
Isles of Yore
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Patch 0.9.7Oct 13, 2024 - Community Announcements🚧 PSA: This release had to come out early and a little under-cooked due to recent server issues that seemed to be plaguing the old build. As a result, these current issues are known and still present in this build: After logging in, there's 5 seconds of very diminished performance while the game executes some important tasks. This is known and being worked on. The new experimental vertex paint application has some last minute bugs with what appears to be replication, sometimes added paint doesn't seem to properly make it down to the client. Already being worked on but time got cut short with this expedited release. There might also be bugs or crashes we haven't managed to catch yet, so please do report anything you come across. With that out of the way, on to the content! The patch includes bugfixes and polish, as well as experimental climbing for Deinonychus. Details below. Public service announcements: Your settings might be jumbled with this move, due to changes in the codebase. Reapply your graphics preset and double check your options. Some settings around collision have changed, if you have issues please let us know. If you had a previously grown character and the skin customisation is wrong, respawn the character. Some preset settings changed in the game. General: Updated to Unreal 5.4 Temporarily removed admin scanner drone from the admin menu, needs rework after project restructuring. Features: Experimental Climbing - Deinonychus can now climb (press/hold glide button onto a surface). Jumping off is done with the jump button. Use at your own risk, this feature is still every experimental and unrefined. Experimental material effects - Mud, sand, water, and blood material effects can now appear during gameplay on your character. There is a current known issue with reliability/replication of the effect, and it might not fully work on all animals yet. Also needs further work to polish fidelity, this is a big work in progress feature. Performance: Improved render thread performance thanks to the update to UE 5.4. Optimised memory usage Optimised package size Graphics: Experimental - Added Virtual Shadow Maps option, DX12 only. Currently only recommended for very powerful systems and after carefully tweaking your graphics settings. Provides much better shadows but needs further tuning to be performant. Fixed flickering with transitions between day and night. Fixed intermittend flickering/shimmering on grass with DLSS. Slightly rebalanced lighting to be brighter in various weather types. More work on this remains, there's stills scenes where the shadows are overly dark. Slightly rebalanced foliage lod bias for performance across the various graphics presets. Fixed missing shadows on some meshes (mostly rocks/cliffs). Locomotion: Increased gravity to make jumping feel more realistic. Fixed issue with animation movement direction sometimes feeling incongruent with the actual trajectory. Aquatic motion tweaks. Cleaned up sarcosuchus jump. Improved...Patch 0.9.6Mar 26, 2024 - Community AnnouncementsNew patch is out! There's a large movement overhaul for all the playable animals in this patch, details below. Feedback welcome, in case something broke let us know. Dilophosaurus and Sarcosuchus also got customisation with this patch. If you previously had one of these characters on the servers, you'll end up with an incorrect skin until you restart. Roll a new character in that case. Features: * This patch includes the next step in adopting the new movement system. All playable animals have now been moved to their new configuration. This change opens a lot of doors for the game, but more work to polish the new locomotion is needed. There's a few intermediate downsides. Firstly, gliding has been affected somewhat in terms of fidelity but still exist as a mechanic. Secondly, vaulting sadly has been disabled with this patch, pending a rework. More work on all of this is planned. * Added a dash mechanic that increases speed while decreasing maneuverability, default input key is X. Deinonychus can combine this with gliding to dive through the air (make sure to release before landing). * Added customisation for Dilophosaurus. * Added customisation for Sarcosuchus. Map: * Opened up a new trail from redwoods to swamp. * Adjusted various trail textures, should stand out more. * Added wooden shelters to escape adverse weather conditions. * Added small trail lighting to the main trails. These have distinct colours and represent routes across the island. The goal is for this to be a tasteful in-world guide to help navigate the island, feedback on appearance and