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Beasts of Bermuda News

Rise of the Earthbreakers

[h2]New Content[/h2]

[h3]Apatosaurus[/h3]
+Reworked the Apatosaurus playable creature
-Apato now has a totally new model. It is smaller than the previous implementation, and all stats have been adjusted accordingly
-Apato has a totally new, updated set of animations
-Apato now has submissive and distress calls, along with new sounds for these vocals
-Apato has kept its other sounds
-Apato has new sound effects for its kick and neck sweep attacks
-The Apato has a taunt with a secret way to unlock it

Skins:
+Added New Glimmer Apato Skin by Twilightwolf & Natahi4
+Added Giraffe Apato Skin by Triptrap & Natahi4
+Added Jungle Apato Skin by Twilightwolf
+Added Treader Apato Skin by Callie & Natahi4
+Added Selva Apato Skin by Callie
+Added Elephant Apato Skin by Nonyapie & Natahi4
+Added Cowpato Skin by Krymsonfeather & Triptrap

[h3]Elder Morphs[/h3]
+Coahuilaceratops, Apatosaurus, and Megaraptor now have elder morphs
-By default, the elder morph will begin phasing in at 1.2 growth and at 2.0 growth you be considered fully elder
-After 2.0 growth, the elder morph continues to fade in more slowly, and will asymptotically grow with you
-If there is a growth cap on the server, the elder morph will be at 100% at the growth cap
-If the growth cap is less than 2.0 growth, the curve will adjust appropriately
-Morphs can be previewed in the creature selection screen by adjusting a newly added preview growth slider, along with baby morphs


[h3]Combat Difficulty Icons[/h3]
+Implemented difficulty icons by the scent prompt that displays when you sniff other players
-If the player is 2x your growth or greater, a skull and crossbones is displayed
-If the player is 1.5x your growth or greater, a pair of crossed bones is displayed
-If the player is 1.25x your growth or greater, a single bone is displayed
-If the player is less than half your growth, a broken bone is displayed

[h3]Foliage Placement Tool[/h3]
+Added 4 new objects to the Foliage Placement Tool: SM_LCave_P_Floor01, SM_LCave_P_Floor01_Sandy, SM_LCave_P_Floor03, & SM_LCave_P_Floor03_Sandy
+Added SM_Cube_Greenscreen to the foliage placement tool
+Added Shape_Ramp, Shape_Wedge, and Shape_Cylinder to the foliage placement tool with Cobble, Landscape, and Sandstone variants

[h3]Character Customisation[/h3]
Skins:
+Added Moth Coah Skin by GameVideosforLife & Jeff
+Added Gray Para Skin by Twilightwolf & Natahi4

Vocals:
+You can now choose to have a high, low, or normal pitched voice in a new 'Character' tab of the skin customization screen
-These are slight adjustments and they do not change the total play rate time of vocals
-When mating, the child will inherit a blend of the parents' vocal tones plus a random offset
-Children cannot adjust their voice pitch
-You can preview your call vocal in the skin customization screen to hear how your voice pitch sounds. No other players will hear the preview call


