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The Seabird Patch

The Seabird Patch

[previewyoutube][/previewyoutube]

[h2]Tropeognathus[/h2]
+Added new playable flyer: Tropeognathus

[h3]Wing Beat[/h3]
+Added Tropeognathus' Wing Beat mechanic.
-To use Wing Beat, press the Ability key while near another player.
-It can be used while in flight, or while on the ground, but while in flight, it will only hit other players who are also in flight
-If it hits another player, both you and them will be knocked back. It deals significant injury and moderate damage to the hit player
-Wing Beat only hits other creatures who are in front of the Tropeo
-Successive uses of Wing Beat now deal 25% less damage until the target is no longer on DR
[h3]Unique Talents[/h3]
+Added a new talent, Strong Bond.
-This talent is only in the Tropeognathus tree, as the Survival tier 3 talent.
-While grouped and close to a player you've mated with, you and your mate both receive a boost to your max HP, Stamina, and Ability
-If both the mated Tropeognathus have the talent, it stacks additively between the two
-Having a higher friendship grade dramatically increases the effect of this talent
-If the player has mated with multiple other Tropeognathus' in their group, they receive Strong Bond with the player who would give them the strongest buff
+Added a new talent, Deadly Wings.
-This talent is only in the Tropeognathus tree, on the bridge between the Power and Survival trees
-This talent improves how much damage and injury Wing Beat inflicts
+Added a new talent, Swift Wings
-This talent is only in the Tropeognathus tree, on the bridge between Mobility and Survival
-This talent reduces the cooldown, ability, and stamina cost of using Wing Beat
[h3]General Info[/h3]
+Tropeognathus grows at the same speed as Elasmosaurus, Ichthyovenator, and Megalosaurus
+Tropeognathus is a bit faster than Pteranodon in the air, but turns significantly worse
+Tropeognathus has significant weather resistance by default
+The Tropeognathus is actually quite fast on the ground
+It costs the Tropeognathus 60 stamina to take off from the surface of the water.
-This amount is sharply reduced with the "Quick Takeoff" talent.

[h2]New Ocean and Lighting[/h2]

+Added a new Ocean and lighting to Rival Shores, Ancestral Plains, Forest Island, Test Performance, and DM_Caldera
+The quality of the Ocean can be changed in the Options menu
-At the lowest quality level, the caustics will not display
-If shadows are not enabled, caustics will also not display
+The new lighting should make map foliage and landscape shaders look much more naturally colored
+The new Ocean also adds wave drift to creatures near the surface
+Fish are harder to see from above the Ocean with the new Ocean setup.
+Elusiveness looks a bit different, but still functions well enough if the player is clever about their placement
+While skimming the surface of a water body, flyers now experience significant drag if they hit wave crests
+Added ocean sound effects when near the ocean plane

[h2]Status Condition Display[/h2]

+The display of permanent status conditions such as Healthy Herbs, Intimidation, and Near Friends now appear in the top-left corner of the player's screen
-This functionality can be disabled by going to the Options menu and disabing 'Display Status Conditions'
+These status conditions now also display on the Escape Menu, and on the Character screen they now appear in the top-left corner, rather than over the model
+Mousing over these status conditions now displays the tooltip that describes the status condition
+The majority of these status conditions (there are about 2 dozen of them) have been given new icons. The remaining few will be added in a future patch

[h2]Server Select Screen[/h2]

+Totally revamped the Server Select screen
-Official servers and Community servers are now in separate sections, with Officials at the top
-There now exists options to permanently filter out locked servers, or permanently filter out servers not on your favorites list
-Both the Official and Community server sections are collapsable and this status saves, allowing more room for viewing Community servers if desired
-There is a section where community servers will be able to, in the future, add a few paragraphs about their server that will show up on the Server Selection screen
+Fixed: The game mode on the server list no longer sometimes shows up with EGameModes:: beside it

