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  1. Filipe - Lead ProgrammerThis month I focused on refining the Rex’s crush ability and the new throw it has, which is linked to crush but not exclusive to it. The grapple ability is still receiving some updates, which now is mainly for balance as the grapple values need to align with the entire roster but we have massively different animal weights. We added a new open corpse ability with new animations, included in the current Hordetest. This ability is triggered by tapping “E” three times near a corpse to access the organs, replacing the previously unreliable method of biting a corpse open. The skin creator has received some visual improvements, including a “Hide UI” button and some resolution fixes. Chat has also received a minor UI update. Additionally, we finalized the Mass Migration code, updated Mutations and made improvements to vocals. As always, there were the usual bug fixes and small enhancements to server performance. Amarok - ProgrammerOver the last month, I have been focused on enhancing our backend systems for better scaling and testing to improve our workflows. Our official servers are also now more evenly distributed across each region. Additionally, I have implemented numerous quality of life improvements to the UI, Rcon, and AI systems. Notably, new Rcon commands have been added, which will be added to ReadMe configs coming during HordeTesting. These commands allow for real-time modification of the server configuration and include the following: Whitelist enable/disable Add/Remove whitelist id’s Toggling AI on/off Setting Disallowed AI Classes Setting the AI density Toggling global chat on/off Toggling humans on/offWe are currently testing Psittacosaurus AI along with a new ability for all carnivores to dig at burrows. Exciting changes are also on the horizon for how players detect animal AI. While I won't reveal too much just yet, it's been noted that AI can be difficult to find even when abundant; they're simply hard to see or notice. The upcoming changes aim to make detecting them much easier, though catching them will still pose a challenge. I made a small change to the pre-lobby character display in the server browser to reduce confusion. Now, it displays the character status. This indicates the last known state of your playable character, if unknown it may have died while you were logged off. Safe logging will prevent this uncertainty. I have also been working on the Hordetesting patch, preparing it along with some hotfixes from our last release. I’ll leave it at that for now and hope you enjoy the new updates, especially the Diabloceratops! Ariel - ProgrammerMuch of the month was spent preparing for the hordetest, this includes bug fixes, polishing, double checking everything. Unfortunately sparring didn’t make it into the first release, there’s still some adjustments we want to make. I also ended up having to rework how some of the movement speeds are set up related to fractures. Previously, they consistently related to the standard speeds, but we wanted to give the gallimimus a new, faster trot, while keeping the existing fractured speeds. This required several background changes, but it should now give us more flexibility in the future. I also worked on some features that will be coming out a bit later such as the carnotaurus updates. VisualTech48 - Environmental ArtistThings have not been idle at all this month. I’ve finally created some new cool kits, first of which is the scaffolding kit. Featuring a lot of parts and “quick” connections it's quite simple yet can make any part as a construction site for a future building. Alongside that I’ve simulated the tarps for the kit and textured them semi-modular, meaning we can put various colors and shapes based on desire. There are new habitation enclosures which will be featured soon in the game that also have part of their kit extended to other areas of the island. They will have several types of entries, including your standard human access points of doors and a large bulkhead that will connect to the GUTS. The shapes and the fence itself has gotten to a steady point and you can already see where some locations will be able to connect into others. Wedge - Sound DesignerA majority of this month has been focused on our investigation into the audio related Fatal error. I have worked on multiple leads that could have contributed but unfortunately did not result in the fix we were looking for, although this has led to some improvements in memory usage of audio and improvements across some other minor issues. We have two more solutions we will be looking into over the course of the hordetest to narrow down the cause of this crash. I have also put a lot more time into Tyrannosaurus’ vocal sounds – mostly on its calls and attacks, as well as concepting some classified sounds to establish its vocal palette when not performing the quintessential roars and screams. With the Tyrannosaurus being so iconic as more of its vocal palette is created sounds are likely to be iterated on to make sure its entire set of vocal sounds are cohesive yet diverse and really selling the terrifying characteristic we want it to portray. I also designed new vocal sounds for Stegosaurus’ power swing mechanic, including a threatening roar display that plays on entering the stance initially, the roar includes slightly higher groans and raspier roars, emphasizing the strain put into vocalizing this threatening sound. This differentiates it from the warning of the threaten call, that this is a promise for its opponent it will not end well for them if they come near. In addition there are vocal sounds for the stationary swing, moving ‘power’ swing and a short vocal sound that plays on exiting the stance. These cues help not only to give weight and might to the attack but help audibly telegraph this creature’s actions during this mechanic, and display its most aggressive demeanor. A new sound for the whip of its tail has been added, replacing the half-hearted sound that existed previously. During the moving attack this sound is lower in pitch and has more low frequencies to convey the mass being put into this heavy attack whereas the stationary swing has a snappier whip-like quality to it. Finally, I also worked on some smaller additions and bug fixes, adding sounds to the new open body animations and tweaking Diablo’s audio and fixing any bugs for the horde test. Bryan - AnimatorBeen working on this sparring stuff, a whole lot of new animations to fill in sparring actions and of course revisions to make the existing animations really pop now that we’re able to get in the game and really start knocking heads together. Like, “What if I ran up behind you and shoved you off a cliff?” kind of stuff. We know some of you are going to be doing that stuff, don’t pretend we don’t know. You know who you are. On top of that, Maia has a new suite of locomotion animations, both for bipedal and quadrupedal movement, I’m sure there’s a few veteran Islanders out there who remember a certain large Hadrosaur who had a similar ability to toggle between locomotion styles. But with those out of the way, I’ve been working on the Tyrannosaur animations again. I mean, what DOES happen when you bite a Ceratopsian in the face anyway? hypno - QA LeadWith the first pass of the mutations entering hordetesting, I would like to take this opportunity to encourage you all to leave as much feedback as possible on the system. Which aspects of it do you like and which do you dislike? Now is the best time to get your thoughts down for us, as I’ll be frequenting the feedback channels in Discord throughout the course of this hordetest. That all being said, we are still far from finished with this system. We have plans to introduce additional mutations, including some that weren’t quite ready for this pass that are almost complete. On top of this, there are plans to introduce species-specific mutations – one of my favorite ideas so far is an enhanced Hypsilophodon spit attack that causes different effects to happen to your target based on the type of food you had eaten recently. Nesting will also be taking full advantage of the Mutations System - your offspring will take on your mutations in some capacity and there will be selectable mutations that benefit parenting. The finer details of this requires further discussion before I can give any more details on that. On another note, I hope you guys are enjoying the Diabloceratops as much as I have been! There are some adjustments still yet to be made to get it feeling even better but it sure is good to have another species in your hands. As Ariel stated, sparring still has a bit of work to go as it is a complex system that will also involve other species that can interact with it. Here’s another strange issue that started happening with it in QA testing: Thankfully, this is fixed already, so we’re yet another step closer to introducing its special ability before releasing the update to the evrima branch. Finally, I have seen a few people asking where the Psittacosaurus AI is. Unfortunately, this little guy has been causing even further issues for us in QA, resulting in crashes when it is approached. It was decided that it would be taken out for the first release to hordetest but is still very much planned to be in the final release of this update. KissenKitten - ProducerThe rest of the team has primarily covered the broad strokes of what we’ve been up to this month. There’s going to be new stuff showing up seemingly randomly almost everywhere. From new locations to animations, polishing of movements, mechanic adjustments, nightvision changes etc. There are openbody animations in hordetesting that replace the temp bites that were previously used as a bandaid for the feature and the gallimimus and stegosaurus have new content as well as the addition of diabloceratops. Content subject to change as always. Grapple hasn’t quite made it into the hordetest just yet but I think it will be on its way soon. When it gets into your hands, gather an omniraptor pack and start punching up. The feature aims to ensure size and strength alone do not make an animal impervious to a persistent and coordinated pack effort. Stegosaurus and diabloceratops are formidable opponents but will have reason to fear barks in the distance. Bring it down! The maiasaura is coming along nicely and is almost animation complete pending some fixes and adjustments. It should enter the roster rather smoothly comparative to others of the past. The entire animation team has gained most of the knowledge they need from myself and Bryan to be able to tackle anything I throw at them which allows us to have a laser focus on specific species. We were juggling about 5 animals at once to make sure everyone could get some hands-on experience with different body types, style of animation, characterization etc and by golly I think they’ve got it! Once we’re done with the tyrannosaurus and triceratops sparring, the animation team will really break into our stride. We’ve already been cooking up some stuff I think you’ll enjoy. Buuuuut I can’t share yet. Typical right? That’s pretty much it this month. The first iteration of sparring should also be on its way pending some adjustments before and after reaching you but until then, hop onto the hordetest and toss some feedback our way. Be kind even when you’re killing and eating each other. View the full article
