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Steam News29 December 20169y ago

Growth System Upgrade & New Damage Model

Old System: Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration.

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Full The Isle update

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What changed

0 fixes1 addition0 changes0 removals
  • Balance
addedOld System: Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration. If something is set to grow up in an hour, it goes from 20% size to 100% size in that hour. All stats scaled at one rate and the weight of a dinosaur was only updated at .4, .6, and .8 sizes respectively. New System: Growth is now broken into two phases of juvenile and adult. These each can have their own growth lengths put in, so there's a singular break in pattern. You could have something grow to 40%/60%/80% size within an hour, and then have it grow to max size over the course of two hours (or vice/versa). We are using this to achieve young dinosaurs reaching a certain independence and mobility relatively swiftly, without allowing them to compare to their older adult counterparts. Herbivores usually reach a sexual maturity faster so they can breed quicker, whereas carnivores reach a sexual maturity later. You will also see that once you become an adult, your overall weight mass increases exponentially from where you'd normally see the increase rate as a juvenile. We have included these stats in the growth system to be edited in the future by users: Size (Size % of dinosaur that all of the stats in the array are being applied to) Weight Mass (Weight of the dinosaur. Used to factor damage) Health (Player health) Health Regen Amount (Health regen'd per minute based off of dinosaur's current hunger/thirst) Stamina (Total stamina) Hunger (How much food you can eat) Thirst (How much water you can drink) Body Food Value (How much food your corpse is worth) Body Food Consume Amount (How much food you consume per eating animation) Body Food Health Amount (How much health you gain per eating animation) Bite Damage (How much damage you deal) Bleed Amount (How much bleed you apply per bite) Bone Break Chance (% chance of your attack breaking a bone) Growth Speed (How fast it takes you to grow from the minimum size value to the max size value) Max Growth Size (Largest growth value a dinosaur can reach) Weight Classes and Damage: Old System: Weight classes were put in categories (Tiny/XSmall/Small/Medium/Large/XLarge/Titan/Colossal/Leviathan) for damage mitigation and amplification, so weight tiers made players less susceptible to ankle-biting, and more afraid of larger creatures in the game. Damage amplified up to 200% on attacking 2x smaller weight classes, and damage mitigated up to 100% on attacking 2x larger weight classes. New System: Based on a suggestion seen here we have taken the consideration of "(Attacker Weight/Victim Weight) * Attacker Damage (or bleed amount/bone break chance) = Damage" into account, allowing a more accurate and vastly superior thought to our own on how combat damage could be applied across the entire spectrum of dinosaurs, as well as allowing guns and other tribal tools to deal a flat amount of damage to creatures without any mitigation factors (excluding future hitbox relevant damage/armor). All values below are weight masses. They are all subject to change. Stats of individual sizes are not present. Hatchlings are intended to be extremely vulnerable, and dependent for the first 10-20 minutes before reaching any sort of independence. The goal is to make hatchlings truly vulnerable prey items and otherwise grow into independence relatively quickly after a certain window. At this point, juveniles could survive on their own, or simply stay with a parent(s) until the pack is

