New Content
Carcharodontosaurus Specialization
+Added a new specialization to the Acrocanthosaurus class. The specialization is the Carcharodontosaurus +The Carcharodontosaurus uses the same skins as the Acrocanthosaurus and behaves similarly to how we implemented the Brontosaurus as a specialization of the Apatosaurus class
-All other specialization-specific stuff that we did for bronto should work for carch
+See the Balance Changes section of the patch notes for Carch's stats. Note that Acro's stats have changed as well to better-differentiate it from Carch and adjust its balance point a bit.
+Added new mechanic to Carcharodontosaurus: Voracious Roar and Voracious Bite
-The Carcharodontosaurus has Voracious Roar as an ability rather than Intimidating Roar. Voracious Roar is activated by pressing the Ability key and costs 35 Ability. When activated, yourself and all nearby group members (carch and acro only) receive a temporary buff called Voracious Roar. This buff lasts 20 seconds, then 10, then 5, and then cannot be used any longer for one minute.
-While Voracious Roar is active, attacks dealt by any player with the buff against any ungrouped player will result in receiving the Voracious Bite buff. Voracious Bite is a stacking, heal-over-time buff that lasts for a duration of time. This buff resets its timer and increases its stack count each time the player deals another successful offensive attack.
-Carcharodontosaurus, by default, receives 3 stacks of Voracious Bite each time it succeeds in making an attack while Voracious Roar is active. Acrocanthosaurus receives only 2 stacks.
-Voracious Bite's healing is reduced by bleed and hits a 50% reduction when the player has 100 bleed.
-Voracious Bite does not activate if the Carcharodontosaurus' attack struck a player who had Spiky Shield or Evasive Maneuver active
-Carch's Voracious Roar status icon now shows up above the Carch's head while it is both active and on cooldown on non-owning clients
-Note that support toggling whether or not specializations that share the same dino type can group has been added. By default, Carch an Acro will not be allowed to group with one-another on Officials due to balance concerns. This can be changed in a server's Game.ini config file if a server wishes for them to be able to group. More details are located in the Admin section of the notes.
+Carcharodontosaurus has a talent tree identical to Acrocanthosaurus, with only one difference.
+Replaced Improved Intimidating Roar with Voracious Roar on Carch
-Increases how much healing you personally receive from your Voracious Bite healing
-Increases how long the Voracious Bite Heal over Time effect lasts on your character.
-Reduces the cost and increases the duration the Voracious Roar Buff that gets put on both you and all nearby party members
-Increases how many stacks of Voracious Bite you can have going at once. Talent points increase it by two, and inherits increase it by one.
+All saved Acrocanthosaurus have received a specialization reset
+Added new Lurdu Skin: Siliquosa by Pixeldeer & Natahi4
+Added new Acro Skin: Rouge by Callie
+Added new Apato Skin: Genetic Stripe, by Valhalla
Fall Event Skins!
+For a limited time, players will be able to earn the Megaraptor Servant of Charon skin and the Tyrannosaurus Fall Decay Skin.
-The Charon skin was made by Valhalla and Croww
-The skins have a glowing, bioluminescent layer.
-The skins unlock separate equippable cosmetic overlays: Charon's Splendor for Megaraptor & Leafy Refuge for Tyrannosaurus. The unlocked overlays can go on any skin of their corresponding species.
Earning the Skins:
+To unlock the Servant of Charon and its Overlay, players need to find and collect Megaraptor-themed idols scattered around the map.
+To unlock the Fall Decay skin and its Overlay, players need to find and collect Tyrannosaurus rex-themed idols scattered around the map.
-Gathering the idols will allow the player to progress through achievements associated with earning the skins.
-The idols will be spawning on all servers and on both Life Cycle and Free Roam game modes.
-Completing the achievement on any server will unlock access to the skin and cosmetics game-wide.
Idol Collecting Tips!
- The idols will always be found on land and spawn randomly anywhere carcasses spawn.