  2. Hey Hunters, How’s the hunting? We’re just swinging by to share the great news that Monster Hunter Rise has now sold more than 15 million copies worldwide, with its massive Sunbreak expansion also hitting 8 million sales! To mark the occasion, the team have put together some special artwork they’d like to share: We’d like to give a big shout out to you, our PC hunters here on Steam, thank you all so much for playing and supporting Monster Hunter Rise and Sunbreak, you rock! Oh, and this new milestone? That’s contributed to a truly monstrous milestone for the Monster Hunter series as a whole… Monster Hunter has now sold over 100 million units worldwide! 100 million, what a milestone! Thank you to everyone for your support over the last 20 years. Monster Hunter Stories arrives June 14! We’ve got a bit of time before 2025, so in the meantime how about you discover what it means to be a Monster Rider? Monster Hunter Stories, our Monster Hunter RPG where you hatch, raise and battle with your favourite monsties as part of an epic adventure lands on Steam June 14. Instead of hunting monsters, you can pick out some of your favourites to instead fight alongside as companions in tactical turn-based battles! But wait, there’s more, the Steam release includes refined graphics, a new Museum mode and content previously only released in Japan that includes Rajang, Teostra and Kushala Daora! If you like the sound of that, you can find out more, Wishlist and / or drop a pre-purchase here: https://store.steampowered.com/app/2356560/Monster_Hunter_Stories/ That wraps up today’s post! Here’s to you, our hunters of safeguard Kamura and clash with the Qurio! We’ll see you in the hunt. - Monster Hunter Community Team View the full article
  3. Hey Islanders, Thank you to everyone who participated in our recent hordetest, we're now pushing our latest build to the Evrima Public Branch! As mentioned in an earlier Discord announcement, for this patch, we'll be experimenting with a new server variant based on feedback gathered from our recent Hordetest. These servers will support higher playercounts of 150 without AI, and are based in both NA and EU regions. Initially there will only be two servers of this extra type available, but we will spin up additional servers of this variant as necessary and will remain available for as long as player interest dictates. Please note; Our regular 100 slot AI enabled servers will still be available alongside the experimental ones. Additionally, here's an example Game.ini for server owners to utilize the latest server functionality. [/script/theisle.tigamestatebase] AdminsSteamIDs="Admin steam ID here" AdminsSteamIDs="Admin steam ID here" WhitelistIDs="White list steam ID here" - needs to be enabled in the GameSession below, keep this empty if whitelist is disabled WhitelistIDs="White list steam ID here" AllowedClasses=Dryosaurus - List of all enabled classes - can also be managed in Admin Panel in real time AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus AllowedClasses=Stegosaurus AllowedClasses=Tenontosaurus AllowedClasses=Carnotaurus AllowedClasses=Ceratosaurus AllowedClasses=Deinosuchus AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus [/script/theisle.tigamesession] ServerName="Server name here" MaxPlayerCount=100 bQueueEnabled=true bServerPassword=false ServerPassword="password here" bRconEnabled=true RconPassword="password here" bServerDynamicWeather=true ServerDayLengthMinutes=45 - Set in minutes ServerNightLengthMinutes=20 - Set in minutes bServerWhitelist=false - Add whitelist steam ids in GameStateBase section above bEnableGlobalChat=false bSpawnAI=true AISpawnInterval=40 - Set in seconds (how frequente it checks to Spawn new AIs) DisallowedAIClasses=Compsognathus - Add the names of each AI class that should be disabled, one line for each DisallowedAIClasses=Pterodactylus bEnableMigration=true MaxMigrationTime=5400 - Set in seconds - how frequent migration zones change GrowthMultiplier=1 - Universal multiplier for growth, putting this number too high will stop it to work (stay below ~40) [/script/engine.gamesession] MaxPlayers=100 0.14.28.61 Additions: - Added DLSS (NVidia) and FSR (AMD) - Added Skin Creator to the Main Menu - Added Previous and Next buttons for generated skins - Re-enabled aerial directional attacks for troodon and omniraptor - Added Global Chat as a server option (Disabled by default) - Added Growth Multiplier as a server option - Added customization for disabling specific AI to server options - Added AI Density as a server option - Added new /unstuck chat command (has a 90 minute cooldown, can´t be used near other players) - Damage now cancels eat/drink - New breath sounds for small animals - Setup separate medium and small crouch footstep sounds - Re-enabled interactive foliage since UE5 update (Enable/Disable available in settings) - Re-enabled low option for shadows - Added juvenile AI - Added new opacity check for smaller animals to see around themselves in grass - Added Ceratosaurus Manual Vomit - Added new Dryo primary attack sound - Added Pattern C to some species (more to come) Enhancements: - Updated basic attack cooldowns - Adjusted some spawn zone sizes and added a couple more zones for Deinosuchus/Beipiaosaurus - Prevented rain drops from being visible underwater when breaking the surface of watersources - Updated bucking cost math to take into account juvenile pouncers - Map updates and fixes - Improved corpse physics visual and performance - Improved weather lighting during certain weather conditions - Reduced chance for certain weather conditions - Dilophosaurus hallucinations can now be used against AI - Troodon idle camera has been raised - Various VFX improvements - Deinosuchus lunge ability can now drag bigger targets if they are swimming - AI behavior improvements - Increased camera lock angle (total 90º) for when eating/drinking - Moved Deinosuchus spawners to water only - Scavenger AI no longer appear instantly when a corpse is created - Updated carnivore diets - Improvements to spectator mode - Several sounds/music volume improvements - Bees now play the pulse audio for large and small targets - Made schooling fish smaller when caught by beipi - Herbivores/omnivores can now scent while moving - Players can now scent when carrying objects - Adjustments to pounce to avoid various issues with slopes and camera pitch angle - Allow Pounce to work when attacking back of target - Adjustments to Fall damage - Made thrashing a corpse easier to trigger - Made "Perfect Diet" UI status to only showing up if Tier 6 - Various improvements to when eye shine shows on an animal - Imported new pachy trot animations - Increased pachy trot speed - Increased herrerasaurus drop attack hit size - Pounce adjustment to avoid latency issues when a nearby target is already hit - Adjusted mouse sensitivty min/max to better range - Allow juveniles to also see diets listed for migration zone - Increased omniraptor and troodon leg health - Held food will now be dropped during the pachycephalosaurus ram instead of blocking the ability - Reduced volume of open sound in profile menu - Underwater NV should now function more consistently - Adjustments to AI spawn rate - Disabled Humans - Adjusted the trot and sprint steps non spatialised radius for small dinosaurs - Adjusted ceratosaurus manual vomit to deplete only 20% of hunger/thirst and nutrients - Removed seeing unnecessary hints when underwater - Gave Herrera underwater Night Vision - Reduced stormy weather volume - Rendering updates for performance - Chat performance improvements - Grazing hint will now only display when hunger is below 20% Fixes: - Organs should now despawn - Constant fog should no longer exist - Fixed an issue where issuing a manual ban would kick the last player who joined - Juvenile deinosuchus can now grab schooling fish - Fixes to corpse interactions near water - Fixed nutrient slots not filling for juveniles during certain conditions - Fixed deinosuchus corpse thrash not working in water - Fixed issue that caused players to sometimes spawn in a tree or rock - Fixed AI corpses despawning too soon - Fixed impact animations sometimes not playing for all clients - Fixed ceratosaurus threaten call sometimes getting cutoff. - Fixed walk/crouch footstep audio sometimes playing footstep trot audio - Fixed charge damage not being reset - Setting weather with the admin panel will no longer cause undesired abrupt weather changes - Fixed juvenile dilophosaurus grab montage repeating - Fixed water splash sometimes not triggering - Fixed lunge shake slide - Fixed random footstep in Hypsi slide - Fixed audio issues with deinosuchus juvenile lunge body impact - Fix to Physics Door replication when a new player appears - Fixed effects on rabbit burrows - Removed holes in the ceiba tree - Fixed pteranodon snapping towards walls when holding RMB while jumping - Fixed beipiaosaurus underwater directional attack animation - Fixed camera rotation with UI open - Ptera no longer uses stamina when aerial diving - Fixed stamina consumption at certain water depths - Fixed pteranodon running takeoff not working - Fixed courting when flying/falling/jumping - Fixed boars sometimes ignoring targets they can detect - Fixed AI sometimes spawning under map - Fixed pounce recovery causing some animal AI to begin sliding - Fixes to chicken sound attenuation - Fixed deinosuchus lunge sound attenuation - Fixed collision with the watchtower mesh - Fixed turtle making noise when killed by pounce then dragged - Fixed recoil animation not playing when lunged if too close - Fixed herrerasaurus fall damage - Fixed deinosuchus rotation while thrashing a corpse - Fixed pteranodon animation going from crash recovery to crash landed - Fixed effects not requiring a game restart when changed - Fixed F6 toggling gameplay settings - Fixed incorrect attentuation for various animal idles - Fixed scalability settings not properly setting - Fixed a check with interactable objects so players no longer have move away and reposition to update - Fix to some audio sounding off centre - Fixed fish dying due to lack of oxygen - Fixed bones not giving nutrients to ceratosaurus - Fixed diet screen UI not showing herrerasaurus and dilophosaurus - Fixed an issue when dragging organs - Fixed getting stuck in hatch animation - Fixed an issue with skeleton physics - Fix to organs disappearing and appearing again after swallow - Fixed fast moving clouds - Fixed AI dying from dehydration or starvation - Fixed moving scent animations - Fixed hatchling pachycephalosaurus attract vocal using incorrect sounds - Fixed being unable to scent while carrying something - Fixed gore sometimes becoming stuck to the character's face after interaction - Fixed underwater night vision post process not respecting the river water line - Fixed Goat AI pinned/swimming/idle animations - Fixed dilophosaurus crouch animation - Fixed Tenontosaurus 180 directional attack vocal playing twice - Fixed deinosuchus underwater vision range not properly scaling with growth - Fixed lunged players not losing oxygen properly - Fixed server crash caused by courting - Fixed an issue causing the Day/Night Cycle to speed up - Fixed herrerasaurus fall damage scale (reduced) - Fixed some AI movement issues - Fixed hypsi blind not cleaning off automaticallyView the full article