[h2]Skins[/h2]
+Added Gecko Megalosaurus skin, by Lizardian
+Added Crested Grebe Tropeognathus skin, by Twilightwolf & Natahi4
+Added Orycto Shimmer Event winners
+Added Tropeo skin, Blizzard, by TripTrap
+Added Moah Tropeo skin, by Twilightwolf & Tserra
+Added Tropeognathus Skin: Asymmetrical by Tserra and Natahi4

[h2]Mechanics Changes[/h2]
+Mechanics: Creatures beyond 1.7 in growth now appear as 1.7 growth scale while in burrows, down from 2.0
+Downsized Pteranodon's model by a factor of 25%
+Group limits are now inter-species as well. Each creature count s 1/SpeciesLimit towards the cap. Players cannot be invited to the group (hard limits) or players get comfort drops (soft) if the sum of all members exceeds 1.
+Ptera, Tropeo, and Velo can now grab items while flying or jumping
+Adjusted the Pressure status condition such that if you're deep enough to receive the red 'Pressure' debuff in the corner of your screen, you start taking health damage
+Removed the tumble mechanic that causes flyers to roll when they get hit while in flight
-Instead, if hit while in flight, you now take very significant injury damage
-The Brace for Impact talent mitigates this damage
+Flying creatures can brake while holding items by holding use key. Double tapping use key drops the item
+While digging in Oryctodromeus burrows, both horizontal and vertical ramp pieces can now spawn


[h2]Additions[/h2]
+Added Ory's sleep idle sound
+Added Ichthy roar, call, eat, drink, and sit / sleep transitionary sounds that match the animations better
+Added Ichthy distress and submissive sounds and unlocked the animations for these two gestures
+Added new Ichthy sniff sound
+Added new negative status condition, Out of Bounds
-If outside the map bounds (either under the map or beyond the edge of the landscape tile), you receive an 'Out of Bounds' status condition. You start taking health damage and receive a significant comfort debuff
+Added new negative status condition, Thin Air
-While flying, if you're more than 350 meters above the surface of the map (or Ocean), you will begin taking damage and receive a comfort debuff.

[h2]QoL[/h2]
+QoL (public): Added a new option that allows the player to choose between three colorblind filters (Deuteranopia, Protanopia, and Tritanopia)
-The strength of the filter can also be controlled
-These settings are located with the rest of the graphics settings
-While hiding the HUD, colorblind filters disappear. This is deliberate, for convenient screenshots if desired
+Adjusted the auto lookup behavior such that it more rapidly places the camera above the player's head, making it easier to see incoming flyers
+Improved the burrow light radius such that it's much less harsh at the edges
+You can now talent up to 3 talent points at once by shift clicking
+Added new console command - ReqPlayerSteamID. It returns the steam ID and requires either part of the player's name or the player's CID. It prints both to the log and to the screen
+Added a new console command, RemoveTunnelNetworkDirtPaddies, that removes just the decorative dirt paddies that spawn outside of burrow entrances
+Added new server config variable, TunnelNetworkDespawnTime, which allows players to set how long tunnel networks take to despawn if they have not been dug in
-This variable is in seconds, and, if unspecified, defaults to 259200 seconds (exactly 3 days of time)
+Added CID to the server-side joining player log message
+Improved the Breath Bar widget's appearance
+Updated the Info Pop up for Status Conditions so that it matches the new UI
+Use of ResurrectPlayer now shows more information in the server-side log

[h2]Optimizations[/h2]
+Fixed: Severe clientside frame drops associated with playing a large apatosaurus while walking on top of burrows
+Fixed: Chat message history no longer accumulates indefinitely, causing eventual performance drops while chat is visible.
-It is now capped at a message history of 500 total chat messages
+Major Server Optimization: Servers should run with about 30% less CPU usage than before.
-We encourage large servers to experiment with increasing their player slots
+Reworked how animation montages are handled to be less expensive (RAM usage)
+Several clientside GPU optimizations that should result in better FPS under all scenarios


[h2]Balance Changes[/h2]
[h3]General[/h3]
+Balance: Friendship point losses from "being in close proximity" no longer show up in the combat log or on-screen

[h3]Ichthyovenator[/h3]
+Balance: Switched out Ichthy's Pressure talent and gave it Intimidation