- Both the Megaraptor Servant of Charon skin and last year's Tyrannosaurus rex Fall Decay skin are now earned by collecting idols scattered around the map and returning them to a matching deity shrine.
- Both skins require gathering 50 idols each. All idols must be gathered on the same server to complete the achievement and unlock the skin, but they can be individually gathered by different creatures or during different lives.
- Idols show up on the compass when nearby with a color themed for the deity shrine they belong to
- Turning in an idol will show achievement progress in the top-right corner of the screen
- You should also be able to view the progress you've made towards unlocking both the event skins by viewing the corresponding achievements in the achievements gallery's Limited Time Events page
QoL Changes
+Added a setting to only show friends' steam icons in player list and in group. If disabled, shows everyone's steam icons (unless profile is private, no profile picture etc.). This requires a restart to take effect.+The dawn, noon, night, deity shrine, and combat music all play on all maps now. Not just Isla Titania
+QoL: Added tooltips to the Unstuck and Unjam buttons on the Escape menu so players can see the difference between the two
+QoL: If you've fallen under the map, you can use the Unstuck button on the Escape menu to immediately be teleported to an appropriate spawn point. Additionally, when player is stuck under the ground the unjam and unstuck buttons are immediately available when opening the escape menu
+QoL: Exiting the map's playable boundary now results in the player being moved to a random spawn point appropriate for their creature rather than in a death. Certain bugs were triggering this death condition and we'd rather handle possible out of bounds bugs with something less punitive for the player.
+Minor improvements to dino shader
+Brontosaurus and Carcharodontosaurus now show up as such in combat log events, on the character stat screen, and as the default name on saved entities
Optimization
+Improved various assets on Isla Titania to improve performance+Optimization: removed shadows from small meshes on all dinos
Admin
+Added console command ClearCommandHistory that clears the history of previously used commandsGroup Config
+Admin: Servers can now configure whether or not any specific dino type allows cross-specialization groupings to occur. The default value is set to true. If configured to disallow cross-specialization groupings for a specific dino type, players with different specializations will no longer be able to group with one-another.-In order to configure this value, the CreatureLimits config value in the Game.ini file can be changed to this:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false)
-By default, Acrocanthosaurus and Carcharodontosaurus cannot group with one-another due to this config value being set to false. If servers wish for them to be able to group, the bAllowSpecializationGrouping value either needs to be set to true or it needs to be removed from this line of the config file, as it defaults to true when not specified.+Admin (public): Added support for different group caps for different specialization types in the server's Game.ini config. The syntax is like this:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false,Specialization=0)
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=3,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f,bAllowSpecializationGrouping=false,Specialization=1)
Note: Acrocanthosaurus is specialization 0, Carcharodontosaurus is specialization 1, Brontosaurus is specialization 1, Apatosaurus is specialization 0, Terrestrial Palaeophis is specialization 1, Semi-Aquatic Palaeophis is specialization 0, and Aquatic Palaeophis is specialization 2Server Manager
+Fixed a variety of UI-related Server Manager issues+The Server Manager is now compatible with controller usage
+The Server Manager should now reliably work to fetch information from the server and present it to a server admin who wishes to use it.
Mechanics Changes
+Mechanics: Bottom Walking now triggers from 50% further away from the seafloor+Mechanics: Hard-capped groups now have a growth threshold at which a player starts counting towards the cap. Previously, all players counted towards the cap regardless of growth. This allows hard-capped groups to have younger dinosaurs in their group without them counting towards the cap. By default, this value is 0.8 growth. If a player grows past 0.8 growth and that player caused the group to exceed its hard cap, they will be automatically removed from the group.
