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Update v0.88.5 (changelog)

This update IS compatible with savegames from previous v0.88.0+!

SYSTEM:

  • Minimum framerate (below which the game starts to go in slow-motion, to prevent collision glitches and preserve playability) now scales with graphics quality setting (Low=10, Med=20 and High=30).

GRAPHICS:

  • Added a new ripple effect to water reflections, to make them less static and give a better sense of water movement (disabled at "Low" Graphics Quality setting).
  • Splash effect at footstep (both Player & animals) from rain is now chance based (from 0% below 25 rain, to 100% above 75 rain), instead of directly triggering at 50+ rain.
  • Splash particle effects are slightly more visible.
  • Screen sharpen effect tweaked.
  • Blood effect on wounded animals improved.
  • [Survival] Water splash on ponds from T-Rex footsteps enhanced, and enabled only on "High" Graphics Quality setting.
  • [Survival] Minor tweaks to several character action animations.

AUDIO:

  • Rain sound volume increases more gradually from rain intensity (especially at the initial stages of rain).
  • [Survival] T-Rex footsteps now trigger for ALL T-Rexes nearby, not just the nearest one!
  • [Survival] T-Rex footsteps sound volume, pitch and screen shake effect tweaked to be more consistant with the animal size.
  • [Survival] Added a brief alert sound when trying to create a character with negative creation points.
  • [Survival] If playing as female, Wilhelm scream sounds feminine.
  • [Survival] Snoring volume slightly reduced.

INTERFACE:

  • [Survival] Right mouse click selection buttons on Tree and Carcass now directly show the quantity of resources gatherable/harvestable (branch, fruits, meat etc), also, unselectable actions for Tree are now shown in grey, instead of being always clickable and triggering a warning hint (or being hidden), and added a tooltip explaining why the action is not accessible.
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  • [Survival] When chance to gather a fruit is very low, a warning text next to the button notifies it.
  • [Survival] Aim reticule during Aim Mode is now only visible if a ranged weapon is equipped.
  • [Survival] Removed Carcass mousehover inspect info showing Meat/Pelt/Tendon (because of the aforementioned change).
  • [Survival] Species for Carcass, Meat and Egg is now shown in mousehover inspect info, instead of next to the item name.
  • [Survival] Added more info beneath the Bleeding icon.
  • [Survival] The game now asks for confirmation before eating a spoiled/raw foods (that would cause damage).
  • [Survival] Muscle Soreness icon and mousehover text have more stages, to reflect a change (listed in the Survival section), and improved tooltip with better info about the impact on muscle growth/loss.
  • [Survival] Added a new loading hint about Muscle Soreness.
  • [Survival] Added a new loading hint suggesting that T-Rex are more likely to see you as a prey, if you sprint.
  • [Survival] Thatch tooltip is more clear about it being supported.
  • [Survival] Action warning text flashes a bit to be more obvious.
  • [God] In the fertility list, "zones" renamed to "soil".
  • [Survival] Damage text for damage inflicted is now shown in yellow, and with the actual negative value.
  • Added a loading hint about year and day duration.
  • Added SurvivalVis to game credits (provided useful feedback, check him on YouTube!).
  • Minor improvements to loading hints.

SETTINGS:

  • Added an option to disable the sleeping snoring sound in Survival mode.

CONTROLS:

  • [Survival] Attack direction assist is noly enabled with "Control Mode" set to "Keyboard".
  • [Survival] Attack direction assist is much more precise and less glitchy.

SURVIVAL:

