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DevBlog #60Jun 30, 2025 - Community AnnouncementsFilipe - Lead Programmer This month I have been mostly focused on the elder system.The system will be fully functional by the end of this month, likely only needing bug fixes and adjustments based on data gathered through testing. It has been made with older UI elements so that it can come before the overhaul. Besides that I have been working on fixing a lot of bugs, for old and new mechanics (such as elders and its new functionalities), but I also will be looking to devote some time to the pachy’s headbutt (yes, we know it isn´t working as it used to be and are trying to ensure it can be used to parry and headbutt one another) and, of course, hopefully getting the tyrannosaurus rex fully finished for release asap. Ariel - Programmer With the update being released recently there’s not much I can talk about this month you don’t already know about. When not working on the update related tasks I made some improvements to climbing up ledges as a herrera/hyspi, and continued working on the pteranodon’s spearing mechanic. It will let you enter a stance like modern day canopy feeding and lure in different creatures to catch. This mechanic will be shared to some degree with other future animals on the roster. Wedge - Sound Designer With the audio work on Triceratops complete, we have been fully focused on getting Tyrannosaurus’ sound set over the finish line. The majority of its adult supplementary vocals have been designed and implemented, excluding a select few and any additional sounds needed for its sparring, and some of the sounds I had designed previously have had small improvements as well. The focus has turned to working on the designs for the juvenile; whilst I design the subadult and juvenile calls the rest of the team is working on finishing the final few adult sounds and getting a head start on some of the juvenile supplementary sounds at a steady pace. I have also put some more attention into the foliage audio, fixing issues with the volume inconsistencies that occurred due to the complex setup of these sounds. Additionally some other bugs were addressed related to incorrect sounds playing at various speeds and a more gradual falloff to the attenuation that is more audibly impacted by the movement speed as well as weight. Finally I have started working on a new setup for footstep sounds that will be implemented in the future, coming with solutions for some of the more problematic sounds, particularly for the large sound set and the scaling of these sounds will be factored by weight and speed in a similar way to the foliage sounds. The new setup will give more control and accuracy to volume, pitch, attenuation and scaling adjustments. Bryan - Animator It’s been Mighty Morphin Dinosaurs pretty much all this month. The elders are coming, and not the kind that sit around taking notes about HOA violations, so it’s pretty much been a marathon of getting the elder morphs for the current roster done, then moving on to the upcoming animals. With a fe...Patch 0.20.117 is now available!Jun 27, 2025 - Community AnnouncementsHey Islanders,Patch 0.20.117 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.Foliage interaction audio should now be properly playing based on size and speed (Due to a falloff range inconsistency, these will temporarily be quieter than intended)Stegosaurus power swing can no longer hit abnormal locations in front of its bodyAI no longer have a culling inconsistency that resulted in both failures to spawn properly and jumpscaring players that get too closeStability modifiers should no longer have instances where they can sometimes ignore crowd control entirely from other abilitiesPouncing an animal no longer incorrectly affects stamina drainFixed gallimimus mobilization calls also playing the default socialization call on a local clientTriceratops no longer has unintended immunity from certain attacks while restingFixed triceratops attack power not scaling properly with sizeImmunity to knockdown and other crowd control abilities now begins after regaining control of the character instead of when it is first knocked downRain and thunderstorm sound effects can no longer go above intended maximum audioPatch 0.20.109 is now available!Jun 20, 2025 - Community AnnouncementsHey Islanders,Thank you to everyone that participated in our recent Hordetest! Patch 0.20.109 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download. Added triceratopsAdded spawn codesAdjusted pteranodon flightAdded automated pteranodon circling (default: G while flying)Fixed migration zones failing for certain animalsAdded foliage interaction sounds to animals passing through vegetationGateway's south plains has been updated in preparation for upcoming location featuresGame trails have been added along common player travel routes between highlands, west rail access, the new south plains area, west plateau and northwest outpostGateway's west grasslands location has been updatedSeveral new watering holes have been added in Gateway near player travel routesGateway western coast preview area has been added (No patrol or migration zones have been added to this area. Do not expect food here yet)Fixed foliage color and saturation errorsAdjusted island grass height to accommodate smaller animalsCeratopsian spar sidestep has been made faster for follow up attacksEnabled ceratopsian flip attack in spar mode (Hold LMB)Ceratopsian thrash can now be activated during spar and all locomotion states, but will block movement during the attack (Double Tap LMB)Prevented latching with 0 staminaCeratosaurus mouth display no longer automatically ends when charging a biteCeratosaurus slows down by 10% and uses stamina to continue the mouth display after the bite is fully chargedReduced RMB hold time for ceratosaurus's maximum damage/bacteria applicationAdded 1.25x stability multiplier to ceratosaurus during their mouth displaySalt licks now drain bacteriaBacteria levels appropriately drain over timeReduced fall damage calculation valuesIncreased distance check for fish spawnsReduced fish schools in some lakesMade heal command reset gastrolith ingestionDisabled bleeding on dryosaurus directional attackMade diabloceratops thrash fasterSet ivy physical materials; collision still oblongAdded hypsilophodon latch sounds and initial latching implementationAdded waterfall and insect VFXIvy PLAs created and added to Gateway structuresReset fish fleeing speed reduction after 30s of inactivityUpdated fall damage math for pouncers when falling with a latched