Update v0.89.0 released!
Author: indiefoldcreator
Date:
Tue, 30 Apr 2024
Game: DinoSystem
Genre:
Action, Indie, RPG, Simulation, Early Access
Developer: Daniele Ferraro
Release Date: Thu, 25 Jun 2015
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:
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