[h3]Duels[/h3]
+Added duels as a new method of combat against other players that allows players to fight without inflicting damage to one-another
-You can duel other players by typing /duel playername in the chat window or by targeting them with the emote wheel
-You can forfeit a duel at any time by typing /forfeit or by using the emote wheel
-The list of commands in the chat window now expands to show /duel and /forfeit when the player types a /
-You cannot initiate a duel with another player who is either dueling or who is 75 or more meters away. An appropriate error message should show in the top-left corner of the screen
-A message should display in the top left corner of the screen stating that the duel has begun
-While dueling, you cannot see their group tag or health bar while grouped with the player you are dueling
-A duel ends when one player reaches 0 health. When that happens, both players' health, injury, venom, and bleed are immediately restored to the values they were before the duel began
-Stamina and ability power are not restored at the end of a duel
-A duel will also end if either player despawns or dies to an external factor
-When the duel initiates, both players automatically play an aggressive vocal
-When the duel ends, a notification of the duel's result should show in the top left corner of the screen
-When the duel ends, the loser will play the submissive call. The person who forfeits will also play the submissive call
-While in a duel, an icon appears next to your group tag name that indicates you're in a duel
-While in a duel, you have a status icon that indicates you're dueling
-While in a duel, your health bar, injury, and bleed show up for non-grouped members at a distance of 75 meters or closer, along with an icon that indicates you are in a duel
-If another player is damaged by either of the dueling players, the duel will cancel due to interference. The damage will still be dealt to the interfering player
-If another player attacks either of the dueling players, the duel will cancel due to interference. The damage will be dealt to the dueling player immediately after their health is swapped back to its pre-duel value
-Hitting players with non-damaging attacks such as Acro's intimidating roar will not cancel the duel
-When a duel ends, it should announce the results to all net-relevant players
-When a duel begins, it should announce the duel has begun to all net-relevant players
-If you take damage from external sources such as comfort, drowning, fire, or falls, the stats you restore with after the duel should be decremented by the value of the damage taken.
-This is to avoid exploitative scenarios such as players jumping off cliffs while dueling to cancel the duel to restore the fall damage
-If you take more than 33% of your total health from external factors such as these, the duel will cancel
-This also means if you jump off a cliff, get hit by lightning, die in a fire, drown, or die in some other way during a duel, you will die
-The player you are dueling now always applies hostile comfort, regardless of whether or not you are grouped
-You do not inflict friendship loss with the player you are dueling against from hitting them during the duel
-If you go more than 150 meters away from the location where the duel began, you are considered out of bounds
-When out of bounds, a 10 second timer prompt now shows up. If the timer hits 0, the player will flee the duel.
-When you defeat another player in a duel, the percent health you had remaining is printed in local chat


[h2]Balance Changes[/h2]
[h3]General[/h3]
+Balance: When knocked in the air from a knockback effect, you now take 50% reduced injury on landing
+Balance: Reduced travel distance required for the Distance Traveled Underground Trial by 25%

[h3]Acro[/h3]
+Balance: Acros that are below 0.8 growth no longer apply a full intimidating roar to creatures above 1.0 growth. The effect is halved in this case
+Balance: Increased acro's sitting and lying down transitionary animation times
+Balance: Acro's Intimidating Roar is now half as effective against Apato under all conditions

[h3]Apato[/h3]
+Balance: Increased Apato's walk speed to 200, from 175
+Balance: Increased Apato's sprint speed to 470, from 280
+Balance: Increased Apato's swim walk speed to 200, up from 120
+Balance: Increased Apato's swim sprint speed to 300, up from 200
+Balance: Reduced Apato's base health to 4200, down from 6000
+Balance: Reduced Apato's tail whip base damage to 175, down from 333
+Balance: Increased Apato's walking turn rate to 45, up from 25
+Balance: Increased Apato's sprinting turn rate to 45, up from 25
+Balance: Increased Apato's swimming walk turn rate to 30, up from 20
+Balance: Increased Apato's swimming sprint turn rate to 30, up from 20
+Balance: Reduced Apato's weight to 3300, down from 5000
+Balance: Increased Apato's water drain rate by 40%, which now matches Sai's
+Balance: Increased Apato's food decay rate by 5%, which now matches Sai's
+Balance: Reduced Apato's base heal rate to 15, down from 22.5
+Balance: Reduced Apato's acceleration to match that of para at 5.12 m/s^2
+Experimental: Apato can now be damaged by flyers
+Balance: Apatosaurus no longer has immunity from mosa's grab once it reaches growth 0.9
+Balance: Apato's tail now takes 50% reduced damage when it's actively whipping. This stacks multiplicatively with the regular 50% tail hit damage reduction
+Balance: Apato's tail can now only deal one knockback hit per tail whip, but the knockback has been increased
+Balance: Apato now has a kick attack in place of its stomp attack
-The kick attack deals knockback, injury, and moderate regular damage.
-Both the left and the right foot can kick
-The foot that is closest to your camera's look direction will kick
-Apato cannot kick while swimming
+Balance: Apato now has a neck sweep attack as its ability
-The neck sweep deals significant damage and light injury damage
-It does not deal knockback damage
-Neck Sweep is buffed by the Earthbreaker talent
-Apato can neck sweep while swimming
+Balance: Apato's knockback is now less extreme, dealing more consistent knockback regardless of knockback-related talents or size
-This was actually an oversight. The behavior of these knockback effects should now feel more consistent with the other sources of knockback
+Balance: Apato now has Swiftness as its tier 5 mobility talent
+Balance: Apato now has Powerful Legs as its tier 4.1 mobility talent
+Balance: Apato now has Improved Backup as its tier 1.2 mobility talent
+Balance: Apato now has Sneaky as its tier 2.1 mobility talent
+Balance: Increased Apato's growth speed by 10%
+Balance: Apato can now knock down trees while sprinting backwards
+Balance: Apato no longer ignores Coahuila's frill damage reduction when attacking the Coahuila from the front
+Balance: Reduced Apato's base stamina to 65, down from 80
+Balance: Replaced Apato's Long Runner talent with Backup
+Balance: Replaced Apato's Backup talent with Surefooted
+Balance: Increased Apato's ability to 120, up from 100
+Balance: For the purposes of knockback, Apato now has a built in +3 Stoic

