Update log
Full DinoSystem update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Balance
This update IS compatible with savegames from v0.98.0+!
ENGINE:
- Construct 3 updated to r449-4.
GRAPHICS:
- Young animals have a more distinct color variation based on age and species. - Snow effect on trees slightly improved.
AUDIO:
- (Survival) Increased combat music 2 volume, and combat music now plays more often/promptly. - (Survival) Added a sound when stunning an animal. - (Survival) Character's "oof" pain sound (infamous for Roblox) replaced by my own version. - Added a slight variant for Ankylosaur vocalizations.
INTERFACE:
- (God) Ecology info panels improved and expanded:...... Panel 2: added a new button on top-right, allowing to toggle between advanced and basic info. Advanced info also shows seeds for vegetation/mushrooms, and average health/stamina/energy/water for each animal species. ...... Panel 1: reverted the way water is displayed, showing once again global water (shown in water units), but also showing number of puddles/ponds/lakes. ...... Both info panels are more compact and use less screen space. - (Survival) All crafting and building recipes tooltips now also show durability, and clothes and Thatch show also sun protection (shade). - (Survival) Added a reference to the upcoming narrative system at the start of the tutorial. - (Survival) Creation Points text now flashes every time its value is changed. - (Survival) Trying to plant a tree on burned terrain will now specify that's scorched soil. - (Survival) Hints like "lighting a fire would be a good idea" will not show if you're wet. - (Survival) "Thatch is damaged" warning frequency reduced. - (Survival) Improvements to some tooltips for clarity. - (God) Timescale text is now red at 20x, and yellow at 10x timescale. - When assigning a landmark, the text flashes for an instant. - Added a couple new loading hints, and improved few existing ones. - Ironman save load button in main menu is now reddish. - Minor UI formatting and clarity improvements.
CONTROLS:
- (Survival) Build/Plant mode is now canceled with ESC, instead of only C (which is less intuitive).
ANIMALS:
- When in desperate need for food/water, animals take less time to start to migrate. - Young animals now steal fruit/meat from each other and the player. - Troodons and juvenile T-Rexes will now actively try to encircle their prey (including you...). - Didelphodon no longer need to exit their lair to drink rain. - Didelphodon will now also hibernate at low temperature.
VEGETATION:
- Major improvements to ecology balance, especially for the long-term:...... Fixed a major issue happening at 20x timescale (check the BUGFIXES section for details). ...... Vegetation takes longer to accumulate energy (and therefore reproduce), but herbivores consume less of it. This makes vegetation-herbivores balance less volatile and more apparent/impactful. ...... Vegetation has a lower impact on fertile soil, reducing desertification, but get maluses from all poor soils (both type 1 & 2). ...... Snow reduces some maluses vegetation suffers from bad soil, causing winters to actually "freeze" ecology, instead of destroying it. ...... Improved how fruits/branches/leaves drop from trees, so that fruits have more chance to end up at the right distance to spawn a sapling. - Reduced global rate at witch trees and ferns catch fire. to compensate for the denser vegetation. - Palm trees and red ferns have lower chance to catch fire, just like Taxus trees. - Mushroom reproduction and energy mechanics rebalanced to increase their population long-term (I know they are not vegetation, but still..). - Flowers can also appear on fertile soil "type 1". - Vegetation seeds stored in aridity soil take way longer to
Source
