Update log
Full DinoSystem update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Maps
- Events
- Balance
- Gameplay
This update IS compatible with savegames from previous v0.98.0!
---> FULL CHANGELOG <---
OVERVIEW:
Hi survivors! I’m still deep into 0.99, focusing on rivers and emergent narrative. In the meantime I’ve piled up a solid batch of tweaks, improvements, and fixes for 0.98, so here comes version 0.98.15. The list is hefty, so I’ve condensed the highlights below. As always, you can read the full changelog for every detail. Happy reading, and have fun playing!
Here a summary for v0.98.15:
AUDIO:
- Increased ambience sounds variation, with 4 new looping tracks for daytime, and 2 new ones for nighttime.
- Most ambience sounds have been de-noised and balanced in volume, and starting second is randomized to increase variation when moving quickly on the map.
INTERFACE:
- Extensive enhancements to interface text formatting and colors:
...... All mouseover texts have better formatting, with more colors suggesting their state (value color depending on magnitude, "raw" for meat shown in red, parenthesis shown in gray, etc).
...... Most key hints and important values are now shown in bold and coloured (magenta).
...... (Survival) Messages text like "something is cooked" (et similia) have more varied colors indicating their context (magenta -> things happening, cyan -> things done, green -> good things, orange/red-> bad things).
...... (Survival) Survival panel texts are now coloured to improve readibility, and according to season/humidity.
...... (Survival) Character panel texts (stats) are now coloured according to their magnitude.
...... Inspected animal panel texts are now coloured according to their magnitude.
- (Survival) Added item stats in the crafting/building tooltips of most recipes, like Damage: 6/10, Bleed: 4/10 and so on, depending on item type.
- (Survival) Crafting and Building panels have been separated, and now each have its own action (having one large panel for both was becoming convoluted, especially with new future recipes).
- (Survival) Animals overview screen revamped: population thresholds now take into account island size, added more variation to text descriptions and improved formatting and colors.
- Added Egg age when inspecting it (Survival: age accuracy depending on Zoology skill, or if the player did see the Egg being layed).
- (Survival) Added a red arrow pointing towards the inspected animal, when it's off-screen.
SURVIVAL:
- Deep rebalancing to Metabolism, Muscle and Fat mechanics:
...... Initial Metabolism is now your Metabolism "equilibrium", which is the value your body will tend to if other conditions don't force it otherwise (it was previously always 100).
...... Body Muscle increase calculation (from Soreness, Calories, Proteins etc) revisited to be more coherent and balanced, and drain less kcal/prot.
...... The impact of Proteins or Fat on Body Muscle decay now caps at 50%, meaning you get maximum benefits (for keeping muscle) from them long before they are maxed.
...... Metabolism has less impact on Body Muscle increase (the difference was excessive).
...... Body Fat gain rate is 5x higher when Calories reach 100% (could be considered a fix, since it was intended to work like that).
...... Body Fat decay rate from character actions is exponential, not linear (meaning high effort activities burn fat much quicker than low effort ones).
...... Muscle Soreness gain rate increased globally by 10%, and decay increased slightly when well fed.
...... Base Fullness (both solid and liquid) decay increased slightly (stomach empties a bit faster).
...... Burning excessive Proteins now releases slightly more kcal.
...... Minor rebalancing to Metabolism fluctuations.
- When the Light Fire minigame is enabled, taking damage or breaking a Stone while lighting
Source