  • When failing a fishing attempt, there is a chance (11% to 33% depending on actual fish pop) fish population decrease in that specific spot (as you might scare the fishes by swinging the spear), and added a hint showing the fish population left.
  • Increased (by ~33%) the positive impact of Fishing skill to fishing attempt success chance.
  • It is now possible to actually drink sea water, but with minimal hydration gain and substantial damage (the game asks for confirmation before proceeding).
  • Base damage from low temperature increased by 20%, but it now scales with Calories, so with high calories it can be up to 50% lower.
  • Base damage from high temperature increased by 20%, but it now scales with Hydration, so with high hydration it can be up to 50% lower.
  • Bleeding % now reduces healing speed (60% bleeding reduces healing to 40% its normal speed).
  • Chance of player inflicting bleeding to animals increased for some weapons.
  • Falling damage after being gripped by a T-Rex is now increased by Body Weight, but is reduced Athletics skill.
  • Muscle Soreness, when over 25%, now starts to increase the delay of attack and jump actions.
  • Cool (at high ambient temp) from regular shelter and cave reduced (from shelter HALVED, from cave reduced by 33%), as survival in hot summer became too easy after the previous update.
  • T-Rex footsteps have a much higher chance to wake up the Player, based on their intensity, and insulation from shelter reduces it by 50% max, instead of 66%.
  • Chance floating animal action text shows up now reaches 100% at 50+ Zoology, not 100.
  • Moving speed reduction from rain is now chance based at footstep (from 0% below 25 rain, to 100% above 75 rain), instead of always triggering at 50+ rain.
  • It is now possible to start mouse-dragging an item that is below an empty/green Equip Slot (so you won't need to disable->move->re-enable Equip Mode to pick it).
  • Triggering an attack with Attack Stance disabled will enable Attack Stance, if the click or key press is brief, instead of automatically attack (to prevent accidentally attacking when miss-clicking). Holding the button will also trigger the attack as before.
  • Screen shake effect when hit by an animal now scales with the animal size, instead of being fixed.
  • Melee attack timing and precision improved (especially for the Spear).
  • Door opening speed now partly depends on player Strength.
  • Pushback inflicted to animal with attacks now scales better with animal size.

ANIMALS:

  • [Survival] When hunting from hunger, T-Rex and Troodon player detection distance now scales with their hunger (when less hungry they won't track the player from too far away).
  • [Survival] When hunting from hunger, T-Rex player detection chance is now more reliant on player moving speed (if you stay still or sneak he might just ignore you).
  • [Survival] Troodons are much more likely to be scared and flee when the players kills one of their mates (the chance now also depends by the age of the victim: if you kill a helpless newborn they might actually get even angrier and utterly murder you).
  • Damage and bleeding inflicted by animals to other animals and player rebalanced and unified (uses a single algoritm that takes into account many variables).
  • Troodons called in a hunt by a mate will respond also when sleeping or doing other actions, depending on their Stamina and Energy.
  • Animals (aside T-Rex) are slightly faster, especially Troodon.
  • Animals damage received from Bleeding doubled (it was extremely low!).
  • Males of all species have 50% chance of failing to impregnate the female after mating, leading to potential repeated mating sessions :P.
  • T-Rex male and female have more chances to fight instead of mating, if overpopulated.
  • Number of eggs layed does no longer scale with the mother's energy.
  • Animal migration threshold increased (they decide to migrate after a longer time spent searching for what they needed).
  • Animal turning speed tweaked to be slightly more steady and somewhat faster.
  • Ankylosaur body is a bit broader, thus their carcass has slightly more meat.
  • Changed the calculation of the Health damage from starvation/dehydration, taking into account the potential maximum health; this also fixes newborn (especially herbivors) dying too early from starvation/dehydration.
  • Adult Ankylosaur will never eat ferns, even if starving (only babies do).
  • Triceratops will never eat young trees, even if starving (not even adults), this (along with the previous change) increases their impact on the vegetation ecology.
  • Herbivours will only eat young Taxus trees hungry enough (<75%)
  • Herbivours will no longer see young trees from very far away.
  • Herbivours no longer pick their plant food based on plant population (this was implemented as a way to help the ecology balance, but it's redundant now, since the system is much more balanced without needing artificious mechanics).
  • Tweaks to quantity of vegetation/meat consumed by animals when eating from a plant/carcass.
  • Tweaks to animal hybernation conditions from temperature.
  • Carcasses require 20% longer to freeze in the cold.
  • Animals now periodically update their Z order, so no smaller animals comes atop of bigger ones.
  • Animal roaming pattern and speed improved.