  4. Filipe - Lead ProgrammerHello everyone. This month I don't have much to say that you guys don't know already. For the most part, it was a busy Hordetesting month. If you have been following you know we released a lot of bug fixes and quality of life changes. We also managed to stress test the server and noticed some performance caused by the nuances of some AI’s logic and the navmesh. The good news is that when testing only player capabilities, we managed to reach 140/150 slots with a stable server, no hitches and no rubberbanding, which is great even without AI. It means we are doing it right and all the changes and improvements being implemented so far are giving us results and we can continue working more on that front. Besides all that, work continued as normal with several tests and experimentations on the burrowing side. I know I mentioned this before, but this stage of deciding what to do and how to burrow is important. There are pros and cons in all systems that we tried, but we need to be sure what is going to be done in regards to scalability of the system, how fun it is, replication and of course, performance on both client and server. There has also been lots of progress on the Tyrannosaurus, especially the crush ability and all the possible situations it can trigger. Hopefully that will be finished soon so I can move to the next mechanics designed for it. Migrations. The current method known as “Species Migration” calls all players of a species to a specific zone and will be reduced in frequency. There will be a rare “Mass Migration” event which is similar to species migration, but this affects an entire server. There are also individual “Patrols” which more commonly affect individual players and their groups to keep players moving around organically. This should allow for better interactions, more time for exploration, and server configurations. This will have server config tweaking (or you can turn the whole system off). Work continues as normal. Stay safe! Ariel - ProgrammerThis month I kept working on diablo, which mostly involved bug fixes and some background changes to make the sparring interactions more stable across clients. I also added a slightly different version of the primary attack that is triggered when standing in place, looking downwards and pressing LMB. I also made some progress on the stego’s power swing ability. One of the hurdles I ran into was the tail swing, for example making contact with another dinosaur’s tail before hitting its body. This would result in dealing damage based on only the tail hit, which of course had to be fixed. I looked at a few different approaches, but in the end found one that gives the result you’d expect and can be applied to other attacks as well. The carno’s charge had some similar issues in the past, but now I was able to apply the new system to improve it. Some other abilities might benefit as well, but it’s generally not as noticeable on most of them. All in all the ability is coming along nicely, just needs some finishing touches, testing and balancing and it should be good to go. I’ve also been hard at work fixing various bugs, both for the upcoming update and smaller ones that will make their way on the live branch later so they have time to be tested to make sure they don’t break something else. One more change I’ve managed is setting up the moving scent for the herbivores. Their animations had to be set up and we took this opportunity to also change the animation system a little to prevent some of the odd head bobbing they were doing. That’s really it for this month, I hope all of you are enjoying the game while we’re wrapping this update up. VisualTech48 - Environmental ArtistThis month was adjusting some performance issues on older props. These are mostly quality of life improvements and carefully curated changes to the props and in a few rare cases, a recreation. There is also the addition of three new pieces to the environment, some of which will begin referencing some of the more obscure props that have been made primarily for lore. First was the weapons locker built around the weapons you can find on the island. It’s a simple half-modular system that has been a blast to make. Unfortunately, no guns can be found in them yet. The new buoy will soon be dotting along the bays and other areas of the island, solar powered but most definitely not transmitting anything. In fact, forget they were there at all. Many of Apollo’s machines run on fuel. These gas pumps can be found in all refueling areas. Make sure that you have your keycard or the system won’t work. That is it for now, see you next month! Frederic - 2D/3D ArtistLong time no see. I hope you’ve been enjoying the skin system because we’ve been cooking up some more that you’ll all be able to have fun with soon. We’ve been working for a while now on making tertiary skins to add to our playable roster, trying to make new and exciting patterns for you to bedazzle and show off to your groupmates, enemies, and other island inhabitants. And by we, I mean not just Tapwing and I, but we also recently brought back some previous talent to help with all these skins: The vastly talented artist, Marty. We hope you enjoy the sneak peek to some of the tertiary patterns below: Bonus: “It's great to be back painting new patterns for people to enjoy in game. It was a lot of fun back then and it's just as much fun now to see others put their own spin on them with the color system.” – Marty hypno - QA LeadThis month QA’s focus has once again been on bug testing the QoL patch, making use of all of the community bug reports that have been sent in so far. Thank you very much to those of you who have been providing those and feedback on our horde testing branch! That being said, when we have been testing the new content for our upcoming Diabloceratops update, we have been running into some very strange issues. You may have remembered from my last post about the stretching Psittacosaurus - well, please give a warm welcome to the stretching deer! Seriously though, it seems that AI has moved on from flying and stretching is the new thing… because the boar did it too. We found that it’s possible to cling to a rabbit until it enters a burrow. We also found out that it is a mistake: Beipiaosaurus has developed quite a rash since the last update. Zombie dinosaurs are not a thing. And Diabloceratops was throwing people around with its mind for a while there: Thankfully, I can confirm that all of the aforementioned issues were fixed and since then we’ve made some really great progress towards this update. Diabloceratops’ sparring mechanic is still undergoing some fairly large work including animation and stat refinements. Once that is complete then we’ll be able to get it into your hands. I wanted to take the rest of this blog to cover some of the larger gameplay concerns that haven’t been addressed for a little while and to quickly go over some other information. We are aware that a large majority of Gateway is still under-utilized by players and looking at solutions for this. Filipe’s section covers the expansion of the migration system which should help in that regard, but it should also be noted that some of these areas have been internally dedicated as being more human-focused and purposely left untouched for now. Comparatively, some areas in Gateway still remain to be hotspots (I’m looking at you East Plains) that will have further adjustments made to deal with their issues. Mutations are mostly done now and their balance has been adjusted. These will need to be tested in a larger scale environment to get a better idea of how they will play out – I expect this to be introduced in the horde test after the upcoming public patch. Eating has always been finicky in Evrima due to ragdolls not replicating to each client correctly. There have been some internal discussions on how this can be improved. One idea that we’re considering is allowing more leniency on the area a corpse can be interacted with and even making the player’s character automatically walk over to where the server believes the corpse to be, and begin eating it. With something like this, gone are the days of having to wiggle until you find the sweet spot that lets you eat from a corpse. Much like how we will be introducing the global growth modifier for server owners, we are currently discussing the possibility of adding other modifiers (such as adjusting health/stamina/nutrient etc) regen rates to further customize your experiences. Mega/mix packing is something that still unfortunately affects most servers that do not impose rules. We have been discussing a solution internally that can’t quite yet be discussed but should be known is being looked into thoroughly. There are various minor improvements to existing systems in the works. A fair number of players had difficulties thrashing corpses, so tweaks are in the works for things like that. (Tapping E three times to open the corpse, for example.)Lastly, thank you to those who read my post last month and applied for a position on the QA team. Applications have now been read and those that were successful have been reached out to. If you were not successful this time, please do not hesitate to apply again in the future. KissenKitten - ProducerGonna be short and sweet. Thank you to everyone that helped us during hordetesting! I think most of the team has covered the bulk of what we’ve been up to. For myself, while hordetesting has been underway, I’ve been bringing in some new talent. The animation team has grown yet again to more than half a dozen strong now. Which is going to assist greatly in pumping out more playables. Since we all know that’s what everyone really wants. Can’t say I blame you at this point. There are also going to be some map additions added in here and there that you should be looking out for. One area in particular is known to be a breeding ground for a select species. Overall this month has just been a lot of bug fixes and testing. Nothing too exciting by our standards. Mutations, migration expansion, tertiary skins, sound traps, expanded AI creatures, diabloceratops, tyrannosaurus, triceratops, maiasaura, pteranodon, gallimimus, stegosaurus, omniraptor, humans and more are in unequal parts being worked on to provide you with an ever richer experience in the game. I’m very curious to see what server owners do with the expanded controls though. Lets see which of you out there can create the best ecosystems. That’s all for now. Hopefully we’ll do a bit of show and tell soon. No promises though. Be good to each other! View the full article
