RedBubble, which has a lot of new BoB merchandise. It can be found on the main menu.


[h2]Balance Change[/h2]
[h3]General[/h3]
+Balance: Reset all talents
+Balance: Reduced the travel requirement of the Distance Swam Trail by 20%
+Balance: Egg Thief is now more effective at reducing weight when carrying stolen eggs
+Balance: Fish are now 50% lighter to pick up
+Balance: Grabs now go on diminishing returns immunity after two grabs, down from three
+Balance: Grabs on targets who have been grabbed recently are now 200% more expensive to hold onto, up from 25%
+Balance: The Resilience talent no longer adds to your comfort while beached
+Balance: Keen Senses no longer reaches the render distance cap on other players with only 1 point invested, and now gets larger with each point
+Balance: Keen Senses can now be used while moving, but is now also only active while the scent key is held down
+Balance: Reduced the Beachgoer talent's efficacy, significantly so at 4/3 and 5/3 talent values, combined with base speeds, are less than they were before
-Conversely, with 0, 1, or 2 points in Beachgoer, you are now faster than you were before this change
+Balance: Attacks now always hit the grabbing player while you are grabbed
+Balance: While grabbed, creatures can no longer deal injury damage
+Balance: The Out of Element talent now works while grabbed
+Balance: Stamina and Ability no longer begin regenerating while breaching after a dart has expired until you stop falling
+Balance: While grabbed and underwater, you no longer consume breath while attacking

[h3]Elasmosaurus[/h3]
+Balance: Increased the beached walk speed, beached sprint speed, and beached turn rate +200%
+Balance: Increased Elasmo's passive air decay rate to 4x its previous value

[h3]Ichthyovenator[/h3]
+Balance: Increased Ichthy's sprint speed to 775, up from 660
+Balance: Increased Ichthy's walk speed to 525, up from 400
+Balance: Reduced Ichthy's dart stamina cost to 8.5, down from 17
+Balance: Increased Ichthy's dart speed by 10%


[h3]Kronosaurus[/h3]
+Balance: Increased Krono's swimming sprint speed to 1250, up from 1125
+Balance: Increased the beached walk speed, beached sprint speed, and beached turn rate +200%
+Balance: Increased Krono's swim walk turn rate to 183, up from 133
+Balance: Increased Krono's swim sprint turn rate to 125, up from 100
+Balance: Increased Krono's passive air decay rate to 3x its previous value
+Balance: Increased Krono's injury damage on its regular bite attack by 25%
+Balance: Krono can now move very slowly while charging its Lunge ability
+Balance: Increased Krono's control over its direction while Lunge is propelling you forwards
+Balance: Krono's lunge now costs 15 air, down from 45

[h3]Lurdusaurus[/h3]
+Balance: Increased Lurdu's sprinting turn rate to 118, up from 115
+Balance: Increased Lurdu's walking turn rate to 92, up from 90
+Balance: Increased Lurdu's sprint speed to 650, up from 500
+Balance: Increased Lurdu's walk speed to 425, up from 300
+Balance: Increased Lurdu's turning rate on land to be closer to that of Para
+Balance: Reduced Lurdu's dart cost down to 16.5 Ability and 10 Stamina, from 19 Ability and 24 Stamina
+Balance: Increased Lurdu's dart speed by 10%

[h3]Mosasaurus[/h3]
+Balance: Increased the Ability tick size of Mosas's grab by 50%
-Note, with 3/3 Slippery, tick sizes will be the same as before this patch
+Balance: Struggling out of a mosa grab now costs 35 Stamina and 35 Ability with no points in Slippery, down from 50 Stamina and 50 Ability
+Balance: Struggling out of a mosa grab now gives you 28 injury and 20% health damage, down from 40 injury and 33% health damage, with zero points in Slippery
+Balance: Adjusted Slippery talent modifiers such that at 3/3 it's about the same as it was before regarding ability, stamina, health, and injury
-4/3 and 5/3 values for Slippery are slightly less effective than previously at negating the above
+Balance: Increased the grab ability tick on grabs second grab for mosa to +100% cost, up from +25%
+Balance: Increased the beached walk speed, beached sprint speed, and beached turn rate +200%
+Balance: Increased Mosa's passive air decay rate to 4x its previous value
+Balance: Increased Mosa's thrash damage by 20%

[h3]Pachycephalosaurus[/h3]
+Balance: Pachy no longer continues increasing its base speed while charging after 20 seconds of charge time

[h3]Saichania[/h3]
+Balance: Increased Saichania's swim sprint speed to 250, up from 225


[h2]Mechanics Changes[/h2]
+Mechanics: You no longer need to hold the jump key while darting to enter flight mode when you leave the water
+Mechanics: Reduced the unstuck timer to 300 seconds, down from 600
+Mechanics: You now get the Dehydrated / Starving status condition to display on the HUD at 20% food / water, up from 10%
+Mechanics: Comfort, Talents, and other factors that improve health regeneration now become ineffective as you near zero food and water, making it no longer possible to outheal Dehydration or Starvation
+Mechanics: Eggs picked up by non party members no longer show thier egg icon
+Mechanics: Players picked up by non party members no longer show their group icon
+Mechanics: You can no longer see status condition icons above other players' heads while under the effects of Ory's Sand Attack
+Mechanics: You can no longer see the Intimidated status icon unless the Character screen is open
+Mechanics: Improved interaction between strafing and darting
+Mechanics: You can no longer get new scents identified if the target creature is beneath a freshwater body