-Note, this value is in the server's config settings, and can be changed on a per-species basis. The CreatureLimits array defines this value with this syntax:
CreatureLimits=(CreatureType=EDinoType::Acrocanthosaurus,PercentAllowed=100.0f,GroupLimit=4,SoftCapStart=0.7f,SoftCapEnd=1.0f,HardCapGrowth=0.8f)
-Players should receive a notification in chat when they are removed from a group for this reason+Mechanics: Sometimes going through portals, touching foliage that has collision, or being dropped from a grab would cause the player to die. Under these circumstances, the player is now safely logged out immediately and the player's saved character is not marked as dead. Trying to fix these has been challenging, so we're making the impact of these sorts of bugs not nearly as severe for the player as well. That is the reason for this change.
+Experimental new change to Biomutations and other bioluminescent skins:
-The alpha value of the bio's color picker now drives how much of the underlying skin's colors bleed into the bio. A alpha value of 0 causes it to use the underlying color completely, whereas a value of 1 uses the color of the biomutation's color picker. A value of 1 corresponds to current public branch bios, and this setting is totally optional.
+Reduced good parent offspring sniff range and snake senses sniff range from 600m to 60m
Great Nesting Site
+The Great Nesting Site world event now disables the food and water drain increase associated with having the Survival Deity Blessing buff+Great Nesting Site and the Survival Deity Blessing now both close the gap between your current Good Parent level and 5/3 Good Parent by 50%. This effect does not stack, and having either buff will grant this effect.
+Both Great Nesting Site and the Survival Deity Blessing add one additional Good Parent beyond this effect for the purposes of talent inherit generation.
+Under all nesting circumstances, the odds of passing on inherits has been improved by 0.5 Good Parent.
+The chances of getting inherits during reincarnation has been improved slightly to simulate the effects of having 0.5 Good Parent added to this mechanic as well.
-Note that the above changes were made due to us findi ng a bug related to the Great Nesting Site world event. It was granting the effects of having 7.5 Good Parent for players that had 5/3 in the talent, resulting in players receiving better inherits in this world event than intended. Players can still get the same odds of passing inherits while under both the effects of Great Nesting Site and the Survival Deity Blessing. The improved odds, however, have just been spread around a bit more to make other avenues of nesting fairer in comparison.
-Status condition tooltips have been updated to reflect these changes.
Balance Changes
Acrocanthosaurus
+Acro's stats have been changed a bit to better-differentiate it from Carch+Acro's base sprint speed is now 785, up from 750
+Acro's base walk speed is now 535, up from 500
+Acro's base swim sprint speed is now 425, up from 400
+Acro's base size is now 1200, down from 1300
+Acro's base health is now 1050, down from 1200
+Acro's base attack damage is now 225, down from 255
+Acro's base stamina is now 70, up from 60
+Acro's base food drain rate is now 0.72, down from 0.76
+Acro's size is now 6% smaller than before
+Acro's base healing is now 24, down from 27.5
+Reduced Acro's stationary turn rate to 110, down from 125
+Reduced Acro's sprinting turn rate to 92, down from 105
+The Acro no longer deals increased damage to bleeding targets
Auroraceratops
+Increased growth rate by 35%Arganodus
+Increased growth rate by 35%Beelzebufo
+Increased Beelzebufo's healing rate by 100%Carcharodontosaurus
+Carch has a sprint speed of 755. public branch Acro is 750+Carch has a walk speed of 505. public branch Acro is 500
+Carch has a swim sprint speed of 375. public branch Acro is 400
+Carch has a swim walk speed of 280. public branch Acro is 300
+Carch has a size of 1400. public branch Acro is 1300
+Carch has a stationary turn rate of 95. public branch Acro is 125
+Carch has a sprint turn rate of 70. public branch Acro is 105
+Carch has a swim stationary turn rate of 60. public branch Acro is 85
+Carch has a swim sprint turn rate of 40. public branch Acro is 55
+Carch has a base attack damage of 290. public branch Acro is 255
