In this update7
Full notes
Full Echoes of Extinction update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- UI and audio
Echoes of Extinction changes
AirSickLowLander
Level Designer
It’s been a productive month! I split most of my work between the jungle and the redwoods. The ravine in the jungle has been massively updated and overhauled, with a huge river added—complete with mangroves and large cliffs. Jungle ground foliage is now both more performant and denser, giving it a more lifelike feeling.
The redwoods are easier to navigate now, with large rocks placed more mindfully to prevent exploration issues. A new path has been created through the dense cliffside rocks leading up to the snow biome—with several more on the way.
As usual, there have been optimization updates too. Video memory utilization is lower than ever, with fewer materials being used across the map. The materials now require significantly fewer instructions to render, and foliage roughness has been adjusted to prevent Lumen from allocating dedicated reflection rays—resulting in much less computation overall.
Rainforest Jungle:
Mangrove Lake:
Lake Bridge:
Wooden Pathway:
Wooden Bridge:
Cliff Path:
---
Robert Frost III
Sound Designer
Tribal sound variations were updated!
---
FuriousSmaug
Programmer
Hey all! This month I continued as before with diets, tweaks, and optimizations for the new build. The nutritional benefits system is finally finished (code-wise), pending just a few final bug fixes before submission. This first iteration will be expanded over the course of the game’s development with features like wellness effects and buffs for nestings and cleaning-related stats. Alongside the nutritional system, several core stats have been revised for improved performance and easier future expansion.
In parallel, new content and R&D have been in full swing. We’ve decided to allow some species of playables to be tameable by tribals—species better suited for war and combat rather than the AI-only tames previously used for farming or defense. The selected species are: Diplodocus, Allosaurus, Eocarcharia, Skorpiovenator, Irritator, and Arambourgiania. Consequently, Apatosaurus and Cryodraken have been removed, with their roles replaced by other species. This decision also required some tricky balancing around stats, AFK growing species, and more.
Looking ahead, the chosen playable species in AI form—as well as all player dinosaurs—will now reside on a separate island from the tribals. Larger, more aggressive species like Lokiceratops, Thyreosaurus, Gigantoraptor, and Carchardontosaurus will be exclusive to the dinosaur main island. All other AI species will appear on both islands. In short, tribals and dinosaur players will have separate main islands, though tribals will be able to travel to the dinosaur island to gather rare resources and tame more impressive species.
---
AB_TurtleButt
Animator
Update: Worked on different locomotion sets for the tribal human.
Crouch Walk Backwards:
Couch Walk Forward:
Run Forward:
---
RAR
3D Artist
This month I've continued work on the Purussaurus. The scales on the puru have been fully laid out, and I've spent the past couple of streams refining detail passes on various areas of the model.
The Ouranosaurus is getting scales as well—the head now has scales, and I've just begun working on the rest of the body.
Purussaurus Head:
Purussaurus Body:
Purussaurus Tail:
Ouranosaurs Head:
Ouranosaurus Full-View:
---
Danik
Programmer
This month I spent still working on AI improvements and quest setup enhancements for the tribals.
---
Vimlesh
Rigging Artist
Hey everyone! I recently joined the Echoes of Extinction team as a Rigging Artist. I'm from India, and I specialize in creature and character rigging. This month, I worked on the Eocarcharia rig.
Excited to be part of this project 🦖
New Eocarcharia Rig:
Source
Changelog.gg summarizes and formats this update. How we read updates.
