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DevBlog #21

[h2]FTessaro - Lead Programmer[/h2]
Upon returning from vacation I was immediately stricken with a sickness, certainly a fun time. At least I managed to rest during our Christmas Break, so now I’m fully reinvigorated and raring to go! Anyway, it’ll be a fairly short entry this month as I’ve been primarily working on fixing an assortment of bugs and modifying various existing mechanics in preparation for Updates 5 and 6, such as pickup/carrying. It’s vital that I make these changes now rather than later, otherwise we’d likely run into complications that would extend development time. We’ve also started development on the Skin System which is slated to debut as part of Update #5, but some additional meetings are necessary so that we may nail down its final intricacies.


[h2]Amar0k - Programmer[/h2]
Hey everyone, back in full-swing after the much needed Christmas Break. I’ve spent the last few weeks looking at our EasyAntiCheat integration and resolving a number of issues that had arisen with its initial implementation. It’s important to note that we have a zero-tolerance policy for all forms of cheating/hacking as we deem it imperative to ensure that our players can engage with one another in a safe & secure environment.

Swinging over to a lighter topic, I’ve also been delving more into the behaviours for our ambient AI animals with some new animations and more appropriate movement for their respective species. And lastly I’ve begun reworking and testing some of the Dinosaur AI and can’t wait to share it with you all!


[h2]dmIV - Programmer[/h2]
After getting back from the holidays I got started on the courting mechanic, which is part of the upcoming nesting system. In a way it’s similar to how players currently utilize the friendly vocalization to form groups, except you have to repeat the process several times to build up your affinity towards each other. Once that’s done two dinosaurs will form a pair and can begin nesting. I made a nest building prototype a long time ago, but since then we decided to come up with a more in-depth system so I’m currently working on that, which we’ll share more information about as it develops.

Lastly, I also added a system that generates unique identifiers for each dinosaur. It doesn’t mean much from a gameplay standpoint yet, but it will be necessary for us to have a functional ancestry system.


[h2]Seiza - Video Editor[/h2]
After the release of the Update 4 trailer "Subsistence.", I spent the vacation reading your feedback on the shots, which always helps me improve on future projects.

Speaking of future projects: of course I've already started thinking about the next update trailer. I've begun with the planning phase again, with lots of brainstorming, research, reviewing possible soundtracks, and writing down preliminary scene ideas so I can start writing the storyboard. I'm really looking forward to the upcoming update and the accompanying trailer and can't wait to start the applicatory phase.

Over the past few weeks I've also been creating some additional WIP clips. You probably noticed that the last animation concept clips were filmed using the engine. This gives you a more natural look at the WIP animations. In this way I also created internal WIP clips on future content that can help the team develop mechanics and animation.


[h2]VisualTech48 - 3D Environment Artist[/h2]
This month's work was all about the docks, and its peripherals, containing, but not limited to buildings and items. First order after the vacation was pretty much getting back on track and with a bit change of direction we have decided to add far more metal into our constructions. Both for style and to act as reinforced parts of the buildings, making them look bulkier in the process.

This means we got a new trim which consists only of metals, which will be further used for any metal parts of the docks and detailing. A great example of this is the Dockyard Watchtower, featured here:



The Trim:


And as previously said, new bulkier buildings, which now have more metallic reinforcements and different shapes, to make them feel more unique. Keep in mind this is work in progress and is not done, so the special shader which features the damage and the special color coding is not yet baked onto these buildings.



The next order of business is pretty much making a lot of buildings for the Docks, and making sure we have multi story buildings as well, both small and big but keeping scale in size.

See you next month!


[h2]Tapwing - 2D Artist[/h2]
I’ve been at work drafting nest concepts for a couple of newer animals. For the Hypsilophodon we wanted to try something more arboreal and inspired by weaver birds and hamerkops. I’ve been playing with a number of different shapes made out of mud and/or a medley of fibers. The Pteranodons nests are simpler for the most part, outside of cliff-side nest ideas I’ve also explored nests you might see on a sea stack. More information on that as we begin to solidify a direction.


[h2]KissenKitten - Producer[/h2]
It’s great to be back! Our vacation was very much needed after such a hectic year for everybody. Including you as well I would imagine. Since we’ve been back, we’ve had a lot of meetings in preparation for the rest of the year and still more meetings to come. But alongside that, production on Update 5 has officially begun as many of you may have seen via the ongoing courting animations. The majority of art creation right now is centered around courting, nests, eggs, hatchlings and skins as we prototype the look and interactions we want to lean towards or away from for this update. Definitely expect a more robust nesting experience than you have previously experienced. With this month being shorter for us, this post shall also be but we do come bearing updates to the Public Roadmap! So check that out to know the direction we’re heading in. Chat more in February!

You can check out the Public Roadmap via the link below!
https://trello.com/b/G5tsb4XI/public-roadmap


DevBlog #20

[h2]FTessaro - Lead Programmer[/h2]
Hey everyone, as always it’s been another busy month filled to the brim with bug-fixes and rounding out the final additions for Update #4. You may recall that in the previous DevBlog I wrote extensively about a special system titled “Lag Compensation” which for those who hadn’t read the previous blog, is a system designed to combat issues relating to latency/lag, aka the time certain things take to go from the client to server and/or from server to client. As for where it is in terms of development, the system is now technically complete and has progressed to an internal “stress test” phase where we can appropriately evaluate how it functions and ensure that we’re delivering a system that improves the gameplay experience for all.

All of the remaining dietary plants that were scheduled for Update #4 have now been completed and have made their way into the game, however you should keep in mind that we’ll be continually adding to and expanding upon the Diet System throughout development as it’s an important cornerstone mechanic that applies to both current and future playable creatures. Speaking of the Diet System, based upon feedback I’ve made a number of adjustments to the diets for Deinosuchus & Pteranodon, two creatures that were having a rather difficult time according to the data.

Besides all that, as you’re all well-aware we’ve also been quite busy with the initial implementation of our human characters. They’ve been set up with an assortment of necessary basic features. We're all excited to see you take your first steps and truly get to experience the sheer scale and power of the fearsome creatures you’ll be wanting to evade. Happy Holidays Islanders!


