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Beasts of Bermuda News

Bug Fix Patch

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

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

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

A Very Merry QOL Patch



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


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


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

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


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

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


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

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

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


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

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


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

Art & Screenshots by Teatimejess & Starcatcher Afrikaans Translation

The Coahuilaceratops Patch


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

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

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

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

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

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

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


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

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

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


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


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

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


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

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

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

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


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

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

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

Pictures provided by: Jynn, Triptrap, & Thyrunnersaurus

Fat Velo Plushie Campaign!

Fat Velo's Plushie Campaign is Live!

Sastrei Studios is teaming up with Makeship to bring you our first limited edition Beasts of Bermuda Plushie: The Fat Velo!
We are pleased to inform you that the campaign is live!

[h3]How it Works[/h3]
From August 13th to September 2 @8:00pm EST (21 days), you will be able to purchase Fat Velo Plushies on Makeship's website to help reach the funding goal.

After the Plushie is successfully funded, they will be shipped out to backers 2-3 months after the Campaign end date. You can find additional info about the plushie and campaign by following the link at the bottom of the announcement.

[h3]Additional Perks[/h3]
  • These plushies are Limited Edition and are each given a unique numbered tag, so get them before they are gone!
  • Makeship has a badges system! The first 200 backers will get a gold badge! Click Here for an Example of Makeship Badges
  • In addition, your name shows up on the 'recent supporters' section and once the campaign is over all supporters' usernames are celebrates on the product page!

In order to receive badges and statuses, you need to first create an account with Makeship.

[h2]Back the Campaign Today![/h2]
You can help fund the campaign by purchasing your own Fat Velo Plush.

Flippers and Fangs

Flippers and Fangs: Krono & Acro Remodel



[h2]New Acrocanthosaurus[/h2]
+Added new Acrocanthosaurus model, with accompanying animations
Skins:
+Added Default Acro by Twilightwolf & Callie
+Added Catopuma Acro by Tserra & Natahi4
+Added Swift Claw Acro by Tserra & Gortys
+Added Plains Acro by Twilightwolf
+Added Civet Acro by Triptrap & DJZ
(+Updated Glimmer Acro by Twilightwolf & Natahi4)


[h2]New Kronosaurus[/h2]
+Added new Kronosaurus model, with accompanying animations
Skins:
+Added Oceanic Krono by Callie & Twilightwolf
+Added Mudskipper Krono by Soals & Triptrap
+Added Trekker Krono by Tserra & DJZ

[h2]Mechanics Changes[/h2]
[h3]Underwater Strafing Movement[/h3]
+Added underwater strafing to all creatures. This allows moving sideways, up, down, backwards, or along any diagonal while orienting towards your camera look direction
+The default keybind for Use is now F, rather than Q
+Added new keybind, Strafe Left. This currently only works while swimming. It defaults to Q
-This is an optional keybind
+Added new keybind, Strafe Right. This currently only works while swimming. It defaults to E
-This is an optional keybind
+Added new keybind, Strafe On. This currently only works while swimming. It defaults to Middle Mouse Button
-This is an optional keybind
-While held, the other movement keys strafe instead of turn
+While strafing underwater, all creatures will now rotate on the roll and pitch angles if moving side to side, or backwards

[h3]Aquatic Sleeping[/h3]
+Aquatics can now sleep. They can do so by pressing the rest key while swimming, and they will orient upwards and sleep like whales do!
-Krono, Elasmo, and Mosa now heal at the baseline "standing" rate while not asleep, and heal at the "sleeping" rate while sleeping

[h3]Incubated Buff[/h3]
+Eggs now grow 50% faster if a group member sits or lays down on the eggs
-The players in the eggs receive an "Incubated" buff to indicate this status