[h3]Combat Game Mode[/h3]
+Mechanics: You now always start with at least the number of talent points appropriate for your growth level in Combat game mode
-For example, 1.0's spawn with 20 talents. 1.2's spawn with 25 talents. 1.4's spawn with 30. etc
-Increasing one's score still increases how many talent points you can spend
+Mechanics: Combat and Free Roam game modes now set your growth to the growth cap on the server, rather than 1.0
-Note, it will take the minimum of the global GrowthLimit config variable, and the species-specific growth cap
-This means you can now have different spawn sizes for different creatures in Combat game mode


[h2]Quality of Life[/h2]
+QoL: Added a new splash screen for the EAC launcher, by Soals and Jynn
+QoL: While editing skins, the character stat screen and status condition display no longer show
+QoL: Bubbles now spawn client-side while swimming or using vocals while underwater
+Added Sprint Toggle
-Sprint can be changed to toggle from the settings
-This should greatly improve gameplay with controllers
+QoL: Added health bars and bleed / injury displays over group members' health bars
-These only show up if the player has less than 100% health, and only show up when nearby
-These can be disabled in the Gameplay Options settings

[h3]Admin[/h3]
+Admin: Added new console command, ResetTalents. Allows resetting a players talents. Inherits are kept. Requires ModifyEggsAndNesting permissions
+Admin: Added new console command, KillForestFire. Removes all forest fires from the map. Requires ControlWeather permissions

[h3]Custom admin permission overrides[/h3]
To use command overrides:
1) in the config, use a similar syntax with an admins steam id of your choice:
AdminAllowedCommands=(PlayerId=765654646556564110, Commands=("SetGender", "SetGrowthLevel"))
AdminBlockedCommands=(PlayerId=765654646556564110, Commands=("SetTimeOfDay", "SetSpeedIncrease"))
2) Make sure the player in question is supposed (or not if its an allowed command) to have access to it
3) Test the override.
3.1) to check if the override data was loaded properly, you can use the command CheckCommandRulesOverrides on any admin client to see the data that was set to the client in the console/log

[h3]Foliage Placement Admin Tool[/h3]
+Added the really spooky Demon_Acro to the foliage placement tool
+Added a static waterfall to the foliage placement admin tool
+Added new eraser setting for the foliage placement admin tool. While using the eraser, if Only Selected is checked, only the currently selected foliage type (or actor type) will be erased
+The eraser for the foliage placement admin tool can now erase placed actors (water, lights, portals, etc) if "Actor Mode" is checked
+Added 26 teleporter channels to the admin foliage placement tool
-Each channel has a separate, corresponding color
-Each channel will choose a random destination portal that matches its channel on the map to port to
-If two are on the map, they will always link between one-another
-One teleporter without another matching its channel on the map will not do anything
-Note, the teleporters on Rival Shores and Ancestral Plains will link with portals placed using the tool if the channels match
-Portals can be made larger or smaller, visually, by adjusting the scale
+Added six freshwater bodies
-There are three water sizes. Small, Medium, and Large. Small sources dirty fast and drain quickly. Large ones dirty slowly and drain slowly
-Water sources can be further sized by adjusting their scale. Leaving their scales close to 1.0 and using small, medium, or large will yield water dirty / drain rates similar to currently in-game freshwater sources
-There are two variants as well. Swampy water and normal water, for all three sizes
-Freshwater bodies will count for the Trials score if they are outside in an open area automatically. Waters Visited Trials requirements will automatically consider them if they are on the map
+You can now place little fog cloud actors with the foliage placement tool
+You can now place several differently colored lights with the foliage placement tool
-The lights cannot currently be changed in brightness. They can, however, be made larger or smaller by adjusting their scale.
-Stacking lights on top of one-another will make them appear brighter
-The lights come in the following colors: White, Ice Blue, Yellow, Orange, Red, Green, OEM-White, Diamond-White, Brilliant Blue, Violet-Blue, Pink-Violet, Purple, Blue, Pink, Cyan


[h3]Custom Map Save Files[/h3]
To save and use custom maps:
1-After having opened a map of you choice, add dynamic foliage as desired.
2-Use the command ExportCustomMap
3-Close the server
4-Open the server again with -MapName (with underscores if space were used) or via the config value MapNameOverride=
eg: cmd: exportmap "MyTestMap" "Desc desc" ||| close the server, then:
(.... server command line... ) -MapName MyTestMap
5-The map with your edited foliage should open and display as "(custom) MyTestMap" on the server list

[h2]Bug Fixes[/h2]
+Fixed: Elasmo now blends its animations properly if it starts moving after double tapping and holding the use key while swimming
+Fixed: Elasmo neck aiming during its attacks now replicates properly on other clients
+Fixed: Unitialized, "Ichthy" group count icons showing up on the groups tab in the player list
+Fixed: Typing any part of the word 'empty' into the possessentity command (such as pt) no longer crashes the client
+Fixed: Group tags getting stuck on-screen or stuck in a glitched state when players would unpossess eggs
+Fixed: Some objects from the foliage placement admin tool were blocking damage from being dealt to players within the object (SM_Meadow_Grass_04 and Nolina_Plant)
+Fixed: The tutorial menu now shows, and additionally now shows again when you join a server for the first time
-This can be disabled in the gameplay settings
+Fixed: Elasmo can no longer move while holding a double-tapped use key while beached, greatly extending its neck range
+Fixed: The Kapok tree should now work properly while using the foliage placement admin tool
+Fixed: Ichthy and Lurdu now play footstep sounds
+Fixed: You can no longer grab other players while grabbed
+Fixed: Swimming strafe now properly turns off if you release the strafe key while holding the forwards or backwards key
+Fixed: Foliage marked inedible and spawned by the foliage placement admin tool can no longer be knocked down
+Fixed: The Aqua Affinity talent no longer states it improves dart speed for aquatic creatures
+Fixed: Aquatics getting "air sat" from cucumbers, making them have infinite air
+Fixed: Water source on top of Ptera Mountain on Rival Shores that counted towards the Waters Drank Trial