[h3]Lurdusaurus[/h3]
+Balance: Increased Lurdusaurus' speed while walking up slopes
+Balance: Increased Lurdusaurus' walk speed to 275, up from 175
+Balance: Increased Lurdusaurus' base health to 1200, up from 1000

[h3]Oryctodromeus[/h3]
+Balance: Sand Attack now reduces movement speed by 40% for its duration, up from 25%
+Balance: Replaced Ory's Strong Bones talent with Bruiser

[h3]Pachycephalosaurus[/h3]
+Balance: Increased Pachy's walk speed to 375, from 175
+Balance: Increased Pachy's fall damage threshold to match that of Megalo (buffed)
+Increased Pachy's Attack_1 damage to 60, up from 45
-Adjusted Charge damage such that it does not deal more damage
+Increased Pachy's Attack_1 cooldown to 1.33 seconds, up from 1.00
+Increased Pachy's baseline HP to 430, up from 350

[h3]Parasaurolophus[/h3]
+Balance: Replaced Para's Heavy talent with Powerful Legs

[h3]Pteranodon[/h3]
+Balance: Swapped Pteranodon's Flesh Grazer talent out for Egg Thief
+Balance: Reduced the cost of Ptera's bite attack to 10 AP, down from 13
+Balance: Reduced the Effectiveness of the Flyer Swiftness talent by 40%
-This means, with 3/3 talented, the speed increase is 30%, rather than 50%
+Balance: Pteranodon should now be susceptible to tail hits when hit from behind or near its tail
+Balance: Flyers can no longer smell other players while in flight
+Balance: Swapped the locations of Bruiser and Piercing Beak on Pteranodon

[h3]Saichania[/h3]
+Balance: While looking upwards, the Saichania now lifts its tail to make it easier to hit large acros and rexes that may otherwise be above its tail's hitbox
+Balance: Saichania's Spiky Shield now goes off Diminishing Returns after 13 seconds, down from 18
+Balance: Saichania no longer deals minor, nuisance knockback to others that often just made them lose speed and momentum