  5. Spring Event SkinFor a limited time, players will be able to unlock and earn the Archelon Skal Spring Event skin. The skin has two separate bioluminescent regions, one on the body and one on the shell. This skin comes with two equippable cosmetic items that can be added on top of any Archelon skin: 1. A pink algae overlay with barnacles. 2. A coral growth mesh item for Archelon's shell. Both cosmetics (plus the event skin) can be equipped at the same time. The pink algae overlay cannot be used simultaneously with other texture overlays such as the Archelon Supporter Warpaint Overlay. The coral growth, however, can be used simultaneously with overlay-type cosmetics. Changes to Event Rewards UnlockingIn order to unlock the Archelon skin and its associated equippables, players must grow to 2.0 on a Life Cycle server. This skin will unlock on a per-server basis unless the skin is earned on an Official server. This means players have the option of earning the skin on a server of their choice, or earning the skin game-wide if unlocked on any Official Life Cycle server. This is to ensure game-wide unlocking is earned on a consistent difficulty and to improve the security of player rewards data. You will also be able to earn last year’s Spring Event skin: Spring Guardian Apatosaurus! This skin requires unlocking by growing an Apatosaurus to 2.0 Growth on Life Cycle Mechanics Changes+Mechanics: Slightly adjusted the food drain rates of most creatures to better-balance their relative performances in Life Cycle +Mechanics: Deity pledges and deity blessings are no longer removed upon death +Mechanics: The Wiehen's identify ability now shows armor next to health if it is relevant +Mechanics: Tendon Tear can no longer be applied to members of your own group Balance Changes+Balance: Velociraptor, Apatosaurus, Kronosaurus, and Archelon now incurr less weight when picking up inanimate objects +Balance: Increased AI Frog and Auroraceratops carcass drop sizes by 50% Acrocanthosaurus+Balance: Acro's Intimidating Roar effect is no longer stronger or weaker based on its size compared to the size of its target +Balance: Reduced Acro's jump Stamina cost to 15, down from 32 Archelon+Balance: Increased the amount of Ability and Stamina damage received when hitting the Archelon's shell counter ability by 25% +Balance: Reduced Archelon's Ability drain rate by 50% while it is holding its charged bite attack +Balance: Tough Stomach is now in Archelon's survival talent slot 1.2, replacing Weather Resistance +Balance: Forager is now in Archelon's survival talent slot 2.2, replacing Tough Stomach +Balance: Hard-Headed is now in Archelon's survival talent slot 3.1, replacing Forager Coahuilaceratops+Balance: Increased Coahuilaceratops' stationary turn rate to 95, up from 85 +Balance: Increased Coahuilaceratops' sprint turn rate to 60, up from 55 Ichthyovenator+Balance: Reduced Ichthy's base health to 750, down from 850 +Balance: Reduced Ichthy's base primary attack damage to 95, dowm from 110 +Balance: Reduced Ichthy's secondary attack base damage to 125, down from 140 Oryctodromeus+Balance: Increased Oryctodromeus' breath bar time by 50% Velociraptor+Balance: Increased Velociraptor's swim walk and swim sprint speed by 33% +Balance: Increased Velociraptor's coiled jump power by 15% +Balance: Velociraptor is now immune to fall damage +Balance: Increased max player carry weight of velo by 25%, making it easier to grab group members and enemy players +Balance: Increased Velociraptor's breath time by 50% Bug Fixes+Fixed: mesh holes in Acrocanthosaurus model. This has resulted in some minor changes to the model. +Fixed: Mosasaurus' Ice Blight, Tyrannosaurus' Fall Decay, and Lurdusaurus' WaveRider, seasonal event skins should now mix properly when nesting +Fixed: The Archelon is now oriented properly in the main menu's creature editor +Fixed: The Tyrannosaurus rex no longer plays the idle2 animation while in the main menu creature editor, which caused an issue +Fixed: Counter now properly reflects secondary damage types back at the attacker Additional Patchnote LocalizationsAfrikaansView the full article
  6. FTessaro - Lead ProgrammerThis 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 rateFor now that is all I can talk about. See you! Ariel - ProgrammerThis 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 attack from the side, this was now expanded upon so that players can chain this into a flip attack or the pushed Diablo can also defend itself now. I also added a new attack which can be activated when looking to the side or behind you in sparring mode. This works similarly to directional attacks, hitting in the direction of the camera and quickly turning the character that way. I made good progress on sparring as well. The previous setup had some issues if both players were trying to move, so I came up with a solution that improves their movement by taking into account the input of both players. In a networked environment this can be difficult, but I was able to make it work while using very little additional data. I also set up some new animations to make the mechanic more visually interesting and also set up the stamina system. So for example if both players are trying to push each other with equal force they will stay in place, but play animations that show them struggling and their stamina will also drop gradually. Tapwing - 2D Artist Time to revisit another dino that missed out on getting a sketch sheet. Stegosaurus! The goal with this one was to showcase some of the new animations that’s being worked on for stegosaurus, hence the ‘dragged down and ripped up’/‘pounced to pinned’ scene and the tail up attack stance that’ll make that tail swing feel extra mean. The other scenes are more atmospheric than anything, the slow n steady travel or just sunning when you have some calm in your life. Stego’s life is a slower paced one with high tension moments when tenacious hunters find your group. Also, something that I didn't initially plan while editing the nature sketches rough draft but was a happy accident I then leaned into is, if you put the scenes in the right order, you get a little stego story. Besides the nature sketches, I've been reworking the ‘cloning tank’ promotional art that was painted some time back. The tanks themselves got some proper 3D models made with design improvements and it was my job to then integrate those models into the poster art and give them a good paint-over to blend them into the original painting. It’s an improvement from the first draft for sure. Now all it needs is something in the tank. Wedge - Sound DesignerThis month my main focus has been creating new designs for Tyrannosaurus calls. This had proved a challenge in relation to respecting both the ‘legacy’ of the sounds created for this creature (across all Dino media) and finding my own take, whilst also reaching a contemporary level of quality and realism for this animal. I’ve been experimenting with various sources and approaches to the sound and have landed on a good base for the elements that make up the body of its sounds in terms of its growls, roars and bellows etc. - i.e the foundation. I’m now working on finding the right sound for the high end, the element that makes up the quintessential T Rex roar that we all recognize, without resorting to the path most traveled. Aside from the Rex I also created a new sound for Dryo’s basic attack, previously it was using the same sound as the pain, and with my attention very rarely being put towards Dryo had gone untouched. The new sound now better represents the closed mouth motion of its peck like basic attack. I have also edited and implemented new sounds for the baby variants of boar, goat and deer, including calls to locate them, and pain, death and pinned screams/vocals. The rest of the past month has been spent on investigating issues related to audio stuttering from voice limits being reached and other general audio bug fixes to come with the impending patch. One that I think many will be glad to hear and has plagued me for months (perhaps years!) is finally finding a fix to a bug related to medium sized Dinosaur footsteps being unreliably inaudible as the listener (being heard as walk instead of sprint by other players). Seiza - Video EditorMy focus in the last few weeks has been on two video projects. A trailcam project showing an upcoming species in its natural behavior, the Diabloceratops. This project also includes one of my most complex scenes so far in terms of filming effort. Most people who read my blog entries know that I record 95% of the scenes in the UE sequencer. There I move the actors, add the animations (or animate small parts myself with control rigs) and adjust the camera settings. In this project you will see a scene that is very dynamic and works with many spar animations of the Diablo. It should represent both the hectic process that we know from the in-game experiences, but still look natural. I hope we have achieved the goal in this project! The second project is currently in the filming phase, it is a cinematic trailer about all the new content that has been added since the last trailer. As mentioned in the last blog entry, we wanted to gather enough content to create a bigger trailer and now it's time! The trailer introduces the map Gateway, the new species and explains the mechanics roughly as usual. This will be the first cinematic project on Gateway and you will notice that. I'm still early in the filming phase, but I'd like to give you a little insight into what I mean by that: hypno - QA LeadQA’s full focus for March has been exclusively on bug testing new additions. While the next patch will be focused only on the QoL changes Filipe mentioned in his post and bug fixes, a lot of other features are being tested behind the scenes. Given that I do not have much to discuss regarding these just yet, I thought I’d