[h2]Map Changes[/h2]
+Increased fish count on Rival Shores

[h2]Controller Support[/h2]
+Controllers can move the cursor on menus with right stick
+Many optimizations for controller stuff such as when escape menu is open the camera doesn't move
+Right Face Button (B-button for Xbox) acts as cancel or back button on menus
+Escape Menu can be navigated with D-pad
-Face Button Bottom (A-button for Xbox) clicks the button
+Most menus can now be navigated with controllers
+Holding controller's start button (or Xbox's Menu button) brings the talents view. Tapping the button still brings the escape menu
_______________
Afrikaanse Opdateringsnotas

Bug Fix Patch

------Patch 1.1.1427------
+Fixed: The Sand Hoarder talent now properly increases the duration of the blind effect on players hit by Ory's Sand Attack
+Fixed: The tab menu no longer shows your group name on top of the "Players Online" text when opening it while in a group posted in the group finder
+Fixed: Clients no longer desync for several minutes when loading into maps with significant usage of the foliage placement admin tool
-This fixes issues where players were teleporting, dying to fall damage, and drowning seemingly at random
-This also fixes issues where players were unable to interact with several mechanics properly, such as groups, the player list, chat, and many others
-This also fixes the unresponsive admin cam and unresponsive console commands issues
+Fixed: The rotation of objects placed with the foliage placement tool now works correctly
+Fixed: Inedible objects placed with the foliage placement admin tool no longer show prompts that suggest a player can eat or interact with the object
+Fixed: Instances marked as inedible by the foliage placement admin tool no longer show a prompt that suggests a player can eat or interact with that object
+Fixed: The food and water consumed Trials now properly compensate for the server's food and water difficulty settings
+Fixed: Inedible objects such as rocks and temple pieces placed with the foliage placement admin tool no longer try to catch on fire from forest fires, which causes lots of fire spread and fps drops
+Fixed: Normally edible foliage marked as inedible by the foliage placement admin tool can no longer be eaten or picked up
+Fixed: Coah now has footprints from all four of its feet
+Fixed: SM_Fern_04 and SM_BushA_01 now properly have no collision when placed with the foliage placement tool
+Fixed: Inherits in Good Parent now properly increase the likelihood of passing on inherits to offspring
+Fixed: Inherits in the talent Hard-Headed now properly get factored into calculating lunge damage
+Fixed: The talent Elusiveness now properly considers inherits
+Fixed: The Aqua Affinity talent no longer increases dart speed on Ichthy and Lurdu
+Fixed: Forest Island Canvas by giving the rock foliage stacking cull distances
+Fixed: Collision Issues on the following objects when they are placed with the foliage tool: SM_RedSeaGrass, SM_grass_meadow_04, SM_fern_01 and SM_fern_04.

+QoL: Loading screen now shows the packet count while loading data for foliage placed with the foliage placement admin tool
+QOL: Renamed all the vague objects in the foliage placement tool so that they had easy to understand names.
+Optimization: Players should now load significantly more quickly when joining maps with lots of foliage placed with the foliage placement admin tool
+Balance: Reduced Acrocanthosaurus' sprint speed to 750, down from 780

+Mechanics: Growth ticks now increase your current health by the amount your max health increased by
+Mechanics: The loading screen now persists until all foliage spawned with the foliage placement tool has been handled
-This should fix issues with players drowning, or dying on login during the map loading period
+Mechanics: Lightning can no longer strike and kill eggs
_______________
Afrikaanse Opdateringsnotas

A Very Merry QOL Patch



[h2]Server Config and Commands[/h2]
+Servers: Added new config setting, FoodDrainDifficulty
-Controls how quickly food and food sat decay
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, WaterDrainDifficulty
-Controls how quickly water and water sat decay
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, WaterDirtinessDifficulty
-Controls how quickly water sources become dirty when drunk from
-Can be set to EGameDifficulty::Easy (0.5x), EGameDifficulty::Normal (1.0x), EGameDifficulty::Hard (2.0x), or EGameDifficulty::Expert (3.0x)
+Servers: Added new config setting, GrowthRate
-Controls how quickly players grow at all growth levels
-Can be set to EGrowthRate::VerySlow (0.5x), EGrowthRate::Slow (0.75x), EGrowthRate::Normal (1.0x), EGrowthRate::Fast (1.5x): or EGrowthRate::VeryFast (2.0x)
+Servers: Added new config option, FoliageSpawnSpeed
-Controls how long it takes for foliage to respawn on the map
-Can be set to EGrowthRate::VerySlow (2.0x), EGrowthRate::Slow (1.5x), EGrowthRate::Normal (1.0x), EGrowthRate::Fast (0.75x): or EGrowthRate::VeryFast (0.5x)
+Servers: Added new config variable, bPortalsDisabled. If true, all portals on the maps will be disabled
+Servers: Added new config variable, MaxTalentsAllowed. If set to -1, it is ignored. If set to any other value, players with not be able to spend more talents than this value on their creatures
-If players have creatures saved with more than this value, they will be prompted to remove some, similarly to Reincarnations
-This can be a great way to give your server a pseudo-talent reset. Set the value to 0 and let everybody subtract their talents! Then set it to -1 and they can spend them again as normal where they wish
+Servers: The CreatureLimits config now has two additional fields:
-SoftCapStart and SoftCapEnd
-Each species can now be separately configured for where soft group caps begin and end. The defaults are 0.7 for start, and 1.0 for end.
-This allows servers to configure when creatures begin counting towards soft group caps, and when they count as a full, "Adult" creature
+Servers: Servers can now set terrestrial carnivores able to group with other terrestrial carnivores, flyers with other flyers, and aquatics with other aquatics via server config
-Previously only herbivores could be configured to group with other herbivores
+Servers: Added new console command, FillAllFreshwater. Removes all dirtiness and sets all freshwaters to full. Requires EAdminCommands::ControlWeather
+Servers: Added new config setting bDisableCharacterDeath, in [/Script/BeastsOfBermuda.SaveSystem]
-When set to true, if a player dies, they will return to the creature select screen but their creature will not be marked as dead.
-They can select it for play without resurrecting or reviving it and spawn back into the map at a randomly selected, appropriate spawn point for their creature
+Servers: Added new console command, SetDisableDeath, which allows the server to toggle the state of the bDisableDeath config variable while the server is running
-The state of this variable will always be shown to the client on the server info, on the escape menu, so players know whether or not death currently counts
+Servers: Added new config variable, SkinLockGrowthThreshold, which is the growth threshold at which skins will lock and become uneditable
-If set to -1.f, it will use the in-game default value of 0.7 growth. Any positive value will be used as an override for the growth level at which skin editing locks
+Servers: Added new server moderator category. EditFoliage. Allows usage of the Foliage Placement Editor while in the Observer Cam
-To use the Foliage Placement Editor in the Observer Cam, this permission is now required
+Servers: Added new config variable, bDisableResurrections
-When true, resurrections cannot be done by the player
+Servers: Added new config variable, bDisableReincarnations
-When true, reincarnations cannot be done by the player
+Servers: Added species-specific growth limits.
-Config files need to specify the GrowthLimits variable now, rather than GrowthLimit
-The format looks like this:
!GrowthLimits=ClearArray
+GrowthLimits=(Type=EDinoType::Acrocanthosaurus,Limit=100.0f)
+GrowthLimits=(Type=EDinoType::Apatosaurus,Limit=100.0f)
+GrowthLimits=(Type=EDinoType::Coahuilaceratops,Limit=100.0f)


