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EVRIMA Patch 0.7.109.09

Hey Islanders,

We've deployed a small hotfix to alleviate issues that were encountered the previous patch, predominantly those pertaining to server performance. You may need to restart your Steam client if Steam does not display the latest update in your download manager.

Changelog 0.7.109.09


[h2]Enhancements[/h2]
  • Prevented toggling spectator mode after dying to avoid issues.
  • Spectator mode client and server performance improvements.
  • Spectator nametag widget improvements.
  • Reduced volume of Utahraptor and Tenotosaurus rest sounds.

[h2]Bug fixes[/h2]
  • Fixed players being flung up from the surface of water sources, causing them to fall to their deaths.
  • Fixed Utahraptor pounce bleeding values being incorrect.
  • Fixed Pteranodon bucking animation causing the player to slide.
  • Fixed footprint materials causing artifacts when flipped.
  • Fixed corpse performance solution not working properly.
  • Fixed being able to grow dead characters.
  • Fixed being able to be attacked while in spectator mode.
  • Fixed vomit not setting debuff caps after safe logging or a server restart.
  • Fixed Utahraptor 3 call core layer not playing.
  • Fixed Tenontosaurus vocals being muffled in certain locations.
  • Fixed Stamina/Hunger/Thirst percentages only showing if the chatbox was active. They can now be viewed by hovering them with your mouse while the character screen is open.

DevBlog #13: Onwards

[h2]FTessaro - Lead Programmer[/h2]
I’ve been mostly working on the latest update for this month, after the big Update #3. I noticed a big performance hit on the servers caused by the new Spectator Mode system, way higher than expected, so I reworked it a little bit in order to alleviate the issues, which was the main cause of the irritating rubber banding that many of you had been experiencing the last few weeks. I used the opportunity to also add more features to it, such as showing AIs.

Worked also on the Juvenile Pounce for the Utahraptor, which was very straightforward since the basics of the system had already been completed, we just had to do some balance changes, add some additional animations and do some value testing.

As some of you may recall, I mentioned a few months ago that we were working in a new water system, so this month I unified the fluid simulation system to all water sources and with Jace’s help in the material side of things, the water looks good, similar to how it was before, but with the fluid simulation, which brings more immersion and new gameplay situations to the game.

Besides the usual bugs that consume a good portion of our time, I was also working on a Mesh Painting system, in order to dynamically add scars, damage marks, blood, bites or claws in the body of the damaged dinos, for example, but can be used for far cooler things, it still needs some extra work so it will be implemented sometime down the road.


[h2]dmIV - Programmer[/h2]
I started the month with preparing support for the hatchling, subadult and elder growth stages. So far we’ve only had support for dinosaurs growing from juvenile to adult. We set up our systems with the extension in mind, but other features took priority. Now we are getting closer to the nesting system’s introduction and the Pachycephalosaurus will also have a subadult stage, so the time came to add support. It’s currently limited to only allow growth between juvenile and adult, but now we will only have to flick a switch when we get to nesting and later elders.

Last month’s water system rework also opened up an opportunity to add a feature we’ve been missing. Previously our dinos started swimming when they walked into the water down to their midpoint. It had varied results, but usually resulted in dinos swimming slightly above the water when near the edge. Now this height can be customized on a per-dino basis, meaning you can walk into the water much deeper before you start swimming. Overall it provides a much more realistic behaviour.

Afterwards I moved on to the diet and migration systems. I’m not going into specifics for now, but the initial version is functional and ready for QA testing after we’ve pushed 3.5 to the public.


[h2]Wedge - Sound Designer[/h2]
This month I’ve been making more progress on designing the ambiences; with both jungle and plains biomes now complete alongside swamp, two biomes remain. I have now started on the fourth biome to tackle coasts. This will not only include addressing the usual ambient sounds, but also improvements to both the underwater ocean ambience and the ocean surf audio, improving on the quality as well as cohesion with the new changes already made. Currently I have collected together all bird one shots for each time of day, as well as a handful of loops. The ocean surf and underwater improvements are in progress. The ocean surf has been given more definition and a broader frequency spectrum range for improved fidelity. When combined with a more energetic selection of sounds for the underwater ambience it gives a better impression of the waves crashing over you as you are just below the surface. Going deeper will drive a crossfade which fades out the livelier sounds to a subtler and deafeningly empty ambience. To accompany the deep ocean ambience I have designed a selection of aquatic creature calls, previewed in the most recent phase two post, giving more life and atmosphere to the depths. To be explicit it must be stated that these examples are the raw one-shots before they have been put through real-time distance processing so may differ slightly due to this.

