What changed
1 fix4 additions1 change1 removal
fixedFTessaro - Lead ProgrammerIt’s been a busy month of finalizing code and running tests with QA. The migration system is functional, only encountering a few bugs that we’ve now fixed, but far more tests are required to know for sure if it is going to work well and act as an engaging gameplay loop.
addedFTessaro - Lead ProgrammerThe new diet improvements are also finished, as of right now we are currently testing the slot combinations in order to find bugs but also to try and steer away from any sort of must have/meta builds. We've also expanded the penalties for dinosaurs that neglect their diets, they begin to incur malnutrition (a bad diet) that causes your dinosaur to become far weaker than it was before, the debuffs are significantly more aggressive than the previous iteration (AFK'ers beware!), while the new positive buffs are improved and allow for a wide variety of combinations you can use to custom tailor your diet to specifically grant benefits that support your preferred playstyle. For example, heavily favour a specific stat? Stuff your face and fill all three slots with the same type of nutrient to gain a beefy buff towards a single stat. Or you could opt to mix & match, vary your diet with more than one type of nutrient to grant a multitude of additional benefits, including a significantly higher growth rate.
changedFTessaro - Lead ProgrammerIn other news, some improvements have been made to pounce visuals and the overall speed of the pickup system. We regularly received feedback on how slow it was to pick something up, as attempting to snag a morsel from a corpse often resulted in the player’s demise as the system locked them in place for eons, so hopefully the increased speed will alleviate the scavengers' woes. We’ve also implemented other community suggestions, such as the stomach icon flashing as a warning that you’re near to vomiting. And lastly, besides overall bug fixing I’m also working on making corpse detection far more reliable. See you next month everyone.
addeddmIV - ProgrammerThe Dryosaurus received some love this month in the form of a reworked dodge ability. The new version will provide more speed and agility, allowing you to move in any direction very quickly. It’s faster than sprinting too, so you will even be able to use it when moving forward to gain bursts of speed. We hope this will improve survivability and make the dinosaur more fun to play.
addeddmIV - ProgrammerThe new gore system comes with some changes to scent as well. Corpses now have a wider detection range than before and it also scales with how decomposed the body is. As time goes on dinosaurs will be able to smell the body from further and further away, making it more risky to stick around for long. Speaking of detection from far away, I also added support for increased corpse scenting range by species. This will be heavily utilized by the Ceratosaurus, which will be able to sniff corpses out from very long distances.
removeddmIV - ProgrammerI also made some improvements to hit detection, you will no longer be able to attack others through walls or similar obstacles. So far we’ve mostly just had trees where it was not a huge issue, but now that more human structures are coming to the game it would have been more problematic.
The Isle changes
fixedIt’s been a busy month of finalizing code and running tests with QA. The migration system is functional, only encountering a few bugs that we’ve now fixed, but far more tests are required to know for sure if it is going to work well and act as an engaging gameplay loop.
addedThe new diet improvements are also finished, as of right now we are currently testing the slot combinations in order to find bugs but also to try and steer away from any sort of must have/meta builds. We've also expanded the penalties for dinosaurs that neglect their diets, they begin to incur malnutrition (a bad diet) that causes your dinosaur to become far weaker than it was before, the debuffs are significantly more aggressive than the previous iteration (AFK'ers beware!), while the new positive buffs are improved and allow for a wide variety of combinations you can use to custom tailor your diet to specifically grant benefits that support your preferred playstyle. For example, heavily favour a specific stat? Stuff your face and fill all three slots with the same type of nutrient to gain a beefy buff towards a single stat. Or you could opt to mix & match, vary your diet with more than one type of nutrient to grant a multitude of additional benefits, including a significantly higher growth rate.
changedIn other news, some improvements have been made to pounce visuals and the overall speed of the pickup system. We regularly received feedback on how slow it was to pick something up, as attempting to snag a morsel from a corpse often resulted in the player’s demise as the system locked them in place for eons, so hopefully the increased speed will alleviate the scavengers' woes. We’ve also implemented other community suggestions, such as the stomach icon flashing as a warning that you’re near to vomiting. And lastly, besides overall bug fixing I’m also working on making corpse detection far more reliable. See you next month everyone.
addedThe Dryosaurus received some love this month in the form of a reworked dodge ability. The new version will provide more speed and agility, allowing you to move in any direction very quickly. It’s faster than sprinting too, so you will even be able to use it when moving forward to gain bursts of speed. We hope this will improve survivability and make the dinosaur more fun to play.
addedThe new gore system comes with some changes to scent as well. Corpses now have a wider detection range than before and it also scales with how decomposed the body is. As time goes on dinosaurs will be able to smell the body from further and further away, making it more risky to stick around for long. Speaking of detection from far away, I also added support for increased corpse scenting range by species. This will be heavily utilized by the Ceratosaurus, which will be able to sniff corpses out from very long distances.
FTessaro - Lead Programmer
It’s been a busy month of finalizing code and running tests with QA. The migration system is functional, only encountering a few bugs that we’ve now fixed, but far more tests are required to know for sure if it is going to work well and act as an engaging gameplay loop.
The new diet improvements are also finished, as of right now we are currently testing the slot combinations in order to find bugs but also to try and steer away from any sort of must have/meta builds. We've also expanded the penalties for dinosaurs that neglect their diets, they begin to incur malnutrition (a bad diet) that causes your dinosaur to become far weaker than it was before, the debuffs are significantly more aggressive than the previous iteration (AFK'ers beware!), while the new positive buffs are improved and allow for a wide variety of combinations you can use to custom tailor your diet to specifically grant benefits that support your preferred playstyle. For example, heavily favour a specific stat? Stuff your face and fill all three slots with the same type of nutrient to gain a beefy buff towards a single stat. Or you could opt to mix & match, vary your diet with more than one type of nutrient to grant a multitude of additional benefits, including a significantly higher growth rate.
In other news, some improvements have been made to pounce visuals and the overall speed of the pickup system. We regularly received feedback on how slow it was to pick something up, as attempting to snag a morsel from a corpse often resulted in the player’s demise as the system locked them in place for eons, so hopefully the increased speed will alleviate the scavengers' woes. We’ve also implemented other community suggestions, such as the stomach icon flashing as a warning that you’re near to vomiting. And lastly, besides overall bug fixing I’m also working on making corpse detection far more reliable. See you next month everyone.
dmIV - Programmer
The Dryosaurus received some love this month in the form of a reworked dodge ability. The new version will provide more speed and agility, allowing you to move in any direction very quickly. It’s faster than sprinting too, so you will even be able to use it when moving forward to gain bursts of speed. We hope this will improve survivability and make the dinosaur more fun to play.
The new gore system comes with some changes to scent as well. Corpses now have a wider detection range than before and it also scales with how decomposed the body is. As time goes on dinosaurs will be able to smell the body from further and further away, making it more risky to stick around for long. Speaking of detection from far away, I also added support for increased corpse scenting range by species. This will be heavily utilized by the Ceratosaurus, which will be able to sniff corpses out from very long distances.
I also made some improvements to hit detection, you will no longer be able to attack others through walls or similar obstacles. So far we’ve mostly just had trees where it was not a huge issue, but now that more human structures are coming to the game it would have been more problematic.
I also prepared some of the legacy dinosaurs with the necessary code and files for the Evrima workflow, obviously they will need many new animations along with unique mechanics, but now we have a foundation to work with once we