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DevBlog #46Mar 29, 2024 - Community AnnouncementsFTessaro - Lead Programmer This month I've been pretty busy working on several different tasks, discussing changes and what comes next. A lot has been done with internal core code in order to improve server performance and use less data. I don't expect this to suddenly allow for more slots, but it's more like a “drop by drop we may fill a glass” type of thing. Meanwhile I also worked on several quality of life changes and improvements, some of which I will list at the end of my post. As expected, more work was done on Mutations, with more being implemented and the new design that unified the “lifecycle” and “lifestyle” mutations with the introduction of “unlocking” new mutations depending on what the player does during their life. Once unlocked that mutation can be chosen through the various stages of life. Rex's ability received more attention and new animations for each stage of life, now it is just a matter of making sure all animations work on all stages with the respective balance values. I know some of you want news on Dryo´s burrow, but I can't share many details about that right now. We want to expand the design, but for that we need to make sure it will work without causing major problems, such as development delays or server performance issues. So this is being slowly tested as low priority in the background. I also worked on updating the Weather System with several improvements and bug fixes. Fixed the Physics foliage system that has been broken since we upgraded to Unreal Engine 5, now it works with options in settings to disable it if desired. Pounce improvements and fixes. Dilo Hallucinations AI improvements. Carry/Drag logic and improved the Physics Doors and much more. The list of bugs fixed for the next patch is going to be huge. List of some QoL things done with even more to come: Allow diets to refill closer to full Serialization of SpecMode data, so it is lighter and doesn't cause server performance issues. Reduced by half volume and distance for crouched footsteps and fixed a footstep issue causing crouch/walk to sound much louder. Allow both Herbis and Carnis to be able to scent if walk/trotting Adjusted eating/drink camera lock angle (from total 40 degrees to 90 degrees, centered) Anti-Cheat improvements. Working on an unstuck command for players Allow pounce from behind Allow pounce on high pitch angles (slopes) Add Previous and Next buttons for the "random" skin feature. Lunge bigger targets if both are swimming (such as adult Stego) Cancel Carry if using HeadButt while carrying something in your mouth Give Server owners options to enable/disable mutations - We also added option to enable/disable each mutation as needed and their effect values Give Server owners options to enable/disable specific AIs Give Server owners option to enable/disable random Weather Give Server owners option to increase/decrease general growth rate For now that is all I can talk about. See you! Ariel - Programmer This month I’ve been focusing mos...DevBlog #45Mar 1, 2024 - Community AnnouncementsFilipe - Lead Programmer It’s mostly been a continuation of last month’s work, with the exception of several changes and bug fixes for the latest patch. In regards to what I’ve been working on; - More Burrow internal tests and prototypes, there are several concerns about the scalability and performance of this system, so we are experimenting. Not much to say about this one yet. - Continued working on Rex Crush ability, which is a variation of Deino´s Lunge. Gameplay wise they are very different, but the code part is mostly shared. We have a functional system already and the work now is mostly making all animations to look as desired, besides balancing it. - Several design meetings and more to come to make final decisions of several systems and future developments, including Migration, that still needs it´s second half (when no Mass Migration) is active. Currently the system is only half done, which is the “Mass Migration” happening one after the other. - Besides that there was a lot of work on bug fixes, system improvements and Engine Update. That is all for now. Ariel - Programmer This month I had two bigger tasks to work on. First of all, a new attack for the stegosaurus. It is a different kind of tail swing attack that deals more damage, but requires more consideration to use. The attack has to be prepared by holding the right mouse button, which visually lifts up the dinosaur’s tail, also serving as a warning to other players. Then players can use the left mouse button to perform the attack, which is slightly different if someone is looking up, down or horizontally. This allows for hitting specific areas of others, but also means that one needs to be more careful with it to avoid swinging above smaller targets for example. There is a second version of the swing that can be performed while sprinting, this one hits in a wide arc in front of the dinosaur that really opens up new possibilities in combat. I also added support for attacks hitting obstacles like trees or rocks and being canceled. This is currently only in use for this attack, but could potentially be extended to others later. I also worked on the new camera system that some of you might have seen already as a concept. The plan is to bring the player’s perspective closer to that of the dinosaur and provide a better sense of scale. I experimented with different setups to have all the functionality we need while keeping it easy to configure and smooth to use. In the end I got the general system working, but it still needs to be set up for each dinosaur and some of their unique mechanics as well. Other than that I made some smaller visual improvements to the herrerasaurus. There is now some variation in its bite attack animation in certain directions, as well as a slightly different idle posture when standing on branches. I also set up the sliding down audio loop on the programming side. amar0k - Programmer The past month has been mostly about the latest update for me with lots of perfo...Patch 0.13.42.18Feb 19, 2024 - Community AnnouncementsHey Islanders, A new patch is now available on the Evrima Public Branch. Thank you to all the active participants that helped us fine-tune this release via the hordetesting branch. Please note; You may need to restart your Steam client if the download