[h2]Bug Fixes[/h2]
+Fixed: Clientside crash that would occur upon the player's death
+Fixed: Various server-side crashes
+Fixed: Animation issue where ory could exit/enter a burrow while sitting or laying down
+Fixed: Group icons now properly show up when players in your group have been grabbed
+Fixed (exploit): You can no longer use unjam to escape being grabbed
+Fixed: Egg icons now properly show up again after performing any action that would hide group icons
+Fixed: Inconsistencies between the 'Press [Key] to Interact' typed texts sometimes showing up on-screen when the player couldn't interact with an object at that specific location
+Fixed: You no longer turn more quickly than intended when sliding down slopes. This was particularly noticeable with Apatosaurus
+Fixed: Player who is being grabbed should no longer be able to log out. Only after the player is not longer being grabbed they can log out
+Fixed: The use of fillallstats would sometimes cause an admin to get kicked from the server for cheating
+Fixed: Velo should no longer get stuck in climbing animation after latching off from climbable surface
+Fixed: Velo's climbing animation shouldn't get frozen or get replaced by walking animation upon certain actions
+Fixed: All issues associated with skin saving and loading
+Fixed: More rocks and cacti should be climbable as Velo on Rival Shores
+Fixed: The observer camera no longer applies comfort drops to nearby creatures
+Fixed: Using the console command settimeofday now properly updates the lighting on the scene immediately
+Fixed: Broken eggs no longer have collision
+Fixed: The Megalosaurus' stat display no longer gets stuck onscreen if you die or respawn while it is active
+Fixed: The console command possessentity can now be used to possess an Oryctodromeus
+Fixed: The Pteranodon braking while diving no longer causes an animation blending issue
+Fixed: Various issues on Rival Shores and Ancestral Plains
+Fixed: Velo should no longer get stuck in sleeping/sitting/standing animation.
+Fixed: Using screenshot mode no longer allows a flying player to force their flying pitch angle to ignore injury damage (or braking)
+Fixed: When grabbing while flying Ptera and Tropeo flap their wings if they are sprinting and they glide if they are not sprinting
+Fixed: Acro, velo, ichthy, megalo, orycto, pachy and rex now play falling animation when they fall while crouched instead of being crouched in the air
+Fixed: Velo should no longer show incorrect walking/running, crouched or swimming animation when they return to net relevancy
+Fixed: Velo no longer uses walk animation randomly while climbing
+Fixed: Velo no longer slides without animation while climbing, jumping, or dropping from a climb
+Fixed: While in Combat game mode, you can now leave the server by pressing the back arrow while on the creature selection screen
+Fixed: Velo's climbing strafe is no longer mirrored.
+Fixed: Velo should no longer get stuck on jump charging state when it has fallen from climbing while holding jump and has started climbing again.
+Fixed: Auto look up no longer breaks as soon as you press the look up key
+Fixed: Velo should no longer fall through the map when it's climbing and they disconnect / quit to main menu without waiting out the timer
+Fixed: Velo should no longer swim with climbing animation if they were climbing while flooding
+Fixed: Apatosaurus no longer gets into a glitched state if it walks backwards into the water
+Fixed: The Ocean waterline is now properly synched with the Ocean's current height (very noticeable when storm surges rise or fall)
+Fixed: The Stale Air debuff no longer appears if a tunnel network only has exits that lie along a vertical chunk border
+Fixed: Tunnel entrances no longer give the error message "You are too large to enter this burrow" when the tunnel entrance exists at the +X or +Y chunk if the player would otherwise fit
+Fixed: While climbing, the velo no longer continues moving on non-owning clients
+Fixed: While jumping off a surface while climbing, the velo now animates this properly on non-owning clients
+Fixed: Spamming jump while leaping off a surface as a velo no longer causes the player to launch excessively far
+Fixed: Megalo, rex, acro, velo, and ichthy can now grab items mid-jump.
+Fixed: Pteranodon's Attack2 damage no longer scales twice off its growth level if it is flying
+Fixed: Eggs and the admin observer camera no longer continuously prompt you to spend talent points

Gameplay Balance / Quality of Life Patch

[h2]Balance Changes[/h2]

[h3]Acrocanthosaurus[/h3]
+Implemented Diminishing Returns on Acrocanthosaurus' Intimidating Roar
-After being hit by an Intimidating Roar, the next roar used on this player costs 25% more Ability Power and drains 20% less Stamina.
-This effect continues to stack as more roars are used
-This effect lasts for 18 seconds and then expires, resetting the cost of Intimidating Roar and the amount of Stamina lost
+Reduced the cost of Acro's Intimidating Roar down to 50 Ability Power, from 65.

[h3]Mosasaurus[/h3]
+Reduced Mosasaurus' ability draining rate while grabbing other players by 20%
+You can no longer release a grabbed target until 0.75 seconds have elapsed, making it much harder to accidentally grab and then release targets
+You can no longer struggle out of a Mosasaurus jaw unless the Mosasaurus is swimming

[h3]Oryctodromeus[/h3]
+The Oryctodromeus can no longer use Sand Attack while swimming
+The Oryctodromeus is now immune to injury damage, just like Velo
+Ory's Sand Attack now has Diminishing Returns applied to it
-While under diminishing returns, the duration of all effects associated with Sand Attack becomes 50% (one successive hit) and then 75% (two successive hits) shorter.
-After three Sand Attacks in a row, the player is immune to the effect for 18 seconds.
+Reduced and moved the Oryctodromeus' Sand Attack hitbox such that it's more centered behind the Ory
+Ory's sand attack no longer prevents a player from sprinting. It now, instead, drops their speed by 25% for the duration of the effect
+Increased the baseline duration of Sand Attack by 1 second
+The Oryctodromeus' Sand Attack's damage component can no longer hit grouped players, causing Adrenaline to activate

[h3]Parasaurolophus[/h3]
+Added Diminishing Returns to the Para Alarm Call
-The duration of the call is halved, then fourthed, and then immune until the player has not been called for 18 seconds