[h2]dmIV - Programmer[/h2]
I’ve spent the majority of this month setting up the basic implementation of the human character and tackling the assortment of issues that spring up as a result. Fortunately most of the movement systems that we built into the game were intentionally set up with the future implementation of humans in mind, so I only had to make some minor adjustments to get them running smoothly. In addition I also set up their animation system and the flashlight mechanic that I’m sure will result in some truly terrifying encounters as you’re stumbling about in the darkness, locked in first person with only that torch as your only solace.

On the topic of Update #4 and the Diet System, I also spent a decent chunk of time implementing an important overhaul to the way we displayed certain dietary information to the player. Previously you would navigate to a scented food source based upon the color of a generic icon, which quickly resulted in two very serious issues, most notably it left users with colorblindness at an enormous disadvantage as it was very difficult for them to distinguish which food source they should be moving towards, and other players would often find themselves moving a lengthy distance towards a nutrient type that they had already filled. To solve this we came up with three unique icons to make sure that each nutrient was visually distinct at a mere glance of your compass, while your non-preferred meals are all displayed as a generic leaf/meat icon depending on whether you’re a herbivore or carnivore.

Last of all, I’ve been working through an assortment of bugs to fix for the update that is now in your hands.


[h2]VisualTech48 - 3D Environment Artist[/h2]
This month I’ve had the majority of my focus on assisting in the development of the human character. The most crucial task being the creation of a flashlight, so that you weren’t going to be stumbling around blind at night.





I’ve also been busy with my usual tasks of knitting additional props to flesh out structure interiors and optimizing the performance impact of the buildings themselves, which is now based on MeshBaking already complex building materials, significantly reducing their materials from 6+ per building, to just one very simplified mesh.






[h2]Wedge - Sound Designer[/h2]
This month I have started designing the sounds for the courtship animation, specifically for the Utahraptor, Pteranodon and Tenontosaurus. The Utah’s vocals have a deep throbbing and purring quality, the male sounds more flamboyant, whilst the females purring is very low frequency and subdued in comparison. The Pteranodon’s courting sounds consist of a variety of sounds ranging from percussive beak clapping to low grumbly cooing. The Tenontosaurus is still in progress adapting to changes in the animation to convey the right character. I’ve also begun working on the sounds for the Troodon pinned animation, matching the aesthetic of its calls whilst trying to convey the pain and panic it would be experiencing during this animation.


[h2]Tapwing - 2D Artist[/h2]



Compsognathus. The tiny hunters and scavengers of the island. Referencing small birds and lizards alike, these little guys are social and advantageous, from flesh to eggs, if you leave food unattended, these little guys might just pop out to surprise you.


[h2]Jake Baardse - 3D Artist[/h2]
The last month I’ve continued work on the edible plant assets, we are winding down to the last of the needed plants and the more complicated ones have been saved for last. I’ve finished the Dulse, Fiddlehead, Fireweed and Papaya plants. Nothing too different about the workflow for any of these, just lots of texture planning and painting. I’ll drop some pictures of the final assets in-engine here



Only 5 more plants to go, then I’ll be moving onto new and exciting stuff!


[h2]KissenKitten - Producer[/h2]
Update 4 has been released! Hop on and let us know what you think. It has been a long time coming and will be setting the stage for other adjoining features and mechanics in the future. We look forward to expounding upon the framework that the diet system has provided so we can craft some really niche interactions. We have also heard your concerns about juvie gameplay feeling lackluster, boring and at times, difficult . As such, we are working towards making the time you spend as a juvenile a more well-rounded journey. So you can enjoy the rise to adulthood rather than blazing through it.

When we return in 2022, we will be hitting the ground running with Update 5. Tackling the hotly requested nesting and skin systems. Nesting being one of the aforementioned systems that will have a direct connection to diets for instance. Nightvision will also be getting improvements with Update 5.5 so you can really feel the world shift when night falls. The perfect segue into Update 6 which will bring with it a terrifying and visceral tone the likes that have not been seen at any point in previous years. Buckle up because it’s going to get pretty terrifying if we have it our way.

This blog entry brings to a close another year of development. A year rife with ups, downs, failures and successes. Bringing us that one step closer to completion. We’ve got a lot of content in the works, particularly for next year. We will be publicly expanding the roadmap during the first quarter of 2022 which we trust will provide a clear understanding of what to expect for the rest of the calendar year and just from the game as a whole. So expect 2022 to bring a lot of intriguing changes to how the game is played and experienced. We really appreciate all the love, support and criticism alike as it serves to keep us motivated, challenged and vigilant. A special thanks to our veteran players for sticking it out with this tiny team of passionate people for this long and a big welcome to our newer players. We cannot thank you all enough. We are ever committed to raising the bar for this underserved genre and are happy to have you along for the ride. As always, be kind to yourself and to others. See you next year!

Happy Holidays!!!

Update #4 Now Released!

Hey Islanders,

It's time to stretch your legs, clamber out from beneath those bushes and explore a whole new environment filled with a wide array of exotic foliage and fauna. Compete for these new resources and gorge yourself on them to maximize your strength and secure a swift passage to adulthood with the all-new Diet System. Paired with the arrival of the island's latest inhabitant, Pachycephalosaurus, comes the new locational Fracture System. It's now more important than ever to pick your fights wisely, lest you find yourself at the mercy of an assortment of crippling injuries.

[previewyoutube][/previewyoutube]

If you've been playing on the Quality Assurance branch make sure to switch back to the main EVRIMA branch by right clicking The Isle in your Steam library > left click properties > betas > in the dropdown menu select "EVRIMA public branch".

You may also need to restart Steam if the update does not make itself immediately available.

Changelog 0.8.60.19


[h2]Main additions[/h2]

  • Added Diet System. Every species in the game now has a specific diet that, if not adhered to, will result in a longer growth time and other debuffs. Your character's preferred diet and more can be found on your character menu (Default key: Tab)
  • Added Ambient AI animals.
  • Added Pachycephalosaurus as a playable class.
  • Added Fracture system.
  • Added passive scent for Carnivores. Walking near footprints/blood will automatically cause them to be highlighted. Can be toggled with F8.
  • Added scent tracking for Carnivores. Press Q on a set of footprints to "lock on" to them. Follow the direction that they are facing to track other players. This will be expanded upon further in future updates.
  • Added Compsognathus scavenger AI.
  • Added latching ability to Pteranodon, activate by holding RMB while flying into a vertical surface slowly.
  • Added a couple of islands and some more coastal related areas to Spiro.
  • Added anti-cheat.
  • Added mud wallows to Spiro.
  • Added ragdoll effect to all knockdowns.
  • Added scent icons to the compass. Removed scent particles.
  • Added Streamer mode to game settings to hide server name and coordinates.
  • Added a camera offset to the Right or Left of the character using, by default, input V.
  • Released Linux dedicated servers.
  • Removed Dinosaur AI until it has been further improved.