I have also re-evaluated the categorisation of the spatialised one shots that spawn around the player. These calls are now categorised (bar the underwater ambiences) by birds, insects (as before), as well as Fauna and a new category - a bespoke sound set indicative of the relevant biome. Each sound-set by and large is different depending on the time of day. This change should achieve a more tailored ambience for each biome whilst increasing the perceived bio-diversity and detail.

Although these changes to ambiences won’t be heard until they are all complete, sounds have been added to the new buck animations and some tenonto sounds have been altered, all of which will be included in the upcoming patch/hotfix.


[h2]VisualTech48 - Environmental Artist[/h2]
Hello folks yet again, as I missed the previous month I won’t miss this one!

As always I’m mostly working on human stuff, but now you get to see them in game. I’ve been focusing heavily on adding the interior and exterior proper bases to the map, and voila, here we go and here we have two new set piece locations, alongside a bunch of new props to fill up the way. The whole system works flawlessly now so you will soon be seeing stuff like the radio tower and some other structures already in the map getting massive overhauls, as they get their interior. New modular systems are being built like the modular Locker System, and future props like these to ensure a lot of varirarity to the whole human aspect.

While it is taken care of, a lot of props are still on the way, so stay tuned for those, as the humans slowly creep up upon us.

As well I’ve done a lot of the shading process to make the whole locations far more interesting, with added Dirt and Moss, and the props can now benefit from said blends and additions, alongside a bunch of small fixes to the existing system to make sure it really feels at home.










[h2]Seiza - Video Editor[/h2]
After the trailer for Update 3 was finalized, I started with the next tasks, including the upcoming second trailer for Update 3. This will have a different format, a little less cinematic but more informative.
The planning and the filming went well and quickly, in the last two weeks I also completed the editing and polishing part.

With such small teasers and trailers we would like to keep you up to date at all times, so it is possible that you will see more of those informative sneak peeks in the future.

I also received your feedback on the Update 3 trailer and I really appreciate it. I am very happy about your kind words, Thank you!

[previewyoutube][/previewyoutube]


[h2]Tapwing - Concept Artist[/h2]



This is our dropbear of the Isle, or rather our mix of anole, jaguar and attack dog in dinosaur form.
When it came to features for Herrerasaurus, climbing was too fun an idea to pass up.

The first hurdle I had to tackle was finding a reference for climbing. There aren’t too many climbers sporting a long set of hind-legs and a short pair of arms like the Herrera has. Outside of some lizards I found the Tarsier, which proved to be a lot of help for reference, sporting similar proportions to what I was looking for whilst still being a climber, jumper and hunter.

Now while a climbing mechanic was a nice idea for mobility, it still felt like Herrera was missing a little something in the hunting department. Which is where the far right concept comes in, a bite with a grapple. You could just bite and deal some damage, but if you bite and hang on, withstanding some running and bucking you can get a bite of food from something you weren’t otherwise able to kill.
I liked this idea for a couple reasons outside of its mechanical usefulness.

On one hand, there’s something humorous about the animal being thrown around like an over ambitious cowboy, while on the other, I find it a rather unnerving idea that something could dart out of the woods and suddenly latch onto you.


[h2]Baardo - 3D artist[/h2]
This month I started work on the first in a series of edible plant assets. I was given quite a hefty list of these so I'm bound to be doing this sort of work for quite a while. For efficiency's sake sometimes it is important to lump assets into the same texture and material groups, so I worked on the first three in tandem.



Quality vegetation work is entirely rooted in good foundational texture work. Oftentimes you won't know if the asset will turn out well until the very end of the process, so it is important to have a solid plan for what you want. Here I've laid out some of the components I'll need for this series of assets.





And finally here are some shots of the assembled pieces, I'm quite happy with how they've come together.


[h2]KissenKitten - Producer[/h2]
After the launch of Update 3 we shifted gears and are now moving full steam ahead with Update 4. In addition, the hotfix we've been working on has been packed with so much additional content that it has partly evolved into its own mini-update which we've coined as 3.5.

Production moves briskly forward on diets. We're nailing down each species, what they provide, who they provide it to and where they're located amongst other things. Which is all necessary to ensure that we get a fully functional ecosystem up and running, as well as providing everyone with an intricate and interesting gameplay loop for you all to sink your claws into. Besides that we've been working on the Pachycephalosaurus which is slated to crash headfirst into Update 4.5. Be sure to keep a watchful eye on our phase-two and social media channels as we can't wait to share all of the neat clips that will be making their way through the development pipeline soon.