is not immediately available. All community servers must wipe their migration save data to be compatible with the latest version. Changelog 0.13.42.18 Additions Added new diet tiers and adjusted existing diet bonuses Replaced northern plains spawn with northern jungle spawn Enhancements Growth, stamina, hunger, and thirst have appropriate values for the scale of Gateway Added goat to ceratosaurus diet Adjusted stamina regeneration thresholds Altered growth patterns of dinosaurs to grow faster through juveniles stages and slower at subadult stages Slightly reduced the timer to auto swap migration zones if there isn't enough players to eat the food there Hatchlings inherit parent skin colors once again Adjustments to post-processing effects on angled water sources. Increased herrerasaurus' drop attack damage and bleed Herrerasaurus no longer falls over if it lands a successful drop attack from a bone breaking height General pounce and ram mechanic improvements Increased troodon durability Increased dilophosaurus swim speed Adjusted all basic attack cooldowns Allowed admins in spectator mode to see all ingame chat messages Slightly increased food and nutrient amount from schooling fish Reduced waterfall sound concurrency Various server performance improvements Bug fixes Fixed a issue that was inverting the stamina costs of pteranodon take-off Fixed herrerasaurus drop attacks locking herrerasaurus in place Fixed ceratosaurus not receiving nutrients from bones Fixed quicklog failures Fixed herrerasaurus knocking each other out of a latch when climbing Fixed a couple of rare server crashes Fixed players being randomly kicked from servers Fixed several faults that resulted in player kicks Fixed replay feature sometimes displaying only a black screen Fixed various audio cues not ending properly Fixed additional saving issues Fixed persistent fog lighting issue Fixed skin creator lighting Fixed additional server side issues Fixed character display in server list showing incorrect growth Fixed various issues with the server queue system DevBlog #44Jan 31, 2024 - Community AnnouncementsFTessaro - Lead Programmer After a quick break we started working on fixing the main issues present in the latest patch, but that didn't stop us from working towards overall progress of the game, below are some of the main things that I worked on this month: Skin Creator has been updated with a new UI design to provide more room for the new rendering camera. This new camera isn't based on a 2D texture anymore, allowing it to look and perform better: {STEAM_CLAN_IMAGE}/10915315/02324dcbf0a4e9a572863e5d5b813ef29dcd1025.png In addition I also added access to the Skin Creator from the Main Menu so you can create your skins freely without having to log onto a server first: {STEAM_CLAN_IMAGE}/10915315/0606f06b29530be89151ca1264ad0f55543b98c8.png Global chat will be brought in as an optional setting for community servers. This won't be enabled on officials, but server owners now will be able to turn it on. For server Owners: bEnableGlobalChat=true It is disabled by default, so in order for it to be enabled it needs to be added to the TIGameSession within the Game.ini file of the server. Several balance changes with the introduction of the new stamina regen system, but more to come such as new diets combinations, new growth times, hunger and thirst decay adjustments, migration and food availability. Overall progress on some new dinosaurs like Triceratops and T-Rex. Overall progress on the latest burrowing prototype. Bug fixes Pounce to pin is still WIP, requires several new animations and extensive balance tests. Those were the main topics excluding a few small things. See you next time. Ariel - Programmer I started the month focusing on fixing bugs that came up during the break. Some of the most important ones include the one where players lost the ability to rest and had to reconnect to fix it and hypsilophodon’s blind effect not being clearable if they applied it again while it was being cleared. I also prevented herrerasaurus from being stuck latched to the air when there is some lag, it should not find the wall it was supposed to latch on to. It can also die from falling now, we wanted it to survive falling from higher than normal, but it accidentally went a bit too far. I also made various background improvements like reorganizing some of the damage dealing system to combat some of the hacking issues that have been popping up, hopefully that will make the game more fun for everyone. I looked at some saving related bugs as well and reduced some hitches caused by loading on the server. It’s difficult to track down issues where saves are lost, as I can’t just go back and look at what happened exactly after it already happened, but I found some cases that should be handled now. Later in the month I moved on to the newer mechanics and dinosaurs. I improved the alignment of the diabloceratops while sparring, which can be a challenge to line up in a multiplayer environment. Then I made some visual and polish improvements to herrerasaurus that I didn’t hav...Patch 0.13.26.10 is now availableJan 23, 2024 - Community AnnouncementsHey Islanders, We're deploying a small patch aimed at addressing various issues, while also implementing some adjustments related to stamina regeneration. Please note; You may need to restart your Steam client if you find that the patch is not immediately available to download. 0.13.26.10 Added stamina regeneration during movement states based off of current stamina. Updated stamina regen values for all species Improved AI animals attenuation volume/filter/reverb curves and falloff ranges Made adult and juvenile deinosuchus have the same NV fog values underwater Reduced dilophosaurus' hallucination recovery cooldown from 5mins to 1min Increased footprints default despawn time from 1min to 5min Reduced food proportion of schooling fishes Fixed a server hitch during player connections Fixed some server crashes Fixed Pteranodon corpses not rotting Fixed eat hint showing for herbivores near plants while carrying something Fixed fruits despawning Fixed wounds and low stamina not affecting final damage output Fixed vocals not working on replaysPatch 0.13.18.17Dec 19, 2023 - Community AnnouncementsHey Islanders, Due to the holiday season we will not be providing a devblog over the new year. However, in the spirit of moving forward with presentable content, we are releasing a new patch that will be delivered straight to evrima as opposed to the standard hordetesting branch. The inclusion of herrerasaurus and dilophosaurus has come early, however there are certain quirks both visually and mechanically for each of them that will be adjusted after the holidays. Continue using the bug report functionality regardless, as we will continue to refine content as much as possible in the coming days before holiday break. I hope you find the new additions to the roster as fun as we do. Please note; you may need to restart your Steam client if the update is not immediately available to download. 