spacing/locations welcome. Performance: * Rendering performance improvements. * Server performance improvements. Misc: * Slightly shrank Parasaurolophus to correct size. * Slightly grew Dilophosaurus to correct size. * Added breath particles during cold temperatures. * In order to make room for the expanding roster and make species selection easier, swapped out the species selector for a simple list. More UI work pending. * Adjusted footstep sound, check your audio settings in case you want to tweak them. * Reduced volume of windgusts. * Lighting tweaks for Clear Skies and Partly Cloudy to make the shadows less dark, there's more work on this to be done. Balance: * Buffed Dilophosaurus attacks. Bugfixes: * Various swimming bugfixes. Please note that in some areas you might visibly be a little bit below the surface, especially as a juvie animal. This doesn't end up hurting you, it's a mismatch between the rendering of the water surface and the top of the swimming height. We want to clean that up in the future. * General movement logic & animation tweaks. * Fixed audio settings not persisting. * Fixed various pickup bugs. * Fixed some pickup animations sliding during movement. * Fixed frog not dropping to ground properly. * Reworked corpse pickup and fixed various associated bugs. * Fixed brightness and scaling of various particles. * Tweaked allosaurus aiming blend snap. * Fixed overly bright light d...Patch 0.9.5Jan 15, 2024 - Community Announcements0.9.5 is now out! This patch features various polish, and more ambient AI to liven up the world. There's also lot of fundamental changes to underlying systems with this patch, as well as a lighting overhaul. Feedback here is welcome, there will almost certainly need to be more tweaking and bugfixing done. Known issues under investigation: * During certain lighting conditions the water can seem bright/glowing. * Day/night transition seems to currently be very fast. * Certain footstep particles are overly bright at night Map: * Further improvements to landscape rendering fidelity. * Increased beach scatter variety. Features: More ambient AI: * Various birds and small critters have been added to the game. Further polish to make their movements and behaviour more natural and dynamic planned. Check out the cloud lake forest! * Frogs now have a physical presence in the world. Their swimming still needs to be added, for now you can find them on some of the swamp islands and cloud lake shores. Graphics: * Better fog scattering. Lighting: * Large overhaul, more refinement necessary. Feedback welcome. Bugfixes: * Fixed popping snow ground effect. * Team members no longer show up as food. * Adjusted Allo fall damage. * Tweaked some of the grass foliage interaction to be less extreme. Performance: * Improved CPU performance. * Improved VRAM usage. Polish: * Improved movement rotation of ambient ai to look more natural. Misc: * Updated to UE 5.3.2.Patch 0.9.4Oct 29, 2023 - Community Announcements0.9.4 is out! Features: * Added foliage tinting during snow, still needs to be excluded below water, WIP. * Experimental: Added NVIDIA Framegen (Requires 40 series GPU, DX12, and hardware accelerated gpu scheduling to be on). Reminder that DX12 can be a bit finnicky, especially if you're on older hardware or have limited VRAM. Map: * Improved landscape texture separation/detailing. * Greatly improved quality of landscape texture rendering (note: known issue that this is currently broken on the mainmenu). * Tweaked paths and layout cloud rainforest biome. * Tweaked paths and layout lower desert. * Increased ambient audio variety in jungles. * Improved blending between meshes and landscapes. * Did a pass on cleaning the mesh holes in the desert, where landscape meets the cliffs/rocks. More work to be done here, this area got a bit screwed up when we upgraded the landscape. Performance: * Removed distant impostor fog particles from swamp and cloud rainforest, were too much of a drain on performance. Regular HQ fog is still there, these are just individual particles that were shown at a distance. Replaced with a fog volume Bugfixes: * Fixed ambient AI not animating. * Fixed ambient AI staying stuck in place and not moving. * Fixed various spawn locations. * Fixed menu requiring confirmation even though no settings were changed. * Fixed overly-dark cliffs in shadows.Patch 0.9.3Oct 8, 2023 - Community AnnouncementsThis update introduces wildfires on herbivore feeding fields, expands spawning of ambient AI, and brings a slew of bugfixes, and significant performance improvements. A few PSAs: * We've migrated to Unreal 5.3 with this release, shoot us a message in case something unexpected breaks. Feedback welcome. * Graphics presets have been updated, so