Update log
Full Beasts of Bermuda update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Server
- Gameplay
- Workshop
New Snow-themed Map: Temporal Drift
+Temporal Drift is a snowy alpine mountain valley centered around a vast frozen lake. In its unedited form, the map naturally encourages herbivore migration between ice holes in the lake for water and the surrounding mountains for food. Each fishing-hole will count as its own source so characters will not get bored of the lake. The caves are now ice-caves! The weather has been fully adjusted for this alpine biome, the map features snow, aurora borealis, and blizzards.
Recommended Capacity: 100 Players
The map is medium in size. It is intended to be a conflict-centered map due to its layout encouraging pvp interaction. However, it is large enough that it can also be easily utilized as a survival or roleplay experience for smaller population servers.
Difficulty: Hard
Unedited, this map is intended to be hard. The landscape is perilous, the nights are dark, and the land is frigid. Travel is essential, and shelter may be difficult to spot beneath the snow. True to the land of eternal winter, players will find themselves putting their skills to the test to survive in this harsh, frozen mountianscape.
Centralized Clean Water & The Debut of the Rimewrath
The largest body of water is now in the center of the map as a large frozen lake! The sea can still rise from below and flood the map. This is our first map that isn't an island with an infinite expanse around the border! Instead, the map will take you to a parameter biome called the Rimewrath, which will have unrelenting storms that ignore all comfort effects, cloud your vision, and transport you the opposite side of the map. These points are consistent, so this is not an effective way to escape combat. If both players enter the Rimewrath at the same spot, they will both exit at the same spot as well!
Interactive Material Displacement
The map is covered in special snow which uses interactive material displacement! In layman's terms, this means as you walk through the snow, the snow will respond to your character's movements. We have had this before on small stand-alone objects like mud patches on Titania, but this implementation adapts and incorporates that logic onto the landscape material itself.
Music
+There are four new biome music tracks associated with Temporal Drift. These are Frigid Lake, Ice Flats, Snow Forest, and Rimewrath. Each also has an accompanying, short, entry music track that plays when the biome is entered +Added a new combat music track: Cold Blood. This is specifically for Temporal Drift. +Added a new blizzard music track: Biting Cold. This is specifically for Temporal Drift. +There is a new cave music track: Icy Cave. This is specifically for Temporal Drift.
Extra Notes
+There are floating icebergs in some of the larger lakes on Temporal Drift. The icebergs have the same logic as the raft on Titania and are found in most lakes in the Iceflats. They are to help people that get stuck on the ice during floods. +The brightness of the night on Temporal Drift follows the lunar cycle. During gibbous or full moons, the map is very bright at night. During new or crescent moons, the map is very dark at night. +Edible spruce trees and stumps have been added to the foliage placement tool +Under the ice: frozen bubbles may be eaten to get additional air added to your breathbar +When entering the Rimewrath, a frosty effect shows up on your screen. +More caves, landmarks, and POI will be added to Temporal
Source