0.13.18.17 Additions Added dilophosaurus as a playable class Added herrerasaurus as a playable class Added the ability to scent when crouched or resting Added dryosaurus directional attacks Added new AI world spawner Added replay focus and hotkeys to adjust playback speed Added zoom function to replays Added new hypsilophodon grab animation Added input release to digging to interrupt it early Added an additional effect for sting stage for sanctuary bees Added a warning pulse effect and sound for agitated sanctuary bees Added "wounded" as a status report and calculation for bite force Added condition for pounce hit to check front and back of a big target Added giant wax palms to Gateway Added a NV brightness curve for all species, separate from range Added new lunge swimming animations for deinosuchus Added new water sense effect for deinosuchus Added deflect animations for omniraptor and troodon when pouncing from the front or behind targets Enhancements Carnotaurus now requires a "run up" in order to charge Ceratosaurus stability is increased when chuffing around corpses Smoothing adjustments to animal head tracking Smoothing adjustments to pounce latch translation/rotation and pouncer´s camera Adjusted boar carry position Reduced dirt vfx amount when digging Improved trying to rest from sliding Adjusted hypsilophodon and stegosaurus footprint sizes Enabled swallowing while latching Removed schooling fish from the gallimimus diet Shortened stegosaurus knockdown duration Migration zones now display immediately when scenting Allowed corpses to update locational effects Improvements to large call attenuations Disabled chuffing while swimming Hatchlings are now added to their parents' group regardless of size limit Updated friends session finder Made pounce and headbutt to ignore alt attacks Weather sounds are now filtered when a player's camera is underwater Increased ceratosaurus scent range Players can no longer pick things up if they are charging as carnotaurus Increased pachycephalosaurus bleed resistance Setup new threshold values for bees attacks and juvenile diet swap Updated admin panel event to match new input name Adjusted nutrients prortions for sanctua...DevBlog #43Nov 30, 2023 - Community AnnouncementsFTessaro - Lead Programmer It’s been another busy month spent working hard to release Gateway, which included several adjustments because some of the new mechanics weren't ready in time, so they had to be removed. The remaining efforts were focused on moving forward with some new additions to the game, but also to have the first post-Gateway patch released as soon as possible. However, some work in progress systems are:. Tyrannosaurus crush ability. It would be a mix of Pounce and Lunge, having different behaviors depending on the size of the target. Burrowing. The mechanic has been updated with proxy meshes for testing and adjustment, some design decisions are to be made, but the mechanic should be finalized as soon as we set the final choices. Mutations. Mainly the mechanic is done, but not all designed mutations were added, we can do that overtime so we have better balance applied to them. In that regard, we are allowing Server Owners to customize the values of each mutation, also enable/disable them all or just a few, all through server configs. Pounce has received some updates to the new Grapple system (disabled for release), also some balance changes and an important change: Pouncing the front or the back of a big target won't connect (latch) anymore.Instead the Pouncer will perform a claw attack doing small damage. In order to latch on the target it needs to be attacked on the sides. This change applies to Troodon as well. Latching from the front was initially implemented to assist players having a difficult time landing successful pounces but we feel is not needed. Balance Updates. In general more balance changes were made to several abilities and mechanics. Several bugs were fixed including the ones reported by stress testers, not only QA. Thanks everyone! Ariel - Programmer I started the month setting up the new migration and sanctuary scent icons. On the topic of scenting, it is now possible to do it when crouching or resting as well. I also did some experimentation on human weapons, but that’s something that will be worked on properly a bit later on. The diabloceratops also received some improvements to be more reliable and convenient to use. It has a sidestep action when sparring to quickly get around each other which was previously done by tapping a direction key, but we moved it to the spacebar to be more user friendly. I was also able to make the movement faster when locked together so pushing each other worked much better, it was quite challenging in a networked environment. The camera is also locked to the front now, it helps make it more focused on the interaction. I also started working on a new action, running into the side of another diabloceratops lets you push them around a bit differently. That one is still work in progress though. I also made further progress on the herrerasaurus. The branch snapping system is being improved with more trees being supported and the movement working better in general. The jumping indicator...Patch 0.12.51.02 Now Released!Nov 14, 2023 - Community AnnouncementsHey Islanders, We are now deploying Gateway to the EVRIMA branch. As outlined in our latest DevBlog, our current live version (Spiro, 0.11.59.04) will be moved to its own branch for a limited time. This move is designed to accommodate players who do not want to partake in active development but wish to continue playing the game on the previous stable version. Once Gateway's gameplay loop is assessed internally as stable and within the intended vision, we will drop support for 0.11.59.04 and