[h3]General[/h3]
+While darting, fish only get eaten while holding the use key
-If the use key was double tabbed to enter object pickup mode, they are now picked up rather than eaten while darting
-The use key also no longer stops movement while swimming unless you have a valid interaction target
+Crouched creatures no longer stress other creatures out and cause intimidation
+While in burrows, only burrowed creatures can stress you. While out of a burrow, only creatures outside of a burrow can stress you.
+Adjusted carcass scaling so hatchlings and juveniles grant less food than before
+Creatures can no longer drop more food on a carcass than the food they've eaten in their entire life, normalized across growth and size


[h2]Optimizations[/h2]
+Integrated AMD FidelityFX(r) Super Resolution. You can enable this in the graphics settings.
-Enabling this feature allows the game to render at lower resolution and upscale at runtime to the target resolution (eg. 1920x1080).
-This helps improve performance for GPUs supporting it.
-This feature will be unavailable on unsupported GPUs, and the option greyed-out.
+Vastly improved/optimized the server-side save file load code so that in parses in seconds, rather than minutes, even on huge files
+Big burrow actors now hide if the player is not in a burrow
+Set up proper LODs on deity statues
+Adjusted max size on many textures. Should result in less GPU VRAM usage

[h2]Quality of Life Changes[/h2]
+Further Edits to the Character screen (O Menu) to make it more readable and colorful
+The text on the Character screen now shows up in bright white while in colorblind mode
+Ichthy/Para Dirtmask edits from public feedback
+Adjusted the Ichthy dirtmask to have pink tints on the hands and muzzle instead of brown tints
+Adjusted/darkened the dirtmasks of rex and acro to handle being pure white better
+Improved the TAA feature a bit
+Improved keybind window to have widgets highlight when they are in an invalid state (no binding, for instance)
-Implemented optional bindings to the graphics window. Optional bindings will not highlight red when set to None on both bindings.
+Added scrollbar to the keybinds wid
+Reduced Tyrannosaurus' eat volume by 30%

[h2]Balance Changes[/h2]
[h3]General[/h3]
+Players go immune to being grabbed for a period of time after 3 successive grabs, down from 5
+Players now go immune to being intimidating roared for a period of time after 3 successive roars
+The Near Children buff now provides a flat 20% growth buff. It is no longer further increased from taking the talent Good Parent
+If taking Good Parent, while near your children you now grow as if you had fuller food, water, water satiation, and comfort
+Reset all talent trees for all creatures due to several talent tree edits and balance changes
+The talent Unbreakable now reduces the slowing effects injury has on dart

[h3]Acro[/h3]
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased max camera distance by 33%

[h3]Apato[/h3]
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Apato can now pick up heavier children
+Apato can no longer be grabbed under any circumstance once it is 0.9 growth or larger

[h3]Elasmo[/h3]
+Replaced Elasmo's Powerful Jaw talent with Thick Skull
+Elasmo can no longer exceed the grab growth requirement caps, which allowed it to grab creatures beyond (0.4 + BabySnatcher * 0.1) growth

[h3]Krono[/h3]
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased Krono's swim walk speed to 660, up from 550
+Increased Krono's swim sprint speed to 1125, up from 1050
+Decreased the cost of Kronosaurus' bite cost to 10, down from 12
+Increased Krono's base HP to 1850, up from 1700
+Reduced Swift Flippered's influence on Krono's turn rate while charging by 50%
+Increased Krono's base bite damage to 255, up from 252
+Reduced Krono's base lunge damage to 126, down from 252
+Reduced the air cost of lunge to 45, down from 60
+Reduced the stamina cost of lunge to 37.5, down from 50
+Reduced the ability tick cost of lunge to 1.5, down from 2
+Reduced the ability cost of lunge to 22.5, down from 30
+Reduced the ability refund lunge grants to 10, down from 20
+Krono's lunge now lasts 0.75 seconds baseline, down from 1
+The talent Swift Flippered no longer makes Krono's lunge charge up more quickly
+Lunge now takes 3.25 seconds to charge up, down from 4
+Reduced Kronosaurus turn rate while aiming Lunge by 50%
+Krono now has Slippery where Asphyxiation was
+Krono now has Sharp Teeth where Slippery was
+Krono now has Tough Stomach where Herbalist was

