In this update3
Full notes
Full The Isle update
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What changed
- Gameplay
- UI and audio
- Performance
- Store
- Balance
The Isle changes
Filipe - Lead Programmer
This month I have been working on several different things across various days/weeks, so I will mention the most important topics below:
Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering.
The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added.
Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head.
Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement..
Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly.
Added Banana trees with bananas to be part of the new diets in Gateway.
New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic.
Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push.
Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon.
Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now.
Balance changes implementations and several bug fixes.
That is it, see you guys next time.
dmIV - Programmer
Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals.
I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound.
VisualTech48 - Environmental Artist
This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details.
The pistol is now fully complete and has an assortment of attachments, most of which can be fitted to any appropriate weapon, consisting of Laser, Red Dot, Flashlight and Silencer attachments.
Next up for the human arsenal is the Pump Shotgun, which will have its own set of attachments, but we will reveal as we go. For now I’m happy to announce its progressing really well, however, keep in mind this is heavily subject to changes, as it's only the “High-Poly” phase.
Lastly, a lot of focus has been on a bit more freedom and advancement
Source
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