return to a unified EVRIMA branch. All Official Servers are also transferring over to Gateway. As always, you may need to restart your Steam client if the update is not immediately available to download. Server Owners that utilize Gateway will have to make adjustments to their configuration files. Below, you'll find an example illustrating the required format for your Game.ini. Please note; You also have to use the appropriate depot when hosting for a specific map. spiro0.11.59.04 - Server branch for Spiro evrima - Server branch for Gateway ServerName=Official Evrima - EU 5 MaxPlayerCount=100 MapName=Gateway bServerFallDamage=true ServerDayLengthMinutes=45 ServerNightLengthMinutes=25 bServerDynamicWeather=true bAllowReplay=false bQueueEnabled=true bServerPassword=false ServerPassword=xxxxxxxxxx bRconEnabled=true RconPassword=xxxxxxxxxxxxxx bSpawnPlants=true bServerWhitelist=false MaxPlayers=100 0.12.51.02 Additions - Added new map (Gateway) - Added new mechanic: Migrations - Added new mechanic: Sanctuaries - Added new AI: Sanctuary Bees - Added weather - Added new environmental material effects to dinosaurs - Added new UI icons - Added sanctuary (red) mushroom - Added AI herds - Added new edible plants: Jackfruit, Banana, Brazil Nuts, Dulse - Added pushable gates/doors - Added config option to toggle AI - Setup new stamina regen during resting - Setup damage outputs being modified by a player's health - Added beipi nest animation - Added new ram impact foley sound - Added input release to digging so players can interrupt the ending animation - Added required restarts to certain graphical options that failed to update without them Balance Changes - Slightly lowered carnotaurus attack rotations - Increased some alt attack trace sizes - Updated cerato bacteria gain values - Set stego plates and hypsi eyebrows to not block penetration checks - Enabled dryo evade when sprinting - Adjusted charge and headbutt interactions - Added the weight of all pouncers as a check to be able to sprint when being pounced - Returned stamina cost for alt bites to all animals, besides deino - Reduced damage output if a player is out of stamina - Using direction attacks to substitute movement when bleeding now results in proportional drain to the animal's blood pool - Adjusted stegosaurus growth times - Adjusted deinosuchus growth times - Added 20s cooldown to carnotaurus charge - Globally reduced stamina costs for attempting to pounce and successful pounce states (latched, pinned) - ...DevBlog #42Oct 31, 2023 - Community AnnouncementsFTessaro - Lead Programmer This month I have been working mostly on getting Gateway sent to the public while also doing more work on upcoming mechanics. Most of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design. During this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate. With the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release. For the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it. Besides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat. And lastly, the usual balance changes and bug fixes. See you next time! dmIV - Programmer I worked on various different things this month, starting with my personal favorite, the herrerasaurus. With the aimed jump system players are encouraged to jump more than other species, so for now we removed stamina cost from small hops, although we will have to test carefully to see the best balance settings. The dinosaur had many of its values tweaked over time to get the best results to make sure climbing feels and looks great across all kinds of surfaces, but I finally found a solid solution to a certain jittering issue that’s been bugging me. I also enabled swallowing while latched on to a wall, which could come in handy. We use a framework to manage our character abilities and attributes. While it works great for the most part, there was some room for improvement in terms of data usage. So I ended up replacing some of their built in solutions with our own ones that don’t send any more data than necessary. The biggest improvement is where characters deal damage to each other, which is arguably the situation where you’d want to have the least amount of lag when playing. The changes will need to be tested properly, so they didn’t make their way to ...DevBlog #41Sep 29, 2023 - Community AnnouncementsFTessaro - Lead Programmer This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness. Like last month, I’ve cut my work into topics for easier consumption: Implemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers. New resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood. Other balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more. The Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments. Several members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%. A heap of Migration tweaks and bug fixes. Locational effects improvements and bug fixes. Setting up final assets and systems for the new playables. Several bug fixes in all areas and QOLs. With the Stress Test now live we can finally gather the data we need to balance and adjust the map accordingly, so we can release it asap. See you next month! dmIV - Programmer This month I’ve been focusing on polishing the upcoming playables and fixing related issues. The herrerasaurus climbing is becoming more and more reliable, I found some networking related jittering that I also managed to smooth out. I also set up the special resting animations that are used when positioning yourself on thin branches. The animal was also given a new diving animation, we expect players to spend a lot of time up in the trees and jumping down into water can be a good way to dampen your fall, assuming you don’t jump into the jaws of a deinosuchus. I also gave the diabloceratops some love, it now takes reduced damage to its head and can use its block ability to reduce it even further. I extended the dryosaurus’s dodge charge indicator to support a more generic functionality, it is now also used to indicate how many sparring abilities you can activate and also show their cooldown. Finally I made some developments to the growth system. Our aim for the current apexes is to have a relatively faster growth in the beginning, and then significantly slow it down as you get older. There were a couple things that had to be adjusted, but it’s all set up now and hopefully it will lead to a rewarding