take this moment to share some of the funnier bugs that QA have run into this month. Amarok has been working on introducing the Psittacosaurus to Evrima in the form of AI. Much like how it could in Legacy, this animal is capable of burrowing underground to escape from predators. This has, of course, introduced lots of wacky interactions that could not have been expected. For example, pinning a Psittacosaurus as it begins to dig underground results in a burrow that never stops growing and (I guess) would end up swallowing the entire server and world as we know it: Psittacosaurus AI has also unintentionally gained the ability to stretch like a Fantastic Four member. We will be working on compressing them back into their correct proportions: Omniraptors have been feeling threatened as of late by all of the larger species being introduced to the island. In an attempt to prepare against the looming apex threat, they have learned how to blow themselves up like pufferfish: That’s all from me for now! I’m expecting that next time I’ll have more to discuss about upcoming features. I would also like to take this time to mention that I’m looking for additional QA testers. If you are interested in bug testing or you would like to learn more about joining, please do not hesitate to contact me on Discord via direct message. Thanks for reading! KissenKitten - ProducerThe team has been steady cooking up some QOL content and bug fixes interspersed with the daily do. The psittacosaurus will be making a return at last. Siren singing you towards a taco lunch with their iconic vocals. They should be a bit more dynamic than they were before. Catch them before they dig away and watch out cause they may bite. There’s also additional AI that will slowly be skittering into the game including but not limited to rats, crabs (better ones), snails, clams, insects and more. They will be found in various places around the island opening up more opportunities to find food, get nutrients, unlock mutations and more. The island should start feeling more and more alive as time goes on and juvies are gonna have more on their level to interact with so that stage of life doesn’t have to feel so rushed, out of necessity. There are QOL animation adjustments/updates to omniraptor, gallimimus, stegosaurus etc. Also more work was done for diabloceratops’ sparring. Keep in mind diabloceratops sparring is going to set the foundations for ALL sparring creatures in the game so we’re really being careful with how we set it up, so in the future (mods?) Other animals outfitted with the right animation sets can be slotted in and will function as intended. The tyrannosaurus and triceratops are still waiting on sparring finalization, which shouldn’t be too far off. The goal is to have dynamic combat interaction between the rex and its classic adversary, triceratops. We’re trying our best to leave tail riding behind for all parties. So if you’re victorious against an equally powerful creature, it will be because you played better and not because you’re smaller and have a better turn radius. While the feature is a large undertaking we don’t generally shy away from a challenge so if we nail it, it’s going to blow your cap back. Diablo testing has been promising so I’m actually starting to get excited for you guys to try it and I never get excited. So that’s saying something. The good mother lizard (Maiasaura) is also in full swing now that its features have been approved. I’ll provide some examples fresh off the presses. The pteranodon will also be getting some QOL adjustments as we work our way through the current set. There are also some new skins in the works as well as some new models and redesigns for upcoming animals. The map has also been getting more adjustments to make it feel more lived in and provide more places to discover and explore. Another month down. Hug your loved ones. Catch ya next time! View the full article
  7. Hey Hunters, This week marks three years since Monster Hunter Rise first launched on Nintendo Switch on March 26 2021, before arriving here on Steam on Jan 12 2022! Your passion, support and hunting prowess for Rise (and Sunbreak!) has been and continues to be amazing, thank you all so much! Unsurprisingly, we absolutely wanted to celebrate this milestone with you here on Steam! To mark the occasion, we’ve got not one, but two pieces of artwork to share with you, including a couple of messages from the Development team: A Message From Director Ichinose Hey everyone, Monster Hunter Rise Director Ichinose, here! Monster Hunter Rise has finally reached its third anniversary! I drew this artwork as a result of trying to write something to celebrate, please check it out! Thank you for your continued support of Rise & Sunbreak! - Ichinose But wait, there’s more! The Monster Hunter RnD Team also have a message and celebratory artwork to share with you! A Message From Monster Hunter RnD Hunters! It's the 3rd Anniversary of Monster Hunter Rise! Thank you so much for the many people who are still playing the game! Your passion for Monster Hunter Rise and Sunbreak is really appreciated! (This illustration was drawn by the designer in charge. Cute!) - Monster Hunter RnD Whether you’ve been with us since Rise first launched on Steam, joined us more recently, or anywhere in-between, thank you! It’s awesome to have you with us! Got any special moments or highlights you’d like to share from Monster Hunter Rise? Let us know in the comments! Happy 3rd Anniversary hunters, we'll see you in the hunt! - Monster Hunter Community TeamView the full article
  8. The "Monster Hunter 20th Anniversary Special Program" was held on March 12th featuring various guests to celebrate the 20th anniversary of the Monster Hunter series! Check it out here if you missed it! "https://twitch.tv/monsterhunter Monster Hunter 20th Anniversary Website https://www.monsterhunter.com/20th/en/ The "Capcom Highlights" digital event was held on the same day! During the event, there was an announcement related to the first Monster Hunter RPG, Monster Hunter Stories! Check it out here! Note: Please note that this program features some age-restricted titles. The Steam version of Monster Hunter Stories launches on June 14, 2024! Become a Monster Rider who raises monsters and forges lifelong bonds with them in this epic adventure set in a vast, vibrant world. Befriend monsters to transform them into your Monsties! Transfer genes between monsters to raise Monsties with their own unique attributes and skills! Utilize your Monstie's Riding Actions out in the field to discover everything the locales have to offer! Guess your opponent's attack patterns and experience the excitement of mainline Monster Hunter titles while engaging in thrilling, turn-based battles with monsters. In addition to featuring Japanese and English voice overs, this remastered version also includes a "Museum" mode where you can view concept art and listen to the game's music! As a pre-order bonus, you will receive Navirou's "King" and "Queen" Outfits. Digital pre-orders will be available soon! For more details, please visit the official website! https://www.monsterhunter.com/stories/en-us/ Pre-order Bonus - Navirou Outfits: "King" and "Queen" Note: This pre-order bonus may be made available at a later date. Note: Navirou's Outfits are purely cosmetic and only change his appearance. We are now holding the Capcom Publisher Sale!Get a great deal on Monster Hunter titles! During this sale, we are offering two types of "Monster Hunter 20th Anniversary Pack." Visit the official sale page for more details. https://store.steampowered.com/sale/capcompubsale Note: These two types of "Monster Hunter 20th Anniversary Pack" may be sold again at a later date.View the full article
  9. Mechanics Changes+Mechanics: Archelon's counter no longer heals shield when you are hit by a group member unless you are dueling that group member. +All morphs have been reset on all saved creatures +Mechanics: After dying, the radius for preventing you from logging onto nearby creatures is now 750 meters, up from 500 Balance Changes+Balance: Reduced the amount of Ability and Stamina damage inflicted after hitting the Archelon's Counter ability by 75% +Balance: Increased Mosasaurus thrash damage by 10% +Balance: Reduced Acrocanthosaurus' healing slightly +Balance: Wiehenvenator now continues to drain Ability after its bite is charged fully +Balance: Archelon now continues to drain Ability after its bite is charged fully Bug Fixes+Fixed: Players should no longer fail to receive a resurrection after dying while auto-revive is enabled or while in a Death's Blessing world event +Fixed: After resurrecting, reincarnating, or selecting a fresh spawn, you should no longer occasionally be unable to log onto that creature due to it being near where you last died if the spawn point it selected was near the edge of where your death location was +Fixed: Archelon and Wiehen can no longer generate AP while holding its bite attack by pressing and releasing the Scent key +Fixed: Elasmo can now move while the Ability key is held down after having eaten from a carcass +Fixed: Eggs no longer become destroyed if a player logs out or disconnects while in an egg. Instead, they should remain available to be possessed by another player +Fixed: Mosa no longer deals dart damage to a player it is grabbing if that player is in the same group as the mosa +Fixed: Thrash ticks no longer trigger repeats of dart damage if a Mosa grabs and thrashes another creature while dart is active +Fixed: Trinkets no longer float in the air after being dropped near deity shrines +Fixed: Clientside crash that would occur if the player attempted to set their game to run in windowed mode while playing without their GameUserSettings.ini file containing HudSettings for Venom +Fixed: Issue where arboreal nests could be laid outside the world bounds on Isla Titania, resulting in a wide array of server issues +Fixed: Situations where players may instantaneously die in a rather random way by standing on invalid floors or other scenarios +Fixed: Morphs no longer pass to children from parents +Fixed: Mosa's thrash damage is now mitigated by the Slippery talent View the full article
