Update v0.89.0 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 IS compatible with savegames from previous v0.88.0+!




---> FULL CHANGELOG <---




- Added a new ability, Planting trees:


    *To plant a tree, right click on a fruit (Berry, Cone or Coconut), and select "Plant".
    *The action tooltip suggests which conditions are needed for the specific fruit to take root.
    *The planting action is tied to your Digging skill, the higher the skill, the faster the action.
    *After being planted, the tree will take root after 1 day (if conditions allow it).





- Added visual wound system for the player:


    *Wounds will only appear when the character receives a hit causing the Bleeding effect (and the size scales with the Bleeding % received).
    *If the hit appears on an existing wound, it becomes bigger instead of creating a new one on top/close to it.
    *When the player performs First Aid or the Bleeding reduces/stops, the visible wounds associated to it reduce/heal too.
    *The effect is disabled if the "Blood Decals" setting is turned off.





- Breath and Stamina mechanics improved and rebalanced:


    *While swimming, reaching 0 Breath causes Health loss by drowning (-5/sec).
    *While swimming, character body becomes visibly submerged the more he/she loses Breath.
    *Breath consumption from swimming and static actions (like crafting, butchering etc) rebalanced.
    *Breath recovery speed now only scales with maximum Breath, instead of multiple variables (that was redundant and not perfectly balanced, since max Breath itself also depends on those variables).
    *Maximum Breath gained from Endurance skill increased from +50% to +75%.
    *Maximum Stamina calculation reworked, from 66 min - 133 max, to 75 min - 125 max (still based on Metabolism and Endurance skill).
    *Stamina decay over time slightly reduced in some circumstances.
    *Stamina recovery while sleeping now fully scales with max Stamina, instead of scaling with it only by 50% (this means that characters with low maximum Stamina do not recover it faster than those with high max Stamina).
    *The player will no longer receive "i'm tired!" warnings (including screen blinking/yawn sound) if the character is too agitated to actually fall asleep.




- Muscle Soreness and body mechanics improved and rebalanced:


    *Muscle Soreness gain from ALL actions halved, and periodic decay halved too, resulting in a less volatile Muscle Soreness (and decay now triggers every 1 sec, instead of 10).
    *Muscle Soreness decay rate from good nutrition (especially if highly proteic) increased.
    *Proteins in surplus (aka if > than Calories), when converted into Calories, produce only 5 kcal per 1 Protein, instead of 25 kcal (that was excessive!).
    *Calories/Proteins/Water assimilation rate slightly increased and balance improved.
    *Body Fat/Muscle gain/loss calculations substantially improved for both realism and balance.
    *Skin Tone decay rate doubled.




- Wetness system rebalanced:


    *Sweating rate now scales with hydration (from 50% to 150% of the old value, depending on hydration).
    *Sweating alone now can only increase body Wetness up to 66% max.
    *Body temperature reduction from Wetness increased (taking a bath is now much better for reducing the heat).
    *Wetness evaporation rate tweaked to be much slower in some circumstances, so that taking a bath in summer for reducing the heat is definitely viable, as Wetness does no longer decrease too fast.
    *Wetness increase rate from rain/snow rebalanced (should be lower in most circumstances).
    *Drinking action now increase Wetness by a tiny bit.




- Fishing action improved:


    *Fishing chance totally reworked to be more coherent with the Fishing skill and Fish population thereby, and also take into account the Spear condition.
    *When fishing, while waiting for a fish, the character now has a slight increase in Muscle Soreness and effort (thus minor energy and stamina consumption).
    *Cleaning Fish action can now reduce or improve the condition of the Fish, based on the Butchering skill.
    *Guide: added a new page explaining Fishing.





- Skill progression decay partially reworked:


    *Skill progression decay is now constant until Stamina drops to 50% or less, then it's amplified, reaching the maximum multiplier (x2) at 0 Stamina; previously it always fully scaled with Stamina.
    *Skill progression now also decays during sleep.
    *Skill progression decay rate rebalanced (and, as mentioned in the interface section, is now visible in the character info screen).
    *Creating a Healing Mush does no longer increase the First Aid skill, but it still requires it.
    *Total Skill text (in character creation/info screen) now also shows skill decay rate (color changed to light blue), and added a mouse hover text for additional info.





- Added a new craftable weapon, Sword:


    *The Sword requires Crafting skill lv 5+, and 1 Wood + 1 Stick to be crafted.
    *The Sword deals relatively low damage compared to other weapons, but it's faster (and also deals bleeding).





- Vegetation placement and balance improved:


    *Vegetation birth conditions improved to allow plants (both ferns and trees) to take root closer to each other, forming denser forests.
    *Improvements to vegetation mechanics and interaction with herbivores.





- Relevant other improvements and fixes:


- Added floating damage text (shown in yellow) dealt to ANIMALS from non-player sources (animal fights, fire, bleeding, etc); in Survival, the chance of it showing scales with the Zoology skill (reaching 100% chance at 50+ Zoology).
- Stumbling lock time reduced from 1.25 sec to 1.0 sec, and made some minor improvements.
- Chance of causing Bleeding to animals when attacking is now DIRECTLY amplified by the related skill (either Melee or Ranged), instead of indirectly.
- When hitting an obstacle (boulder, wall, mountain) with a melee attack, the weapon/punch will actually impact with it, either damaging the weapon or the player (if bare-handed).
- Temperature calculation partly reworked to produce more realistic day-night and seasonal temp fluctuation.
- Fish reproduction formula reworked: they now reproduce with mild temperature, therefore they're more likely to spawn in Spring or Autumn.
- Fixed saves still affected by the pre-0.88.5 negative carcass butchering progress bug (the actual bug cause was already fixed in v0.88.5).
- Fixed "magical" Arrow becoming stuck in the air when putting it in a Quiver/Backpack (doesn't fix arrows in affected save, just remove them from the quiver and that should fix it).
- Fixed a bunch of bugs regarding items in Backpack.
- Fixed several minor issues with the game interface.
- Some minor fixes here and there.



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!




Dan

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