experience. {STEAM_CLAN_IMAGE}/10915315/57cb50ffa5ef2138a0b14bf3ebb86dc645a93fd4.png Wedge -...Patch 0.11.57.02Sep 4, 2023 - Community AnnouncementsHey Islanders, In this small patch we've introduced a rework to the vomiting mechanic and introduced a "sickness" status effect. The patch notes contain a more detailed breakdown of these additions. We are aware of and continuing to investigate the ping issues affecting our Official Servers. We will keep you informed as soon as we have more information available. Changelog 0.11.57.02 Additions Expanded upon the existing vomit system. Vomiting now has a variable cooldown as to prevent players from becoming "vomit locked" when attacked by groups of ceratosaurus', which would stop them from fighting back. Whenever a player vomits, they will also incur a vomit sickness state that lasts 5 minutes. While this state is active, nutrients cannot be gained from eating and there is a chance to vomit again while eating/swallowing food. Additional vomits during this time will cause the vomit sickness state duration to stack and increase. As before, stamina/hunger/thirst max values are decreased after vomiting, and interacting with a salt lick can remove these negative effects more quickly. Enhancements The vomiting animation will be prioritized over abilities and sprinting, but will still allow the player to walk/trot. This is to ensure that players can be seen visually vomiting instead of just suddenly receiving the debuff. Adjusted the vomit revert value proportion over time. Bug fixes Fixed vomit decal trace. DevBlog #40Aug 31, 2023 - Community AnnouncementsFilipe - Lead Programmer This month I have been working on several different things across various days/weeks, so I will mention the most important topics below: Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering. The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added. Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head. Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement.. Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly. Added Banana trees with bananas to be part of the new diets in Gateway. New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic. Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push. Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon. Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now. Balance changes implementations and several bug fixes. That is it, see you guys next time. dmIV - Programmer Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals. I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound. {STEAM_CLAN_IMAGE}/10915315/189291f4cbe4968d1b2d76523f043f4aa181783c.png VisualTech48 - Environmental Artist This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details. The pistol is now fully compl...DevBlog #39Aug 1, 2023 - Community AnnouncementsdmIV - Programmer In my completely biased opinion I must say that this has been one of the best months I’ve had working on the game. The time finally came for me to continue working on the herrerasaurus. There had been a few times when I experimented with it due to the pteranodon’s latching for example, but I can focus more on the movement and agility now. The climbing system is made up of several parts. First, there’s moving the character along the wall and there’s always room for improvement on this one. There are two actions that can happen related to this, climbing up a ledge and climbing down from a ledge into climbing mode, the latter being difficult as the character has to turn around and align itself to the wall. Aiming your jumps is very important when playing as a herrerasaurus, so we added indicators that tell the player where you would land when jumping. You can hold the right button when standing or climbing, then press space to jump there. Jumping this way when standing in place will let you jump forward instead of straight up, this is extremely useful when jumping from branch to branch. Speaking of branches, when walking on our largest trees the herrerasaurus will automatically follow them to avoid falling from a potentially lethal height. This one took quite some time to figure out, but it makes moving around much more convenient, so I’m glad with how it turned out. All these come together very nicely, here’s a little teaser in its current unpolished state. Most animations are also just placeholders for now: Wedge - Sound Designer This month I’ve mostly been continuing to flesh out the vocal palette for Dilophosaurus, using the calls as a baseline for both aggressive and non-aggressive sounds. The low gurgling defined in its broadcast and attract have both been adapted as well as used to influence new sounds, including more sounds for idle and generic uses, along with drinking, wallowing, resting, sniffing. The harsher shrieks from its threaten and danger calls have been a good reference to expand its sounds, particularly its attacks and various pain sounds, including death, pounced etc. I’ve also created the first sound that will be part of a suite of sounds for its venom ability, 3 very low and menacing hoots bookended by its signature gurgles, coming together to give the feeling of a mocking yet chilling laugh as it plays with its prey. This sound (among others), in theory, will be manipulated from the perspective of the prey to move around the spatial field, disorienting players that have fallen victim to this creature's venom. I’ve also done some preliminary work on the Herrerasaurus. Its vocal calls have been set up with some alterations to the exports to facilitate the correct sound when the layers are passed through the various attenuation and processing. I’ve also done a first pass on adding footsteps and foley sounds to its animations. Finally I’ve started recording, editing and processing foley sounds for its climbing. ...Patch 0.11.54.12Jul 21, 2023 - Community AnnouncementsChangelog 0.11.54.12 Additions Added server whitelists - Details below Enhancements Various adjustments to improve accuracy of directional attacks Fixed locomotion input locking during vomiting Improvements to spectator mode update rates Added the missing hint for the 3x carb diet combination Bug fixes Fixed the input lockup when a character is knocked down during a pounce Fixed players being shielded from attacks if they are standing on a corpse Fixed being able to interact with already swallowed actors Fixed omnivore diets ignoring carnivorous diet requirements