[h3]Kronosaurus[/h3]
+Balance: Krono's knockback is now less extreme, dealing more consistent knockback regardless of knockback-related talents or size
-This was actually an oversight. The behavior of these knockback effects should now feel more consistent with the other sources of knockback

[h3]Megaraptor[/h3]
+Balance: Megaraptor's egg incubation radius is now 2x what it was previously
+Balance: Increased Megaraptor base sprint speed to 1025, up from 1000
+Balance: Reduced Megaraptor's ability power drain rate while grabbing other players by 30%

[h3]Pachycephalosaurus[/h3]
+Balance: Replaced Pachy's Unbreakable talent with Nest Raider

[h3]Parasaurolophus[/h3]
+Balance: Para can now knock down trees in quad stance while sprinting

[h3]Saichania[/h3]
+Balance: Saichania's attacks now ignore Thick Hide
+Balance: Increased Sai's base stamina to 65, up from 50
+Balance: If sai gets hit during its reflect, it now refunds the baseline cost of the reflect before diminishing returns cost are added
-Players who have positive friendship grades with the sai will not trigger this refund
-Players who are in a group with the sai will not trigger this refund
+Balance: Saichania can no longer be knocked back by Apato's tail whip

[h2]Mechanics Changes[/h2]
+Mechanics: All herbivores and omnivores can now walk around while eating
+Mechanics: Resurrections can now be done even if you do not meet the points requirement for resurrection.
-If you resurrect without meeting the sacrifice cost, more growth is subtracted from your creature upon resurrection
-If you meet part of the cost of resurrection before resurrecting, only some of this additional growth penalty will be subtracted
+Mechanics: You can no longer go below 1.0 growth when you meet the full resurrection sacrifice cost
+Mechanics: Most creatures can now lower their heads more while sprinting, making it easier to bite down and hit small creatures without stopping
+Mechanics: You can no longer get negative inherits when reincarnating if the average of your three Trials categories is 85% or better, down from 90%

[h2]Quality of Life[/h2]
+QoL: All saved creatures have been given a reskin for this patch
+QoL: If the first character of a chat message is a /, it will no longer send
+QoL: The egg indicator on the HUD now shows how many eggs you have total
+QoL: The triangular Trials display UI element on the save select screen now considers sacrifices and pledges in its display
+QoL: Carcasses now periodically flash red if edible while the scent key is held. This effect is similar to that of edible plants for herbivores
+QoL: Carcasses you can pick up without creating a drumstick now have a little carry icon on the sniff prompt
+QoL: Eggs that can be picked up by the player now show a little carry icon on the sniff prompt if you have at least one talent in Nest Raider
+QoL: If you can grab another player, it now shows the carry weight icon by their scent prompt
+QoL: You can now view your talents and inherits in the save select screen by clicking the Talents button. This button is located next to the Trials button
+Moved the snowy mountain spawn point on Rival Shores behind the mountain, and added a water source back there so the spawn point is less campable by pachys
+QoL: Added a new gameplay option, Disable All Chat.
-If enabled, the player will not receive any chat messages other than direct messages sent by a moderator
-Combat log events will still print in the chat log if they are configured to do so
+QoL: Apato now continues to sprint if you toggle between moving backwards and moving forwards
+QoL: Para now continues to sprint if you toggle between moving in quadruped and biped states while sprinting