playerFixed an issue where dinosaurs occasionally clip into terrain in the skin editor when changing asset sexFixed an issue where eating fish on the surface of the water would cause splash effects and sounds to playFixed an issue with deinosuchus stuttering at the end of its resting animationFixed herrerasaurus' salt lick animation not looping properlyFixed pachycephalosaurus playing unnecessary VFX when ramming objectsFixed an issue where the Reabsorption mutation would apply outside of raining weather Fixed players snapping into the scent animation from crouchFixed dead AI still emitting audioFixed psittacosaurus AI ignoring players that le...DevBlog #59May 30, 2025 - Community AnnouncementsFilipe - Lead Programmer This month I’ve primarily been focused on the Elder system, which the current roster is having their curves put in for players who meet the requirements once they become adult. We had to replace the growth curve system to allow more entries, which will help us to easily edit and balance normal and prime elders, but also allow even more expansions in the future if we want that. All the curves have been set up and the Elders morph targets are also functional. We will be setting up some UI systems and specific animations to use in the elder stage and after that it can go to QA for some balance testing. Rex crush still had bug work to do but it seems to have run out of edge cases that we can find so it seems this will be ready almost directly after trike’s release. Besides those bugs, I also worked on the human locomotion and traversal systems. The focus was to establish a base locomotion system to use, but in a way that we can easily maintain and continue to develop. Most importantly we wanted to include features from Epic and support modding in the future. That's it for now. See you soon. Ariel - Programmer I started the month with a bit more work on the climbing features of herrera and hypsi, which now also made it to QA testing and will be released alongside the triceratops. I’ve also altered the ceratopsians’ thrash attack to make its activation much more strict on quick double clicks, so there should be far less accidental activations, while still being able to quickly use it whenever desired. Afterwards I continued work on the pteranodon’s new takeoff and fixed some issues related to thermals and slipstreams. The end of my month has me starting on a feature that will provide a pteranodon (and other animals) with a new and more interactive way to hunt small animals and fish, but it’s still in early stages as of now. Tapwing - 2D Artist I’ve had more plants on my plate for this week as well as some edit concepts for the Giga elder model. It’s got some fan favorite elements from the older giga model that’s making a comeback in its more wizened age. On the plants side, I've been working on what’s essentially ‘living barbed wire’, the very angry looking Razorbark plant. It needs to attach itself just about anywhere (within reason) which is why I gave it little graspers that the plant could use to adhere to walls or other not-so-upright surfaces. The other idea it needed to get across was “try to pass through me and you’re in for a bad time” It needed to be thick and absolutely covered in spikes, even the bark of the stem I wanted to look jagged and unpleasant to touch. {STEAM_CLAN_IMAGE}/10915315/4b17c02043a0f01e3aec5df89d15693e451c1b50.jpg Some of you might remember the other one on this list. An old concept that’s been floating around is getting its name and home, the Arborburst Redwood. I’ve always pictured the plant having some influence from the type-H strain which is where the extreme growth and armoured appearance wo...DevBlog #58Apr 30, 2025 - Community AnnouncementsAriel - Programmer This month I mainly worked on the climbing features for the hypsilophodon and herrerasaurus. The former will be able to latch on to walls and jump around, but not climb around freely like the herrerasaurus. It will also be able to use the spit ability while latched and use it to knock down other climbing dinosaurs. I also had to make some changes in the background for the charged jump to work together with the aimed jump using RMB. As for the herrerasaurus it's getting some visual flair, latching on to walls on its side will first put it into a horizontal orientation, from where it can transition into the normal climbing mode. This should help make it not suddenly snap into the latched pose after some jumps. As usual there were also various bug fixes and improvements too. I fixed some issues related to the ceratopsians' thrash changes and also made some changes to the stagger mechanic because the triceratops was taking very long to recover. I've also seen some photos of very impressive construction work involving hypsilophodon nests, but I'm sorry to say that they will no longer be possible. We also have some balance changes in progress for the ceratosaurus's bacteria that I should get to the end of soon. Wedge - Sound Designer This month I’ve been getting through a lot of triceratops’ vocal sounds and have completed the design for a majority of the adult sounds. Ranging from basic idle and generic vocal sounds used for mechanics such as the sniff and resting. From completing the pain sounds, making subtler vocalisations like eating and drinking, to longer and more complex designs such as its courting vocalisations (among many others). The designs are focused on conveying the size and mass of this creature whilst expanding on the sound palette established from the calls and attacks designed previously. With just a couple of the base mechanics left to design for, as well as any bespoke sounds needed for Triceratops’ sparring, the adult vocalisations are nearly rounded out. I also had another look at the setup for the foliage sounds, making improvements to scaling between both size ranges and the varying speeds, adjusting volume and pitch modulation, the sounds used and the attenuation ranges that dynamically change based on those parameters to have a more audibly distinct differentiation. VisualTech48 - Environmental Artist This month has primarily revolved around building the labs, which will soon be featured in the game. It contains a wide variety of areas to explore, from the armory, to various offices, testing rooms and much more. I won’t go too much into detail, instead I’ll show you. {STEAM_CLAN_IMAGE}/10915315/e175987fcf2619c316d35f5212099425922a5a0b.png {STEAM_CLAN_IMAGE}/10915315/89c16c694f580b9bda990020cb93105fb9ea2e91.png {STEAM_CLAN_IMAGE}/10915315/d554782a62f116118fd2f78c49a1e396cb0d4fb1.png {STEAM_CLAN_IMAGE}/10915315/fa959bd93a7822c459d0ec8463db3fb02a33b76c.png {STEAM_CLAN_IMAGE}/10915315/ad4b46646d53412fe6d414c7a...DevBlog #57Mar 31, 2025 - Community AnnouncementsFilipe - Lead Programmer I completed the main setup for Rex montages. The Deinosuchus needs some special treatment due to its morph target setup and animations. The core systems for Rex and Trike are now mostly finished, with the Crush ability undergoing some bug-fixing, leaving sparring as the final step for full release. I have been working on a variety of systems. There are now interactive foliage sounds which trigger when animals move through larger vegetation. This really helps communicate dinosaur activity to players that they were missing before just because they couldn’t see one another. Besides that, I also have been working on the Allosaurus, primarily it´s special ability that allows them to pull a victim down or pull themselves on top of it, depending on victim size. The main setup for this is done, allowing for balance to be set up before we move into bugfixes and visuals. And, some more changes have been done server side to improve its stability and performance with good results so far. Plus several bug fixes in general. See you! Ariel - Programmer I spent much of the month working on the triceratops, fixing various issues that came up and also making some improvements to sparring in general. The sidestep in particular is more responsive and it is now easier to follow up with other abilities or to disengage. The thrash attack is now activated by double-clicking LMB and can be done from all forms of locomotion. It might take some getting used to at first, but it provides far better control. I also made various improvements and fixes here and there. Many of the dinosaurs are getting fixed to feel more responsive from how quickly they can move out of their resting states to movements after using certain attacks. I also made the camera movement smoother when sitting down or standing up. Finally I also worked a bit on the hypsilophodon’s climbing feature. VisualTech48 - Environmental Artist This month has been all about the tunnels, aka GUTS. Who would’ve guessed? This month I’ve built the whole construction to be able to be used mostly with simplicity, while keeping the amount of pieces as low as it can get, to not introduce any unnecessary complexity where we in fact don’t need any. This does not mean that the tunnels are simple in nature, but rather than its assembly has been brought down to be as simple as it could to assemble, giving Jace, our level designer, a lot of room and freedom to maneuver, while giving him ample time to decorate the actual interior of the GUTS connections. These models are for now called “corrective pieces” as they make sure that we allow full scale of verticality and horizontality during building, such as various pieces of staircase, diagonal rooms, ramps, etc. Alongside those, I’ve made short pieces of the tunnels to allow very interesting mixing such as 2 tunnels or even X tunnels side by side, without breaking the grid. {STEAM_CLAN_IMAGE}/10915315/64ed1a02fa808ea0e9c9ac74fb948b94649a1b3c.png Very simple ...DevBlog #56Feb 28, 2025 - Community AnnouncementsFilipe - Lead Programmer It’s been another busy month with a primary focus on the new playables like the Tyrannosaurus Rex, Triceratops and Allosaurus. The T-Rex’s signature mechanic, Crush, is nearing completion, with only a few animation adjustments left to finalize. Another mechanic for sub-adult and older tyrannosaurs is a short, but effective speed burst to aid in ambushes. It has worked fairly well during internal tests, but we’ll be continuing to monitor its impact after release. We may also extend this ability to other animals, depending on its performance and balance, otherwise removed if deemed problematic. In addition, I’ll soon be wrapping up the Throw ability for the T-Rex. This is primarily a gore-focused mechanic rather than a damage-dealing one, allowing players to throw corpses or enemies that are already guaranteed to die once released, which is an extension of the Crush ability but for smaller prey. I also worked on Spawn Codes, which allows you to invite your friends to spawn alongside you. This feature is already available in the ongoing Hordetest. The Cannibalistic mutation now comes with unique skin colors. Once the mutation is active, your chosen skin will be overridden by a specific color set that indicates to others your dietary preference. Besides that I also added an option to swap asset sex from within the skin creator panel, which has been a long requested QoL change that became necessary with the introduction of spawn codes. Thermals and Slipstreams are also finalized and are exclusive to flying animals. While these systems could have even more uses in future, we currently have no plans beyond their current intended functionality. To wrap things up, I’ve implemented new admin commands, made various improvements and fixes to pounce (including collision and animations), addressed animation issues for Triceratops, and resolved various other bugs across different areas. See you next time! Amarok - Programmer Hello! Most of the last month I've been working on AI which includes Carnotaurus, Tenontosaurus, Omniraptor, Dryosaurus and Deer along with a new behaviour debugging tool that works with the new AI logic system. I also spent some time working on an extension of the engines navigation system for pathing around water and dynamic obstacles. Bug fixing for the Psittacosaurus and its object carrying feature. I’ve been prototyping a new system for grass trails which are basically just flattened or grass being pushed down as characters walk through it. There are lots of challenges with this in terms of replication, culling and performance. I'm looking forward to finishing the production version of that soon. I’ve also been working on the new replay filters which are designed for replays to give a more cinematic or immersive feeling to replays. Reworked some of the audio for animals to have “attenuation” meaning instead of fixed distances for an animal to “hear” a player the perception adheres to the sounds actual attenuati...DevBlog #55Jan 31, 2025 - Community AnnouncementsFilipe - Lead Programmer Hope you all had a great holiday season with your loved ones. After spending time with family and friends it’s time to get back to work. The main ability of the allosaurus has received more attention this month. While the main code is the same as some existing mechanics, visually the allosaurus looks very different when performing the action, so some