[h3]Megalosaurus[/h3]
+Increased Megalosaurus bite damage to 130, up from 115

[h3]Mosa[/h3]
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Reduced Mosasaurus' adult length to 13m, down from 16.5m
+Reduced mosa grab size scaling beyond 1.0

[h3]Pachy[/h3]
+Reduced Pachy's growth speed by 20% under all circumstances
+Adjusted pachy's charge injury scaling such that it deals less extreme injury at high charge velocities
+Reduced pachys turn rate while charging and jumping by 30%
+Pachy now stops charging if it hits a target
+Pachy's jump now costs 13 stamina, up from 10
+Replaced Pachy's Sturdy talent with Unbreakable, and placed Acrobat where Unbreakable was
+Decreased Pachy's headbutt cooldown to 1.2 seconds, down from 1.33
+Increased Pachy charge's damage but not injury by 20%

[h3]Para[/h3]
+Increased max camera distance by 33%

[h3]Ptera[/h3]
+Ptera Talent Tree Edits:
-Swiftness is now in talent slot M11
-Aqua Affinity is now in talent slot M21
-Quick Takeoff is now in talent slot M5
-Nimble Footed is now in talent slot M12
-Improved Braking is now in talent slot M42
-Strong Legs is now in talent slot MS1

[h3]Saichania[/h3]
+Increased growth speed by 9% until 1.0, where it then tapers back to normal between 1.0 and 1.2

[h3]Tropeognathus[/h3]
+Tropeo Talent Tree Edits:
-Swiftness is now in talent slot M11
-Aqua Affinity is now in talent slot M21
-Quick Takeoff is now in talent slot M5
-Swift Wings is now in talent slot M41
-Nimble Footed is now in talent slot M12
-Strong Wings is now in talent slot M42
-Strong Legs is now in talent slot MS1

[h3]Tyrannosaurus[/h3]
+Increased growth speed by 50% until 1.0, where it then tapers back to normal between 1.0 and 1.2
+Increased max camera distance by 33%


[h2]Bug Fixes[/h2]
+Elasmosaurus can now grab stuff while it has eggs
+The old para model is no longer accessable through the console command possessentity para
+Players can now be invited to groups that have eggs in them
+Eggs no longer contribute to soft or hard caps if using mixed herding limits
+Poor animation behavior when leaving the crouched state while moving and looking to the left or right
+Poor animation behavior when entering the crouched state
+Server-side crash related to resurrecting creatures under certain conditions
+Players can now deal or receive damage immediately after using portals
+Large burrow actors can no longer spawn close enough to the surface to poke through the landscape mesh
+When using megalo's ability negative bias should no longer have two minus signs. Bias' visual look also matches the new O menu.
+Para should no longer receive repeated chances to change gender
+Fixed the Keybinds bug where missing axis bindings would get broken completely and unfixable without deleting the client saved data. (aka the "None move forwards" bug)
+Unlisted exploits - they'll be in the notes when the patch is released
+Water no longer counts as a mesh for mesh hit detection, blocking player attacks
+Fixed a scenario where accounts could not get their dead creatures resurrected in certain specific scenarios
+Eggs no longer trigger the "You may spawn near other, big players..." warning when spawning in
+Ory burrow visual effects now properly apply when entering a burrow while in a cave state
+Elasmo's auto-target now properly scales with its character mesh for growths greater than 1.0
+Swift Flippered now properly reduces the ability tick cost of using Lunge
+Characters cloaked with Elusiveness no longer give intimidation
+Crouch animation play rate now syncs properly to movement speed for creatures less than 1.0 growth
+Fixed server side crash when resurrecting creatures that are not at index 0 of the character list, with multiple other entities.
+Exploit that allowed players to create chains of grabbed creatures to ultimately place players outside or under the map
+Exploit that allowed players to grab other players indefinitely if they logged out and back in while holding a player