Humans and their assets are also progressing nicely, as well as the long awaited community creature that is almost ready to emerge from it's concept phase...


[h2]Closing Remarks[/h2]
That's a wrap for May folks! What started as a hotfix swiftly evolved into so much more... As you're reading this, Update #3.5 should be in your hands, with it a plethora of bug fixes & quality of life improvements.

See you next time Islanders! - Punchpacket

Update #3.5: Juvenile Pouncing & Interactive Water

Hey Islanders,

Update #3.5 is here, and with it a plethora of bug fixes & quality of life improvements. Be sure to sink your claws into the trailer below for a proper showcase of the new additions!

[previewyoutube][/previewyoutube]

Changelog 0.7.102.30


[h2]Additions[/h2]
  • Added Pounce to the Utahraptor juvenile.
  • Added front limb damage area.
  • Added Buck ability and animations for Pteranodon, Utahraptor, Dryosaurus and Hypsilophodon when being pounced by a Utahraptor juvenile.
  • Added a Ranger and Utility station to Spiro with open interiors.
  • Added "Official" filter for unofficial servers. Any server with "Official" in its name will not be displayed in the server list, excluding our official servers.
  • Added Green color for Official Server names to better distinguish them from unofficial servers.
  • Added new Utahraptor trot animation.
  • Extended Spectator Mode system to show AI.
  • Added toggles to spectator mode using Page Up and Page Down for:
    Show All, Show players only, Show Alive AI only, Show Corpses.
  • Added PageUp and PageDown to action bindings.

[h2]Enhancements[/h2]
  • Replaced the water for rivers, swamps and the ocean with our new Interactive Water system.
  • Set Hypsilophodon tail feathers as tail tip damage area.
  • Made Stegosaurus plates and Hypsilophodon eyebrows ignore damage when hit.
  • Updated all footprints normals atlas.
  • Made Eat hints appear based on corpse, instead of capsule.
  • Made pounce leave crouch state.
  • Updated Pounce to avoid interrupting fall animation in water.
  • Made pounce to play miss animation when landing in shallow water.
  • Reduced attenuation of all creature idle vocal sounds and breath sounds.
  • Reduced night time.
  • Increased strength of creature foley ducking ambience.
  • Made buck apply stamina cost scaled by pouncer's growth.
  • Set Utahraptor growth time to 75 mins.
  • Set Tenontosaurus growth time to 105 mins.
  • Set Carnotaurus growth time to 135 mins.
  • Decreased Pteranodon buoyancy to fix juvenile swimming.
  • Raised the camera if the character is too small to prevent the spring arm from going inside the ground.
  • Audio fixes and improvements to Tenontosaurus jump and vomit, and Dryosaurus jump and evade.

[h2]Bug fixes[/h2]
  • Reworked part of Spectator Mode for better performance server side. This should hopefully fix the rubberbanding issues that were present in the previous patch.
  • Fixed new footprint/blood scent clouds sometimes not fading in.
  • Fixed blood splat scent clouds sometimes persisting indefinitely.
  • Fixed being unable to perform ALT attacks with too low stamina.
  • Fixed damage areas around the neck.
  • Fixed Hypsilophodon not being able to move forward from jumping in place.
  • Fixed rest and ragadoll issue when dying after swallowing.
  • Fixed an issue with Pteranodon vomit animation.
  • Fixed BloodSplat rotation.
  • Fixed some rock collision causing corpses to fall through them.
  • Fixed being able to zoom in and out while sleeping.
  • Fixed sometimes being unable to take off as a Pteranodon after crashing.
  • Fixed Stegosaurus secondary draining double stamina.
  • Fixed adult Deinosuchus aggressive call audio pitch.
  • Fixed EQS not working correctly sometimes.
  • Fixed need to enter water to be able to drink.
  • Fixed chat not auto hiding when using "/".
  • Fixed culling on all buildings.
  • Fixed pickup animation not working sometimes for juvenile Deinosuchus.
  • Fixed juvenile Deinosuchus lunge shake animation not playing.
  • Fixed Fence Collision issues.
  • Fixed drink hint showing up while being lunged.
  • Fixed swallowing issues when interrupted underwater if already initiated.
  • Fixed characters jumping out of the water when ascending quickly.
  • Fixed not sinking occasionally when out of stamina.
  • Fixed issue with rotation during pounce, most notably during bucking animations.
  • Fixed Deinosuchus fall not applying damage in water
  • Fixed lunge causing corpses to not float sometimes.
  • Fixed age modulation for Tenontosaurus rest sounds.
  • Fixed inaccurate vomit duration if the server restarts during it.