adjustments are specifically made to accommodate this. We are in the phase of getting all the animations playing as they should and then we can move into QA testing and balancing. The tyrannosaurus also required some additional work. There was some experimentation with mechanics to better balance its movement and hunting capabilities during its different life stages. Keep in mind these are additional mechanics focused on balancing; the pre-existing ones you already know about are unchanged. Migration and Patrol Zones now support custom shapes, whereas previously they could only be made with generic ones such as Box or Sphere. Now those areas can be customized to just about any shape. This is very useful since most biomes and areas of the map will never be accurate using sphere or box shapes. This will help in making the areas more accurate to the map landscape overall while interacting with the migrations, but also allows all plants to spawn more accurately, avoiding edge cases with plants and trees spawning in areas of no traffic or even unreachable locations. Lastly, the “Friend Spawn Code” is under testing with QA. I believe the system is close to fully functional, but we are also working on resolving a few possible exploits before it goes out. See you guys next time! Bryan - Animator I’ve been spending pretty much all of January going through the upcoming roster to make sure everyone has their bone meshes and rib meat. And then horribly mutilating them to do the gore morphs. {STEAM_CLAN_IMAGE}/10915315/2fbb5ef983e4ad034da05ed435eed17caf6e265a.png It’s an Allosaurus so he’ll walk it off and be just fine. I’ve also started doing the Elder morphs, which have been a long time coming now so you can all reenact the closing scene of Saving Private Ryan together. Lastly, with animation well under way for Kentrosaurus among the animation team, I’ve started rigging up the Baryonyx. VisualTech48 - Environmental Artist This month I’ve been focused on making the final assets for the GUTS, and have been working on making smaller kits that fill out some coastal locations. {STEAM_CLAN_IMAGE}/10915315/8cb7955d4d87d35fc5237538b2269124737b7ef8.png {STEAM_CLAN_IMAGE}/10915315/7f8fbbe4720929060171b41b4ee0e6905a3acb12.png The GUTS received further additions this month with additional entry types. It features a sally port, a small control center for operating the doors and the security system. {STEAM_CLAN_IMAGE}/10915315/1eb16a2f0af1ed4b43cf6d5f88947d351be6982a.png {STEAM_CLAN_IMAGE}/10915315/2b07c246d4599ed3871d4820c5b1e682f249a440.png {STEAM_CLAN_IMAGE}/10915315/d0901fe255c2dc2492ce39524c3a1c...Patch 0.18.111 now live!Dec 20, 2024 - Community AnnouncementsHey Islanders, while there will not be a DevBlog this holiday season, we do have patch notes! Thank you to everyone that participated in our recent Hordetest. It’s been an action-packed year and we’re all excited for what 2025 has in store for The Isle. A new patch is now available on the EVRIMA Public Branch. Happy Holidays everyone! - The Isle Dev Team Patch 0.18.111 Added maiasaura as a playable species Gastroliths can now be foraged on gravel Added officers to groups and the ability to promote/demote and transfer leader Added alternative high/low grab animations for herbivores Animals can now be staggered while flying Adjusted building shader material to better handle vertex painting Corrected sound attenuation during ceratosaurus’s charge attack Adjusted attenuation curves for medium size animals vocals Updated leg fracture animations for diabloceratops, tenontosaurus, gallimimus and stegosaurus Any connected food items to a tree automatically fall when the tree is consumed Timers for various environmental skin effects have been updated Reduced the amount of food required to unlock the cannibal mutation Increased weight threshold for being grappled from 65% to 101% Improved system for fractured animations Bucking now forces a dismount instead of dropping the player straight to the ground Adjusted dilophosaurus hallucination in water Broadcast no longer tries to show an extra name tag if the broadcasting player’s name tag is already visible Reduced volume of crab movement sounds Improved weather sounds volume balance Adjusted AI spawn zones with more configurable options Improved replay scrub time and fixed crash when scrubbing Adjusted large footstep sounds volume and attenuation Schooling fish now have a weight cap of 10kg Added sounds to the stegosaurus digging animations Fixed ini file being deleted on restart Fixed issue with loading saves Fixed vocal type sounds being unnecessarily muffled by nearby sources Fixed deinosuchus jaw snap base sound not occluding in water Fixed sounds when a troodon opens a body Fixed volume issue with juvenile dilophosaurus dirt sprint footsteps Fixed footsteps not scaling properly Fixed some plants taking too long to despawn once consumed Fixed blend from montage for juvenile morphs in certain species Fixed latched pouncer being hit by their target Fixed troodon taking longer to recover from a knockdown than it should Fixed deinosuchus lunge forcing upward movement Fixed not pairing up correctly after rejoining the server Fixed courtship being lost on relog Fixed being able to place a nest when in the same group but not courted/paired Fixed hatchlings not being added to groups properly Fixed courting not putting players into groups Fixed organs not disappearing if using wipe corpse command (RCON) Fixed dirt effects showing up on improper surfaces Fixed gallimimus missing its gore mask Fixed input lock after swallowing a ragdoll Fixed hint message for closed coconuts Fixed buck animation not triggering imme...DevBlog #54Nov 30, 2024 - Community AnnouncementsFilipe - Lead Programmer At the beginning of this month, I focused on fixing crashes and various bugs for the latest public patch while simultaneously working on the Allosaurus and its unique mechanics. Most of its basic systems are already functional, though some key animations, particularly those tied to its special ability, are still in production. We also made notable progress on the Tyrannosaurus, mostly visual fixes and enhancements. This includes smoother animation blending and better integration with its mechanics to help translate visuals due to its size. Additionally, fruit trees themselves will now be edible, not just their individual fruits. This provides a more practical food source for larger creatures at the cost. Consuming the tree significantly reduces future food availability, as a tree is necessary for fruit to grow back. Finally, I added the gastrolith system. All