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Steam News31 July 20169y ago

August Development Update

Hey everyone, Dondi here. Since our last larger update post resulted in legitimate feedback, I wanted to keep our devposts going where I sit down to explain what's going on with development.

Full notes

Full The Isle update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone, Dondi here. Since our last larger update post resulted in legitimate feedback, I wanted to keep our devposts going where I sit down to explain what's going on with development. The August Update is here to clean up many misconceptions that are definitely bugs or temporary placements whereas many seem to be spreading false information in regards to what our plans are, and what's going on.

What changed

0 fixes0 additions3 changes0 removals
  • Server
  • Balance
changedSandbox Mode:So, this thing is at end of the assembly line. Whether or not you agree with the fact it will be temporarily placed out of existence, that's how it is. This results in the widest spread of feedback of gamers, casual and hardcore, skilled and unskilled, happy, and unhappy. Until progression and its intended features are put in, sandbox is respectively ignored. Once we throw it back into the mix, people can go back to a birdbath sim on their private servers. It is not intended to be balanced; just a place where you pick your dinosaurs and do whatever it is you want to do. (Also, yes I know that Acro/Utah aren't on sandbox. We have more important things to do than update that part of sandbox. It's gone next update. I know I'm a terrible person.)
changedLeg Breaking:While a touchy subject for many about how sporadic it feels, the main concern is that the landscape of the maps they are used on are rough, and in some ways outright bad for the mechanic. The mechanic itself functions by grabbing your velocity on the Z (up/down) axis when you touch the ground from a fall, and then feeds it back to check if it's above A (Your leg breaks), or B (You die). Certain dinosaurs have greater capacity for falling, and others do not. The intention of this is to stop larger predators from being able to billygoat up inclines, mountains, and other parts of the landscape featured primarily in Isle V3, and allows a method of smaller creatures to escape outside of strictly hiding in dense underbrush. The most recent update halved leg damage (30 to 15) and changed the heal amount from 1 per minute (while standing) and 2 per minute (while resting), to 2 and 4 respectively. I feel as if this will be temporary, as a larger island should grant a larger penalty time, and the landscape itself is so finely done that there's no coherent reason a player could misconceive whether or not they should go launching themselves down a steep slope or hill.
changedStamina:I'm sure everyone has noticed by now that stamina otherwise feels relatively infinite in comparison to where it was. This is temporary in the sense that we are moving to IsleV3 very soon, which is four times the size of Region2. It is understandably vanilla and without any massive landmarks it would be outright stupid of me to expect anyone to remember any of the hills or mountains like a level designer does. As the island fills out and navigation becomes easier with landmarks, gametrails, and other formations (natural or otherwise), stamina will be lowered to a realistic value. To give an idea of this, stamina was increased by 10x. We will drop that down to an accurate 4x to 7x increase, depending on dinosaur.

The Isle changes

changedSo, this thing is at end of the assembly line. Whether or not you agree with the fact it will be temporarily placed out of existence, that's how it is. This results in the widest spread of feedback of gamers, casual and hardcore, skilled and unskilled, happy, and unhappy. Until progression and its intended features are put in, sandbox is respectively ignored. Once we throw it back into the mix, people can go back to a birdbath sim on their private servers. It is not intended to be balanced; just a place where you pick your dinosaurs and do whatever it is you want to do. (Also, yes I know that Acro/Utah aren't on sandbox. We have more important things to do than update that part of sandbox. It's gone next update. I know I'm a terrible person.)
changedWhile a touchy subject for many about how sporadic it feels, the main concern is that the landscape of the maps they are used on are rough, and in some ways outright bad for the mechanic. The mechanic itself functions by grabbing your velocity on the Z (up/down) axis when you touch the ground from a fall, and then feeds it back to check if it's above A (Your leg breaks), or B (You die). Certain dinosaurs have greater capacity for falling, and others do not. The intention of this is to stop larger predators from being able to billygoat up inclines, mountains, and other parts of the landscape featured primarily in Isle V3, and allows a method of smaller creatures to escape outside of strictly hiding in dense underbrush. The most recent update halved leg damage (30 to 15) and changed the heal amount from 1 per minute (while standing) and 2 per minute (while resting), to 2 and 4 respectively. I feel as if this will be temporary, as a larger island should grant a larger penalty time, and the landscape itself is so finely done that there's no coherent reason a player could misconceive whether or not they should go launching themselves down a steep slope or hill.
changedI'm sure everyone has noticed by now that stamina otherwise feels relatively infinite in comparison to where it was. This is temporary in the sense that we are moving to IsleV3 very soon, which is four times the size of Region2. It is understandably vanilla and without any massive landmarks it would be outright stupid of me to expect anyone to remember any of the hills or mountains like a level designer does. As the island fills out and navigation becomes easier with landmarks, gametrails, and other formations (natural or otherwise), stamina will be lowered to a realistic value. To give an idea of this, stamina was increased by 10x. We will drop that down to an accurate 4x to 7x increase, depending on dinosaur.

Sandbox Mode:

So, this thing is at end of the assembly line. Whether or not you agree with the fact it will be temporarily placed out of existence, that's how it is. This results in the widest spread of feedback of gamers, casual and hardcore, skilled and unskilled, happy, and unhappy. Until progression and its intended features are put in, sandbox is respectively ignored. Once we throw it back into the mix, people can go back to a birdbath sim on their private servers. It is not intended to be balanced; just a place where you pick your dinosaurs and do whatever it is you want to do. (Also, yes I know that Acro/Utah aren't on sandbox. We have more important things to do than update that part of sandbox. It's gone next update. I know I'm a terrible person.)

Leg Breaking:

While a touchy subject for many about how sporadic it feels, the main concern is that the landscape of the maps they are used on are rough, and in some ways outright bad for the mechanic. The mechanic itself functions by grabbing your velocity on the Z (up/down) axis when you touch the ground from a fall, and then feeds it back to check if it's above A (Your leg breaks), or B (You die). Certain dinosaurs have greater capacity for falling, and others do not. The intention of this is to stop larger predators from being able to billygoat up inclines, mountains, and other parts of the landscape featured primarily in Isle V3, and allows a method of smaller creatures to escape outside of strictly hiding in dense underbrush. The most recent update halved leg damage (30 to 15) and changed the heal amount from 1 per minute (while standing) and 2 per minute (while resting), to 2 and 4 respectively. I feel as if this will be temporary, as a larger island should grant a larger penalty time, and the landscape itself is so finely done that there's no coherent reason a player could misconceive whether or not they should go launching themselves down a steep slope or hill.

Stamina:

I'm sure everyone has noticed by now that stamina otherwise feels relatively infinite in comparison to where it was. This is temporary in the sense that we are moving to IsleV3 very soon, which is four times the size of Region2. It is understandably vanilla and without any massive landmarks it would be outright stupid of me to expect anyone to remember any of the hills or mountains like a level designer does. As the island fills out and navigation becomes easier with landmarks, gametrails, and other formations (natural or otherwise), stamina will be lowered to a realistic value. To give an idea of this, stamina was increased by 10x. We will drop that down to an accurate 4x to 7x increase, depending on dinosaur.

Progression:

The first steps are in and the biggest complaint is "devs y u put this in its not complete u need moar features." We really have two ways of doing this: The first method is that I can have features created

Source

Steam News / 31 July 2016

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