[h3]Weather Config[/h3]
+Added several new config variables that control weather. They are specified in the Game.ini file under this header
[/Script/BeastsOfBermuda.WeatherControllerBase]
OceanHeightAdd
-Default value is 0. Adds this value to the Ocean height at all times, in centimeters. Can be negative to drop the Ocean height as well.
bStormsCauseStress
-When false, storms cause no stress
bSpawnsTornados
-When false, no tornados spawn
bCapStormSurge
-Default value is true. When false, storm surges will not stop near the top of the map, and can go over the highest point of land on the map
SpeedModifier
-Default value is 1.0f. Controls how quickly weather ticks. 2.0 will double weather tick rate and make storms play through twice as quickly, for example. Set to low values for very long storms
IntensityModifier
-Default value is 1.0f. Weather effects strength multiplier. Set to bigger values such as 1.5f or 2.0f to make weather more intense. Set to lower values to make weather more mild.
StormSpacingMultiplier
-Default value is 1.0f. Controls how long periods of time between storms are. Set to lower values to make storms happen more often and for sunny weather periods to be shorter
StormSurgeMultiplier
-Default value is 1.0f. Multiplies just how strong the storm surge is. Set to 0.0f to disable storm surge.
RainCommonness default is 5
FogCommonness default is 2
OvercastCommonness default is 2
DryLightningCommonness default is 1
-The above four variables control how frequent each weather type is. When the weather generator generates a weather event, it selects Rain, Fog, Overcast or DryLightning. Increase or decrease the above numbers to make various weather types more or less common or, at 0, they will never happen


[h2]Admin Foliage Placement Tool[/h2]
+Added a new admin tool that allows the user to place permanent foliage on the map while using the observer cam.
-It can be accessed within the observer cam by pressing the "Ability" key while in the observer cam. To access this, you must have a new admin permission category, EditFoliage
+While in this foliage placement tool, you can select and place most of the various types of foliage (trees, bushes, etc) present on BoB.
-Additionally, some (a few) temple assets, some (a few) rocks, some (a few) cliff pieces, flowers, salt, crystals, and some cubes and planes have been exposed to this placement tool.
+You can place single instances of foliage or place them with a painting brush.
+While using the painting brush, you can specify density
+There is also an eraser brush and an undo option, but the eraser can only erase foliage placed using this tool. Regular map foliage cannot be changed. You can also bulk-delete all foliage or bulk-delete all foliage of a specified type that was placed using this tool
+While placing foliage in either method, you can specify the pitch angle, a random scale range, and a Z offset.
+Foliage can be labeled as edible or inedible. Edible foliage will be interactable by players, as they will be able to eat or pick up edible foliage. Tornados and forest fires will also interact with edible foliage. Regular foliage grades still apply. For example, a tree will be edible to creatures when they'd regularly be able to eat that tree. A rock marked edible will never be edible regardless.
+Foliage can be marked as permanent or temporary. Permanent foliage will respawn after eaten or destroyed, exactly like regular map foliage
+Foliage can be marked as save or do-not-save. Foliage placed and marked to save will save into a new save file named SERVER_MapName_Foliage.
+The Foliage Placement Tool shows how much of each foliage type has been placed on the map. It also estimates the additional load time necessary to send all of the new foliage data to a connecting client. There is no limit to how much foliage can be placed using this tool, but use caution. Adding more will increase loading times, so if you want to paint 10 million mushrooms, it'd cause unacceptable loading times
+Added a grid snap setting to the foliage placement ui. It includes an optional snap to z control as well. This allows easy snapping of building pieces such as temple assets or cubes
+Multiple people can use this tool at once, and it is used during a server's runtime, in real-time. Players will see you changing the map in real-time and foliage will be immediately interactable.
+Mechanics: Glide mode on the observer cam is now accessed by the "roar" key, rather than attack2

