In this update2
Full notes
Full The Isle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Maps
- Fixes
- UI and audio
- Gameplay
- Security
The Isle changes
FTessaro - Lead Programmer
This month I've been pretty busy working on several different tasks, discussing changes and what comes next. A lot has been done with internal core code in order to improve server performance and use less data. I don't expect this to suddenly allow for more slots, but it's more like a “drop by drop we may fill a glass” type of thing. Meanwhile I also worked on several quality of life changes and improvements, some of which I will list at the end of my post.
As expected, more work was done on Mutations, with more being implemented and the new design that unified the “lifecycle” and “lifestyle” mutations with the introduction of “unlocking” new mutations depending on what the player does during their life. Once unlocked that mutation can be chosen through the various stages of life.
Rex's ability received more attention and new animations for each stage of life, now it is just a matter of making sure all animations work on all stages with the respective balance values.
I know some of you want news on Dryo´s burrow, but I can't share many details about that right now. We want to expand the design, but for that we need to make sure it will work without causing major problems, such as development delays or server performance issues. So this is being slowly tested as low priority in the background.
I also worked on updating the Weather System with several improvements and bug fixes. Fixed the Physics foliage system that has been broken since we upgraded to Unreal Engine 5, now it works with options in settings to disable it if desired. Pounce improvements and fixes. Dilo Hallucinations AI improvements. Carry/Drag logic and improved the Physics Doors and much more. The list of bugs fixed for the next patch is going to be huge.
List of some QoL things done with even more to come:
Allow diets to refill closer to full
Serialization of SpecMode data, so it is lighter and doesn't cause server performance issues.
Reduced by half volume and distance for crouched footsteps and fixed a footstep issue causing crouch/walk to sound much louder.
Allow both Herbis and Carnis to be able to scent if walk/trotting
Adjusted eating/drink camera lock angle (from total 40 degrees to 90 degrees, centered)
Anti-Cheat improvements.
Working on an unstuck command for players
Allow pounce from behind
Allow pounce on high pitch angles (slopes)
Add Previous and Next buttons for the "random" skin feature.
Lunge bigger targets if both are swimming (such as adult Stego)
Cancel Carry if using HeadButt while carrying something in your mouth
Give Server owners options to enable/disable mutations - We also added option to enable/disable each mutation as needed and their effect values
Give Server owners options to enable/disable specific AIs
Give Server owners option to enable/disable random Weather
Give Server owners option to increase/decrease general growth rate
For now that is all I can talk about. See you!
Ariel - Programmer
This month I’ve been focusing most of my attention on the Diablosaurus, implementing some of its missing or unfinished abilities, fixing bugs and polishing its mechanics and animations. I also made some changes based on our internal testing, like putting them into the locked together sparring position with basically any attack if they hit each other from the front, so players can activate it without having to meet specific conditions. Diablos also have the ability to push each other if they perform a running
Source
Changelog.gg summarizes and formats this update. How we read updates.