we recommend you re-apply the appropriate preset for your hardware. * Important note: we had a case of AMD Instant Reply causes performance issues. We recommend to have it off while playing the game if you're having trouble. Features: * Added the first iteration of dynamic spawning of ambient AI to complement the static spawning spots, for now lizards and fireflies. * Overhauled performance of foliage fields to allow a larger variety of foliage. * Wildfires! The first implementation of this natural disaster is now available, and will trigger randomly within herbivore foliage fields during warm weather. It can spread, but not beyond the foliage fields for the moment. More fire starting scenarios and expanding beyond the fields are planned as features. Tweaks: * Aim mode can now also look and move up/down to improve the usability while swimming and chasing fish. * Adjusted Sarcosuchus' animation limits for looking around. * Reduced sliding when letting go of input. * Tweaked surface alignment interpolation speed to reduce floating on inclines. * Polished Sarcosuchus water enter/exit transition, but still requires further work. * Added bite collision trace during tail attack Sarcosuchus. * Tweaked spawn preview to make character not rotate & snap. Bugfixes: * Improved reliability of herbivore eating, fixes a case where the removal of the plants didn't trigger correctly. * Fixed Sarcosuchus drink and eat anims not looping. * Fixed Sarcosuchus bask action being in the wrong place on radial menu. * Fixed Salt Marsh spawn turning screen black. * Fixed flickering biome preview for prairie. * Prevented Sarcosuchus basking underwater. * Corrected "hints" typo in controls options as well as the settings change confirmation wording. * Temperature icons are now correctly always shown on the UI if the "Hide needs when satiated" option is false in the options. * Fixed options requesting confirmation without having changed anything. * AI name tag now disappears correctly when removed (swallowed/despawned). * Tweaked bodypile that was sometimes causing temperature drop. * Fixed various foliage fields not respecting the min-1-blooming-field-per-biome rule. * Fixed a stretching issue that would happen occasionally while interacting with jungle grass. * Fixed various water particles rendering pitch black at great view distances. * Fixed Dilo not being able to emote while sitting. * Fixed animation loop on sliding end for Allosaurus. Performance: * Optimised landscape rendering. * Various rendering optimisations. * Client game thread optimisations. * Further modest VRAM savings. * Optimised Ambient AI server performance. Map: * I...Patch 0.9.2Aug 3, 2023 - Community Announcements0.9.2 is now out! A round of polish and map changes for this patch! Just a heads-up that that we have a couple more items to fix and polish with Sarco lined up for the next patches. Further bugreports are appreciated. Features: * Season and the amount of days into the season listed on the status tab to make it easier to understand why temperatures are trending one way or the other. Changes: * Biomes now inform which species can spawn there. This will allow us to tailor each biome more to the species that call it home, and exclude poor spawn spots for the animals. More changes for the spawn flow are planned. * Removed player spawns upperdesert and eastern alpine region. * Added spawns within swamp. Map: * Fixed wetness layer on ocean. * Added extra rivers from alpine to swamp. The new rivers might need further polishing, collision/triggers are a bit tricky, feedback welcome. * Overhauled swamp with new watersetup that offers better interaction, fixed various improper collisions, and scattered more grass on the islands. Tweaks: * Added Salt Marsh biome as spawn point. * Improved backwards walk Sarcosuchus. * Added a return to spawn point selection button. * Tweaked fading spawn flow. * Reduced max brightness swamp fog. * Grouped raven sound with ambient UI audio setting. * Adjusted various collisions in swamp. * Tweaked damage traces for Sarcosuchus' attacks. Balance: * Boosted HP Sarcosuchus. Performance: * Significant VRAM optimisation. Bugfixes: * Speculative fix for helicopter event. * Fixed edge-case where oxygen would not stop draining while above water. * Adjusted a couple player spawns that placed you in an obstacle. * Fixed glitches with river surface rendering. * Fixed packing for Sarcosuchus. * Fixed a bug where spawning in rivers would fail to start swimming. * Fixed a bug where sarco/dilo couldn't swim to surface in river. * Added fallbacks to handle edge-cases where swim triggers fail.Patch 0.9.1Jul 27, 2023 - Community Announcements0.9.1 is out! Couple small bugfixes for this one. Bugfixes: * Fixed