VEGETATION:

  • [Survival] It's no longer possible to completely destroy Trees by gathering all the Leaves/Branches/Resin, there is an energy threshold below which the player can't harvest.
  • Trees under 50% energy will get heavy damage from strong wind, which can now fall them down (only the stump is shown, will implement actual trunk in a future update).
  • Seeds dropped by fruits will only take root if in their ideal temperature range (previously this applied only to seeds directly dropped by the plant).
  • Seeds "stored" in aridity soil now slowly decay over the years.
  • Several tweaks to vegetation energy mechanics, to improve long term balance.

OBJECTS:

  • [Survival] Added the "Eat" action button to Pine Cone, although disabled and suggesting to find Palm or Taxus tree for edible fruits (placeholder action for future additions).

WEATHER & SEASONS:

  • Drought system reworked: it previously decided in advance if there was a Drought, reducing chances of rain during it; now it naturally emerges from the actual seasonal rain chance. Also, the Drought text now shows 3 severity stages (up from 2) and the days since the last rain.
  • Seasonal rain chance rebalanced.

TERRAIN & MAP:

  • Several tweaks to soil energy mechanics, to improve seasonal changes of terrain.

WATER:

  • Tweaks to pond water evaporation rates.

OPTIMIZATION:

  • Huge optimizations to vegetation and ponds off-screen rendering, improving performance especially on bigger maps!

FIXES:

  • [Survival] Fixed a glitch that twisted the character's breast/belly at a different angle compared to the body (also fixes affected saves).
  • [Survival] Fixed Butchering action not progressing, but giving negative progress (was happening in cold temperature).
  • [Survival] Fixed action "Empty Quiver" removing the arrows, but keeping the Quiver "full" and freezing the player when trying to empty it again (also fixes affected saves).
  • [Survival] Fixed flickering mousehover text while mouse-dragging a food that's being cooked.
  • [Survival] Fixed critical damage text effect and sound never showing.
  • [Survival] Fixed "creepy" music also playing (at lower volume) while character is sleeping.
  • [Survival] Fixed player action menu being acessible from the "G" key also while attacking or in attack delay.
  • [Survival] Fixed Spear with Fish attached sometimes not dropping it on attack animation.
  • [Survival] Fixed skill texts in the character info screen not showing the full text if the skill is lvl 100 @ -100% advancement.
  • [Survival] Fixed pulled carcass rotating also during game pause.
  • [Survival] Fixed a rare instance when loading a save while the character was eating resulted in the character stuck forever (also fixes affected saves).
  • [Survival] Fixed a rare instance when triggering a ranged attack caused the player to be permanently unable to do any action outside moving and dragging items (also fixes affected saves).
  • [Survival] Fixed Aim Mode sometimes not stopping after game pause, although not holding down the key/RMB.
  • [Survival] Fixed character's footprints being enabled also with Graphics Quality set to "Low", when only supposed to be with "Medium"+.
  • Fixed tree shadows being enabled (but not getting updated in intensity) with Graphics Quality set to "Medium", when only supposed to be with "High".
  • Fixed water wave effect being re-enabled with Graphics Quality set to "Medium" after the game takes a snapshot, when only supposed to be with "High".
  • Fixed Fruit spawning new trees nearby when eaten by player or animals (was not intended).
  • Fixed young Ferns often growing way faster than intended.
  • Fixed tree fire occasinally not being on top of the tree canopy.
  • Fixed a very rare bug that caused a tree to spawn 2 canopies, instead of 1.
  • Fixed Carcass labeled as "freezing" while ambient temp is warm (for few seconds after being created).
  • [Workaround] Migrating animals, if stuck in front of a mountain, will give up the migration and move away, instead of stubbornly hit the mountain (this is just a workaround, I'll implement a proper fix in a future update).
  • Fixed newborn dying too early from starvation/dehydration.
  • Fixed inspected animal showing "Reaching Meat" when it's actually Fish.
  • Fixed inspected baby T-Rex showing "Chasing a male" when it's following the mother.
  • Fixed Windows showing a red square instead of the game icon on some systems.
  • Fixed Thatch not showing mouse hover text color (representing its condition).
  • Fixed the game notifying "save updated" at game loaded even with no actual update.
  • Fixed Guide unpausing the game if accessed from the exit menu.
  • Minor fixes I forgot to write.

DEV & DEBUG TOOLS:

  • Game info (accessed with F3) now show some more details about blood decals.
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