  10. Added New Playable Creature: Archelon!The Archelon is a new playable creature that has been added to Beasts of Bermuda! It is a large, aquatic prehistoric sea turtle with a diet consisting of eating plants and fish. It has a playstyle geared towards defensive gameplay and is balanced around living in an environment filled with large, threatening, aquatic predators. It has numerous mechanics and ways it can survive in these treacherous waters! Moves and Abilities+Its Left Mouse Button, when clicked, does a simple, standard bite, inflicting moderate damage for a small amount of Ability Power +The Archelon can hold the Left Mouse Button down while in water or on land to charge its bite. The longer the Left Mouse Button is held down, the more damage the bite will deal. This can be held up to 3 seconds and will deal up to 4.2x its base damage when the bite hits. -While charging a bite, you move and turn slower. This allows the Archelon to deal substantial damage when approached while limiting its ability to deal damage while pursuing other creatures -Archelon has a talent called Snapping Jaw that increases the damage multiplier and reduces its cost. +The Archelon has a Lunge ability on the Right Mouse Button similar to that of Krono, but it behaves differently. It cannot be broken by receiving damage while it is charging. It does not deal any damage. It charges significantly faster, costs less, and does not travel quite as far as Krono's. +While swimming, the Archelon can beat its flippers forcefully to cause damage and knockback. Try hitting a mala with it. It's hilarious. -If you are looking to the left, you will swing the left flipper first. Otherwise, you will swing the right flipper first +Added Counter to Archelon -Counter is now on the Ability key -Archelon's counter has different stats than Sai's. It lasts 5 seconds, costs 50 ability power, and reflects 25% of the incoming damage back at the attacker. -Archelon's counter also reflects significant stamina and ability power damage at the attacker, causing the attacker to see ability power/stamina loss if it hits the Archelon's counter. This is designed to punish poorly timed hits by exhausting its adversary. -You cannot bite, lunge, or do vocal calls while the counter is active Shell Integrity+The Archelon has a special shell integrity resource that protects its health from being lost while it is being attacked. +Shell Integrity shows up in the UI as a blue, turtle shell-like overlay that goes atop your health globe +You can see how much Shell Integrity you have in the Character menu. It shows up next to Health +There is a talent in the Archelon's tree called Armored Shell. It increases the maximum amount of shell integrity you have and causes more incoming damage to be redirected toward reducing your shell integrity. +Archelon's shell integrity absorbs 60% of incoming damage by default. This value goes up to 73% when Armored Shell is at full talent value (5/3). Injury damage is calculated after incoming damage is absorbed by shell integrity, so having your shell integrity take damage results in a substantial reduction in incoming injury damage. +Shell integrity heals passively until it hits its max value. It is not influenced by resting, sitting down, or bleed damage. It is influenced by food and air. Shield heals while not in combat. +Archelon has 800 shell integrity by default. It scales with growth and increases with the Armored Shell talent. No other stats influence shell integrity +When shell integrity is lost or gained, it will show up in the combat log alongside damage-related events. Diet+The Archelon's diet consists of seaweed, kelp, anemones, shellfish, chinlea, and the Arganodus. It has a diet that requires both foliage and fish food to balance properly. The Archelon cannot interact with red meat carcasses but can pick up and eat fish carcasses such as those dropped from the Arganodus. Nesting+The Archelon has a special, sandy nest that resembles that of a sea turtle. This nest has several benefits and drawbacks associated with it. +Archelon's eggs are always incubated as long as they are still inside of an Archelon sand nest +Archelon's eggs cannot be grabbed or damaged while inside of an Archelon sand nest +Archelon's nest takes 50% less damage than other nest types +Once eggs are laid inside an Archelon's nest, they cannot be grabbed, even by the parents, and must be left there. +An Archelon must always lay their eggs in an unoccupied nest that has not yet been buried +The Archelon can only lay its nest on the beach near the Ocean Other Notable Archelon Information+The Archelon uses an air breath bar like Mosa and Krono. It does not need to drink and has no Trials associated with water +The Archelon does not receive the Beached debuff while on land +Archelon's growth rate is identical to Acro and Sai +Archelon can group with Malawania players by default +Archelon takes 50% less injury damage from all sources +The Archelon is more grab-resistant than other creatures of its size, and the creature grabbing it will tire out more easily +Added new Archelon Skin: Hawksbill by Bananabae & GameVideosforLife +Added new Archelon skin: Roof Turtle by DJZ & Triptrap +Added new Archelon Skin: CoralReef by Natahi4 & Nonyapie +Added new Archelon Skin: Cuttlefish by Omnomnivore +Added new Archelon Skin: Snowblind by Lifeon +Added new Archelon Skin: Rustic by TeaTimeJess & Natahi4 New Stuff+Added new Pachy Skin: Lera by Valhalla +Added new deity shrine trinket models +Elasmosaurus now has Submissive and Distress calls Admin+Admin: Added a few new server config properties for the AI -These config variables go in the [/script/beastsofbermuda.servergameinstance] section +Admin: Added new server config property, DisabledAITypes -This allows servers to disable only certain species of AI from spawning -Here is an example of using this variable to disable the Frog, Auroraceratops, and Horseshoe Crab !DisabledAITypes=ClearArray +DisabledAITypes=EDinoType::Auroraceratops +DisabledAITypes=EDinoType::Frog +DisabledAITypes=EDinoType::HorseshoeCrab -The five valid EDinoType values for AI are Auroraceratops, Frog, HorseshoeCrab, Malawania, and Arganodus +Admin: Added new server config property, AISpawnRateMultiplier The default value is 1.0. Multiplies how often the AI respawn tick happens. Lower values will result in more frequent AI respawns. +Admin: Added new server config property, AISpawnCapMultiplier The default value is 1.0. Multiplies how many AIs are allowed to be active in each AI spawn region on the map. Higher values will result in more AI being present in spawn areas when at the spawn cap +The console command fillallstats will now also fill shell integrity +The console command setstats now has a shell integrity fill input argument +The console commands AddScentToArea and RemoveAllScentNodeData can now be used by admins with the ControlServer permission +Admin: Added new console command, ResetFriendships. It resets the friendships of all players currently logged into the game. Requires ModifyEggsAndNesting admin permission to use Supporter Warpaint and Cosmetics Changes+All customizable wearables including the Supporter Warpaint overlays have a toggle for turning on and off both Diffuse and Bio +Added "No Jewelry", and "Jewlery Only" variants of all the Supporter Warpaint overlays +Variants of the base overlay type (no jewelry, customizable, default, and no jewelery customizable) will show up in a separate dropdown menu after the base overlay is selected +QoL: Equipable cosmetics can now be used on the main menu skin editor. The player just needs to join a game server at least once for their inventory to be saved locally to be then used for skin customization on the main menu. The inventory is saved in BeastsOfBermuda/Saved/local/usrsnapshot.snapshot +Updated Acrocanthosaurus, Ichthyovenator, Saichania, Apato, Megaraptor, and Pachy Supporter Warpaint to fix visual issues or improve quality +Adjusted Saturation of Mobility/Power Paints (Bases, Not Bio) 25% increase. +Saichania: Added Saichania's Wiggle Dance emote, made by Lifeon. The Wiggle Dance emote will unlock with ownership of the Beasts of Bermuda Original Soundtrack on Steam +Fixed: Shimmer color no longer gets locked after removing Warpaint overlay +Fixed: Custom warpaint glow color no longer resets to white when opening the O menu QoL Changes+QoL: The fog in Ory burrows has been replaced with a glowing orb that produces soft light +QoL: When exiting the water, a new sound now plays instead of the splash sound +QoL: Beached aquatics and the Archelon now have a special, sandy flipper footfall sound they play while traversing beaches +QoL: Changes to the Piebald mutation: The whites are whiter, and it can cover more of the body. +QoL: Question prompts can now be closed with esc-key. It also closes any other windows for quicker in-game reactions without unnecessary navigation -Players waiting for the 'Return to Main Menu' or 'Quit Game' timers now have a quicker reaction time to attack back if someone attacks them while the prompt is visible Mechanics Changes+Mechanics: After 2.0, Ory burrow food items no longer continue to diminish in food value +Mechanics: Players cannot request to enter an egg until a server has been up for at least five minutes. This is to give players a chance to log in and regain control of their eggs after a server restarts or crashes +Mechanics: Players cannot drop a carcass more than once in a Death's Blessing world event. Dying after having dropped a carcass once will result in no carcass dropping. This is to limit self-feeding behavior. +Mechanics: If there is a Malawania player in your group, all AI Malawania will now behave passively towards you and you cannot attack Malawania AI +Mechanics: Aquatics can no longer instantly get up from resting while swimming +Mechanics: Added a new status condition called Tendon Tear. While Tendon Tear is active, you cannot sprint or jump. Both Charge and Evasive Maneuver cannot be activated while Tendon Tear is active. It also reduces turn rate by 20%. -Creatures that are injury-immune cannot receive the Tendon Tear status condition +Mechanics: Reset spent talents for all creatures +Mechanics: Improved how knockback effects work while in the water +Mechanics: Made the omnivorous diet on Pachy and Coah easier to balance with less strict requirements Balance Changes+Merged the talents Scavenger and Botanist into one new talent called Forager. Forager has the benefits of both Scavenger and Botanist. Any creature that had Botanist or Scavenger now has Forager in its place on the talent tree -Any inherits a player had in Scavenger or Botanist will transfer over into Forager. +Balance: The talent Intimidation now also increases the amount of Friendship you lose when you hit other players with your attacks. Acrocanthosaurus+Adjusted Acro's torso curl so it doesn't look down when the player has their camera in a regular gameplay position +Further increased Acro's down bite reach +Balance: Increased Acro's healing rate by 10% +Balance: Acro's Intimidating Roar ability is now more effective against players who are larger growth than the Acro and less effective against players who are lower growth than the Acro +Balance: Acro's Intimidating Roar ability is now more effective against creatures with higher size stats than the Acro and less effective against creatures who have lower size stats than the Acro +Balance: Increased Acro's