server crash * Fixed sarcosuchus' immobility during sit/sleep not being quite as immobile as intendedPatch 0.9.0 - Sarcosuchus, biomes, temperaturesJul 26, 2023 - Community Announcements0.9.0 is now out, bringing you sarcosuchus, new biomes, and temperature gameplay! Sarcosuchus Sarcosuchus has been added as a playable, the game's first venture into semi-aquatics! Movement is work in progress, feedback welcome. One point of concern is still the IK which screws up a bit at certain angles. Temperature gameplay The game now has temperatures in the world that are important to keep in mind. Some pointers: * The status menu shows body temperature and environmental temperature. * Simulation ticks ambient air and water temperatures independently, with the water retaining and losing heat more slowly. * Weather and time of day influence the temperature as well. * Find hotspots to warm up! The swamp is heated, as well as the lagoon around the volcano. VFX to properly show the water is hot isn't in yet, but on the todo list. * Shade provides cooler spots. * Getting close to other animals adds some heat (simple addition of 2 degrees per neighbour currently). * Dense foliage also provides cover during cold weather. * Endotherms are able to stay warm by burning food, whereas ectotherms like Sarcosuchus need to shift around their environment more. Endotherms generally don't need to worry about their body heat during most circumstances, except when the temperature drops hard (such as during a snowstorm, or a winter night). * Your movement speed will decrease if you're hypothermic. The system is designed to be forgiving enough not to be bothersome, but still something to keep in mind as you play in order to add some extra depth to the gameplay. Feedback welcome. One thing to watch out for is that we haven't added enough helpful hints on the UI so you know what actually influences the temperature easily, we still want to add this. Full changelog: Features: * Temperature gameplay has been added! See above for details. * New ambient ai, snapping turtles have arrived. Map: * New biome! A salt marsh has been added to the beach, and the rainforest beach area has been reworked. The salt marsh has fish as feeding opportunities. * Iterated on volcano with hot lagoon, hotspring, and extra areas of land with a geyser (non-drinkable, will be made toxic in a future patch). This latter area is still very much so a work in progress. Seasons: * Each season now lasts 3 days (listed on the F7 debug screen at the moment), cycling through the year faster than before. This allows us to make seasons more impactful, but also shorter and more manageable. * Snow now remains on the map after the weather clears up, if temperature is low. Bugfixes: * Fixed server crash. * Resolved an issue preventing pack invites. * Fixed Dilo not having any oxygen timer. * Fixed Dilo floating too high above water while swimming. * Fixed Dilo not triggering swimming in rivers. * Fixed various rendering bugs underwater, we want to improve the rendering further still, especially the movement of the surface water and the underwater surface, which isn't fully proper yet. * Fixed a couple places...Patch 0.8.2 - Ambient AIJul 4, 2023 - Community Announcements0.8.2 is now out! This patch expands on the first ambient AI introduced in the last patches, trilobites, and adds more small animals that serve the same purpose. All the details below: Features: More ambient AI! They're currently pre-placed (more randomisation planned) in various spots, listed below. Because of the pre-placement, they might be hard to spot in the world right now (tip: visit the cloud rainforest lake), which something we still want to improve. These are the new additions: Fireflies can now be found around lakes. These insects will come out at night and can be killed for a quick snack. They also flee from you if you get close. Lizards in jungle and deserts/prairie. Fish in lakes! Just arganodus for now. Bugfixes: Fixed bug where ambient AI sometimes wasn't visible even though it was active. Map: Fixed a couple more places of stretching around map borders. Increased scatter on beach. 