[h3]Saichania[/h3]
+Placed Saichania's Spiky Shield ability on Diminishing Returns.
-It now becomes 1.35x more expensive to use after each successive usage.
-The cost goes back to normal if Spiky Shield has not been used for 18 seconds.
-Reduced the cost of Saichania's Spiky Shield ability down to 30 Ability Power, from 40

[h3]Tyrannosaurus[/h3]
+Increased Tyrannosaurus' growth speed by 33%, to match that of Acro

[h3]Velociraptor[/h3]
+Reduced jump scaling and pounce leap scaling beyond 1.0 growth for Velociraptor by 75%

[h3]Grabbing[/h3]
+Added Diminishing Returns to all grabs
-After being grabbed, the player goes on diminishing returns for all grabs for 30 seconds
-If grabbed again during this diminishing returns timer, the ability tick size for the grabbing player is increased by 25%
-If grabbed again once more, the ability tick size for the grabbing player is then further increased by another 25%
-Players become immune to being grabbed for 30 seconds after being grabbed 5 times in a row
-Friendly grabs (party members / related creatures) do not apply grab diminishing returns

[h3]Global[/h3]
+Reduced jump scaling beyond 1.0 growth for all creatures by 25%
+Adjusted rex, Acro, Megalo, and Ichthy bite hitbox such that it can more easily hit between its legs with its downwards bite, and the edge of their snouts should now more consistently hit targets

[h2]Status Condition Tracking[/h2]

+Negative status conditions now show tracking icons above the target player's head when they are within 37.5 meters, are in line of sight, and are not crouched
-This also shows a diminishing returns countdown timer after it expires
-They shrink and fade out between 37.5 and 50.0 meters
-Positive effects such as Spiky Shield do not show up overhead for other players
-These status condition icons can be turned off in the Options menu, under Status Conditions
-These status condition icons hide when the player they're attached to is not within line of sight

[h2]Mechanics Changes[/h2]
+Added a new debuff, Stale Air
-While in a burrow, if there is no continuous path to any burrow exit, you will receive a debuff called Stale Air.
-While this debuff is active, it applies -50 comfort.
+Reduced the amount of time burrow scent remains active down to 8 minutes, down from 15
+Acro's Intimidating Roar and Para's Alarm Call now cancel the aiming crosshair if you press LMB or RMB while aiming it

[h2]Skins and Graphics[/h2]

+Added a new client-side option that allows players to select between a couple different skin filters if they choose to do so.
-The first filter option will force cooler colors (green, cyan, blue, purple, pink) to be various shades of grey, and will filter reds, yellows, and oranges into shades of brown
-The second filter option will force cooler colors (green, cyan, blue, purple, pink) to be various shades of red, yellow, and orange. It will then take all reds, yellows, and oranges and make them various shades of brown. This filter is a bit more aggressive than the first at creating natural looking skins.
-This filter is Optional. If you do not want it, you do not have to use it. Somebody else using this filter will not affect your gameplay at all.
+Added Callie's Megalosaurus edits
+Added new Megalosaurus eye
+Added Ringneck Ory by Triptrap & DJZ
+Added Fawn Ory by Twilight

[h2]Chat Colors and Tags[/h2]
+Servers can now specify players to have colored names in chat
-These name colors override the Admin yellow chat color
-They also show up in local, party, and message chats
-Specify these with the following in your config file:
!PlayerChatColors=ClearArray
PlayerChatColors=(SteamID=123456789, ChatColor=(R=1.00,G=0.00,B=0.00,A=1.00))

+Servers can now specify players to have tags by their name in chat
-These tags also receive the player's name color if they have on specified
-These also show up in local, party, and message chats
-Specify these with the following in your config file:
-[Tag][PlayerName]> Text body
!PlayerChatTags=ClearArray
PlayerChatTags=(SteamID=123456789, ChatTag="Admin")

+Server Owners can feel free to reward server donations with both special donor nametags and special donor chat colors

