In this update7
Full notes
Full Primeval update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
- Balance
- Performance
Primeval changes
Hey everyone!
Here are the patch notes for all of the updates that have went live in small unannounced patches since the last posted update.
Important:
I realized that I made the wrong decision when I dampened the accumulated growth of your creatures after reaching the adult stage in a previous update. Part of the fun of the game was growing larger than life creatures after reaching adulthood and that change hindered that activity. Now your previously acquired sizes are restored and continuing to grow after reaching adult is much more achievable. The only downside now is that if you die you lose 5% of your after-adult accumulated growth!
New:
Hatchlings have new idle, friendly, and aggressive call sounds. These are also temporarily being used for their juvenile call sounds. The species were broken down into a handful of major categories that each have their own sounds.
Sub adults have new idle, friendly, and aggressive call sounds for horned/spiked herbivores, duck-billed/quadrupedal herbivores, sauropods, crocodilians, smaller and larger bipedal herbivores, small/medium/large carnivores, smaller and larger aerials, lizard-likes and snake-likes, and tiny, prey, and predator aquatics. These are also temporarily being used for their adult call sounds.
Titanoboa has new slithering sounds for its movement.
Added new attack icons to all the creature attacks.
Added new icons for the "On Damage", "On Get Hit", and "On Roar" effect traits.
Added buff and debuff displays for the player.
Currently displayed buffs when appropriate
accelerated growth.
Currently displayed debuffs when appropriate
dehydrated, starving. More improvements are planned for the buff/debuff displays and tooltips are planned as well.
Added the "/ResetGrowth" chat command for if your dinosaur grows too large for you after reaching the adult stage, this resets it back to normal adult size.
Creature and Critter spawning amounts have been added as sliders to the gameplay options UI. After applying your changes, you must reload your map for these changes to take effect. You no longer have to edit a text file to change these values.
Plants and grasses now move as creatures move through them.
There is now an option in the Gameplay Settings menu that you can enable to make nearby grass and plants transparent for an easier time navigating the vegetation if you're having a hard time seeing through it.
You can now run the game in DirectX12 mode if you want, instead of the default DirectX11 mode. Sometimes it can run better for some machines, sometimes it doesn't. use the following launch option for DirectX12 mode:
-force-d3d12
Changes:
Enlarged the attack icons.
The player's target display has been moved from the top-left of the screen to the top-center of the screen.
Insects now have 10x less flesh to encourage hunting.
Land critters density and species can now be unique per biome.
Reduced the amount of edible resources by 5x on the Savage Lands map.
Reduced the amount of gastroliths by 5x on The Great Sands map.
Toxicity cleansing from tier 2 (uncommon) plants has been removed.
The default passive (over time) toxicity cleansing has been removed.
Now you'll need to find fresh water or rare plants in order to cleanse toxicity.
Switched the left-click and right-click ability display positions, so left-click is on the left and right-click is on the right.
Distant ambient creature calls are now affected by a reverb filter to make them sound more distant and echo-y. This can be used for any sounds I choose to use as distant ambient calls, not just special distant call sounds as was the case previously.
Meat and Fish carcasses now have accurate collision on their bones and flesh, this should allow for some smaller creatures to climb or land on them.
Creatures can now walk over some hollow logs and rocks depending on their height.
Creatures are now unable to climb steep slopes and can now slide down steep slopes.
Some smaller species can zoom out further now.
Hatchlings can zoom the camera out 5x further now.
Juveniles can zoom the camera out 2.5x further now.
Camera nudging with the numpad keys (with numlock on) can now be nudged twice as far in each direction.
Land critters are once again spawning around the player and now spawn closer to the player if playing a smaller creature.
Performance:
Optimized how I get, check, and store the player's current animator state, which slightly brought up some low points in the fps when playing a creature.
Did some optimization work on a couple of code files regarding "raycasts", which increased the fps a little and made the game use slightly less memory over time.
Fixes:
The titanoboa's camera zoom and offset levels should now be correct.
The player can no longer regenerate stamina while sliding.
The elasmosaurus' food is now placed properly in its mouth while eating.
Flying creatures can once again land on some decorative objects such as rocks. (not the tiny rocks)
Titanoboa are no longer getting stuck in place.
Character controllers were getting too big for player creatures over 1.0 size so navigating objects was getting too difficult.
Source
Changelog.gg summarizes and formats this update. How we read updates.