[h3]FPT 'Canvas' Maps:[/h3]
+Added new map: Rival_Shores_Canvas. This is a version of Rival Shores with all of the edible foliage removed.
+Added new map: Ancestral_Plains_Canvas. This is a version of Ancestral Plains with all of the edible foliage removed.
+Added new map: DM_Caldera_Canvas. This is a version of DM_Caldera with all of the edible foliage removed.
+Added new map: Forest_Island_Canvas. This is a version of Forest_Island with all of the edible foliage removed.
+Added new map: Volcano_Bay. This map is very incomplete, but serves as a good canvas map for the foliage editing tool
-Warning, this map is extremely incomplete. It is a very large, tiled map with water sources, spawn points, shrines and some jungle trees present. Some water sources are extremely dangerous but the foliage editing tool can place temple ramps and stuff to make safe access


[h2]Footsteps[/h2]
+All creatures now play sandy or muddy footstep sounds if stepping in sand or mud
+All creatures now leave behind wet, sandy, muddy, or bloody footsteps if the situation is appropriate
-Yes, this includes beached mosas, elasmos, and kronos!
-While carrying carcasses, or while bleeding, you now leave behind bloody footsteps
-The footsteps stay for about a minute and then fade out

[h2]Added partial support for Game Pads[/h2]
- Supports Xbox controllers natively
- PlayStation 4 controllers work with a Windows driver https://github.com/Ryochan7/DS4Windows
- PlayStation 4 controller's touchpad works as a mouse to navigate menus
- Menu navigation for other controllers doesn't work yet
- Character moves with left analog stick
- Camera moves with right analog stick
- A = Jump, X = Use, B = Crouch, Y = Special, RT = Attack1, LT = Attack2, RB = Ability, LB = Scent, Left stick click = Sprint, D-pad Up = Emote Wheel (does not work yet), D-pad Down = Rest, D-pad Right = Lay Nest & No (prompts), D-pad Left = Yes (prompts)
- Keybinds might need a reset for controllers to work


[h2]General Mechanics Changes[/h2]
+Mechanics: Reincarnations now have bad luck prevention, such that you'll never get less inherits than "average," based on your Trials
-This should result in reincarnations being less of a gamble, as you can't get a terribly low inherit count any longer when you have good Trials
+Mechanics: Increased fresh spawn inherits to 7-10, up from 3-5
+Mechanics: Increased minimum reincarnation inherits to 7-10, up from 5-7
+Mechanics: Carcasses that have been picked up no longer can apply Necrophobia
+Increased growth speeds significantly between 1.0 and 1.2. Average growth times from 0.4 to 1.2 should be:
-94 mintues for Oryctodromeus, Pteranodon, Velociraptor
-133 minutes for Pachycephalosaurus
-160 minutes for Megalosaurus, Tropeognathus, Elasmosaurus, Ichthyovenator
-200 minutes for Lurdusaurus, Parasaurolophus,
-267 minutes for Acrocanthosaurus, Kronosaurus, Mosasaurus, Saichania, Tyrannosaurus, Coahuilaceratops
-366 minutes for Apatosaurus
-The above cagetories do not necessarily mean these creatures grow at the same rates beyond 1.2, even if they grow at the same rates leading up to 1.2
-If a server has adjusted the GrowthRate config var, all these times can be divided by the scalar associated with that growth rate
-The above growth times were gathered with 50% food, water, comfort, food sat, and water sat

[h3]Trials[/h3]
+Mechanics: It now takes less distance traveled to score well on the Distance Traveled Trial
+Mechanics: It now takes less comfort bias to score well on the Comfort Bias Consumed Trial
+Mechanics: It now takes less offspring to score well on the Total Offspring Trial
+Mechanics: It now takes a lower ratio of water satiation to water drank to score well on the Water Satiation Drank Trial
+Mechanics: Creatures now trigger to add to the Scents Identified Trial of they are swimming or flying
+Mechanics: The Scents Identified, Water Sources Visited, and Shrines Visited Trials now notify you when you find a new scent, visit a new water source, or visit a new shrine
+Mechanics: You now can get hunt points for killing your own species, so long as you are not grouped

[h3]Diets[/h3]
+Mechanics: Poor diets no longer result in a slower movement speed
+Reduced Salt's respawn timer to 30 minutes, down from 1 hour
+Reduced Piscivores' fish requirement significantly
+Redistributed and increased salt locations on Rival Shores and Ancestral Plains
+Balance: Reduced salt requirements for all herbivores by about 33%


[h2]Quality of Life Changes[/h2]
+QoL: Added dropdown button that shows server info, which now shows some of its config options
+QoL: Servers that have configured a Discord link now have a discord icon show up on the escape menu that can be clicked by players connected to the server to join their Discord
+QoL: The Character screen (O menu) now has a growth indicator on it
+QoL: Backup server save files are now sorted by game versions
+QoL: Certain interactable foliage objects no longer drop root balls when picked up and set down. This includes mushrooms, crystals, and vegetables

[h2]Balance Changes[/h2]
+Balance: Damage-reducing effects such as Saichania's Spiky Shield now reduce incoming bleed damage as well
+Balance: Sai can now interact with trees and other tier 5 foliage at growth level 1.25
+Balance: Increased Hatchling, juvenile, and subadult speeds for Acrocanthosaurus, Apatosaurus, Ichthyovenator, Megalosaurus, Oryctodromeus, Pachycephalosaurus, Lurdusaurus, Saichania, Pteranodon, Velociraptor, Tropeognathus, Coahuilaceratops, Elasmosaurus, Kronosaurus, Mosasaurus
+Balance: Megalosaurus no longer deals bleed damage
+Balance: Megalosaurus' base attack damage is now 150, up from 130
+Balance: Megalosaurus' size is now 650 base, up from 600
+Balance: Megalosaurus' sprint speed is now 920, down from 950
+Balance: Megalosaurus' base health is now 675, up from 625
+Balance: Increased Ory sprint speed to 800, up from 551
+Acro's foliage tier is now 4, up from 3. This matches Coah, Sai, and Para's foliage tier.
+Swapped the Serrated Teeth talent for the Sharp Teeth talent on Megalosaurus. On older creatures, talent points and inherits from Serrated Teeth will automatically transfer to Sharp Teeth.