[h2]Quality of Life[/h2]
+Group icons can now be toggled to hide Steam Icons, hide player names, or hide both in the Options menu
+Pressing the escape button now prompts you if you'd like to return to the main menu if you're on the Save Select screen, or if you're on the Dino Select screen with 0 saved creatures
+Pressing the Escape key now exits the player from the Creature Select screen, the Character screen (screen with stats on the left), the Group Finder UI, and the Controls UI
+Reduced Waterfall sounds by 50%
+Ory, Ichthy, and Megalo now make eye contact with the camera while on the Dino Select screen like they do while in-game
+Added a new console command, SetModelAngles, which allows setting of four model parameters for screenshot posing
-Requires admin access for setting Growth
-Only applies on net-relevant clients
-Sets jaw angle, model pitch, model roll, and model offset off the ground for posing
+Group icons now stay anchored more firmly to the character and, in general, behave more cleanly

[h2]Server Optimization[/h2]
+Server-side optimizations to our Player State class which should result in modest performance gains.
-From large servers, we will need some performance logs to see how much of an improvement this will give on heavily populated servers

[h2]Language Localization[/h2]
+We now support Romanian


[h2]Bug Fixes[/h2]
+Fixed: Grabbing a player who is entering a burrow no longer causes them to fall out of the grabbing player's jaw
+Fixed: Carcasses now spawn properly in burrows
+Fixed: Held foliage no longer casts a shadow, which caused large FPS drops while being held
-Carcasses and Characters also no longer cast shadows for the same reason. Characters, only while held.
+Maybe Fixed: Apato's stomp animation should now reliably play on non-owning clients
+Fixed: The Observer Camera can no longer be targeted by Acro Intimidating Roar or Para Alarm Call
+Fixed: Tabbing out and back in no longer hides the mouse cursor and jams the dino select UI
+Fixed: Ory's burrow digging HUD and Krono's Lunge power HUD no longer get stuck on-screen if the player returns to the creature select screen while these HUD elements are visible
+Fixed: Krono can no longer pick things up while it is coiling its lunge, causing the object to stretch
+Fixed: Odd behavior on some clients with Kronosaurus' Lunge ability
+Fixed: Pressing the Sprint or Scent keybind no longer resumes Ability ticking while darting
+Fixed: Aquatic eggs that are incubating inside the parent can no longer be grabbed
+Fixed: Pressing scent or sprint no longer resumes the Ability Power tick while coiling or performing a lunge as Kronosaurus
+Fixed: The chat no longer scrolls to the end while you're trying to scroll up and read previous messages if a new chat message is received

Shimmer Oryctodromeus!

Introducing Shimmer "Boa" Oryctodromeus!

It is time once again for a Beasts of Bermuda Video Making event! This time for everyone's favorite burrowing dinosaur the Oryctodromeus!


[h2]Rules[/h2]
The rules have been adjusted, new changes have been made and added, and the way the entry is submitted has also changed. Please read the rules and stick to the requested format.
You can navigate to your preferred language in the google sheet by selecting the appropriate tab at the bottom of the page:
Link to the Video Event Rules

[h2]Participating in the Event with Discord[/h2]
In order to submit videos to be awarded the skin, and get the most out of this event with the community, we highly recommend you join our Official Discord!

Once there be sure to check out these channels:
#shimmer-event-rules (Everything you need to know should be in here.)
#event-group-search (Looking for some people to help you participate? Check this channel out!)
#shimmer-submissions (This is where you go to submit your entry once you have it ready! You may also view additional screenshots of the skin here.)

The event will run from
[h2]August 23rd 2020 to September 23rd 2020[/h2]
[h3]until 11:59 PM EST on that day![/h3]

The Inherit Fixing Patch

Thank you for your continued support and patience while we hammer out these bugs!