[h2]Additions[/h2]

  • Added death sounds for all characters.
  • Added tail physics with trail controllers.
  • Added new Utahraptor broadcast call.
  • Added new mud textures.
  • Added wide Ceiba Tree variants with impostors and new branch textures.
  • Added more ocean ambient audio.
  • Added vocal sounds to Stegosaurus sit and stand animations.
  • Added Carnotaurus sit vocal and reduced volume of stand vocal.
  • Added swamp fauna one shots.
  • Added foliage interaction plugin and fixed massive performance issues.
  • Added a galaxy to the night sky.
  • Added custom flooring to the radio tower.
  • Added subtle wind/foliage rustle loops to swamp, jungle and plains biomes.
  • Added random triggered stick snap sound to forest walk, trot and sprint sound cues with custom attenuation.
  • Added a delay in changing direction when running fast.
  • Added some new sounds to Dryosaurus.
  • Added new falling impact sounds.
  • Added some new Tenontosaurus supplementary vocal sounds, improved sounds on animations.
  • Added location to deaths logs.
  • Added more rock LOD materials.
  • Added large detailing to the Ocean material.
  • Added DLSS plugin.
  • Added DLSS option to settings.
  • Added Character panel to the escape menu.
  • Added new sound system for rivers and beach.
  • Added ocean shore blending to small rocks.
  • Added new trim decals.
  • Added specific repeating bird loop intermittently in jungle morning, day and evening.
  • Added system to toggle sound based on what is being eaten. Soft, solid, leaves, etc.
  • Added herbivore bite/chew sounds to grab and swallow animations.
  • Added time of day in the character profile (24h mode).
  • Added hint when you shouldn't swallow something.
  • Added a 3s timer to toggling spectator mode.
  • Added a value that changes Intensity value for pain sounds.
  • Added better fish movement and more responsive fleeing.
  • Added more movement to fish when stuck against side of rivers.
  • Added specific vocals for each animal.
  • Adjusted Pounce when colliding and playing a knockdown animation.


[h2]Enhancements[/h2]

  • Made pickup work in 2 ways: Tap to remove a piece of meat from any body size. Hold to drag that body, if able, otherwise also remove a piece.
  • Adjusted pounce to have priority over other abilities.
  • Changed pounce to work even if the target is in water.
  • Made Deinosuchus juveniles see further in water than adults.
  • Work on underwater ocean ambient sounds and ocean/beach ambient sounds.
  • General water material improvements.
  • Across the board foliage color tweaks.
  • Updated website and bug report links.
  • Swamp and jungle ambient audio stuff and some changes to vocal attenuations and general audio mix.
  • Small changes to increase fluid simulation effect.
  • Improved ambience audio mix and night ambiences.
  • Adjustments to Utahraptor vocals pitch.
  • Improved swamp evening ambience and jungle night ambience audio.
  • Made pounce not cause knockdown when hitting trees, logs, rocks, etc.
  • Improvements to ragdoll performance..
  • Adjustments to fall damage in certain situations like being lunged our pouncing.
  • Made Stegosaurus secondary only deal damage if the target is on the same side as the swing.
  • Improved juvenile Stegosaurus bite and attack vocal sounds.
  • Adjusted volume balance of ambient, vocal and foley sound classes
  • Reworked part of the Foliage interaction plugin, added cheaper system with proper replication regardless of distance.
  • Remastered Ocean material.
  • Adjusted fog particle emissive values.
  • Tweaked grass types.
  • Day/Night cycle tweaks.
  • Replaced the old rivers with the painted rapids ones.
  • Separated trill from Utahraptor broadcast call, adjusted core and power layer volumes.
  • Reduced the pitch of the adult Deinosuchus broadcast.
  • Changed some more Dino vocals to use small idle attenuation.
  • Improved save performance.
  • Added a new perimeter fence ending, without the fence on the top.
  • Cut off parts of the island to the cliffside.
  • Reduced trigger rate of Swamp long bird one shots.
  • Several updates to pounce and its animations.
  • Security improvements.
  • Adjustments to pounce and lunge causing getup animation to trigger if target was resting.
  • Updated Utahraptor trot animations with out of sync notifies.
  • Water material performance improvements.
  • Landscape color tweaks.
  • Color corrected dinosaur colors.
  • Recolored Rivers.
  • Made 1 and 3 call power call change more obvious.
  • Improved animation and movement smoothness.
  • Adjusted shadow scalability settings.
  • Improved how some calls sound at low stamina.
  • Improved Deinosuchus 1 & 3 call power modulation.
  • Changes to Materials, base fence test.
  • Reduced volume of eating, drinking and wallowing sounds.
  • Reduced ambient one shot attenuations range and reduced swamp and jungle wind loops volume.
  • Reduced volume and trigger rate of stick snap sounds, made volume scale with size.
  • Improved how wallowing and knockdowns sound.
  • Increased delay times of ambzones on Spiro.
  • Improved save reliability, made it try to load the backup if the main file is invalid.
  • Small changes for replication rate.
  • Adjusted Eating and Pickup to sync in distance with body nearby.
  • Adjustments to ragdolls during and after pickup.
  • Adjusted carry position for all species.
  • Removed cooldown from buck abilities.
  • Modified some Server Logs.
  • Made sunlight level more realistic.
  • Changed the wind mask clamping.
  • Updated Spiro map with part of the new shallow river.
  • Reduced volume of end splash sound in Carnotaurus' drink loop.
  • Increased volume of wind in the swamp, plains and jungle ambient sound cues.
  • Improved server browser with filters and faster requests.
  • Balanced sprinting stomp sound levels for larger creatures.
  • Reduced volume of Hypsilophodon knockdown impact.
  • More ambient audio adjustments.
  • Adjusted Swamp and Rivers system to not rise above normal level.
  • Adjusted Ceiba tree and Forest bush LOD color.
  • Polished up some landscape issues.
  • Removed the jungle floating in the ocean on the northern shore.
  • Adjusted swallow threshold.
  • Made wind louder at night, balanced ambience loops.
  • Small improvement to corpse performance.
  • Swapped character and admin inputs by default.
  • Brightened up day to night transition.
  • Adjusted Stegosaurus impale position.
  • Made it easier to see at night.
  • Adjusted ambient one shots volume, random chance & delay times.
  • Adjusted volume and envelope adjustments to ambient loops.
  • Reduced attenuation height fall off for ambient loops.
  • Added sit and stand foley sound for tiny small and medium sized dino effects.
  • Increased AI vector finding radius for fleeing and wandering.
  • Made eating take priority over drinking and grazing.
  • Increased volume of mud foley sound.
  • Made smaller creatures use newer dirt slide sound.
  • Minor ambient level adjustments.
  • Adjusted the ragdolls and death animations for animals.
  • Color corrected plant debris assets.
  • Performance improvements to some AI tasks.
  • Several visual improvements to pounce.
  • Improved pounced animation blending.
  • Added new meat bite and chew sounds and slight improvements to sounds on all carnivore eat, grab and swallow animations.
  • Updated dirt dig sounds.
  • Avoided thirst and hunger to decay when in spectator mode.
  • Setup system to help against interactor overlapping when not needed.
  • Increased lunge speed boost when swimming.
  • Ensured all stagger animations have appropriate audio.
  • Adjusted Pteranodon grab point.
  • AI now decays and regens stamina, similarly to a player.
  • Adjustments to artifacts with day time.
  • Setup leaf rustle and twig snaps in Herbivore diet bite sounds.
  • Improved Dryosaurus, Pteranodon, Stegosaurus and Deinosuchus pounceable areas.
  • Reworked stagger to have movement, made Deinosuchus immune to being staggered.
  • Changed animals replication values. Removed collision from AI capsule when in Stasis.
  • Made floating corpses rise a little higher.
  • Increased fish flee speed.
  • Set fish possible swim height lower.
  • Improved pounce visual stuttering.
  • Adjusted footprint color in sand.
  • Updated scent icons with fade in/out.
  • Improved Stegosaurus impale.
  • Adjusted sync of some fracture footstep notifies.
  • Changed attenuation on Pteranodon and Stegosaurus head injury sound cues.
  • Improved herbivore eat animation audio.
  • Enabled Pteranodon additive landing animation while taking off in place.
  • Resynched and balanced levels of herbivore diets foley sounds.
  • Updated Utahraptor pinned animations.
  • Made an anti-spam check for AdminPanel.
  • Increased amount of mushrooms.
  • Increased night brightness.