[h3]Admin[/h3]
+Added a feature to remove chat history
-ClearChatFromPlayer allows deleting all chat history of the specified player locally
-ClearChatFromPlayerForAll allows deleting all chat history of the specified player across all clients. Function requires KickPlayer as permission, or "ClearChatFromPlayerForAll"

[h3]Optimization[/h3]
+Updated: Main Menu such that it is now much more optimized than before
+Optimized some of the laggy rocks on Forest Island to improve performance in certain places
+Upgraded BoB to use DirectX 12, rather than DirectX 11


[h2]Bug Fixes[/h2]
+Fixed: Megaraptor now begins its slash attack after its attack cooldown is over if it uses its slash attack immediately after doing a regular attack
+Fixed: Players now properly drop empty carcasses while in the presence of a deity shrine
+Fixed: Server crash that could occur in rare occasions when generating skins for random eggs
+Fixed: Non-abandoned aquatic eggs no longer despawn after one hour due to the abandoned egg code
+Fixed: The moonlight water caustics no longer move quickly across the ocean floor when it is night time
+Fixed: All surfaces on Canvas Maps should now spawn the correct footprints and footfall particle effects
+Fixed: Glitchy camera behavior if you rapidly toggled between terrestrials, flyers, and aquatics while on the dino selection screen
+Fixed: You no longer drop your currently grabbed player if a player you previously grabbed dies
+Fixed: The Trials Summary viewed on the death screen now properly considers pledges and sacrifices when showing the final Trials points
+Fixed: Clientside freeze or massive frame hitch when activating the Tyrannosaurus rex's Devastating Ambush ability
+Fixed: The stat display no longer gets stuck if you sniff your children with two points total in Good Parent (points + inherited)
+Fixed: Yellow scent clouds no longer get stuck on eggs if you use scent while carrying the egg
+Fixed: Crouched players now properly provide comfort to other nearby group members
+Fixed: Apato no longer deals 1 injury on its tail attack
+Fixed: Carcasses no longer apply Necrophobia while being held for the first time
+Fixed: Bias no longer resets to 20 if you eat comfort plants after eating a fat plant
+Fixed: Sponges no longer have camera collision on Ancestral Plains
+Fixed: Issues where stumps would not load when clients connect to a map, leaving behind invisible collision instead
+Fixed: Locomotion animations now play at the correct speed for growths greater than 1.0
+Fixed: Spamming RMB no longer allows usage of Megaraptor's Slash Attack without consuming AP
+Fixed: The admin observer cam no longer triggers the warning that you're near other players when logging in
+Fixed: Megaraptor no longer gets stuck highlighted if it uses Evasive Maneuver while being smelt
+Fixed: All parasaur, Coahuila, Megaraptor, and Apato skins now properly use the tags to prevent certain mutation behaviours, such as using an eye's color on the body.
+Fixed: Megaraptor no longer occasionally does slash attack damage to other players while not using its slash attack

Screenshots by River & Waya

Hotfix Patch 1.1.1477

[h3]Bug Fixes:[/h3]
+Fixed (public): Lightning no longer has a higher chance to target players
+Balance (public): Rebuffed the Stoic talent for everything but knockback-related behaviour such that it should be at its previous value
+Fixed (public): You can no longer use para's taunt while sitting, which causes a jam
+Balance (public): Velo and Ory's jump now behaves as it did pre-patch, where it gains momentum in the air beyond their regular sprint speed
+Balance (public): Ory's fall damage threshold is now equal to that of the velo
+Adjusted underwater visibility such that you can see quite a bit further
+Reset all talents
+Dart's behaviour is no longer negatively influenced by the fix to bunny hopping
+Eggs no longer get grab diminishing returns from being grabbed
+Fixed (public): Camera max zoom is now appropriately scaled for the model scale adjustments

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
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