playables can now consume gastroliths, which decrease the food contents of your stomach at a faster rate so that you can better manage your nutrition and diet combinations. Ariel - Programmer This month my main focus was the maiasaura. The animal is getting close to completion and it’s in full QA testing now, so new issues kept popping up for me to fix. Luckily nothing major was broken and we were also able to set up its stats now that everything is in place. Overall I feel satisfied with how the dinosaur turned out. Originally I was a bit wary of how we were going to support the two different stances, but it worked out quite well. When not working on the maiasaura or bug fixes I had some time to start looking at my next task, which involves the pteranodon. I always enjoy working on the more agile animals, so I was quite excited about it. This won’t be part of the upcoming update as it’s in early stages, but you can expect some nice little additions. Wedge - Sound Designer This month I’ve been making my way through a large majority of adult Maia’s supplementary vocal sounds with only its pounced, pinned, blind and female court vocal sounds remaining. After these are complete, I will be altering these vocals for its juvenile stage. I’ve also done another pass on the adult animations adding short vocal sounds where necessary as well as more breath and foley sounds. I’ve overhauled and simplified the way we handle reverb for calls at a distance, providing more accurate control on the amount of reverb the sound is sent to over distance. Within this overhaul I made changes to the reverb effect, adjusting decay rates, dampening etc. affecting how it sounds for each size category to be more appropriate and more importantly prominent. I also added an additional send to a multitap delay effect to simulate echo as it gets further away. The combination of all these changes should have a significant effect on making vocals more accurate and help the player identify the distance from a sound source. I’ve also replaced the distant stomp layer of large footstep sounds and made some...DevBlog #53Oct 31, 2024 - Community AnnouncementsFilipe - Lead Programmer This month I worked mainly on finishing the diet system. The stomach grows with the dinosaur and food no longer scales with the stomach. This doesn’t have much impact on smaller animals, but large ones that have quick moments of growth are forced to eat far more often. The combinations for diets were simplified but now they are not dependent on having active slots. The value of a nutrient increases the bonuses proportionally with them to a cap. Salt licks were adjusted to better help with vomit sickness but they also drain a nutrient while using them. Don’t forget to set your active nutrient in the Dinosaur Profile if you want to control which one it is. The diet and nutrition changes also allowed us to include the eggs in the diet system. Now players can grab eggs from female corpses that had gestated them before dying or steal eggs from the nests. Changes will be made to this in the future to account to specific “Egg Thief” dinosaurs but for now every carnivore can benefit from stealing those nutrient rich eggs from nests To conclude, some fun things for server owners. A lot more server configs were added to help modify gameplay experiences and admin commands were updated to be faster and more responsive. Mass Migration was also added as a config and more is coming soon with the introduction of “Nesting Patrol Zones” but otherwise the system is done. See you next time. Ariel - Programmer I’ve been working on some features you may have already seen for yourself in the horde test. Egg gestation has been added along with some adjustments to the nesting system. This required several changes, as previously you only laid a given number of eggs depending on your diet, but now you can choose how many you want and even lay them at different times. I also added scent support for them since they can now be picked up and eaten. I also continued my work on the maiasaura. Most abilities were actually quite simple to update to support the bipedal and quadrupedal states but out of all things grazing happened to cause the most problems. I ended up reworking the animation setup for that, but that’s something that had been planned anyway. Maiasaura now moves quite smoothly. amarok - Programmer I have been busy working on a new navigation system for fish which can translate for use with swimmers and eventually flyers. I’ve added the fish's capability to try to chase down and eat smaller players which you may have seen in the hordetest. With a lot of the back-end systems now completed my focus is AI. The base logic for most animals is completed with some big improvements to navigation and performance. The Pterodactylus and Compsognathus AI has been made using a new system which will allow larger hordes to spawn and interact with the world. Though these are WIP you will still see them showing up around the island. Each animal will get some improvements to their behavior now the foundation for base logic has been tested for performance and re...Patch 0.17.54 is now available!Oct 30, 2024 - Community AnnouncementsHey Islanders, A new patch has spread to the Evrima Public Branch and thank you to everyone that survived our recent Hordetest! While we hope that you enjoy the update, a friendly warning to any server admins that may click the new button: There is no cure. Version 0.17.54 Updated Game.Ini for Server Owners AdminsSteamIDs=Admin steam ID here WhitelistIDs=White list steam ID here VIPs= AllowedClasses=Hypsilophodon AllowedClasses=Pachycephalosaurus EnabledMutations=(MutationName=”Hemomania”,EffectValue=0.05) EnabledMutations=(MutationName=”Hematophagy”,EffectValue=0.25) EnabledMutations=(MutationName="Enlarged meniscus",EffectValue=1 ServerName="Server name here" //Server name. MapName=Gateway MaxPlayerCount=100 //100+ player servers is not recommended. bEnableHumans=false // bQueueEnabled=false //Enable queue if server slots are all filled. QueuePort=10000 //Queue port. bServerPassword=false //Set to true if you want a server password. ServerPassword="password here" //Your server password if enabled. bRconEnabled=true //Enable RCON. RconPassword="password here" //RCON password if enabled RconPort=8888 //Default port used in game, can´t change bRandomWeatherEnabled //Enable/Disable Weather variation MinWeatherVariationInterval=600 //Set in seconds how often to switch weather MaxWeatherVariationInterval=900 //Set in seconds how often to switch weather ServerDayLengthMinutes=45 //Set in