[h2]Bug Fixes[/h2]
+Fixed: Strange collision on RS Pine and Birch Trees after being burnt
+Fixed: Being able to connect to the same server twice, which resulted in all kinds of strange bugs
+Fixed: Tropeo's right wingbeat hitbox is now properly positioned
+Fixed: Apato no longer requires excessive salt, and now gets a "Craving Salt" debuff instead of immediately getting "Salt Deficiency"
+Fixed: Client crash when entities take "damage" events locally from or to something in the map in certain cases.
+Fixed: Client Crash when generating combat log history in certain cases
+Fixed: Client crash that could occur after changing characters and having received invites.
+Fixed: Crash that could happen when trying to access data in replays.
+Fixed: The out of bounds visual effect now properly applies the out of bounds status condition
+Fixed: Getting kicked or disconnected from the server now properly prompts the reason.
+Fixed: Main Menu not showing up after getting two disconnects in a row.

Art & Screenshots by Teatimejess & Starcatcher Afrikaans Translation

The Coahuilaceratops Patch


[h2]Coahuilaceratops[/h2]
+Added Coahuilaceratops as a new playable creature
-The Coahuilaceratops is an omnivore and requires both meat and plant food in reasonable proportions to meet its diet
-Coahuilaceratops has built in +2 in Intimidation when dropping comfort of non-grouped players. This stacks with additional talents and inherits into Intimidation
-The Coahuilaceratops can turn in place, and does so while crouching
-The Secondary Attack is a hard-hitting gore attack, which behaves very similarly to that of a stomp. It also, however, deals knockback when it hits
-Attacking the Coahuilaceratops from the front results in it taking significantly reduced damage due to its large, protective shield

[h2]New Dietary System[/h2]
+Dietary System has been implemented alongside the release of Coahuilaceratops to support its Omnivore status

There are four diet qualities you can have: +Unhealthy Diets
-An unhealthy diet is met if any one of your dietary requirements are below the "Danger" threshold
-The reason for your unhealthy diet will be shown as a red debuff condition in the corner of the screen, which explains which requirement you are deficient in
-In order to remedy an unhealthy diet, one must eat the food or mineral type they are deficient in
-An unhealthy diet results in slower stamina regeneration, slower sprinting speed, and faster stamina drain

+Poor Diets
-Above an unhealthy diet is a poor diet
-A poor diet is met if any one of your dietary requirements are below the "Warning" threshold while all requirements still remain above the "Danger" threshold
-The reason for your poor diet will be shown as an orange debuff condition in the corner of the screen, which explains which requirement you are craving
-In order to remedy a poor diet, one must eat the food or mineral type they are deficient in
-A poor diet has no negative effects. It simply serves as a warning, stating you are craving a certain food or mineral.
-If foods of the improper types are continuously consumed while you are in a poor diet state, you will develop an unhealthy diet, deficient in the requirement you did not meet

+Balanced Diets
-A balanced diet is met if you have no dietary cravings or deficiencies, which would place you at a poor or unhealthy diet
-A balanced diet carries no buff or debuff with it
-Fresh spawns and saved creatures from previous save files will load in with balanced diets

+Superb Diets
-A superb diet is met if all of your dietary requirements meet the "Superb" dietary requirement
-While your diet is superb, you will see a green, positive status condition in the corner of the screen
-A superb diet allows eggs to gestate faster and allows you to incur less of a movement speed penalty while carrying objects such as foliage or meat and while gestating eggs

+General
-It should be observed that we deliberately chose not to make superb diets feel mandatory. They provide a couple nice, circumstantial, non-combat related buffs
-In order to quickly check your diet, you can find information about all of your dietary requirements on the Character screen (O menu, by default)
-Hatchlings have trivial dietary requirements. As they grow up, the requirements begin to come into play
-In order to see a more detailed breakdown of your dietary requirements and status, you can expand the stats on the Character screen to see a full dietary synopsis
-It is possible that we may add more dietary requirements in the future, potentially with unique buffs and debuffs for exceeding or ignoring the requirements. If people like the system, it's likely we'll expand upon it but for now we tried to keep it very simple, easy, and non-punitive
-Food combat logging messages now show what kind of food you're receiving from a particular eating event


[h3]Omnivore Dietary Requirements[/h3]
-Pachycephalosaurus and Coahuilaceratops are both omnivores
-Omnivores must eat both plants and meat in sufficient quantities to balance their diet
-Fish, player carcasses, or carrion (map-spawned carcasses) all contribute towards a general meat category for omnivores
[h3]Piscivore Dietary Requirements[/h3]
-Tropeognathus, Pteranodon, Ichthyovenator, and Elasmosaurus are all piscivores
-Piscivores must eat both fish and meat in sufficient quantities to balance their diet
-Player carcasses and carrion (map-spawned carcasses) both contribute towards a general meat category for piscivores
[h3]Carnivore Dietary Requirements[/h3]
-The Kronosaurus, Mosasaurus, Velociraptor, Megalosaurus, Tyrannosaurus, and Acrocanthosaurus are all carnivores
-Carnivores must eat player carcasses in order to obtain a superb diet, which shows up as a "Meat" category for them
-Carnivores cannot have a poor or unhealthy diet due to the requirement that player carcasses be consumed to meet this requirement
[h3]Herbivore Dietary Requirement[/h3]
-Parasaurolophus, Apatosaurus, Saichania, Lurdusaurus, and Oryctodromeus require salt in their diets
-Ancestral Plains, Rival Shores, Forest Island, Test_Performance, and DM_Caldera now have numerous salt crystals placed around the shorelines of the maps
-Salt does not give food
-In order to obtain a superb diet, you must meet 100% of your salt dietary requirement. You can exceed it up to 133%
-If you are full on salt (133%), you cannot eat more salt
-Salt cannot be carried
-Salt cannot be eaten by creatures who do not need to eat it