[h2]Balance and Mechanics[/h2]
+Balance (public): The talent Swift Claws now has more of an effect on how quickly an Oryctodromeus can enter or exit a burrow
-This effect is now properly listed on the talent description
+Effects (public): Reduced the volume of crystals and water droplet sounds while in a burrow by 50%
+Balance (public): Increased the range of Oryctodromeus' Sand Attack ability by 100%
+Balance (public): Players under the effects of Sand Attack can no longer jump or sprint until it ends
+Balance (public): Reduced the size of burrow scent clouds by 75%
+Balance (public): Adjusted the juvenile and subadult speed and stamina scaling of Acro, Ichthy, Megalo, Ory, Pachy, Lurdu, Para, Sai, Ptera, rex, and Velo such that they have speed and stamina closer to their adult versions at these growth levels than before
+Balance (public): Adjusted the juvenile and subadult speed scaling of Apato such that it has speed much closer to their adult versions than before
+Balance (public): Buffed hatchling, juvenile, and subadult Apatosaurus turn radius
+Balance (public): Significantly buffed Apatosaurus stamina at hatchling, juvenile, and subadult growths such that it has more stamina than it does in adulthood at these growth levels

[h2]Bug Fixes[/h2]
+Fixed (public, issue 497): Talent inherits no longer erase if you put a point into the talent before you've hit the growth level required to receive the inherit
+Fixed (public, issue 454): Tunnel network nodes just above sea level no longer change what decorative mesh they're using every time the tide level ticks
+Maybe Fixed (public): Players can no longer place a dirt block immediately while they are digging out a tunnel node with the right combination of inputs
+Fixed (public, issue 474): Apato can no longer stomp at the surface of the water
+Fixed (public): Players can no longer spam jump out of water to skip across bodies of water
+Fixed (public): Shelter state no longer goes to 100% if you're stuck into the ground or into other obstructions while grabbed

Earthshaker Bug Fixes

We're deploying a small patch to fix some bugs and adjust some burrowing mechanics!

[h2]Burrow Optimization[/h2]
+Reduced the number of dirt paddies that spawn from burrows by 87.5%, such that they do not blanket areas with lots of burrowing traffic
-This should drastically improve some players' FPS near heavily burrowed areas
-This will apply to currently existing burrows as well
+Dirt paddies no longer render while inside of a burrow, and burrow underground exit points and tunnel networks no longer render while outside of a burrow
-This saves a lot of 'render query result' time on the GPU

[h2]Burrow Mechanics[/h2]
+Burrow entrances now only emit scent if they have been dug, moved, entered, or exited from within the past 15 minutes
-Previousy, use of a burrow would cause all burrow entrances in a large area to emit scent once again, making it very hard to figure out which burrow was actually being used
+Tunnel network despawn timers now only refresh when an Oryctodromeus digs a new tunnel node
-This prevents curious velos or other players from constantly refreshing tunnel network despawn timers, which is causing them to never actually despawn during regular gameplay

[h2]Shimmer Skins[/h2]
+Added missing shimmer skin entries for players who participated in our Ichthyovenator Shimmer event

[h2]General Mechanics Changes[/h2]
+Disabled collision on the observer camera / enterspectate
+Increased the minimum size of the use key trace for eating foliage while outside of a burrow
+The SetInBurrow command now properly updates the state of bInBurrow server-side as well as on the owning client

[h2]Bug Fixes[/h2]
+Fixed: Inherits now reliably register on the client when the player hits growth thresholds appropriate for the inherits
+Fixed: Non net-relevant burrow entrances can now be smelt with scent
+Fixed: Clientside Crashing issues from various sources
+Fixed: Dropping held foliage bundles no longer occasionally results in them becoming stuck and unable to be interacted with
+Fixed: Rain particle effects no longer get stuck left behind the player when they go underwater
+Fixed: Quickly logging out and back onto an abandoned pawn that's been left in a burrow now properly sets the player's burrowed state to true
+Fixed: You can now carry carcasses into and out of burrow entrances
+Fixed: Para alarm call and acro roar no longer can hit players who are in a burrow while outside of a burrow
+Fixed: Players above-ground can no longer eat plants or mushrooms that are inside of a burrow
+Fixed: Errors in the state of whether or not a player is in a burrow (shows visual effects, ect) is now self-correcting when the player changes movement states
+Fixed: Fixed broken collision on one of the ruins that can spawn in ory burrows
+Fixed: Knockback effects no longer reset the cooldown on attacks, allowing a player to attack