In this update4
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Full Feed and Grow: Fish update
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What changed
- Maps
- Balance
- Gameplay
- Workshop
- Performance
Feed and Grow: Fish changes
Placodermi - Armored fish
This extinct, prehistoric class of jawed fish once dominated the oceans have been resurrected in this update. Placoderms were in many ways very similar to sharks whose have been developing alongside placoderms. As air bladder was not yet evolved in their times, both of them required thick, not very movable pectoral fins that helped them to convert motion into sinking, rising or being upright.
Titanichthys - Great map - largest placoderm that decided to go whale-filtering style Armor on their head and thorax did not allow for very efficient gill movement, so they had to keep swimming to not drown. But unlike the naked sharks the armor also reduced their elasticity and streamlining making them very vulnerable to attacks from back. They had to face any attacker with their head, so they developed a large tail fin to counter the turning problem.
Coccosteus - Ocean map - a very tiny placoderm - literary mini dunk would be ideal for aquariums Most of placoderms turned their facial armor plates into thick ( not real ) teeth that were very effective at crushing / breaking through most of Devonian prey armor (mostly arthropods and other placoderms).
Dunkleosteus - before named 'Browurag'The pop-star of placoderms Game changes
Placoderms take heavily reduced damage from front and increased damage from back
Placoderm AI has been adjusted to face threat, instead of running away with slow speed
Snap passive now charges even without mouth open and increases bite speed.
Green Moray
-was hard to take a screen as they are not usually seen Replaces old eel visually and gets a AI rework to hide in between rocks. Still will need a better rework as in real life they have second pair of jaws to help them swallow prey, but that's on a list for Mosa's dentist as well.
Herbivores / Coral fish
Wachuma visual rework
Blu visual rework
All fish now instead of running straightforward from predator attempt to run away from it's way and mouth, so when the predator is too close they'll go behind him and then away.
Herb/Coral fish have now have way reduced speed but increased agility.
Barracuda
Replaces old eel visually and gets a heavy stats rework to appear more fast accelerating and streamline predator. Also they and Goliaths have been temporary removed from Great map.
Xiphactinus
Why not just throw in one of those kick-ass predators.
Sharks
Game changes
Now can not stay still but have to keep swimming - like placoderms
Shark AI now attacks bigger prey from back or side. 2x especially when attacking pacoderms.
Shark AI now attacks crabs / crustaceans prey from bottom.
Shark AI now does not let go, to utilize their passive.
Cartilaginous skeleton makes them way quicker to turn around than bony fish similar to their size.
Megalodon is now way bigger.
Other species and their cost have been adjusted.
Tiger sharks and Hammer heads now eat each other.
Great White (boss in ocean map) - now eats big chunks of meat instead of just big fish
Crustaceans
all eyes in game are now shiny
Now take reduced damage from top and increased from bottom.
Trilobites received burrowing animation,
Crab AI now defend them selves way more effectively. ( scales with game difficulty )
Other changes
-new catfish model
New fluid like tail animations on most bigger fish.
TESTING FEEDBACK - under 30% HP after few seconds fish go into "wounded" state, they can't swim properly and turn bellies upwards. During this time they bait nearby predators.
Big fish now cost more but drop more meat.
Big meat now takes longer to break but gives more exp.
Some of the reworked fish don't have babies reworked.
Starfish like food now gives more exp.
Optimization - you can now bite at max only 10 objects.
Ocean map is now available for testing on multiplayer.
Ocean Map
Heavily optimizations have been done, should yield at least +40% FPS
New rocks have been added for Morays to hide within. ( we will continue on updating the map visually in next updates )
Spawns have been replaced for balance.
Difficulty
Easy- AI has bigger reaction time, swims slower + more herbivore count
Normal- No significant changes
Hard- AI has less reaction time, defends better + more predator count
Source
Changelog.gg summarizes and formats this update. How we read updates.