minutes. ServerNightLengthMinutes=20 //Set in minutes. bServerWhitelist=false //Set the server whitelist. bEnableGlobalChat=false //Enabling the Global Chat panel. bSpawnPlants=true //Enable plant food spawns. PlantSpawnMultiplier=1 //Multiplies how many plants to spawn, rise this value to increase plant spawn amount bSpawnAI=true //Enable AI spawns. AISpawnInterval=40 //Set how frequently AI can spawn in seconds. DisallowedAIClasses=Compsognathus DisallowedAIClasses=Pterodactylus AIDensity=1 bEnableMigration=true //Disable/Enable Migrations, include Patrols and Mass SpeciesMigrationTime=10800 //Max time a species MZ stays active bEnableMassMigration=true //Enable/Disable Mass migration MassMigrationTime=43200 //Value is in seconds 12h - How often new mass migration is set MassMigrationDisableTime=7200 // Value is in seconds 2h - How long a mass migration last once set bEnablePatrolZones=true //Enable/Disable PatrolZone system bEnableDiets=true //Enable/Disable diets, no more buffs GrowthMultiplier=1 //Recommendation is no higher than 20. bEnableMutations=true //Enable mutations. bAllowRecordingReplay=true //Enable replays. bUseRegionSpawning=false //Enable region spawn bUseRegionSpawnCooldown=true //Enable region cooldown RegionSpawnCooldownTimeSeconds=600 //Region cooldown max time. CorpseDecayMultiplier=1 //Multiplies how fast corpses decay to despawn - Reduce value to be faster Changelog: Setup new gestation system. Players now need to gestate eggs before laying them (Contained in nest screen) Gestated eggs will now show in corpses if they are not laid in a nest A...DevBlog #52Sep 30, 2024 - Community AnnouncementsFilipe - Lead Programmer This month I was busy reworking the math behind food, which also changed all diet code including the combinations. Now slots no longer need to be activated anymore, the bonuses are scaled with the amount of nutrients until a defined maximum. No more getting full before you receive any benefits from eating what is on your diet! This change also made all balance changes easier for all animals, but also for calculating food in migration/patrol zones. This also allows us to give server owners some control over the food balance in game who may want a more customized experience. Besides that and the new slot combinations, new mechanics are coming soon such as Gastroliths. These are small rocks that will manually drain food contents from the stomach. This does not affect nutrients or anything other than the stomach value. Lastly, I also worked on balance changes for mutations, a few have been changed completely, others merely received buffs or debuffs and a lot of bug fixes and improvements. Ariel - Programmer In the beginning of the month I worked on the update we recently released, which was mostly just bug fixes, including a funny one where herrerasaurus was able to latch onto the air and just climb up infinitely into the sky. As much as I would like to buff that dinosaur, unfortunately that one was taking it too far. Other than that I was working on various maiasaura features as it moves closer towards completion. It has different attacks depending on its stance so it’s a bit of work to finish all of them but they’re unique enough to feel worth it and the movement system is functioning well after some bug fixes which I’m really happy about. Wedge - Sound Designer I’ve been working on Maiasaura’s calls to get some space and perspective from the Tyrannosaurus. I am maintaining the trilling and warbling from the original vocal signature but bringing them up to the standard expected with Evrima. This is being achieved by using similar sources for the warbles; a mixture of female human screams, pitched down fairly low which creates the oscillation in the sound and combining with the growls, snarls and trills extracted from whale vocalizations. I’m introducing sounds such as pitched down bird calls as well as sounds from animals like tapir etc. to create a bedding to underpin the warbling that gives the sound more body as well as a more musical quality. The other breath and throat layers consist of gurgles and growls from camels to keep it consistent within the hadrosaur family (as that has been used as the base for the Tenontosaurus sounds as well), along with pelican and flamingo calls which when pitched down heavily give a thick growly animalistic texture that compliments the movement of the warbling. Looking forward to sharing more soon. Thanks! Bryan - Animator It’s been a long month with a variety of Dinosaurs. First up was some T. rex subadult animation, getting the animations needed for testing some of it’s mechanics ready...Patch 0.16.189 is now available!Sep 17, 2024 - Community AnnouncementsHey Islanders, A new patch is now available on the Evrima Public Branch. If the update isn't available for download right away, please restart your Steam client. Lastly, we'd like to extend a thank you to everyone that participated in our recent Hordetest. Additions: Nightvision adjustments Added the capability for animals to move between pounce slots (Currently only functional for omniraptor.) Added manual controls for omniraptor when latched to or pinning a target (Spacebar - Dismount | Primary Attack - Flat Damage | Secondary Attack - Bleed Damage) Added psittacosaurus AI Added new patrols system Gateway WIP port expansion Swamp biome expansion Added tenontosaurus pattern C Added new VFX to Troodon envenomation stages Enhancements: Adjusted pickup trace for objects Replaced various depreciated Cascade VFX Groups can now see another member's nametag during their broadcast call if they are within audible range Reduced volume of herrerasaurus slide start layer Enabled stamina regeneration for pteranodon when latched. Requires 20% stamina or more to begin regen Updated carnotaurus scaling, weight, damages, and speeds Adjusted bacteria applied by ceratosaurus based on weights and available bacterial bite Adjusted swim height for all species Updated bucking to have a % chance to dismount pouncers Removed bleed from gallimimus attacks Sanctuary mushrooms now provide more nutrients to trigger buffs Ceratosaurus diet - Added diabloceratops and removed troodon. Omniraptor diet - Added gallimimus and removed dilophosaurus Reduced launch speed of deinosuchus lunge on land Fixed inconsistent rain volumes Temporarily disabled "Truculency" mutation Bug Fixes: Fixed human animation rotating backwards when picking up objects Fixed gore and fruit occasionally getting stuck in the player's face Fixed the input lock triggered by vomiting Fixed ceratosaurus bacterial bite consumption Fixed carnotaurus animation issue if