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Steam News30 September 20232y ago

DevBlog #41

FTessaro - Lead Programmer This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game.

In this update3

Full notes

Full The Isle update

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

What changed

2 fixes6 additions6 changes0 removals
  • Server
  • Balance
  • Performance
  • Gameplay
  • Maps
  • UI and audio
fixedFTessaro - Lead ProgrammerThis month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.
fixedFTessaro - Lead ProgrammerImplemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.
addedFTessaro - Lead ProgrammerNew resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.
addedFTessaro - Lead ProgrammerOther balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.
addedFTessaro - Lead ProgrammerThe Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.
addedFTessaro - Lead ProgrammerSeveral members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%.

The Isle changes

  • Venomhero
fixedThis month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.
fixedImplemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.
addedNew resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.
addedOther balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.
addedThe Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.

FTessaro - Lead Programmer

This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.

Like last month, I’ve cut my work into topics for easier consumption:

  • Implemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.

  • New resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.

  • Other balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.

  • The Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.

  • Several members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%.

  • A heap of Migration tweaks and bug fixes.

  • Locational effects improvements and bug fixes.

  • Setting up final assets and systems for the new playables.

  • Several bug fixes in all areas and QOLs.

With the Stress Test now live we can finally gather the data we need to balance and adjust the map accordingly, so we can release it asap. See you next month!

dmIV - Programmer

This month I’ve been focusing on polishing the upcoming playables and fixing related issues. The herrerasaurus climbing is becoming more and more reliable, I found some networking related jittering that I also managed to smooth out. I also set up the special resting animations that are used when positioning yourself on thin branches. The animal was also given a new diving animation, we expect players to spend a lot of time up in the trees and jumping down into water can be a good way to dampen your fall, assuming you don’t jump into the jaws of a deinosuchus.

I also gave the diabloceratops some love, it now takes reduced damage to its head and can use its block ability to reduce it even further. I extended the dryosaurus’s dodge charge indicator to support a more generic functionality, it is now also used to indicate how many sparring abilities you can activate and also show their cooldown.

Finally I made some developments to the growth system. Our aim for the current apexes is to have a relatively faster growth in the beginning, and then significantly slow it down as you get older. There were a couple things that had to be adjusted, but it’s all set up now and hopefully it will lead to a rewarding experience.

Wedge - Sound Designer

This month I’ve been working on designing vocal sounds for both Dilophosaurus’ and Diabloceratops’ unique abilities.

I have made a handful of sounds, alongside Dilo’s menacing laugh that I made previously, for its venom mechanic. Initially I created a unique Threaten call for envenomation that can be heard before a hallucination initiates its attack, a layered shrill shriek, with a hissing rumble and a throaty roar. Additionally, there are some more comparably subdued but intimidating sounds, including some variations to its laugh gurgles and growls,

Source

Steam News / 30 September 2023

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