0.8.1 - Polish & PerformanceJul 3, 2023 - Community Announcements0.8.1 is now out! Some polish and performance improvements in this one. There's another update being cooked up that will add a lot more ambient ai, launching soon. Here's the details: Polish: * Trilobites now respond to pawns and try to flee. Bugfixes: * Fixed items picked up under water falling out of mouth. * Fixed trilobites not being re-pickupable. Map: * Fixed a couple instances of the landscape being distorted at the edges of the map. Performance: * Significant performance improvements due to landscape optimisation.Patch 0.8.0 - Dilophosaurus, AI interaction/packs, trilobitesJun 29, 2023 - Community AnnouncementsThis release brings patch 0.8.0 onto the main branch, making it available for everyone without tuning into the experimental branch. It also adds a few new goodies compared to the last experimental build (see end of page), read on for details. Highlights Dilophosaurus The first highlight of 0.8.0 is the preview release of Dilophosaurus, which features an entirely rewritten movement system. The goal here is to improve the overall fluidity of the movement, and build a system that we can easily extend further as development continues. It features much better pivoting, by-default backwards walking, and should soon also feature much reduced rubberbanding (in progress). 🚧 Dilophosaurus is still in preview 🚧 Due to the complexity of this change, we're haven't hit the level of polish we want yet (especially the rubberbanding that we're tackling is an on-going concern at the moment). Dilophosaurus is freely available for testing and feedback for everyone, but we're keeping the experimental designation on it for now. AI interaction & packing This patch introduces the ability to pack with AI of your own species, including giving them commands once packed! These commands can be requested through the radial menu, currently including follow, roam, guard, or to change their stance (aggressive/neutral). Juvies/AI with much smaller growth than yourself require gaining their trust to pack. The current implementation is intended like this: Drop food when near them. Friendly call to invite them over to eat the food. (Optional: Threaten to reject). Invite once the food has been eaten (note: tear chunk action conflicts currently, has been noted to be improved). Trilobites Trilobites have arrived on the island and are available as a snack. You'll be able to find them in the rocky coastal areas. These critters are the first in a series of smaller ambient AI that we're intending to introduce to spruce up the liveliness of the island. More on this soon. Map The map has seen various updates, including new waterfalls! We've also regenerated the landscape and tweaked the performance hotspots. This should yield more uniform and stable performance across the world. All the changes are in the changelog below. Full changelog: Features New playable and early look at the new movement system: Dilophosaurus. Expect the animal to not be fully featured yet on initial introduction, its main current goal is to be the dedicated testbed for the character/movement overhaul. Other animals currently still have the old system. AI can now be packed with. Invite them by walking up to them, and hitting the invite button that pops up. AI will not pack if already in a team, or if they are below your growth stage. Juvies/AI with much smaller growth than yourself requires gaining their trust to pack. Drop food nearby, 2 call to invite over, invite to pack once food eaten. Packed AI can be commanded through the radial menu to follow, roam, guard, or to change their stance (aggressive/neutral), check o...Experimental patch 0.8.0-b2 - Further AI interaction mechanics & TrilobitesJun 22, 2023 - Community AnnouncementsAnother patch on the experimental branch today. Getting close to releasing it onto the main branch, but would like to improve Dilophosaurus' movement further before it goes to main. Highlights of this patch are an update to the landscape that should make performance more uniform across the map, the addition of trilobites, and trust gaining mechanics to get juvie AI to pack with you (instructions below). Here's all the changes, feedback welcome! Features: - Juvie AI can now be packed if you gain their trust. Current implementation is intended like this: 1. Drop food when near them 2. Friendly call to invite them over to eat the food 3. Threaten to reject 4. Invite once the food has been eaten - Trilobites have arrived on the island! They can be found on the beach and make for a good snack. Map: - Adjusted map landscape, should yield more uniform performance. Note that as a side effect of this change, we still need to do more touch-up still of the landscape blends with detail meshes. - Adjusted various landscape mesh holes - Removed collision from moss around swamp - Adjusted reed spawns around swamp, cloud rainforest lake, and large alpine lake - Improved waterfall look, smearing during rendering is also a bit better but still needs to be fully fixed. - Added another waterfall and small rivers at the cloudrainforest lake. We're still updating the textures and foliage in these areas. ⚠️Heads up: collision with it is also a bit wonk, planned to be fixed shortly. - Updated sound at waterfalls - Updated water and