it runs off a ledge when charging Fixed landscape grasstypes appearing over landscape holes Fixed deinosuchus lunge vocals not playing in water Fixed diabloceratops flip attack hitting behind its back Fixed gallimimus mobilize call sound not playing on F calls while running Fixed gallimimus not choosing generic/mobilize montage correctly Fixed Multichambered Lung values not updating properly Fixed replication issues with debris Fixed juvenile deinosuchus sink animation offset Fixed conflict between ceratosaurus manual and automatic chuffing Fixed dryosaurus dodge vocals not playing Fixed dryosaurus slide animation playing too quickly Fixed server password entry box changing sizes Fixed being able to maintain high speeds by quickly jumping Fixed hypsilophodon sliding animation playing too quickly Fixed human not playing animations properly Fixed herrerasaurus sometimes sliding in idle pose after being knocked down from falling Fixed herrerasaurus latching location correction not working Fixed herrerasaurus being able to occasionally climb the air to...DevBlog #51Aug 30, 2024 - Community AnnouncementsFilipe - Lead Programmer This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects. Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition. Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest. Ariel - Programmer Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next. Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus. Amarok - Programmer Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players. Psittacosaurus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but ca...Patch 0.15.203 is now available!Aug 7, 2024 - Community AnnouncementsHey Islanders, We're deploying a small patch aimed at resolving some issues affecting community servers. You may need to restart your Steam client if the patch is not immediately available to download. Patch 0.15.203 Fixed an issue with Windows servers not being joinable. Fixed the config file being overwritten when closing the server. Added logging for server state during startup and connection logs for players. Below is an updated Game.ini for Server Owners: ServerName="Server name here" // Server name. MapName=Gateway MaxPlayerCount=100 // 100+ player servers is not recommended. bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal. bQueueEnabled=false // Enable queue if server slots are all filled. QueuePort=1000 // Queue port. This port must be open if Queueing is enabled. bServerPassword=false // Set to true if you want a server password. ServerPassword="password here" // Your server password. bRconEnabled=true // Enable RCON. RconPassword="password here" // RCON password. Do not give this out. RconPort=5555 bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing. ServerDayLengthMinutes=45 // Set in minutes. ServerNightLengthMinutes=20 // Set in minutes. bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category. bEnableGlobalChat=false // Enabling the Global Chat panel. bSpawnPlants=true // Enable plant food spawns. bSpawnAI=true // Enable AI spawns. AISpawnInterval=40 // Set how frequently AI can spawn in seconds. bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations. MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last. GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz. bEnableMutations=true // Enable mutations. AdminsSteamIDs=Admin steam ID here // SteamID64 format WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled // List of all enabled classes. Remove a line to remove a class from spawning. - 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=Diabloceratops AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus // List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations means you must include all mutations you would like available on your server. Listed below are all modifiable mutations with default values. Altering these values may produce unst...Patch 0.15.191 is now available!Aug 5, 2024 - Community AnnouncementsHey Islanders, It's time venture back into The Isle to explore a myriad of new features and locations. Delve into the Mutations system and adapt your animal to survive and thrive across multiple generations. Look your best and stand out from the pack with an array of new skin patterns. Sink your claws into the competition with the Omniraptor's new grapple mechanic, or for those who prefer defense, join the herd as the Diabloceratops, a robust and formidable herbivore that always faces a threat. You may need to restart your Steam client if the update does not make itself immediately available to download. Updated server owner configs: ServerName="Server name here" // Server name. MapName=Gateway MaxPlayerCount=100 // 100+ player servers is not recommended. bEnableHumans=false // Set to true if you want to run around with a flashlight and kick an animal. bQueueEnabled=false // Enable queue if server slots are all filled. QueuePort=1000 // Queue port. This port must be open if Queueing is enabled. bServerPassword=false // Set to true if you want a server password. ServerPassword="password here" // Your server password. bRconEnabled=true // Enable RCON. RconPassword="password here" // RCON password. Do not give this out. RconPort=5555 bServerDynamicWeather=true // Temporarily disabled. Changing this will do nothing. ServerDayLengthMinutes=45 // Set in minutes. ServerNightLengthMinutes=20 // Set in minutes. bServerWhitelist=false // Set the server whitelist. If true, will look for whitelistID's in the above category. bEnableGlobalChat=false // Enabling the Global Chat panel. bSpawnPlants=true // Enable plant food spawns. bSpawnAI=true // Enable AI spawns. AISpawnInterval=40 // Set how frequently AI can spawn in seconds. bEnableMigration=true // Enable patrol zones, species migrations, and mass migrations. MaxMigrationTime=5400 // Value is in seconds. This controls how long the migration zones should last. GrowthMultiplier=1 - Universal multiplier for growth. Putting this number too high will break it. Recommendation is no higher than 20, even for lulz. bEnableMutations=true // Enable mutations. AdminsSteamIDs=Admin steam ID here // SteamID64 format WhitelistIDs=White list steam ID here // SteamID64 format. NOTE: Must be enabled in the game session below. Keep this empty if whitelist is disabled // List of all enabled classes. Remove a line to remove a class from spawning. - 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=Diabloceratops AllowedClasses=Omniraptor AllowedClasses=Pteranodon AllowedClasses=Troodon AllowedClasses=Beipiaosaurus AllowedClasses=Gallimimus AllowedClasses=Dilophosaurus