elder+ growth rate by 37.5%. It now matches Saichania's growth rate +Balance: Increased Acro sit, stand up, lie down, and wake up animation speeds +Balance: Improved the flexibility of Acro's torso while aiming its head and bite attacks +Balance: Acro's weight has been increased to 1300, up from 1200 +Balance: Acro now deals more damage to bleeding targets. This is a 25% damage boost at 100% bleed. Coahuilaceratops+Added large hitbox that can only interact with Chinlea so they are easier to catch Elasmosaurus+Malawanias are now more fearful of larger Elasmos Ichthyovenator+Balance: Increased the size of Ichthy's dart hitbox Lurdusaurus+Balance: Reduced Lurdusaurus' primary attack and dart base damage to 125, down from 145 +Balance: Swapped the locations of Improved Dart and Long Runner on Lurdusaurus' talent tree Megaraptor+Balance: Megaraptor can no longer use its Slash Attack while in the falling state Pachycephalosaurus+Balance: Increased Pachy's charge base knockback to 1850, up from 1650 +Balance: Pachy now gains 20 Ability and 20 Stamina when hitting another creature with its Charge attack, rather than losing 20 Ability and 20 Stamina +Balance: Increased Pachy's base stamina to 120, up from 110 +Added large hitbox that can only interact with Chinlea so they are easier to catch Parasaurolophus+Balance: Para now has the Batter talent in place of Unbreakable. Any inherits in Unbreakable will transfer over into Batter Wiehenvenator+Balance: Added the ability for Wiehenvenator to apply Tendon Tear by charging a bite. It can charge its bite by holding the Left Mouse Button and then releasing it. While holding it down, a charge bar will show up. When released, the more charged the bar is, the longer Tendon Tear will be applied -The full duration is a 7-second application of Tendon Tear. This goes on diminished returns and becomes shorter each time it is re-applied. Diminished Returns will wear off after 18 seconds of not receiving the Tendon Tear status condition Bug Fixes+Fixed: Logging back into a server while your character is still on the map no longer results in them dying under certain circumstances +Fixed: Sai can now reflect Elasmo's attacks while using Spiky Shield +Fixed: Closing the talent tree preview with the escape key no longer causes the cursor to disappear +Fixed: Talent tree previews in character select now show the correct dino's tree +Fixed: Placeholder text in the talents screen should no longer appear if no talent is selected +Fixed: Sai no longer jams if it is hit while countering and using a vocal call simultaneously +Fixed: Sai now plays its eating animation if eating while stationary or while picking up food and moving +Fixed: Sai no longer slides if you use its Spiky Shield while crouched and then uncrouch and move while Spiky Shield is active +Fixed: Rested Favor time no longer counts down while you have paused growth at 1.32 growth +Fixed: Velo should no longer drop held objects with the ability key when ability key climbing is enabled +Fixed: Elusive no longer breaks when you attack other players if you have 5/3 in the talent +Fixed: Carcasses now properly retain their dino type and satiate status after a server restart +Fixed: The mouse cursor should no longer cover the trial's tooltips when the game resolution is smaller than 1920 x 1080 +Fixed: Sai had no idle animation and no morphs in the main menu creature editor +Fixed: Sai/Para no longer get stuck getting up from dancing while holding movement key and attacking +Fixed: Para can no longer do its backkick while stomping, which would then allow it to repeatedly stomp faster than intended +Fixed: After submitting a bug report, the escape menu can now be closed with ESC-key +Fixed: Elasmo can now be hit while its neck is stretching to attack other players when it is at larger growth sizes. +Fixed: On-screen text spam when trying to grab a player who has Spiky Shield active +Fixed: Saichania now interacts with the muddy areas on Isla Titania +Fixed: Players should no longer occasionally spawn underneath the map on Isla Titania +Fixed: Spawn Point Inhibitors (placed with the foliage placement tool by server admins) now continue to block spawn points after a server restart +Fixed: The Malawania AI no longer notices the player if they are using Elusive unless they are closer to the Malawania. More points in elusiveness further decrease the aggression radius +Fixed: Hitting escape when looking at the talent screen in save selection should no longer disable or hide the mouse cursor +Fixed: The death message that shows up when aquatics die due to lack of oxygen no longer says they died due to dehydration. Instead, it says they died due to lack of air. +Fixed: The Saichania's Spiky Shield effect now properly scales up and down with growth +Fixed: You can no longer get disconnected for inactivity while editing skins on the main menu skin editor +Fixed: Krono can no longer use its lunge in a manner that results in it being able to attack with its bite more frequently than it should be able to Other LocalizationsAfrikaansView the full article
  11. P.S.We have released a patch that addresses the issue of the game not running on Steam Deck after installing update Ver.16.0.2.0. We apologize for any inconvenience this may have caused. Issues Reported in Ver.16.0.2.0There have been reports of the game not running on Steam Deck after updating to Ver.16.0.2.0. The dev team is currently investigating this issue. We will let you know as soon as we find out more, so please hold on for further information. We apologize for any inconvenience this may cause. Available January 22, 2024 We have released patch Ver.16.0.2.0, which contains the following changes. Changes・The below collaborations can no longer be downloaded.  If you have already downloaded this content, you will be able to keep using it as normal, but you will not be able to redownload it. Event Quest: Gotta Hoard Fast! Event Quest: Super Shady Look-alike Event Quest: USJ - Shrine Showdown! Event Quest: USJ - Arzuros Onslaught! Downloadable Palico: MEOW LIMIT! Downloadable Palico: Yasu・Some system data will be updated. Notice Monster Hunter Rise does not allow for matchmaking between different versions of the game. If you update the game, you will no longer be able to matchmake with players who haven't applied the patch yet. You can check your current version on the bottom right of the title screen. The Steam version does not support cross saves or crossplay with other platforms. For any questions, please visit our support website: https://www.capcom.co.jp/support/contact/We look forward to your continued support.View the full article
  12. AboutEach Supporter Warpaint DLC offers special eye overlays and a cosmetic overlay with three color options, plus a customizable, glowing marking. The color options represent the three in-game deities that players engage with. The base color does NOT customize! It is only equippable on the specific species of dinosaur you purchase it for. You can only equip one overlay cosmetic at a time on your creature. The Bundle: There will also be a bundle on the dlc store which allows you to buy all creatures at once (this will include velociraptor which is not yet available)! All the Supporter Warpaint DLCs include the following:Power Supporter Warpaint Power Supporter Eyes Mobility Supporter Warpaint Mobility Supporter Eyes Survival Supporter Warpaint Survival Supporter EyesProceeds from the purchase of this DLC are used to support the game's development. Show your support now with the Supporter Warpaint Overlay! View the full article
  13. Icy Pinecones Winter Holiday Shimmer Skins+For a limited time, players can unlock and earn the Ice Blight Mosasaurus skin! -This skin comes with an Ice Cover overlay that can be applied to any other Mosasaurus skin -This skin has a bioluminescent layer -To unlock this skin, grow a Mosasaurus to 2.0 growth on any Life Cycle server! The skin will be globally unlocked and available for use on all servers once the player earns it -The event will be active for one month. Happy Holidays! -Aside from the bioluminescent layer and the ice overlay, markings on this skin can pass to offspring. With thanks to Nonyapie & Twilightwolf for making the event skin. +Players can also unlock last years Winter Event Skin: Snowflake Parasaurolophus by growing a Para to 2.0 on Life Cycle. Updated Saichania+The Saichania has been given an entirely new, updated model and new set of animations to go along with it. Added Saichania Skins:-Numbat by Triptrap & DJZ -Smokey by Spoon -Shoreline by Lifeon -Skirr by Valhalla -Blixt by Valhalla & Natahi4 +Updated Molten Shimmer Skin by Valhalla & Krymsonfeather +Sai now has its elder, skinny, fat, incest, and baby morphs +Added Sai's Idle2 variant as a playable emote +Added a dance emote for Saichania that unlocks if you have 80 or more comfort +Added a taunt emote for Saichania that unlocks if you have 100% in your Hunt Points Trial +Balance: Saichania can now use its Spiky Shield ability while swimming +Balance: Saichania can no longer be grabbed while using Spiky Shield +Balance: Saichania now has bottom walking Mechanics Changes+Mechanics: The "None" foliage option no longer hides all the shader-based foliage such as grass and inedible, small ferns on the terrain. Changes to Life Cycle+Food and Water decay now reverts to Free Roam values at or below 35 food/water. While above 45 food or water, the rate of decay is at Life Cycle rates. Intermediate values interpolate between the two. +While below 40 food or water, you now grow at 50% of Free Roam growth speeds. While above 50 food and water, you grow normally. Food and water at values between 40 and 50 results in reduced growth that interpolates between the two. +While below 50 food or water, players will see some damage-related stats reduce. This effect intensifies and hits maximum intensity at 40 food or water. These effects also taper in, only seeing full effect at 2.5 growth and beyond. These effects include: -A reduction in damage output. At maximum effect, damage output will lose 80% of its growth scaling increase. -An increase in secondary damage received. This includes bleed, injury, stamina, venom, and breath damage. -Player carry weight and grab size scaling lose 60% of their value. This effect fades in as the player goes from 1.32 growth to 2.5 growth, and is more severe as the player experiences increasingly slowed growth. -Mosa thrash now drops in damage output accordingly when growth is slowed or paused from food / water +The above slowed / paused growth and reduction in some damage-related stats is indicated by the presence of a status condition shown on the status display. This status condition shows reduced-growth when experiencing a growth reduction and minor stat drop. When experiencing a growth pause and larger