Fixed the carb diet spending more stamina instead of spending less Fixed gallimimus paranoia audio playing in all biomes instead of just the jungle Fixed corpses not floating to the top of water Fixed gallimimus mobilization vocals playing indefinitely when sprinting and causing other vocals to become blocked Fixed pounce sometimes causing the target to always buck if the buck input was pressed as the pouncer was dismounting Server Whitelisting Server owners can enable whitelists by adding bServerWhitelist=true under the TIGameSession section of the Game.ini file. In the same file, add each Steam64 ID using: WhitelistIDs=71231XXXXXXXXXXXX under the TIGameStateBase section. Once enabled, only IDs in that list will be able to join the server. Server admins will be able to join regardless of if they are on the whitelist or not. Example below: WhitelistIDs=71231XXXXXXXXXXXX WhitelistIDs=71231XXXXXXXXXXXX WhitelistIDs=71231XXXXXXXXXXXX ServerName=Server Name MaxPlayerCount=50 bServerNesting=false bAllowReplay=false bServerWhitelist=trueDevBlog #38Jun 30, 2023 - Community AnnouncementsFTessaro - Lead Programmer Most of the month was focused on getting 6.5 out of the door. It entailed an array of bug fixes, balance adjustments and subtle refinements to nearly every game mechanic. We also invested significant effort in server-side optimizations to bolster performance. With the update now live, my attention has shifted back to the main branch, where I am actively working on enabling the migration system for rigorous QA testing. Furthermore, I’m also working on new playable dinosaurs such as the dilophosaurus, which involves implementing mechanics and animations associated with them. In addition, I’m refining the pounce ability to achieve a smoother visual when latching onto targets. Modifications are also being made to the pachy’s headbutt attack to enhance its precision when inflicting fractures. Looking ahead, our primary focus is centered on developing the next set of updates, which will introduce our new map, Gateway. Perks are in progress already and should evolve fast as the team convenes to finalize their design. dmIV - Programmer A lot of my work was for update 6.5, so there’s not much I can say about it you haven’t already seen or experienced. I made various finishing touches to the new dinosaurs, such as improvements to beipi’s buoyancy and animations, making the gallimimus forage frogs and crabs more reliably, adding a defense buff to the ceratosaurus when it’s chuffing around corpses. I’m really happy to see the update making its way to people’s hands. I enjoyed working on the beipiaosaurus in particular, so it’s great that the players are having fun with it as well. Other than that I have been working quite a bit on the diabloceratops recently. There are several different interactions happening as part of the sparring system, so I have my hands full. It’s in a fairly rough state at the moment, but things are starting to take shape, so I’m excited to see how the community will feel about it. I often record videos for internal showcases and I have some for the beipiaosaurus, which I thought would be interesting to show. You’ve already seen what the final product looks like, so here’s a behind the scenes look at how we got there: Amar0k - Programmer As the others have mentioned lots of work to get the 6.5 update out most of my work has been related to the engine update and improvements to the back-end services we use for our deployment pipeline. I have been working on easy anti-cheat and monitoring its performance over the last month. I won’t go into too much detail but I can tell you there has been significant improvement in this area and it’s working quite well. We don’t tolerate cheaters and we are doing everything we can to prevent them from ruining the game for everyone else. I have been running some hotfixes this week to fix some issues with RCON, queuing and the server list. RCON has had some new commands added like being able to update the playable classes. Queueing is now live on all of our official servers and...Update #6.5 Now Live!Jun 23, 2023 - Community AnnouncementsDinner for four. Experience the shift to Unreal Engine 5 with the overdue 6.5 update. Discover the ravenous appetite of the Ceratosaurus, a predator and scavenger capable of gorging itself on decaying corpses to inflict devastating bacteria-infected wounds. Immerse yourself in the aquatic realm alongside the Beipiaosaurus, as it breaches the water's surface with grace and dives for prey along the riverbeds. Unite your flock and sprint across the plains as the Gallimimus, the embodiment of speed and finesse. But beware, when night falls the horde stirs. Troodons are cunning predators armed with venomous strikes that leave their prey vulnerable. If you encounter client performance issues, it's highly recommended that you wipe your Config folder. If running The Isle, exit the game. Open File Explorer. Click the address bar at the top. Type %localappdata% then press Enter. Find "TheIsle" folder. Open it. Open the "Saved" folder. Delete the "Config" folder. Note: This will reset any of your custom settings to their defaults. Start the game. Changelog 0.11.53.07 Additions Upgraded project to Unreal Engine 5 Converted Spiro from World Composition to World Partition (for the first and last time) Added playable omnivores category Added beipiaosaurus as a playable class Added ceratosaurus as a playable class Added gallimimus as a playable class Added troodon as a playable class Added foraging mechanics to beipiaosaurus and gallimimus Added unique bleed modifiers to all attacks Added dryosaurus dodge "charges" instead of consuming its stamina Added the option for server admins to enable/disable certain species via the admin panel. This will save automatically to the server config files and can also be adjusted there Added replay system. F2 ingame to start/stop recording on servers that have the system enabled (bAllowReplay=true in Game.ini). Replays must be a minimum of 5 seconds and cannot be viewed until 30 minutes has passed Added new graphics settings menu Added new skin colors for carnotaurus / hypsilophodon / pteranodon / omniraptor / tenontosaurus Added support for individual leg fracture regen so it heals only if resting Added sounds to hypsilophodon hatching animation Added new deinosuchus fast waterwalking animations Added ability to hear vocals in spectator mode