The Isle changes

addedOld System: Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration. If something is set to grow up in an hour, it goes from 20% size to 100% size in that hour. All stats scaled at one rate and the weight of a dinosaur was only updated at .4, .6, and .8 sizes respectively. New System: Growth is now broken into two phases of juvenile and adult. These each can have their own growth lengths put in, so there's a singular break in pattern. You could have something grow to 40%/60%/80% size within an hour, and then have it grow to max size over the course of two hours (or vice/versa). We are using this to achieve young dinosaurs reaching a certain independence and mobility relatively swiftly, without allowing them to compare to their older adult counterparts. Herbivores usually reach a sexual maturity faster so they can breed quicker, whereas carnivores reach a sexual maturity later. You will also see that once you become an adult, your overall weight mass increases exponentially from where you'd normally see the increase rate as a juvenile. We have included these stats in the growth system to be edited in the future by users: Size (Size % of dinosaur that all of the stats in the array are being applied to) Weight Mass (Weight of the dinosaur. Used to factor damage) Health (Player health) Health Regen Amount (Health regen'd per minute based off of dinosaur's current hunger/thirst) Stamina (Total stamina) Hunger (How much food you can eat) Thirst (How much water you can drink) Body Food Value (How much food your corpse is worth) Body Food Consume Amount (How much food you consume per eating animation) Body Food Health Amount (How much health you gain per eating animation) Bite Damage (How much damage you deal) Bleed Amount (How much bleed you apply per bite) Bone Break Chance (% chance of your attack breaking a bone) Growth Speed (How fast it takes you to grow from the minimum size value to the max size value) Max Growth Size (Largest growth value a dinosaur can reach) Weight Classes and Damage: Old System: Weight classes were put in categories (Tiny/XSmall/Small/Medium/Large/XLarge/Titan/Colossal/Leviathan) for damage mitigation and amplification, so weight tiers made players less susceptible to ankle-biting, and more afraid of larger creatures in the game. Damage amplified up to 200% on attacking 2x smaller weight classes, and damage mitigated up to 100% on attacking 2x larger weight classes. New System: Based on a suggestion seen here we have taken the consideration of "(Attacker Weight/Victim Weight) * Attacker Damage (or bleed amount/bone break chance) = Damage" into account, allowing a more accurate and vastly superior thought to our own on how combat damage could be applied across the entire spectrum of dinosaurs, as well as allowing guns and other tribal tools to deal a flat amount of damage to creatures without any mitigation factors (excluding future hitbox relevant damage/armor). All values below are weight masses. They are all subject to change. Stats of individual sizes are not present. Hatchlings are intended to be extremely vulnerable, and dependent for the first 10-20 minutes before reaching any sort of independence. The goal is to make hatchlings truly vulnerable prey items and otherwise grow into independence relatively quickly after a certain window. At this point, juveniles could survive on their own, or simply stay with a parent(s) until the pack is

Old System

Growth for dinosaurs currently happens in singular scale, from point A (hatchling) to point B (adult) with no changes in growth pattern or acceleration/deceleration. If something is set to grow up in an hour, it goes from 20% size to 100% size in that hour. All stats scaled at one rate and the weight of a dinosaur was only updated at .4, .6, and .8 sizes respectively.

New System

Growth is now broken into two phases of juvenile and adult. These each can have their own growth lengths put in, so there's a singular break in pattern. You could have something grow to 40%/60%/80% size within an hour, and then have it grow to max size over the course of two hours (or vice/versa). We are using this to achieve young dinosaurs reaching a certain independence and mobility relatively swiftly, without allowing them to compare to their older adult counterparts. Herbivores usually reach a sexual maturity faster so they can breed quicker, whereas carnivores reach a sexual maturity later. You will also see that once you become an adult, your overall weight mass increases exponentially from where you'd normally see the increase rate as a juvenile. We have included these stats in the growth system to be edited in the future by users: Size (Size % of dinosaur that all of the stats in the array are being applied to) Weight Mass (Weight of the dinosaur. Used to factor damage) Health (Player health) Health Regen Amount (Health regen'd per minute based off of dinosaur's current hunger/thirst) Stamina (Total stamina) Hunger (How much food you can eat) Thirst (How much water you can drink) Body Food Value (How much food your corpse is worth) Body Food Consume Amount (How much food you consume per eating animation) Body Food Health Amount (How much health you gain per eating animation) Bite Damage (How much damage you deal) Bleed Amount (How much bleed you apply per bite) Bone Break Chance (% chance of your attack breaking a bone) Growth Speed (How fast it takes you to grow from the minimum size value to the max size value) Max Growth Size (Largest growth value a dinosaur can reach)

Weight Classes and Damage

Old System: Weight classes were put in categories (Tiny/XSmall/Small/Medium/Large/XLarge/Titan/Colossal/Leviathan) for damage mitigation and amplification, so weight tiers made players less susceptible to ankle-biting, and more afraid of larger creatures in the game. Damage amplified up to 200% on attacking 2x smaller weight classes, and damage mitigated up to 100% on attacking 2x larger weight classes.

New System

Based on a suggestion seen here we have taken the consideration of "(Attacker Weight/Victim Weight) * Attacker Damage (or bleed amount/bone break chance) = Damage" into account, allowing a more accurate and vastly superior thought to our own on how combat damage could be applied across the entire spectrum of dinosaurs, as well as allowing guns and other tribal tools to deal a flat amount of damage to creatures without any mitigation factors (excluding future hitbox relevant damage/armor). All values below are weight masses. They are all subject to change. Stats of individual sizes are not present. Hatchlings are intended to be extremely vulnerable, and dependent for the first 10-20 minutes before reaching any sort of independence. The goal is to make hatchlings truly vulnerable prey items and otherwise grow into independence relatively quickly after a certain window. At this point, juveniles could survive on their own, or simply stay with a parent(s) until the pack is

Source

Steam News / 29 December 2016

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