Update v0.95.0 released!

Date: Tue, 30 Apr 2024
Game: DinoSystem
DinoSystem Game Banner
Genre: Action, Indie, RPG, Simulation, Early Access
Developer: Daniele Ferraro
Release Date: Thu, 25 Jun 2015

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


But it's still advised to start a new game, as the amount of changes is enormous.

Click here for the -> FULL CHANGELOG


A NOTE FROM THE DEV:


First of all, sorry for the huge delay. The last 12 months have been incredibly tumultuous, I've been working on this update in my spare time, which I had plenty of, but being the perfectionist I am, I always had some minor details to focus on!
Also, the waterskin anticipated for this update is not here yet... I'm sorry for that too! It will come in the next mini-patch though, and the amount of other improvements and additions in 0.95 should make up for this (I hope, at least).

That being said, let's give a look at the additions/improvements in version 0.95:


SYSTEM:


- Savegame is deleted as soon as is loaded in Rogue-lite difficulty, preventing the player from abusing the save system by quitting via ALT+F4 and loading again.
- Autosaves are no longer saved in Rogue-lite difficulty.

GRAPHICS:


- Troodon carcass and skeleton sprites improved.
- Added visible droplets to the character sprite when wet (they change dynamically with wetness level).
- Some additional actions that move items now happen in a smooth fashion (like eating and taking/dropping via key).

AUDIO:


- Added a subtle farting sound when animals defecate (because details matter).

INTERFACE:


- Pressing ESC while in Character Creation Screen will return to God Mode.
- When inspected, all items and structures condition is now shown without the "%" symbol, but with "/max".
- Added an X button on top-right of the inspected animal info screen, to easily close it.
- All item crafted/repaired/cleaned/gathered or structures built/repaired, now show their condition (in parentheses) in the action complete notification.
- Expand Lakebed action now shows the amount of water remaining in the lakebed, as yellow text.
- Breath consumed in a single "session" is now shown in grey on the Breath bar for a while (like in Valheim).
- Muscle Soreness percentage is now displayed more consistently (it previously showed 100% max over a real cap of 200%, now it shows 100% as the actual cap).
- UI stomach icon now has a proper pink background.

SETTINGS:


- Added a new remappable action key: Pick item (see the CONTROLS section for more info).
- Added 2 new remappable action keys: Rotate left/right.

CONTROLS:


- Added the ability to pick up items with key:
*Pressing E (default) over an item will instantly pick up it, without accessing Equip Mode (if you're a returning player, go to the Controls menu to assign the action to a key).
*If the item is a weapon/tool, it will automatically equip it.
*Some other actions have their default key remapped: Interact -> R, Stance -> C, Inspect/Info -> Z, Attack -> X.
*These changes will only take effect at keys RESET, or when the game runs for the first time!
*Holding MMB (middle mouse) will no longe rrotate an item.
*Made several interface/hint changes to accomodate to the new system.



SURVIVAL:


- Added sickness mechanics (incl. puking):
*Eating spoiled/raw food, poisonous mushrooms or drinking saltwater will no longer instantly damage the character, but will apply the Poisoned status.
*When poisoned, Health bar becomes green.
*Poisoned status gravity can reach 100%, depending on the severity of the cause.
*Poisoned status causes the character to gradually lose some health, and occasionally vomit, losing most of the hydration and nutrients eaten.
*When sleeping, character is awakened by getting the poison effect.
*Poisoned status slowly reduces over time (if the character survives, indeed).
*Toughness skill reduces the chance to get poisoned.
*Fullness over 100% can also cause vomiting, if the character moves too much (runs, jumps, fights etc).




- Several actions chance/progression calculation reworked:
*Gathering actions chance now starts from a lower value, which increase after every unsuccesful attempt (based on Gathering skill).
*Gathering actions now show the current chance in the action text.
*Mushroom gathering action improved (it's more similiar to other ones).
*"No luck" message replaced with more immersive messages.
*Trying to sleep action is now chance based (just as the gathering actions, but continuous).
*Making fire action is now chance based (just as the gathering actions, but continuous).
*Most actions base speed rebalanced.



- Maluses from high Fullness, high Soreness and low Stamina reworked:
*Fullness over 100% (bloated) will no longer prevent sprinting/jumping, but will slow down sprinting, reduce jumping height and reduce many actions speed dynamically based on the amount of Fullness exceeding 100%.
*Muscle Soreness over 25% (former 100%) will no longer prevent sprinting/jumping and some heavy actions like Butchering, but will slow down sprinting, reduce jumping height and reduce many actions speed dynamically based on the amount of Soreness exceeding 25%.
*Stamina below 25% (exhausted) will no longer prevent some heavy actions like Butchering (still prevents sprinting at Stamina 0), but will reduce many actions speed dynamically based on the amount of Stamina below 25%.