[h2]Balance[/h2]

[h3]Global Mechanics[/h3]

Bucking
  • Stamina regeneration is now disabled while pouncing or being pounced.
Body dragging
  • Sprint stamina decay while dragging increased slightly.
Eating
  • Hunger intake values decreased across the board. It now takes longer to consume corpses to encourage contesting over food.
Locational Damage
  • Every hind limb bone and the base of the spine now count towards the Leg locational hitzone to simulate "Hips."
Inertia
  • Inertia values added to all animals. Smaller species are more agile than larger ones.
Wallow
  • Duration of wallow buff increased.
Juvenile stamina
  • Juvenile stamina decay rates scale with visual size. Smaller animals can run for longer.

[h3]Carnotaurus[/h3]

Group Limit
  • Max group limit decreased from 5 to 3.
Max Health
  • Starting Health decreased.
  • Max Health reduced slightly.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Agility
  • Walk turn rate decreased.
  • Trot turn rate decreased.
  • Skid duration increased.
  • Skid distance increased.
  • Deceleration rate decreased.
Movement speeds
  • Juvenile Sprint speed reduced.
  • Adult Sprint speed reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Primary Attack: Bite
  • Damage reduced.
  • Animation rate scale decreased.
Alternate Primary Attack: 360 Bite
  • Damage reduced.
  • Stamina cost added.
  • Animation rate scale increased.
Sprinting Secondary Attack: Charge
  • Speed modifier increased.
  • Knockdown damage increased.
  • Stagger damage increased.
  • Cooldown removed.
  • Now factors in Locational damage. (Can strike legs, heads, etc.)

[h3]Deinosuchus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health increased.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool increased.
Thirst
  • Thirst duration reduced.
AttackPower
  • Starting AttackPower reduced.
Movement speed
  • Adult sprint speed reduced.
Alternate Primary Attack: 360 Bite
  • Variable Stamina cost added. Costs more to use on land than water.
Secondary Attack: Lunge
  • Damage now scales with AttackPower.

[h3]Dryosaurus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Movement speeds
  • Sprint speed reduced.
Primary Attack: Peck
  • Damage reduced.

[h3]Hypsilophodon[/h3]

Max Health
  • Max Health reduced.
Blood Pool
  • Max Blood Pool reduced.
Jump
  • Jump Velocity increased.
Primary Attack: Peck
  • Damage reduced.
Secondary Attack: Spit
  • Hunger consumption reduced.
  • Max range increased.
Charged Jump
  • Stamina cost reduced.

[h3]Pteranodon[/h3]

Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Movement speeds
  • Sprint speed reduced.
Primary Attack: Peck
  • Damage reduced.
Alternate Primary Attack: 360 Peck
  • Damage reduced.
Launch
  • Standing Launch stamina cost decreased.

[h3]Stegosaurus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health increased.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool increased.
AttackPower
  • Starting AttackPower reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Turning rate
  • Turning rate increased.
Primary Attack: Bite
  • Damage reduced.
Secondary Attack: Tail Jab
  • Damage adjusted at all growth stages. Adult damage remains the same.

[h3]Tenontosaurus[/h3]

Growth Time
  • Relative grow time increased.
Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
Stamina Regen rates
  • Trotting regen rate reduced.
AttackPower
  • Starting AttackPower reduced.
Stamina decay rates
  • Sprinting decay rate increased.
  • Slow swim decay rate increased.
Agility
  • Turn in place rate decreased.
Movement speeds
  • Sprint speed reduced.
  • Juvenile Slow swim speed increased.
  • Juvenile Fast swim speed increased.
  • Adult Slow swim speed increased.
  • Adult Fast swim speed increased.
Primary Attack: Bite
  • Damage reduced.
Alternate Primary Attack: 360 Claw
  • Damage reduced.
  • Stamina adjusted.
Secondary Attack: Rear Kick
  • Damage reduced.
  • Stamina cost increased.
Alternate Secondary Attack: Tail Slam
  • Damage reduced.
  • Stamina cost increased.
  • Priority increased against other special abilities.

