1. Beasts of Bermuda
  2. News

Beasts of Bermuda News

Parasaur Parade


[h2]New Content[/h2]
+Replaced all the Parasaurolophus' animations with ones done by Lifeon
+While in quadrupedal stance, the para now does a back kick with its right foot if the Ability key is pressed
-This does knockback, but no damage
-It also costs 30 stamina and stops you from moving while the kick is being done, very similar to stomp
-The Turn While Stomping talent allows movement while using this ability

[h2]QoL Changes[/h2]
+Improved the underwater effects for both Ocean and freshwater
-When descending into deeper ocean water, objects now darken instead of vision being heavily obscured.
-Fresh water now has appropriate visibility while underwater.
+Added footstep particle effects that play based off the material you're running on
+The Emote Wheel has new button that lets you play the idle variant animations on demand
-The para also has another, secret, unlockable animation that it can play through this same button. It shows up if it's unlocked
-We are likely to add more emotes in the future. This is mostly a test
+While in screenshot mode, a neutral 'screenshot mode' status condition icon now shows up. It hides when the HUD is hidden.
+The delete button on the save select screen is now red

[h3]Foliage Placement Tool[/h3]
+Added LavaSpill to the foliage placement tool
+Admin Tool: Added backdrop to catch mouse cursor so objects aren't accidentally placed while interacting with the ui
+Added SM_grass_summer to the foliage tool
+Multiple frog ambiance sounds no longer stack on top of one-another when two or more freshwater bodies are placed close to one-another with the foliage placement tool
+Added three variants of lava to the foliage placement tool
-These deal very high fire damage when swam in
+Added three lava waterfalls to the foliage placement tool

[h2]Mechanics Changes[/h2]
+Adjusted the model scaling such that the models scale less intensely beyond 1.0 growth
-This is purely visual. No stats have changed regarding growth scaling.
-This change will help shelters stay relevant longer, as well as offer large creatures better control of their movement while in combat with smaller creatures.
+The full adult stage of each model now fully phases in at 1.2 growth, rather than 1.0

+Added a new status condition, Restless
-After spending a long period of time in a cave, you will now receive the Restless warning status condition
-If this status condition is ignored, it will eventually apply a debuff Restless status condition
-If the weather is severe, time spent in a cave will not contribute towards incurring the Restless condition
-This status condition is alleviated by spending time outside of caves, where your shelter state is not 100%
-The Apatosaurus' shelterer talent does not count for spending time in caves, even though it can grant 100% shelter
-Creatures below 0.7 growth ignore this mechanic
-Velociraptor and Oryctodromeus ignore this mechanic
-There is a new config variable, bDisableRestlessDebuff, which disables Restless when set to true
-It takes 20 minutes of time in a shelter to receive a Restless warning condition. After 30 minutes of time in a shelter, this turns into a Restless debuff
-Restlessness overrides the Near Friends buff

+Randomly generated eggs will now occasionally spawn around the map.
-These show up as Abandoned eggs in dino selection screen
-The randomly generated eggs are created by choosing random creatures from the server's save profile and producing offspring with them
-This means players will get inherits and skins from those randomly selected creatures
-They do not count as offspring and the abandoned eggs have no valid mother or father
-Both aquatic and terrestrial eggs will spawn. Aquatic eggs instantly hatch, and are otherwise invisible during gameplay
-This can be disabled in a server's config file by settin bDisableRandomEggSpawns to true

+Added new config variable, RandomEggSpawnChance
-This value must be set between 0.0 and 1.0. Default is 0.05. When carcasses spawn, this is the chance they generate as a random egg rather than a carcass
-Note: setting this value to 1.0 will mean no carcasses spawn randomly on the map any longer, as they will all be eggs instead


[h2]Balance Changes[/h2]
[h3]General[/h3]
+Talents have been reset for this patch
+You can no longer travel faster than your sprint speed while in the air
-This breaks "bunny hopping"
+Reduced the effectiveness of the Stoic talent
+Adjusted the rate at which players get talent points to spend such that they get more talent points earlier on in life, and get them more slowly later on
-Players beyond 2.0 will have less talent points than before, whereas players below 2.0 will have more than before
-Smaller growthed players will see significantly more talent points available to them, with players around 0.85 growth seeing the biggest boost to talent point count
Click Image to enlarge.

[h3]Megaraptor[/h3]
+Improved megaraptor air control such that it matches that of pachy, megalo, and velo

[h2]Optimization[/h2]
+Optimization: Eggs now take significantly less CPU usage on the server

[h2]Bug Fixes[/h2]
+Fixed: Talent screen can now be closed with Esc-key or with the new on screen Resume button
-Player should also be able to escape the Talent screen jam by pressing Escape key or the Resume button
+Fixed: Fish now waypoint correctly on tiled maps such as Volcano Bay
+Fixed: Fog actors from the foliage placement tool now distance cull
+Fixed: Foliage marked as inedible with the foliage placement tool can no longer be knocked down
+Fixed: Severe log spam on the client when two grouped players were not net-relevant with one-another
+Fixed: The combat log now displays suffociation-related damage as coming from 'Suffocation,' rather than 'drowning'
+Fixed: When suffocating from a forest fire, the death reason is now correctly from suffocation, rather than drowning
+Fixed: Pachy can no longer play its limping animation while charging
+Fixed: Eggs can no longer be damaged by bolts of lightning
+Fixed: Waterfalls placed with the foliage placement tool no longer block attacks due to meshing checks
+Fixed: Carcasses now properly sit on the floor when being placed on the pedestals in front of deity shrines
+Fixed: You can now request to join groups while grouped with players who would be incompatible in the group you're requesting to join, and you can no longer request to join groups with players who are currently grouped with incompatible species
+Fixed: SM_DeadTrunk no longer can be infinitely knocked down when placed with the foliage placement tool
+Fixed: Deleted the strange plane on AP and AP Canvas maps at: X=-3530,Y=125,Z=3597 that was causing lag to nearby players.
+Fixed: Standing on arboreal nests no longer kicks the player out of a burrow
+Fixed: You can no longer use the Megaraptor's Evasive Maneuver while dead, which results in the charge bar getting stuck permanently on-screen

Screenshots by Anatze and Rani

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