Roadmap Update

Hey Islanders,

It's time for the release of our updated EVRIMA Roadmap, which is predominantly based upon what we have learned through both EVRIMA's development process, and Legacy's mistakes. The initial launch of The Isle focused on rapid introduction of playable dinosaurs with little to no diversity of playstyle or uniqueness. Though the EVRIMA roster is much smaller, the terrestrial, aquatic, and aerial creatures all have base implementation complete and shared features. With our observations of the active state of the game, as well as what has shown to be the most positive receptions, we firmly believe primary development focus should be on mechanics, and not arbitrary roster expansion.

Below the link, I've outlined the various changes to the Roadmap, be sure to let us know what you think!

Roadmap Link: https://trello.com/b/G5tsb4XI/public-roadmap

[h2]Roadmap Changes[/h2]

[h3]Updated Labels[/h3]
'Not Started' has been renamed to 'Pre-Production'.
'Complete' has been renamed to 'Implemented'.

These two changes have been made to more accurately reflect the different phases of development and status of the content.

[h3]Previous Updates[/h3]
Released updates will now be merged into a single column, preventing the board from becoming cluttered whilst still leaving an archive of our journey.

[h3]Update Order[/h3]
As part of our drive to optimize our production process, we've split the updates into smaller chunks. These shifts should allow us to update faster while still focusing on delivering meaningful content that adds to the gameplay experience. Sub-updates will also share the same column as their parent update, ensuring that the majority of the roadmap is viewable without unnecessary side-scrolling.

[h3]Update #4: Diets & Fractures[/h3]
Diets will now accompany the debut of our Fracture system. One of the main issues with current gameplay is the lack of an intricate game loop, resulting in players opting to spend the majority of their time in one area of the map. The Diet system will encourage and reward players for striking out into the world to fulfill their various needs, as well as providing herbivores in particular, a far more meaningful gameplay experience.

[h3]Update #4.5: Pachycephalosaurus[/h3]
While Fractures can be inflicted in a variety of different ways, it simply wouldn't be the same without a certain hard-headed and irritable herbivore administering them the old fashioned way.

[h3]Update #5: Ancestry[/h3]
We've heard your feedback and rest assured, we are well aware of the popularity surrounding the beloved Nesting and Skin systems. So we're happy to announce that they've both been moved up to Update #5. Expanding upon each system and introducing a brand new one.

[h3]Update #5.5: Improved Day/Night Cycle + Night Vision[/h3]
The implementation of Night Vision will have a profound effect on the way players behave at night. During this time it is imperative for us to actively monitor the balance between the various species, hence why we have decided not to include a new playable creature as part of this update.

[h3]Update #6: Gore[/h3]
Gore will be a significant undertaking. Therefore we firmly believe that it is appropriate to debut as it's own focused update. We'd also like to remind everyone that The Isle is intended to be a survival horror game, first and foremost. The implementation of Gore will usher in a much darker tone for the game that is far more violent and visceral than what you have come to know. Our aim is to replicate the beauty and unapologetic savagery of nature.

[h3]Update #6.5: Night Terrors[/h3]
While you may find poisonous plants out in the world, it'd be a tad strange if venom were to debut without something designed to inflict that nasty bite.

[h3]Ongoing Content[/h3]
Both the Perk System and the UI Overhaul have been moved into the Ongoing Content column. The Perk System is designed to have interactions with various systems such as Diets, Nesting and more, therefore we feel that it's more appropriate for it's implementation to be more of a process, akin to the Elder System. Given that the UI Overhaul will affect all current and future menus/mechanics it also makes more sense to be part of our Ongoing Content column. AI has been merged into a singular card, to prevent the roadmap from being spammed with too many cards.

[h3]Inhabitants[/h3]
The Inhabitants column allows you to stay up-to-date with our various playables as they make their way through the development pipeline, including updates/adjustments to inhabitants that have already been implemented. Keep in mind, this list does not currently encompass the full roster of animals that we have planned for EVRIMA. It will be updated as time goes on.

EVRIMA Patch 0.7.92.02

Hey Islanders,

We're deploying an additional hotfix aimed at resolving some issues that were introduced in our previous patch. If you aren't able to see the update, simply restart your Steam client and your game should update to the latest available version.

Changelog 0.7.92.02


[h2]Bug fixes[/h2]
  • Fixed Spectator mode causing a memory leak on an Admin's client.
  • Fixed a number of server calls that negatively impacted performance.
  • Adjusted a few numerical server logs.