lilies at cloud rainforest - Swamp now spawns random geyser effects Lighting: - Adjusted brightness of fog at beach level Bugfixes: - Fixed a bug where lower cloud settings would draw through the world - Fixed black squares rendering over water in some places - Fixed ocean rendering holes at large distance - AI that considers you a threat no longer allows packing. - Player's adult animals can now pack with older animals past adult.Experimental patch 0.8.0-b1 - Dilophosaurus & commandable AI teams!Jun 10, 2023 - Community Announcements0.8.0-b1 is now live on the experimental branch! This is the first in a series of beta patches that focusses on the new movement system. We're deploying the first beta patch onto the experimental branch so we make sure we fix any really important issues that might come up, and soon iterate further on the live branch directly. Feedback on issues and improvement suggestions would be very welcome! Keep in mind that the patch now out is a rough preview of the movement and more work remains before it's deemed satisfactory. Features: - New playable and early look at new movement system: Dilophosaurus. Expect the animal to not be fully featured yet on initial introduction, its main current goal is to be the dedicated testbed for the character/movement overhaul. Other animals currently still have the old system. - AI can now be packed with. Invite them by walking up to them, and hitting the invite button that pops up. AI will not pack if already in a team, or if they are below your growth stage. - Packed AI can be commanded through the radial menu to follow, roam, guard, or to change their stance, check out the options available! Changes: - Turn in place has been removed. It didn't work out the way we'd hoped and became too buggy to support. As movement is being completely rewritten, might come back at some point or in a different form. Map: - Added a waterfall to the prairie. Rendering still needs some tweaking, early look. Bugfixes: - Fixed a bug where meat-chunk couldn't be swallowed - Various fixes for edge cases where character creation would show the wrong material - Speculative fix for the server restart leaving the selection overlay visible on disconnection - Fixed an edgecase where nest placement failed - Fixed ocean waves not curling at the coastlinePatch 0.7.11 - Polish and bugfixesApr 29, 2023 - Community Announcements0.7.11 is now out! More bugfixes and polish for this one. Update on the couple of hotspots where performance still dips on the map: We've debugged the most expensive tiles on the landscape and are reducing complexity to improve performance. The changes aren't in this patch yet, but coming soon. Changes: * If you initiate Deinonychus' glide too late, and subsequently gain too much speed, it's now more important to press the spacebar to flap and reduce your speed. * Allowed placing nests on sand. Desert now has some flowers in the foliage fields. Bugfixes: * Fixed a crash on placing nest * Fixed nest placement preview colour not matching the placement validity * Fixed a bug that would under some circumstances cause deinonychus to die on landing impact while gliding (mind the fact that if you go too fast, you can still take damage, flap to reduce speed) * Fixed fall animation on Deinonychus being a run animation if not jumped * Fixed foot sliding on Parasaurolophus Misc: * Added action hint while glidingPatch 0.7.10 - Parasaurolophus polish, trot reworkApr 27, 2023 - Community Announcements0.7.10 is live! Highlight of this patch is a polish pass for Parasaurolophus' locomotion. Changing stance can now be done with a separate key, default 'Y'. This also means sprinting can now also be done in quadrupedal stance. Another implication is that para can now tail swipe while sprinting when on all fours, which should help with combat viability. Further, trot has been slightly reworked to allow going to trot by double tapping the reduce speed (slow walk) key. Lastly, we've moved the game to UE 5.2 with this build, let us know if any funny business pops up. Features: * Parasaurolophus can now change stance with a dedicated key instead (default Y) * Trot can now also activate by double tapping the reduce speed (slow walk) key. Balance: * Reduced fall damage for Deinonychus, will be looking at the other animals shortly * Slightly increased regular walking speed for adult/elder/ancient Parasaurolophus and Allosaurus * Slightly increased slow walk speed Performance: * Further gamethread performance improvements Misc: * Migrated game to UE 5.2 * Admins: yeet button changed to numpad * Bugfixes: * Fixed a bug where character would jitter on initial spawn * Fixed various mesh collisions not loading in around the edges of the map * Fixed a