stat drop, it displays a paused-growth status condition. -If the player receives paused growth, which requires being under 40 food or water, it will take 90 seconds to remove this status condition after the player gets both their food and water above 40. This is to help prevent players from eating up really quick to run into battle with full stats. +You see Starving and Dehydrated status conditions at 15 food or water, down from 20 +You start taking starvation or dehydration damage at 10 food or water, down from 15 -These changes were made to give players a larger playable area of food and water values while seeing paused growth in Life Cycle +The food and water decay reduction associated with the Resting buff now begins to taper off as players grow past 2.5 and loses most of its effect at 4.5 growth and beyond -This is to ensure there is some upper point on growth where players will ultimately find it very challenging to grow bigger. With all the above changes, we felt it was too easy to eat and grow during the night, resulting in significant growth inflation on Life Cycle +Aquatics do not need to keep their air above 50 to avoid slower growth or loss of damage +The food and water drain rate reduction associated with this new experimental mechanic no longer applies while sick, and only reduces 50% of the Life Cycle food / water drain rate while recovering from sickness +None of the above changes to growth rate, food drain, water drain, or damage take place unless the player is in the gauntlet +Players with paused growth due to food or water values below 40 now show this status condition by their scent message if it is present Experimental Addition of Favor+Favor is intended to be a new currency players can earn while participating in the Gauntlet on Life Cycle servers. Its intended use is to be the currency used for the upcoming Life Cycle store, which has now entered development. Note that right now the implementation of Favor is experimental, and while we are allowing players to earn and accumulate Favor with this patch, it will be reset to zero when we deploy the favor store. +Favor is flavored after the deities in Beasts of Bermuda, and players earn Favor with the deities by participating in the Gauntlet. There may be other ways to earn Favor in the future as well, but we're starting simple with it. +Added new Favor combat log event type such that favor gains (or losses) can be seen on-screen or in the chat log at the player's preference +Currently, Favor is awarded on the growth tick at a rate of 1 favor point per growth tick if the player is in gauntlet. This drops to fractional values if the player is experiencing slowed or paused growth -A player can see how much favor they have on a creature by opening the Character menu while playing on that creature or by viewing the saved creature in the save selection screen -Note if the server is on Free Roam, favor will not show up on the UI +Implemented rested 2x Favor Gain time -While offline, you accumulate rested time at a rate of one hour of restedness for every ten hours logged off the creature -While logged onto a creature, this rested time ticks downwards. While you have rested time, you experience a 2x bonus to favor gained. Note if you are not earning favor because you are not in gauntlet, your rested time will not tick downwards. -You can see how much rested time you have left by opening the Character UI and looking at the Favor section of the UI. It will have a triangular Favor icon with a timer on it +Favor passes on to a reincarnated creature +In a future patch, Favor will be used to purchase a variety of things from the Deity Favor shop. +Note that the current badge / Experience system is being depreciated. We're leaving it in the game since it's fun to earn the badges and observe how many of them you have, but there were several flaws with the implementation of the current badge experience system and we felt it was easier to start over with a new system rather than build upon it. Admin Commands+Added new console command for admins: ResetMaxPlayerGrowthTo, with ControlServer permission requirements -This console command allows servers to reset the growth on the save file down to a provided input value. Any creatures over the specified growth will be shrunk down to the value provided. This may allow servers to have soft resets where characters are not lost, but growth is reset if they wish to use it Map Changes+Redid Painting on Ancestral Plains +Redid Painting on Rival Shores +Redid Painting on DM_Caldera +Adjusted height fog on Isla Titania +QoL: Improved grass on Isla Titania +Added overcast PPS to AP and RS Quality of Life Changes+Updated default settings for Steam Deck +Steam Deck's default setting FPS cap is now 40 -Adjust Steam Deck's screen's refresh rate to 40 Hz for maximum battery life +QoL: Added a UI switch to toggle between using the skin overlay dlc bio and any bio currently present in the base skin. -We are currently unable to support having two or more bioluminescent layers active simultaneously on a single skin. Toggling back and forth does not remove or lose the bio present on a skin. +Velo and Ptera's feathers now ruffle up when soaked in water Balance ChangesApatosaurus+Balance: Apato's tail whip now deals 75% less damage to Saichania -Saichania still reflects full tail whip damage back to the apato if hit by a tail whip Megaraptor+Holding Evasive Maneuver when it is already charged fully now results in stamina being drained at a rate of 12 stamina per second -The talent Evasive Maneuver reduces the stamina drain rate +Megaraptor's ability to deal bleed now starts fading in at 0.6 growth and you deal regular bleed damage at 0.9 growth and beyond Oryctodromeus+Balance: Reduced Ory's food drain rate by 11% +Balance: Reduced Ory's water drain rate by 10% Parasaurolophus+Balance: Increased Para's base weight to 1600, up from 1300 Bug Fixes+Fixed: Malawania critter AI carcasses now provide satiation +Fixed: Egg and storm music overlapping +Maybe Fixed: Maybe fixed the automatic keyboard opening for Steam Deck when chatting +Fixed: Chat can no longer be opened in main menu by pressing down arrow or d-pad down from Exit Game selection +Fixed: Chat can no longer be opened in options by pressing left arrow or d-pad left from back arrow selection +Fixed: Issue where under certain conditions, status conditions such as Resting, sickness, and deity blessings would behave incorrectly on the status display, sometimes resetting their cooldowns or getting stuck on the client's display +Fixed: Steam Deck with old bios or old proton now runs with high performance default settings -Steam Deck with new bios and new proton should still use high quality default settings with 40 target fps +Fixed: Steam Deck default settings should reach 60 fps in any map -Settings are now low or none with 90% resolution scale +Fixed: Eating chinlea fish as an aquatic no longer reports that it gives water from consuming a fish +Fixed: Player can now exit pause menu with escape key after leaving in-game bug report +Fixed: Escape key now properly returns player in the game while in-game bug report window is open Additional Patchnote LanguagesAfrikaansView the full article
  14. Fall Holiday Shimmer Skin+For a limited time, players can unlock and earn the Fall Decay Tyrannosaurus rex skin! -This skin comes with a leafy overlay that can be applied to any other Tyrannosaurus rex skin -This skin has a bioluminescent layer that shows up on its chest and under its jaw -To unlock this skin, grow a Tyrannosaurus rex to 2.0 growth on any Life Cycle server! The skin will be globally unlocked and available for use on all servers once the player earns it -The event will be active for one month. Enjoy the spooky skin! With thanks to Triptrap and Twilightwolf for making the Fall Decay skin. Optimization+Optimization: Multi-threaded the UpdateSensedCharacters function in the AI sensory code. Was costing about 4-5% of server-side CPU +Fixed (public): Malawania navigation system taking up excessive RAM QoL Changes+Added Steam Deck native resolution 1280x800 to resolution list +Added Skip Map Tile Preload toggle in the settings -If true the tile preloading that happens with tiled maps such as Titania will be skipped when joining the server but game might have hitches when tiles are loaded during regular gameplay +Steam Deck default setting no longer change theresolution +Settings can now be closed with escape key / start (menu) button on controller if settings turn unresponsive or cursor ever disappears again +Improved camera behavior on main menu dino editor +You can now rotate the character in creature editor by right clicking and dragging horizontally. +Carcasses that came from players now say they are player carcasses in the scent text -The SpawnCarcass command has a new input argument that allows setting of this value. It does nothing but influence the text message received when a carcass is smelt +The Chased by the Storm music track now only plays if the player is near a tornado or outside with low comfort during a severe storm +QA and developer chat message icons now only show up beside local, global, group, and direct message chat messages. This prevents some situations where icons would show up at improper times Bug Fixes+Fixed: Apato's kick and neck sweep now deal proper injury and damage +Fixed: Thick Skull now works +Fixed: Ptera 33% injury reduction, sai 15% injury increase, and lurdu 30% injury decrease while darting were also not working +Fixed: The bejeweled Malawania skin now works properly +Fixed: AI spawners no longer spawn a single AI before shutting off if the server has AI spawning disabled +Fixed: Pressing tab in the options menu no longer makes the cursor disappear +Fixed: Player menu / group finder can no longer be opened in main menu +Fixed: Chat can no longer be opened in main menu +Fixed: Saved skins not deleting +Fixed: Elder eye not working for sai +Fixed: Inventory items crash on main menu skin editor +Fixed: Gender and baby morphs now work properly in the main menu skin editor +Fixed: Situation where underwater music audio effect was playing at an improper time or failing to play at the proper time +Fixed: Creature menu, talent menu, hud hiding, emote wheel nor escape menu can't be opened in main menu anymore which caused cursor to disappear +Fixed: Misc bad spawn point fixes on titania +Fixed: Eggs no longer crash client-side if they try to attack another player while they are grabbed +Fixed: Grammar mistake in the Blessed by the XX Deity status condition description text +Fixed: The Enhanced Growth status condition no longer incorrectly spells the word "inclement" +Fixed: Eggs now count as meat for the frog's diet Additional Patchnote Languages AfrikaansView the full article
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