- Maximum Health increased by 10% in Normal difficulty, and reduced by 16% in Realistic+ difficuly (which is now exactly HALF the Health of Normal).
- Thoughness skill Health gain for Female gender reduced by an additional 16% (to make it consistant with the base reduction).
- Health recovery rate reduced by -25% in Normal difficulty (it's still 50% faster than Realistic+!).
- Lakebed action can now expand the lakebed up to 200% more than before, but the maximum size is amplified by the Digging skill (it's also true for the size threshold of Find Water).
- Melee attack collision detection and precision greatly improved (with punch/all weapons).
- Character base Hydration consumption is now also amplified by Metabolism and Body Muscle, but impact from high temperature reduced.
- Body Muscle gain will now boost calories/proteins consumption, depending on the gaining rate.
- Character weight contribution from Body Fat increased at higher fat percentage, and from Body Muscle increased at lower muscle percentage, resulting in a more realistic weight according to body composition. Also, female weight contribution from muscle reduced.
- Moving on a Path will also increase the character speed by 10%, in addition to removing the terrain maluses.

ANIMALS:


- Added Didelphodon:
*Didelphodon is a small mammal, opportunistic in nature, ominvore, that lives in deep lairs.
*Didelphodons hide in their lair most of the day, and usually get out during the night to find food.
*Didelphodons doesn't lay eggs, but gives birth to 4-6 cubs.
*Didelphodon cubs are fully dependant on the adults, and can't get food on their own.
*Didelphodons can dig new lairs if their previous one is destroyed.
*Didelphodons have "clan" identity represented by the lair they belong to: if Didos from different lairs met, they will probably fight. This can generate rivalries and battles over resources shared by different clans.
*Didelphodon are too small and weak to pose a threat to other animals and the character, and are often hunted by Troodons and young T-Rexes. They are nimble and can hide in their lair, though.
*Tyrannosaurs can destroy Didos lairs and kill most of the inhabitants, if hungry enough.
*Added a new loading hint telling about Didelphodons.




- Predators hunting conditions are now less restrictive, making hunting events common.
- Mating success chance now depends on animal size: the smaller the animal, the more attempts are needed to succesfully impregnate, also, mating now consumes more Stamina.
- Also Troodons will now "guard" a carcass they have eaten from, in order to access it in the future, like T-Rexes already do.
- Also Troodons can "steal" smaller carcasses from other Troodons, like T-Rexes already do.

VEGETATION:


- Various improvements to vegetation energy mechanics (to enhance realism and balance).
- Changes to terrain mechanics relative to vegetation (to enhance realism and balance).

STRUCTURES:


- Changed materials required to build/repair Wall, Door and Thatch:
*Stone Wall -> Build: 12 Stone + 4 Dung | Repair: 6 Stone + 2 Dung (at max dmg).
*Wood Wall -> Build: 6 Wood + 10 Resin | Repair: 3 Wood + 5 Resin (at max dmg).
*Wood Door -> Build: 6 Wood + 8 Resin + 2 Stick | Repair: 3 Wood + 5 Resin (at max dmg).
*Thatch -> Repair: 6 Leaf + 6 Branch (at max dmg).

OBJECTS:


- Added item quality system and repair action:
*Items that can be repaired (both de-facto and in theory) show in parentheses the maximum condition they can reach when repaired (called "quality").
*Item "quality" is set at item creation, depending on components used and character Crafting skill (it's basically the initial condition of the item).
*Most crafted items can now be repaired if below 50% quality.
*Repairing doesn't cost any materials, but can gradually reduce the item condition and quality (depending on the Crafting skill).
*If successful, repairing brings the item to its "quality" value, while failing means the item might be degraded even further.
*Added few in-game hints and loading notes explaining this new mechanic.



- Dung initial condition increased on average, and degrade more slowly over time.

WEATHER & SEASONS:


- Added moonlight effect relative to Moon phases:
*Night darkness is now reduced by moonlight effect.
*Added a world message notifying the current lunar phase.
* Night are 150% darker in Realistic+ difficulty (as before), this does no longer apply to the vignette effect, but the overall darkness.



- Rain starting/ending speed strongly reduced; it will now require more time to reach full rain, as well as finish.
- Lightning is 10x less likely to occur when snowing.

TERRAIN & MAP:


- Generated island size increased by ~33% for all Landmass setting values (applies only to new games).
- Landmass setting can be set down to 5% instead of 10% (to create even tinier islands).


FIXES:


- Too many to list here, check the full changelog below...



These are only the most relevant changes, as always there are tons of other in this update, check the full changelog for the complete list!

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