[h3]Utahraptor[/h3]

Growth Time
  • Relative grow time increased.
Mass
  • Adult Mass reduced.
Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
Corpse food value
  • Corpse food value reduced.
Hunger
  • Hunger duration increased.
AttackPower
  • Starting AttackPower reduced.
Movement speeds
  • Sprint speed reduced.
Stamina regen rates
  • Trotting regen rate increased.
  • Walking regen rate increased.
Stamina decay rates
  • Sprinting decay rate increased.
Primary Attack: Bite
  • Damage reduced.
Alternate Primary Attack: 360 Bite
  • Damage reduced.
  • Can transition directly to sprinting after attacking.
Pounce
  • Pounce miss animation rate scale increased.
Large Pounce
  • Initial Damage reduced.
  • Initial Stamina reduced.
  • Damage per tick reduced.
  • Stamina per tick increased.
Small Pounce
  • Initial Damage reduced.
  • Initial Stamina reduced.
  • Damage per tick reduced.
  • Stamina per tick increased.
  • 0.5s delay for targets to attack back after releasing the pin.

[h3]Deinosuchus[/h3]

ALT Bite stamina cost
  • Added stamina costs to Deinosuchus ALT bite.

[h2]Bug fixes[/h2]

  • Fixed characters not saving properly.
  • Changes to spectator mode to fix performance issues.
  • Fixed wide Ceiba assets vertex colors.
  • Fixed Stegosaurus not being able to vocalize or bite if carrying an impaled body.
  • Fixed UI hints on top of character panel.
  • Fixed all character calls playing at wrong pitch and made some minor improvements.
  • Fixed fish always spawning in the center of swamps.
  • Fixed some inconsistent hint messages.
  • Fixed lunge applying wrong bleeding values.
  • Fixed some issues related to pounce sync.
  • Fixed Character UI overlapping Admin UI.
  • Fixed staying on the water surface as Deinosuchus not working sometimes.
  • Fixed some inconsistent values when growth is set using admin panel.
  • Fixed invalid chat commands.
  • Fixed some abilities draining stamina while swimming.
  • Fixed incorrect growth montages playing.
  • Fixed being unable to take off as Pteranodon while bleeding.
  • Fixed stamina drain after stationary take off.
  • Fixed Hypsilophodon stamina recharge after charge jump.
  • Fixed Deinosuchus blending issues.
  • Fixed speed values being incorrect on the character menu.
  • Fixed blood level affecting charge.
  • Fixed small UI hint bugs.
  • Fixed growth tick restoring status.
  • Fixed a particular collision issue affecting some abilities, like pounce and lunge.
  • Fixed small issue related to corpse disable being interfered by interaction main disable overlap.
  • Fixed collision on FoliageDeactivationVolume.
  • Fixed some crossfading and pitch issues with Deinosuchus, Stegosaurus and Pteranodon broadcast calls.
  • Fixed issue with foliage interactor collision.
  • Fixed small distance issue in Interactor component causing interactive foliage to not go back to foliage instance.
  • Fixed spectator names not working with Chinese characters.
  • Fixed a bug with spawn cooldowns sometimes not being removed.
  • Fixed Stegosaurus calls not working when impaling something.
  • Fixed footprints sometimes having a rotation issue.
  • Fixed speed issue when swimming up/down.
  • Fixed flying Pteranodon not colliding with pouncer.
  • Fixed idle walk bug.
  • Fixed juvenile Deinosuchus not playing certain montages.
  • Fixed vocals not updating properly with growth.
  • Fixed vocals pitch issue.
  • Fixed footstep decals not appearing sometimes.
  • Fixed pounce cancel while looking down causing the player to become stuck in mid air.
  • Fixed corpse despawn not working sometimes.
  • Fixed lunge causing jump issue on target.
  • Fixed Fish not getting a reference to surface correctly.
  • Fixed growth and status issues with animals.
  • Fixed vomit revert tick rate.
  • Fixed overexposed clouds.
  • Fixed some issues with UI cancelling eat and wallow.
  • Fixed some abilities cancelling sprint.
  • Fixed and updated RVT material Landscape texture color tweaks.
  • Fixed Spiro level bounds, updated river sections along the NE river.
  • Fixed Deinosuchus broadcast getting cut off.
  • Fixed layer volumes on Pteranodon broadcast.
  • Fixed cave loop not looping seamlessly.
  • Fixed Carnotaurus footsteps position.
  • Fixed Deinosuchus not able to remove spit sometimes.
  • Fixed not being able to sprint while pounced.
  • Fixed pouncer rotation on other clients.
  • Fixed client memory leak when opening Admin panel.
  • Fixed issues with status decay/regen values.
  • Fixed Carnotaurus footstep socket location.
  • Fixed Dryosaurus resting animation transitions.
  • Fixed Pteranodon skimming additive.
  • Fixed bleeding not being updated by movement.
  • Fixed escape menu not working in spectator mode.
  • Fixed Utahraptor juvenile 3 call audio.
  • Fixed Deinosuchus broadcast power cutting off early.
  • Fixed water sense sometimes not detecting fish.
  • Fixed replication on Aquatic surface and Rivers.
  • Fixed Rivers below mesh and water line not updating with water level.
  • Fixed swimming state inconsistency.
  • Fixed invisible map barriers.
  • Fixed water tiling on a small pond.
  • Fixed various map potholes.
  • Fixed latency issues when dragging, causing desync.
  • Fixed small issues with corpse ragdolls and meat chunks ragdolls.
  • Fixed Landscape "Snow".
  • Fixed some glitched terrain.
  • Fixed server list name filter.
  • Fixed animal forest footstep layer alignment.
  • Fixed issue with safe logout not working.
  • Fixed Deinosuchus belly jiggling violently when eating.
  • Fixed vocal animations while latching.
  • Fixed some issues with the bleeding VFX.
  • Fixed bucking issue with multiple pouncers.
  • Fixed a crash that would occur when pressing "Quit" on the main menu.
  • Fixed bleeding tag issues.
  • Fixed being able to teleport a dead player.
  • Fixed some wrong curve values for elite fish.
  • Fixed scent issue on gore pieces/fish.
  • Fixed rivers not playing water sounds.
  • Fixed merge and submerge sounds.
  • Fixed ocean underwater material.
  • Fixed the rocky shore collision.
  • Fixed sound issues with beach and rivers.
  • Fixed issue with stamina when carrying stuff.
  • Fixed landscape LOD causing crash.
  • Fixed loose level assets.
  • Fixed some issues with the UI. (Profile and HUD blood icon)
  • Fixed corpse sliding.
  • Fixed Tenontosaurus juvenile bite sound.
  • Fixed issues of drag and carry with the animals.
  • Fixed rest cancelling scent.
  • Fixed misspelled vomit.
  • Fixed issue with special ability cost on juveniles being too high.
  • Fixed not being able to swallow carried food while swimming in surface, if not a Deinosuchus.
  • Fixed pounce not working while falling/jumping.
  • Fixed incorrect landscape LODs.
  • Fixed underwater post processing having extreme colors during certain times of day.
  • Fixed Carnotaurus juvenile calls.
  • Fixed small issues with pounce desync and while swimming/mud.
  • Fixed Tenontosaurus tail slam not causing a stagger animation.
  • Fixed corpses not being eaten properly.
  • Fixed pounce issue causing client side stuttering for pouncer and "following" after dismount.
  • Fixed Carnotaurus and Tenontosaurus rest sounds.
  • Fixed widget order.
  • Fixed stat hints.
  • Fixed autosaves not working.
  • Fixed UI issue when logging in with 0 hunger/thirst.
  • Fixed an issue with Pteranodon swallowing when flying.
  • Fixed graze and swallow priority issue.
  • Fixed drink intake inconsistency.
  • Fixed not able to interact with plant or body constinuously after swallowing.
  • Fixed pounce stuttering client side when bucking.
  • Fixed Carnotaurus charge not setting ability state to special attack.
  • Fixed an input lockup when trying to eat a body while in water.
  • Fixed issue with water ripple animation sporadically working.
  • Fixed crouch causing a good portion of the player's mesh to sink or float.
  • Fixed juvenile Deinosuchus broadcast not animating in water.
  • Fixed meat chunks not removing enough food from source.
  • Fixed pounce issue when hitting a target too close to the ground.
  • Fixed various issues with pickup.
  • Fixed issues with jumping at low stamina.
  • Fixed Deinosuchus blendspace speeds.
  • Fixed ripple effects even when submerged.
  • Fixed issue with meshcorrector when pouncing.
  • Fixed scent range not resetting properly.
  • Fixed water ripples being fired outside water.
  • Fixed pounce issue when hitting small creatures.
  • Fixed hint for when not able to grab.
  • Fixed bite sounds pitch/crossfade.
  • Fixed Hypsilophodon's eyes not turning white when dead.
  • Fixed small issue with juvenile Stegosaurus high eat loop.
  • Fixed Dryosaurus and Pteranodon bite sounds.
  • Fixed Tenontosaurus snore sound.
  • Fixed AI not losing perception properly.
  • Fixed AI spawning in trees sometimes.
  • Fixed pounce foliage trace.
  • Fixed clearing attacker on perception lost.
  • Fixed Deinosuchus' eyes being broken when using the shake animation.
  • Fixed stagger animation not playing for hit client.
  • Fixed Carnotaurus stagger animations.
  • Fixed controller camera controls.
  • Fixed a few resting and drinking crashes.
  • Fixed Deinosuchus juvenile bite and generic call audio issues.
  • Fixed a crash when fish get staggered.
  • Fixed issue avoiding eating foley audio setup to work.
  • Fixed small issue with vocals from DTs.
  • Fixed sprint state not being applied if shift was pressed while sprinting is not possible.
  • Fixed hit particles not spawning.
  • Fixed persistent audio.
  • Fixed pounce start animation stuttering when used right after scent.
  • Fixed deino leg fracture speed info in dino profile
  • Fixed plants, fruits and small branches material turning them invisible if too close.
  • Fixed to headbutt ground causing knocked down players to stay forever stunned
  • Fixed lunge causing oxygen decay on land
  • Fixed "E" or "G" canceling stagger or knockdown CC effect
  • Fixed deino and ptera being able to bite while being lunged
  • Fixed knockdown into mud being permanent
  • Fixed juv Deino buck animation not playing
  • Fixed boar not rotating for attack