Added blunt impact sound to pachycephalosaurus' alt attack Added diet bleed resist to malnutrition. Added pteranodon left and right skimming animation when turning Added new omniraptor lunged animation loop Added fall damage to mud Added camera offset when resting/sleeping Added red color to a couple debuff diet status Added grab hint for gore Added a different hint for not being able to swallow if the amount of food would cause you to vomit Added small and tiny jump foley sounds Added support for different, front/back footprint scales, made tenotosaurus front footprint slightly bigger Added boar pinned and bucking sounds Added LODs to gore meshes Added new birds erupt wingbeats sound Add...DevBlog #37May 31, 2023 - Community AnnouncementsFTessaro - Lead Programmer This month, my main focus was on enhancing and resolving issues with various mechanics. We had several strange behaviors concerning physics and other various interactions when multiple abilities occurred simultaneously. Such as with the introduction of troodon, a new playable capable of pouncing, that brought forth additional scenarios that had the potential to disrupt existing mechanics. On the topic of pounce; I’ve made some significant changes to the aftermath of missing a pounce, now it does not “stagger” the pouncer anymore, allowing it to be more fluid, fast and more visually accurate. Moreover, with troodon, I developed a system where nearby troodons will emit specific vocal sounds whenever a target becomes envenomated. This feature aids in synchronizing attacks and will be further improved upon in future updates. Pickup is another mechanic that has received some attention. We noticed some odd behaviors relating to both Organs and Meat Chunks, especially when their physics decide not to simulate properly. In that regard I also added a dynamic math that allows “Grab High” animations to play, when grabbing fruits, for example, from tall trees. I also fixed a bunch of smaller issues such as loading screen causing a crash, double calls issue, UI hints, the “pitch black skin” bug, vocal distance being short and much more. Overall I’ve squashed hundreds of bugs this month. Fred - 2D Artist I've been hopping around different types of assignments for a while now, one of which is returning to the environment concepts. Specifically, I’ve returned to finish the line of Underwater Environment Concepts. After discussions about visuals and gameplay needs, I do what I always do and start looking for references and inspiration. A bit of a challenge was the visuals. Normally, when we think of coral reefs and kelp forests, we think of images like those from Blue Planet 2 & Planet Earth 2: beauty and serenity with all kinds of gorgeous colors. This would need to be toned down to fit our horror gameplay and visual style for the game. It can be pretty at times, but not always. I also had to take into consideration the types of terrains and biomes of the ocean and to hopefully create an interesting environment for players to traverse and explore. So, as you’ve seen before in the “isle-phase-three” channel on the official discord, I started by making a simple study of how these biomes and formations will be loosely mapped out based on depth. As you can see below, we’ll start at the shallows with coral reefs, and as we get lower, we’ll see more rock formations. Kelp forests will be sprinkled throughout both. As rock formations become bigger, corals start to disappear. Eventually, at the barrier of the map, we plan on making it pretty desolate. {STEAM_CLAN_IMAGE}/10915315/01376f8325804589c9ae1d24c386cb6d45af9863.jpg For the reef concept above I wanted to keep variations of color, but needed to make sure I didn't go too far to where it lo...DevBlog #36Apr 28, 2023 - Community AnnouncementsdmIV - Programmer In our previous testing the gallimimus was only able to forage near shores, where it could dig up frogs. This does not really fit the playstyle of the dinosaur, so I added support for foraging on land. The system is still essentially the same, with the difference that compies can be dug up instead. They provide a little food, but no nutrients, serving as a more interactive version of grazing. Originally we tried a leaping attack with a lot of movement for the gallimimus' "alt attack", but it didn't feel right in the end. So it was replaced with a quick kick towards where you're looking without turning the character. On the topic of kicks, I also added support for controlling which leg you attack with while running or jumping. This is not just a visual difference, be sure to use the appropriate one to hit your target. With some of our dinos having really high juvenile speeds relative to their size (in particular the gallimimus and troodon) it was time to change how our character speeds are determined. Previously it was blending the animations as you grew and determining your speed to match that, but unfortunately this came with issues such as dinosaurs becoming way too fast during the transition period or not having as much flexibility. So I turned things around and speeds are being set directly, while the animation system was updated to figure out the right animation to play. This was actually quite challenging, since the animation blend spaces don't necessarily match the speed you'd expect when you just blend them as they are. So I came up with a solution to adjust the blended animation to make sure there is no foot sliding. Unfortunately when it comes to programming it can be hard to explain why we have to change things that "already work" just to make them work differently even though the end result is very similar from a player perspective. Sometimes these refactors just have to be made for things to work better. With update 6.5 moving into the testing phase there were periods where I had time to move on to new tasks. For me this meant the diabloceratops. The base character was already set up with the basics, just missing unique abilities and several animations. Many of you might be able to guess already, but I started work on the sparring mechanic. It's not an easy one, there are two players constantly moving around, performing actions that can affect each other's movement, many different things can happen. It's in early stages, but there's strafing movement, interlocking and basic animation support in place already. Naturally at the moment update 6.5 takes priority, but it's coming along