bug where logging back on after a non-safe log off caused the animations to be stuckPatch 0.7.9 - Gamethread performance, no more thirst during rainApr 24, 2023 - Community Announcements0.7.9 is live! Noticed the server performance dipped a bit during load, so focussed mostly gamethread performance improvements in this one. There's some more work coming down the pipe in this area. Balance: * Thirst satiation no longer drains during rain. Performance: * Client gamethread optimisation for scenes with high amounts of animating characters. Game will try to limit the animation tick rate for characters farther away when needed. * Server gamethread optimisation.Patch 0.7.8 - Megalania AI side character and general AI polishApr 23, 2023 - Community Announcements0.7.8 is live! This patch adds further server performance improvements, adds Megalania as an AI sidecharacter, and tweaks AI behaviour. Performance: * Another batch of gamethread performance optimisations, particularly for the server. AI: * Added the old megalania easter egg as an AI in the prairie and desert after community suggestions. This is a fairly basic model, but fits these biomes well and adds some variety. Because the current model isn't on the same quality level as the other animals, we're keeping the spawn count for these low on official servers. Server owners should reset their world config. * AI now threaten calls during attack chase. * AI now has a small attack timeout when changing attack/defend target, to make combat a bit fairer and reduce the amount of 360 noscope instakills.Patch 0.7.7 - Herbivore refinement patch #2Apr 22, 2023 - Community Announcements0.7.7 is live! Couple more refinements and bugfixes for herbivores. Bugfixes: * Fixed an issue that caused the foliage field instances not to show up on client. Herbivores: * Smell trail now points to a random foliage instance in the field, instead of the general area. Performance: * Further gamethread optimisation. Let us know if something breaks.Patch 0.7.6 - Herbivore refinement patchApr 21, 2023 - Community AnnouncementsThis patch smooths out herbivore feeding to sort out the issues reported recently. We're continuing to refine this, but Parasaurolophus should already be much more viable now. More feedback on this is welcome. The edible foliage in the alpine areas is still a bit hard to spot, we'll be adjusting that in a separate patch. Further, the scent trail points in the direction of a general area of the field, we'll adjust this to point to an actual plant in that area. Herbivore food rework: * Increased the amount of fields on the map * Game will now ensure at least one field in bloom per biome, instead of across the whole map. This should make it so that there's always a field available to feed on nearby * Scent trails will no longer lead to a field if there isn't at least 30% of the food (total being at max growth) in the field Bugfixes: * Fixed foliage smell for some fields being in the air. * Fixed swimming being broken. * Fixed packing. Misc: * Slightly drained the desert salt lake to make the salt cracks more apparent. We'll add a hint that it's not drinkable water in a future patch. * Further increased timespan between precipitation.Patch 0.7.5 - PerformanceApr 20, 2023 - Community Announcements0.7.5 is out! This patch focusses mainly on performance improvements and stability, with significant improvements to server performance, as well as rendering performance improvements on the client in problematic spots on the map. PSA - herbi food issues: I want to just call out that next we're looking at fixing the herbi food issues that came up. Couldn't get it done in time for this patch and didn't want to postpone it further. Expect an update on this shortly. Features: * Added an option in controls to disable the "release key to cancel call" mechanic. When turned off, calls are just simple one shot taps. * Added an option in the interface section to force needs and stats like health/hunger/stamina to always be on screen instead of hidden when satiated. Map: * Fixed various cliff mesh holes. Performance: * Rendering performance improvements. The various spots around the map where framerate dipped should be smoother now. * Client and server gamethread performance improvements. I made some fairly impactful changes to some of the core systems, but rolling them out piecemeal. Send a heads up if something unexpected breaks. Bugfixes: * Further adjusted an optimisation that was causing rendering artifacts on water Misc: * Adjusted collision box for ai to prevent bouncing off their tails as much * Adjusted the server shutdown message to be more clear in case of reboot due to performance issues
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