DevBlog #19

[h2]FTessaro - Lead Programmer[/h2]
Hey everyone, it’s been a month of adjustments, fixes and preparations for what comes next. I’ve been particularly occupied with corrections of old and new mechanics this month to ensure that we have a clean path for the next updates, including humans as well.

One important fix was related to “Lag Compensation” which is utilized by a few abilities such as the Utah’s pounce and the Pachy’s ram, the system was causing a noticeable stutter and lacked the necessary accuracy in relation to server and client sync of events. The “Lag Compensation” is a generic term to help against the biggest issue in online games, the latency, or lag, which is the time certain things take to go from the client to server and/or from server to client. This system helps to reduce that latency the moment an ability is activated, which makes the entire ability chain significantly more reliable, accurate and ping tolerant. The problem is that such a system is sensitive to any code mistake, which obviously can break the various abilities, but it is important for the future. However, I’ve resolved the issues and with more tests/time we will finalize this mechanic so it can be implemented in other abilities and even expanded.

Besides that, I have also been working on humans (yes, officially) organizing animations, folders, classes, etc. Something important to note is that the initial implementation of humans will be basic and significantly expanded upon throughout development.

[h2]Amar0k - Programmer[/h2]
Hey all, this last year has gone by in a flash and I hope that you’re all looking forward to the holidays. This past month for me has been spent developing some of our server side tools, which will eliminate the issue of the servers not restarting properly, as well as making them significantly easier to manage on our end.

Based on feedback, the team and I are also reimagining our approach for the implementation of AI and the roles that they will fill within the ecosystem; we'll be able to share more specific details on that in future. I’ve also been working on the ambient animals, continuing to make their behaviour more dynamic and interesting to interact with alongside improvements to the fish. Other than that it has just been a plethora of bug fixes and performance testing as usual. That’s it for me this month!


[h2]dmIV - Programmer[/h2]
I updated the stagger mechanic to have actual movement instead of just playing the animation in place. It’s just a little push, but the animations play out much better now that the feet are not sliding around. I had to set up a little “studio” in the engine to measure the movement speeds and durations for each direction of each animal but it will come handy for the new additions.