nicely in the meantime. Bryan - Animator Once in a while a dinosaur comes along in Evrima where we have to do a bunch of legwork we haven’t done before, diabloceratops is definitely one of those now. I’ve been busy working on the locomotion and watching yaks try to bully each other on Youtube for the ‘sparring’ mechanic and hoo boy that wa...DevBlog #35Mar 31, 2023 - Community AnnouncementsFTessaro - Lead Programmer Much of my work this month revolved around the gallimimus, which has a different way of grabbing things, as it may use either its mouth or hands, so I developed a small system to control when to use one or the other, including swallowing something that was grabbed using the hands, the system adapts automatically. Included to that change, pickup also adapts to the size or position of the target. Like for tall trees it would use a Pickup High, or Pickup Mid animation in some cases. For stuff on the floor it would use Pickup Low. Some more work animation related to beipi and diablo too, for all the shared abilities. Did some work on troodon Venom pounce visuals, mostly, but also adding support for the future uses of Pounce and transitions mid pounce, interesting things that are coming. Troodon is also getting some new small mechanics for Venom Pounce to help the troodon players to know about the condition of the target, envenomated or not, which stages, etc. Lots of work done for fixing a significant amount of bugs or wrong behaviors, including diets. Besides that some code improvement, balance changes, optimizations and new things for camera and audio. I have also added the option for server admins to enable/disable species through the admin panel, allowing or preventing further spawns of those animals. {STEAM_CLAN_IMAGE}/10915315/972b69db7ed740de9cfdb13cdff01d130b82712f.png dmIV - Programmer I continued working on some gallimimus abilities. Its main damage source is from a kick attack, which can be performed while standing, running or jumping. If the animal is swimming or had its legs fractured it can use a peck attack, but it’s not very effective. When playing as a gallimimus it’s very unfortunate to break your legs, since you not only lose your ability to run away quickly, you also can’t fight back properly. To help with that, there is one more trick in the gallimimus’s bag. It can protect itself from some fall damage by automatically springing forward to soften the landing. Falling from too high can still result in fractured legs or death, but it’s safer than other dinos. Other than that I’ve been looking at various smaller tasks, such as the ceratosaurus’s vomit scent, bug fixes, balance changes, moving some blueprints to C++, smaller optimizations here and there. VisualTech48 - Environmental Artist The Dome and only the dome has been my soul focus this month, as it's a magnificent, yet massive object and point of interest in the map. Since transitioning to nanite, we are now open to options of having massive modular pieces like this dome, which we will feature in the new Gateway map. To further reveal this massive structure, it will have four primary entrances for now, three of which are land based, and one directly connected to the river. To ensure this all works and fits perfectly, I’ve made a Dome kit as we do work with modularity here at The Isle for human structures, which now consists of various height element...DevBlog #34Feb 28, 2023 - Community AnnouncementsFTessaro - Lead Programmer This month the focus has been adding onto and improving all the new dinosaurs, but also fixing the enormous amount of issues caused by our migration to Unreal Engine 5. But not everything has been about fixing issues, we have new additions such as bee hives (with some very angry bees) and new vocals for the troodon’s venom pounce that triggers simultaneously for each group member of the attacking troodons, to give players a hint of when to apply the target with an additional dose of venom. Some visual indications may be added as well. The new ‘grab high’ animations were also added for all herbivores/omnivores, which are useful for grabbing from tall plants, etc. https://media2.giphy.com/media/v1.Y2lkPTc5MGI3NjExZWI2MzgwZjA4NTdhNDA2NjUzZjA1NWY1OTYyODViYTRhYzJmMWFiNCZjdD1n/b0SOyXvgWRZgiIZaC5/giphy.gif https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExMDhmNDkyOTU5MDNlYTI1OTFhOTYwOWE2YzE5MWQ4NTJlZTYwM2ExNyZjdD1n/DqbslSv8uLrlMsudra/giphy.gif dmIV - Programmer My first task was some foundation work for the gallimimus mechanics. I extended our movement system with individual multipliers for each movement mode in each growth stage in a way that also changes the play rate of that specific animation. This basically lets us modify movement speeds without having to change the play rate for the related animations manually. It’s something I thought about doing before for other reasons, so I’m glad there was a good time to do it now. Then I moved on to actually making use of the system with new mechanics. The gallimimus’ speed will depend on its diet; you will run faster if you take care of your nutrients. Group leaders with a good diet will also be able to have a positive effect on teammates’ speeds when traveling together. It’s also possible to give each other a speed boost using calls. This will all need to be tested and balanced for gameplay, but as you can see there are many different factors that contribute to the final speed of the dinosaur. A change that’s been planned for a while is to use the “alt attacks'' automatically depending on your movement state. A few things had to be changed in the background, but it is now working as intended. This also helps controller players, since they had no access to these actions previously. I also added a new setting in the menu for those who prefer the old control scheme. VisualTech48 - Environmental Artist As you’ve seen, last and this month marks the end of the cages, which was the main starting point of the new year. These cages will be featured in various conditions, and will showcase something down the line. They are featured in 5 sizes, from the smallest transportation ones, to the largest that can house a sauropod. {STEAM_CLAN_IMAGE}/10915315/01b5c5c006df6391fea298d67d35619bf773248e.jpg {STEAM_CLAN_IMAGE}/10915315/95bdffc4870022d909c8706c30907b77bf247e50.png {STEAM_CLAN_IMAGE}/10915315/8bb3e6e8580a7e0ca9f4380219297b077fde28fa.png {STEAM_CLAN_IMAGE}/10915315/a7e8f077336166ba5e673db3...