+Carch has 55 base stamina. public branch Acro has 60
+Carch has 1600 base health. public branch Acro has 1200
+Carch has a food drain rate of 0.65. public branch Acro is 0.76
+Carch sitting and standing transition animations play 20% slower than public branch Acro
+Carch is 10% larger than public branch Acro
+Carch's healing rate is 20% less than public branch Acro
+Carch's bite cooldown is 1.25 seconds, up from Acro's 1.2
+Carch's bite AP cost is 13, up from Acro's 12
+Increased Carch's max food to 125, up from Acro's 100
+Carch deals 40% less bleed damage baseline
+Reduced how bendy Carch's spine is when it's looking left and right by about 30%
+The Carch does not deal increased damage to bleeding targets
+Carch's growth rate is now equal to that of rex
Coahuilaceratops
+Balance: Coah now has a small jump similar to Saichania's. It costs 20 Stamina.+Balance: Added a new mechanic to Coahuilaceratops. Each time it is hit from the front, it receives a stack of Active Defense. Active Defense, baseline, reduces damage by 7.5%. This can be improved by the talent Hardened Shield. Active Defense can stack up to 5 times, and behaves much like Frenzy. It lasts 20 seconds, and the timer for its expiration resets each time the Coahuilaceratops takes damage from the front. The stacking is multiplicative, meaning 5 stacks grants 0.925^5 damage reduction, not 1 - 0.075*5. This mechanic only activates if the Coah is either stationary or crouched.
+Balance: Added Hardened Shield as new talent to the S3.1 socket in Coah's talent tree. It improves the effectiveness of stacks of Active Defense.
+Balance: There is no longer a cap on how much comfort can be lost from a Coahuilaceratops' intimidation
Malawania
+Increased the playable Malawania's dart speed multiplier to 3, up from 2+Increased Malawania Archerfish knockback by 100%
Oryctodromeus
+Ory's food and water drain rate now reduces by 50% while in a burrowPalaeophis
+Reduced the Venom and Ability cost of Venom Spit to 17.5, down from 25+Increased Venom Spit baseline range by 43%
+Increased Venom Spit baseline blind duration by 43%
+Reduced the effectiveness of the Venom Spitter talent by 50%. At 5/3, the effect is identical to before with the above-mentioned buffs.
+Balance: Increased Aquatic Palaeophis' food drain rate to 0.75, up from 0.54
+Balance: Increased AP cost of Palaeophis' bite attack to 10, up from 5
Bug Fixes
+Fixed: Severe memory leak related to the recently fixed Steam group and player list icons+Fixed: Nested skins very frequently having very low layer counts and lacking complexity
+Fixed: Semi-Aquatics now receive water satiation from eating coconuts
+Fixed: Semi-Aquatic and Terrestrial Palaeophis abandoned eggs now spawn on land and with not-empty water
+Fixed: Aquatic Palaeophis eggs now properly grant live birth to the player when taken
+Fixed: Aquatics no longer deal reduced damage when lower on oxygen. This was especially apparent when playing Life Cycle and at larger growths
+Fixed: Palaeo meat food icon should no longer turn into fish food icon after graphic or HUD settings are changed
+Fixed: Grabbing a creature and then turning elusive no longer turns the grabbed creature elusive
+Fixed: Player list HUD elements load up properly when it's opened through save selection before spawning as any creature yet
+Fixed: The Auto-Resurrection server setting and Death's Blessing world event should no longer sometimes fail to resurrect players after they die
+Fixed: Player list in the creature select menu no longer results a blank screen
+Fixed: Pressing escape in player list in the creature select menu closes player list and opens up creature select menu
+Fixed: Hatchling palaeo no longer gets jammed after hatching while at the same time aquatic mother is holding a gore
+Fixed: Korean and Japanese glyphs now show up properly in chat
+Fixed: The prompt that informs you what foliage object you ate to get sick no longer says you got sick from eating a "None" under certain circumstances
+Fixed: Using portals should no longer fling the player across the map at very high speeds under certain circumstances
+Fixed: Successfully reincarnating or resurrecting dead dino now unselects the dino such that the player is no longer able to resurrect the creature again and again causing it's growth to get smaller