I made some changes to the tracking system as well. It’s mostly just balancing it at this point but there were some visual updates too. You can now see the cone and the footprints through foliage which was a much needed improvement in places with dense vegetation.



I also moved the scent icons back to the compass. When I first set up the system it was primarily for testing so now I went back and made some updates to support fading in and out. Finally I got around to moving the pack scent there as well.


[h2]hypno - QA Lead[/h2]
This month QA has been busy assisting with rounding out Update #4. We’ve been spending the majority of our time bug testing and confirming the fixes for the programmers with each internal build of the game. We’ve noticed lately that the game has been suffering with a lot of crashes and input lockups (we hear you Stego players), so the majority of our focus has been spent on narrowing those down. These issues can arise from all sorts of unexpected places - one of the latest crashes was related simply to fracture sounds not playing properly, instead of the headbutt ability itself.

Besides bug testing, we’ve been following the mechanic test and balance feedback channels on the Discord closely, fine tuning the statistics for the characters across the board and the values for the diet system. A large focus during this time was spent looking at the Pachycephalosaurus and the accompanying fracture system, more specifically how well the character contends with the other species on the island. We knew that the Carnotaurus was going to be a huge threat for the Pachy and started by ensuring that this animal had the toolkit to deal with it effectively. The goal we’re currently pursuing is for the Pachy to be able to break its leg and be able to run away, instead of outright killing it; please let us know in the balance feedback Discord channel how it feels so far so we know how it’s performing.

Another focus we’ve had is the new scent tracking system that was mentioned above. We’re really excited to see this feature come into the game and think it’s going to push carnivore tracking into a whole new direction that the game hasn’t seen before. As mentioned in dmIV’s post, it’s mostly down to balance testing at the moment and we’re looking forward to seeing what you guys think about it!


[h2]VisualTech48 - 3D Artist[/h2]
This month has been all about the Dockyard and getting shaders ready for the new system.
Dockyard items have been progressing as expected with various buildings pretty much done. Just need to be put in a blueprint, optimize the distances and voila, we have at least 4 versatile buildings.

Others are on the way of course, with a large collection of props and interior changes, both in the decal department, and set dressing. These new items are a collection that we are pushing to make all aspects of human buildings feel unique and with a purpose, especially with coloring, which highlights the importance of each building, and what can be pretty much found there.
Alongside these, I’ve been making semi modular props for storage, to bring more life into these storage places.



That is so far regarding highly detailed items for the humans, and the new dockyard. I wish you all the best with the new year and holidays!

[h2]Fred - 2D Artist[/h2]
The art department has been keeping me busy a great deal. At the beginning of the month I’ve been working on finishing the Underwater Concept for our Rivers. Because rivers are thinner and longer in shape than lakes, I had to stretch out the concept art horizontally quite a bit to fit as much as I could. I’m hoping we can be quite creative with how the river bends, forms, deepens, and shapes. Default skins for all the animals have been completed and work on secondary skins has begun. We’re going to try and not be super drastic between patterns and keep them looking similar with their own flair. Think of them like different variations of the same skin, like different morphs in some reptiles. Hopefully they’ll break up the monotony of having the same patterns on every individual.



[h2]Seiza - Video Editor[/h2]
The release trailer for the 4th update had to be revised heavily in the last few months, as the content of the 4th update changed a lot over the course of its creation and thus many scenes of the trailer had to be re-filmed.

Especially the changes to the fractures took a lot of time, because now only the pachy can use fractures. So (besides small specials like the Halloween video) I spent the last weeks updating the release trailer.

Also during the last two weeks, I've been working on the audio effects for the trailer. When I film a scene in the game engine it is entirely without sound. I add the individual sound effects, each call, each step and each idle snort manually in the video editor, as it’s easier to adjust and edit the effects there.
When designing the sound of the trailer I make sure that the effects harmonize with the soundtracks. I often test many different variations until I'm satisfied with how the sounds fit. In the end there are often more than 10 audio tracks (uncompressed). Here is a little view behind the scenes of the audio tracks:



[h2]Wedge - Sound Designer[/h2]
This month I continued the design of the Beipiaosaurus calls, which consist of a variety of unique bird sounds giving it a colourful sound palette. However, these sources are blended with more unusual sounds such as wood and plastic bowed with a cello bow, contrasting the delicate bird-like qualities with a harsher and raspier honking quality, which carries across the Beipi’s larger biology over modern birds, whilst maintaining the organic feel. The juvenile and hatchling calls follow the same gesture as the adult calls, but are created using a selection of the adult sounds pitched up combined with sounds from large birds in their infancy and in-organic elements such as glass squeaks.

I have also been continuing on the combat feedback sounds, the stab and claw attack sounds are complete with sufficient impact and gore, however the bite sound is still in development. As this sound will be heard very frequently a lot of attention is being put towards it in particular to ensure the sound is impactful, but also realistic, as we want the player to really feel these sounds as a clear indication of when they have been bitten. Additionally, I need to create enough iterations to the point at which repeat plays of the same sound do not occur so as not to break that immersion. This has to be achieved for all size categories so entails creating a large quantity of these sounds and making sure they hit the mark in both aesthetic and feeling.


[h2]Bryan - Animator[/h2]
Most of what I've been doing lately is updating rigs in preparation for future updates, for the rest you'll just have to wait and see when the proper time comes. Troodon, Beipiaosaurus and Ceratosaurus all got some modern upgrades in the puppeteering department along with some associated animation work with more to follow in the coming weeks.


[h2]KissenKitten - Producer[/h2]
With November having come and gone, we have gathered all the information we feel we need in regards to diets, fractures and the pachy. We have a few more things we want to polish and solidify before we fully release Update 4 but we are quite satisfied with the initial results. Which has led us to expanding on diets even more. The diet system has a lot more depth than we initially released it with as we wanted to take our time and carefully assess its impacts on the ecosystem first. We didn’t want to bloat the system with too many factors that may have led to a false assessment of how well the feature as a whole was performing. With diets being such a cornerstone feature, we really wanted to have a solid base to work from before adding too much complexity. But we are satisfied with the results and can begin working on the deeper gameplay we want to deliver. Some of the changes to come, in a later update, will center around mixing dietary elements that have effects that can then be tailored to your individual playstyle. We will be maintaining that one of each element will still be required for a dietary growth boost but we will be introducing combinations of diet elements that can result in substantial changes to movespeed, stamina, regen, damage etc depending on what exactly you are eating. If you like going fast, there's a dietary combination for that. Want to maximize your strength? There’s a combination for that too. We really want you to be able to choose how you play within the confines of the island's harshness. Naturally we will have to keep a very close eye on balance and will likely only include one active buff through diets at a time but we are excited to offer you much more complexity. More information to come as we are closer to the release of these new changes. Which will not be accompanying the release of Update 4.