[h2]Reincarnation Mechanic[/h2]
+A Reincarnation mechanic has been added to the game
-Creatures that are at least 0.8 in size can now be reincarnated
-In order to reincarnate, one must select a dead creature of at least 0.8 growth on the Save Select screen and then click the new Reincarnate button
-When a creature is reincarnated, a new juvenile of that species will show up in the player's Save Select screen in place of the creature that was selected for reincarnation
-The juvenile will receive a skin that would result from the reincarnated creature breeding with itself
-The juvenile will receive inherits that would be similar to that of the reincarnated creature breeding with itself
-The probability the juvenile will receive inherits is heavily tied to the quality of the reincarnated creature's Trials scores
-Good power Trials will improve the likelihood of inheriting power talents
-Good mobility Trials will improve the likelihood of inheriting mobility talents
-Good survival Trials will improve the likelihood of inheriting survival talents
-Doing poorly on Trials of a specific category does not make you more likely to inherit talents in other categories at the expense of that category
-Deity pledges and sacrifices apply to these inherit calculations exactly as they do when computing resurrection point values
-The juvenile will spawn at a random, appropriate spawn point on the map when first selected for play
-The 0.8+ growth, dead creature will be permanently lost, fully deleted from the game's save data and not available for resurrection or reincarnation, even by an administrator
-Skins can be edited on the reincarnated creature
-Reincarnations use the same gender as the previous creature

[h2]Replay System[/h2]
+Replays have been added to the game, but be warned the recordings can be a bit choppy sometimes
-To access replays, visit the Escape Menu and select the new Replays option
-Here, you will be able to either start a replay, stop a replay, or view your replays
-Replay files can be shared between players so they should be a huge help for the moderation of servers
-Replays support admin viewing. For this to work, the player needs to play a replay that was generated on the server they are admin on (be it by them or an other player), and load this replay while being logged onto said server.
-Replays can be enabled to automatically record every time the player starts playing. If so, they will start a new file each time the player switches creatures
-While automatically recording, the replay files will also delete after a specified number of days. This can be set in the Gameplay Options UI
-The Replay controls UI visibility can be toggled using the toggle hud key, or by pressing the button for it on the bottom right of the screen when in replays


[h2]New Emote Wheel[/h2]
+Emote Wheel UI:
-A new emote wheel has been added to the game
-By default, it is bound to the V key. It can be changed in the Keybinds settings for the game
-The emote wheel provides easy access to all 5 vocalizations, along with mate, nest, invite, and kick. Admins can also server kick, server mute, and server ban players through the emote wheel
-While holding the mouse over the mate, nest, invite, kick, and admin options on the emote wheel, a tooltip will show you who you're performing the action on or will tell you why you cannot do this action
-The emote wheel opens when you begin holding its keybind down and will perform the action your mouse is over when you release the key


[h2]Arboreal Nesting[/h2]
+Arboreal Nests have been added to the game
-Arboreal nests are larger nests that can be laid in trees or on large rocks
-Arboreal nests have collision and can be sat in. You can also place eggs or other carried objects into the nest
-The Tropeognathus and Pteranodon can lay arboreal nests by perching on an appropriate surface, such as a tree branch
-The Velociraptor can now lay arboreal nests if they have at least 3 points in the Arboreal talent

[h2]Easy Anti-Cheat[/h2]
+Easy Anti-cheat Integration
-Beasts of Bermuda now runs behind the protection of Easy Anti Cheat
-This will prevent any third-party software from running with Beasts of Bermuda
For information or support regarding Easy Anti-Cheat please visit their website.


[h2]Skins[/h2]
+Added the following skins:
-Added Acro Skin: Bumble by Twilightwolf & Natahi4
-Added Acro Skin: Autumn by Twilightwolf & Natahi4
-Added Para Skin: Melon by Twilightwolf
-Added Para Skin: Nomad by Triptrap & GameVideosForLife
-Added Rex Skin: Avian by Twilightwolf
-Added Krono Skin: Duckweed by Twilightwolf & Natahi4
-Added Krono Skin: Sandshifter by Twilightwolf
-Added Krono Skin: Banded by TeaTimeJess & DJZ
-Added Coah Skin: Wicked by Triptrap
-Added Coah Skin: Fractal by Triptrap & DJZ
-Added Coah Skin: Salmon by Twilightwolf & Natahi4
-Added Coah Skin: Potato Beetle by TeatimeJess and Natahi4
-Added Coah Skin: Foal by Triptrap
-Added Coah Skin: Jupiter by Twilightwolf & Natahi4

[h2]Map Changes[/h2]
+Map Work
-Turned off collision on the tiny palms on Rival Shores / Jungle
-Added small, new area behind the mountain on Rival Shores' Jungle Mountain
-Fixed various holes and issues on Rival Shores and Ancestral Plains
-Replaced several types of foliage on Rival Shores' Jungle Mountain
-Rebalanced water source values on Forest Island. Most have more water
-Removed about 40% of the seaweed on Ancestral Plains
-Removed 50% of the seaweed on Rival Shores