+Fixed: After reincarnation the spawn or creature new button no longer select a random slot in the saved creature list and instead player needs to click a creature or empty slot first before the button reactivates
+Fixed: Creatures with elusiveness should no longer turn completely invisible when it's hit by para's or malawania's ability
+Fixed: Acro can no longer spam intimidating roar ability on a creature that already has intimidating roar debuff, resulting in wasted AP
+Fixed: Egg Carcasses should no longer cause excess server log spam
+Fixed: Abandoned egg nests will now properly get destroyed from attack instead of staying on the map and causing particle effects every time player attacked the abandoned egg
+Fixed: Division by zero log spam should no longer happen when player has no points in stamina improvement or health improvement or forager
+Fixed: Palaeo can now forfeit duels through emote wheel without looking at the creature it's dueling with
+Fixed: Velociraptor no longer loses the ability to climb at high growths, and adjusted velociraptor's climbing speed so it won't slip off from climbable surfaces as easily at high growths
+Fixed: Hatchling's or egg's POV no longer switches to palaeo's POV after it has been dropped by palaeo and then someone else picks the player up again
+Fixed: Safely logging out to main menu or to quit game should save the creature as reliably as safely going back to save selection screen
+Fixed: Creatures with elusiveness should no longer turn completely invisible when it's hit highlight ability like acro roar
+Fixed: Various issues on Isla Titania
+Fixed: Force respawning while in the death animation no longer causes the dino to perma die on auto revive servers or on deaths blessing event
+Fixed: Palaeo picking up other players should no longer result the picked up character's camera to get stuck on palaeo
+Fixed: Wiehenavator is no called Megalosaurus in character / O-menu
+Fixed: Lurdu uses its falling animation and no longer loops its jump animation when it jumps from a high place
+Fixed: First play tutorial window now properly closes with escape key
+Fixed: Ichthy's distress, pain grunt, and death sounds no longer play faster when at lower growths and instead properly play their juvenile variants at the proper speed
+Fixed: Aquatic palaeo should no longer spawn on land after resurrecting or reincarnation
+Fixed: Juvenile calls no longer play for adult creatures when the player making the call is out of render distance
+Fixed: The Father's specialization now shows up properly in the egg select screen instead of always being a copy of the mother's specialization
+Fixed: Nvidia GTX 900-series and older GPUs use system RAM in addition to their VRAM to load dino textures properly on Titania
+Fixed: Abandoned eggs now sort into separate categories based on egg specialization
+Fixed: Eggs now show their specialization name properly in the character stat ui
+Fixed: The Great Nesting Site world event now properly closes the gap between the player's current level of Good Parent and 5/3 Good Parent for the purposes of generating egg inherits.
-Note that Great Nesting Site was previously able to combine with Good Parent and exceed the effectiveness of having 5/3 Good Parent in regards to inherit generation. It was never our intention to allow this mechanic to exceed what players could normally obtain through other gameplay means such as reincarnation or regular nesting. We've decided to fix this bug, making it such that 5/3 Good Parent presents the best possible odds you can get to pass inherits onto your hatchlings.
+Fixed: Archelon can now earn its elder eyes
GPU Crashes
Possible fix for various GPU related crashes:+Maybe Fixed: D3D12 async crash should no longer happen
+Maybe Fixed: D3D11 and D3D12 command queue crash should no longer happen
+Maybe Fixed: RHI command parallel crash should no longer happen
+Maybe Fixed: D3D12RHI Sync Threshold Reached crash should no longer happen
+Maybe Fixed: DXGI_ERROR_DEVICE_REMOVED and DXGI_ERROR_DEVICE_HUNG should happen less
Volcano Bay
+Fixed: Volcano Bay should no longer spam tile limit reached in the log+Fixed: AI should work properly in Volcano Bay
Thank you to the Beasts of Bermuda QA Team for providing the above featured screenshots.
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