AllowedClasses=Herrerasaurus // List of all enabled mutations and values. Keep commented out to have all mutations enabled. Enabling any mutations me...DevBlog #50Jul 31, 2024 - Community AnnouncementsFilipe - Lead Programmer While hordetesting continues and some fixes are still being allocated, work continues as normal on the main branch of game development. This month I have been focused on finishing some work in progress mechanics and cleaning up the codebase, refactoring some code and data to be more organized and allow the creation of new dinosaurs or future abilities to be far easier. In that regard, Rex’s crush and throw abilities are pretty much done code wise and have been sent off to QA for the first round of bug finding. The same applies to Migration Patrols and Mass Migration before we move that to a future Hordetest. Lastly, several core mechanics are getting their final touches. Pounce is receiving additional function to make it more interactive when latched onto targets, including the capability to dismount in all directions (no more being forced to jump off a ledge to your death). Bucking will also no longer be a random war of stamina attrition, and some animals will have the capability to retaliate against whatever is latched on to them. Some of you may have seen the screenshots for night vision, but there is also a visual update we are trying for scent to make it less UI based. There is soon to be more, but that is all for now. See you! Ariel - Programmer A large part of the month was spent working on bug fixes and tracking down various crashes. We upgraded to a new version of Unreal Engine and it came with some changes under the hood, but in the end we were able to figure them out without missing out on too much sleep. One of the more annoying bugs I dealt with during the month was just a small jitter that sometimes happened when jumping into water. It doesn’t sound like a big deal, but with this being a multiplayer game there’s an entire system in place to synchronize the player’s location between the server and the client, so that can be tricky to work with, but in the end at least I felt great about working it out. I made some extensions to our ability system that will be used by some of our upcoming playables. It’s a convenient, reusable way to assign multiple actions on the same key and execute the appropriate one based on whether the key was tapped or held. I also worked on a new tool the team can use to more easily compare dinosaurs at different growths, giving us an overview of all dinosaurs in a conveniently comparable format. This should help a lot with balancing and adding new playables to an existing ecosystem and making sure they’re consistent with what’s already there. I’m also working on some of the final tweaks for the diabloceratops. It’s not something we want to hold back the update for though, so we’re planning to add the dinosaur to the evrima branch in its relatively current state as it’s in a pretty solid spot right now. After we finalize the other changes we’re planning to add them as a smaller patch to help with some of the disconnect of diabloceratops and its intended gameplay. VisualTech48 - Environ...DevBlog #49Jun 28, 2024 - Community AnnouncementsFilipe - Lead Programmer This month I focused on finishing the grapple mechanic since it will be used as a basis for other upcoming dinosaurs with their own specific variations. Outside of regular bugs, the Hordetest allowed a more “natural” environment to begin balance testing for grapple. Right now it is getting to a very stable state that we can start expanding upon. The same can be said about Mutations; its main functionalities are in with bug fixes and balance values already tested. The only core mechanics still not available at this time are related to Elders, which is planned to be worked on next. Spectator mode has received some much needed attention to help administrative users. “Physics Foliage Interaction” is finalized both in core functionality and performance wise. Players can enable the two forms in the in game settings. The system now can be expanded to have more foliage types applied to the system and more should be done in the near future as we investigate foliage destruction. See you next devblog everyone! amarok - Programmer Hey! I’ve been working on a few different things over the last month like bug fixing various issues from Hordetesting and QA reports. I also worked on some server performance issues and setting up some backend tools for our profiling pipeline, which should allow us to keep a closer eye on how things are progressing performance wise. I finished up the additions to RCON and did some more work on an upcoming engine update. The majority of my month was taken up working on the new AI systems that I briefly went over in the last dev blog, which should make finding AI a lot easier along with some behavior and spawning improvements. Ariel - Programmer Many of you have probably already seen most of my work this month on the hordetest branch. I was focusing on improving the diabloceratops's sparring mechanic, particularly the interactions when two players are locked together or pushing each other. It can be tricky to get things like this working in multiplayer, but I feel like I got it working rather well now. We had some changes to the ceratosaurus's chuffing mechanic on our internal branch, but we decided to bring them to hordetesting. The ceratosaurus will now receive the defensive buff regardless of whether it vocalizes or not, it will also not vocalize automatically at group members or when it's below subadult growth. Another change I made was enabling certain diabloceratops and tenontosaurus attacks to knock down fruit from trees and also open coconuts on the ground. Other than these I've been focusing on bug fixes, like I usually do during the horde test phase. I hope you have been enjoying the latest addition to the roster. On a personal note, it wasn’t my favorite at first but I’ve grown quite fond of this animal over our time together. Wedge - Sound Designer This month my attention has been entirely focused on lots of small incremental changes to push the update to the finish line in terms of audio, with a ...DevBlog #48May 31, 2024 - Community AnnouncementsFilipe - Lead Programmer This 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 - Programmer Over 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/off We 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 - Programmer Much 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 ...
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