[h2]Quality of Life: Adjustments & Mechanics[/h2]
+Mechanics: Nests can now be attacked and destroyed by repeatedly attacking the nest with any damaging attack
+Mechanics: While holding the scent key, all creatures can now see which plants they are able to eat by seeing a periodic highlight effect on all nearby, interactable foliage
-This accounts for growth and creature type
-Comfort flowers, crystals, and other objects like these also will show this effect
-There is a setting to disable this effect in Gameplay Options
+Mechanics: If less than 1.0 growth, resurrection no longer takes any growth away
+Mechanics: Fires no longer spread super slow at the start, which was causing them to fizzle too often

+QoL: Reduced Krono's idle sound volume by 75%
+QoL: Reduced Krono's eat sound volume by 90%
+QoL: Reduced Krono's attack sound volume by 72%
+QoL: The /l local chat now broadcasts to all players within a 100 meter radius of your character, rather than changing based on character size
+QoL: Added new loading prompts for diets, pledging, and on-screen prompt settings.
+QoL: Improved cave lighting so the transitions between outside and inside is much more natural feeling
+QoL: Improved Acro's textures (normal map)
+QoL: Updated Tyrannosaurus model high poly and textures
+QoL: You now receive an Incubating status icon if sitting or laying close enough to eggs to incubate them
+QoL: Added Ichthy claw and spike texture
+QoL: All talents have been reset due to balance changes with this patch
+QoL: Orys can now find salt crystals in their burrows


[h2]Balance Changes[/h2]
+Balance: Reduced Rex's bite damage to 425, down from 450
+Balance: The talent Unbreakable no longer mitigates against the slowing effects injury has on dart speed
+Balance: The talent Constitution now stacks additively with the health increase received by being overweight, rather than multiplicatively
+Balance: Taking damage from a non-flyer while in flight now sets you into a falling state and resets all flight-based momentum
+Balance: Knockback is now heavily mitigated by Sai's Spiky Shield ability
+Balance: Being overweight now provides less mitigation against knockback effects
+Balance: Increased fall damage thresholds for all creatures by 10%
+Balance: Saichania now takes 20% less knockback damage at all times
+Balance: Greatly increased Tropeo dart speed, and slightly reduced dart duration
+Balance: Reduced the effectiveness of the talent Unbreakable by 33%
+Balance: The Turn while Stomping talent now slightly improves turn rate further at 4/3 and 5/3
+Balance: The Quick Takeoff talent is now less effective, with 3/3 having the old 5/3 talent coefficient
+Balance: Increased Pachy's swim sprint speed to 350, up from 300
+Balance: Increased Pachy's swim walk speed to 250, up from 200
+Balance: The Saichania now has the Bludgeon attribute, allowing it to ignore any natural armor other creatures have
-Currently, this allows it to ignore the protection Coahuilaceratops' facial shield offers it+Fixed a couple bugs related to mutated skins to properly integrate "Locked" patterns from mutations
+Balance: Serrated Teeth is now just as effective as Sharp Teeth at dealing increased damage to players with large health pools
+Balance: Adjusted sleep root offset to make meshing into walls more difficult
+Balance: Adjusted hatchling sai weight so it's small enough to be picked up by its parents until higher growth levels
+Balance: It no longer costs stamina to enter flight from the surface of the Ocean
+Balance: Saichania now has a built in +2 stress resistance when negating comfort drops from other, nearby creatures
+Balance: Reduced the ability cost of digging or filling an ory tunnel by 40%

[h2]Bug Fixes[/h2]
+Fixed: Sterile skins are now properly sterile. Code will attempt to use a fallback texture (from an other skin) if trying to use a texture from a sterile skin when generating the required patterns (base mask, normal, SSRM/DRM, etc).
+Fixed: Force respawning no longer allows a player to deny another player their carcass and hunt points for killing them
+Fixed: Picking up carcasses over edible foliage no longer destroys the foliage if you hold the use key
+Fixed: Eggs no longer cause a buffer overflow causing the creature to be unplayable, but are limited to 100 incubated eggs per creature
+Fixed: You can no longer lay a nest until you are mature enough to mate
+Fixed: Para now holds foliage properly in its jaw
+Fixed: Flyers now reset their momentum after entering a swimming state
+Fixed: Pachy can no longer spam charge after hitting a target with charge
+Fixed: Empty carcasses no longer prompt you to interact with them
+Fixed: Drinking water to get satiation while full on water now properly adds to Water Drank Trial
+Fixed: Strafing out of a body of water no longer gets you stuck moving that direction indefinitely
+Fixed: Forest fire ash no longer shows on the character
+Fixed: Removed tooltip from Adrenaline that suggests you move faster while low on health
+Fixed: Logging in near eggs no longer causes the warning that you're logging in near other big players
+Fixed: Death screen music getting stuck playing if you alt tab while the death screen is up
+Fixed: Chat messages not sent to global chat and chat commands no longer get blocked while using incognito mode if the player has global chat disabled
+Fixed: Ichthy leg issues with the new ichthy mesh
+Fixed: The carrying object indicator on the ory dirt jar HUD element now hides when you hide your HUD
+Fixed: Bleed particle effects should now properly despawn after 10 seconds
+Fixed: Tropeo can no longer take off while performing its wing beat animation
+Fixed: Clicking on the player list scroll bar no longer causes it to close
+Fixed: The 'There is no Escape' message on the screen now properly hides if you go to the character select screen while it is open

+Optimization: Optimized a CPU frame hitch associated with loading burrows

Pictures provided by: Jynn, Triptrap, & Thyrunnersaurus