With Update 4 coming to a close, I can reveal some elements of Update 5. Which is largely restructuring how nesting occurs in The Isle. While some of the basic elements you have come to know will still be present, we are adding more engagement to the experience. Players will have to engage in courtship displays, form a bond and then create the nest together, varying by species. There will be different requirements for the type of nest your animal creates and different incentives to nest in certain areas as well. We aim to deliver an in-depth parental experience so you can really bond with players you create nests with and invite to your nests. Which will make the stress all the more dire when your nest and offspring are inevitably threatened with brutality by outside forces.

The skin system is also underway with changes to patterns and colors and a means for unlocking different skins and patterns through gameplay. Maintaining an exploratory commitment to allowing server owners to decide how they want a species visually represented on their server. Before we go... I'll leave you all with a little preview of Utahraptor's courting animations. More information on Update 5 as we progress, in the meantime be kind to one another and we’ll see you in December!

[previewyoutube][/previewyoutube]




DevBlog #18: Happy Halloween!

[h2]FTessaro - Lead Programmer[/h2]

Hey everyone, it feels like these months are flying by! As if it was only a few days since our previous DevBlog. As you’d likely expect, I’ve been primarily focused with the ongoing Mechanic Test for Update #4. For the Diet System I’ve set up some additional fruits and vegetables such as coconuts, interactable horned melons, radishes & pumpkins.

The implementation of coconuts also required collaboration with our awesome animation team, so that a certain hard-headed herbivore could use it’s ram attack to split them open to reveal the nutritious prize hidden inside. That collaboration also resulted in a system that plays low, mid or high eating animations based on the size of the eater and plant being eaten, dynamically.

Besides all that, I've been busy making adjustments to the Diet and Fracture systems, the usual day-to-day bug fixing and testing some things that we’ve been working on for updates 5 & 6, which we’re all excited to share with you sometime in the near future. That’s my October everyone, see you next time!


[h2]dmIV - Programmer[/h2]

Most of my month was spent reworking how footprint scent works. They are now detected passively around the player in a small radius, which increases as you hold Q. This can be toggled by tapping Q as well. Players can also begin tracking specific dinosaurs by tapping Q while standing on top of a footprint. This will highlight the prints left by that player with a different color.

Another big change is that you can no longer scent all footprints. Instead players will only leave behind groups of scentable prints a distance away from each other, so you will need to find these instead of following a continuous line. We are still experimenting with different cues and visuals but that’s the general direction, making tracking feel more like tracking.


[h2]Amar0k - Programmer[/h2]

Hello! This month I spent a bit of time working on a new monitoring tool for the team to use as you may have seen in some previews or my stream. It includes a heatmap of where all the players are hanging out. We can use this for balancing or map design to name a few functions. I have also spent a bit of time on the ambient rabbit which I'm hoping to do something similar for each of the ambient animals it now burrows after a certain distance and time spent running from a predator. It will eventually come out of the burrow if you are far enough away. There has been some pretty heavy work going on with the backend servers and how we manage them which is still on-going. Carnotaurus AI also received some much needed love recently as it was slaughtering everything in its path.


[h2]Baardo - 3D Artist[/h2]
This month I continued work on the edible plant assets, including a remake of an older asset, the Coconut Palm. I was able to bring the asset up to a higher graphical fidelity as well as add some extra details to it for the diet system. It comes complete with bushels of coconuts and the coconuts can be cracked open in multiple layers. Quite a glow up for one of the assets that made its debut with the first batch of tropical foliage!



Additionally I made some new smaller diet assets, including a season appropriate pumpkin! In addition to smashing some pumpkins, the player should be able to gorge on radishes and russula mushrooms soon.


[h2]Wedge - Sound Designer[/h2]

This month I have been continuing to round out any audio missing from update 4 content – I created the sounds for coconuts being smashed and foley sounds for eating, particularly herbivores which now just need to be implemented. Additionally I have been sourcing more sounds for the ambient animals in spare time when possible.

I created more variants for the Troodon calls as previously only one iteration was made, which entailed recreating them from scratch with the audio files used originally and manipulating the elements to create subtle diversity. I have also started conceptualising calls for the Beipiaosaurus, after a phase of drafting ideas I have a clearer direction and am now looking for unique sources and sounds that can be combined and processed to have a referential aesthetic to sounds produced by waterfowl, whilst adding layers with a more harsh or threatening dinosaurian quality.

With the introduction of blunt force impact sounds on the Pachy headbutt I have also been looking at creating sounds to complete the audio design for combat. I have planned what sounds will be needed for the various combat situations and started designing impactful hit feedback sounds for all sizes of creatures, on top of blunt impact sounds these will include bites, stabs and slashes as well as additional gore sweetener layers with potential ongoing additions as new abilities are added.


[h2]Tapwing - 2D Artist[/h2]







This month has been pretty busy with skins.

Fred and I have been working to finish dressing up the remainder of our current planned roster.
It’s been an interesting balancing act coming up with fitting patterns that are unique enough to the animal while still abiding by our skin system of 4 separate colours and a detailed colour for the male pattern.

When the time does come where we get to elaborate on our skin system and add multiple patterns, we’ll have plenty to draw upon.


[h2]KissenKitten - Producer[/h2]

October has been a whirlwind of epic proportions! A lot of troodons running around all over the place in addition to hammering away at the remaining content for Update 4. There are new diet plants incoming and more to be created even after those. The creatures have their fracture animations in testing currently so you can finally limp away at a decent speed like a boss should you get knee-capped. Just a few final touches and tweaking a few stats and we’re going to be ready to drop Update 4 and start previewing content for Update 5. All of your help has been very valuable to us and we appreciate your contributions. Enjoy the spooky treat Seiza and the team have cooked up for you all! See you in November!

[previewyoutube][/previewyoutube]