Update v0.88.5 (changelog)
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+!
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.
-
-
AUDIO:
- Rain sound volume increases more gradually from rain intensity (especially at the initial stages of rain).
-
-
-
-
-
INTERFACE:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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:
- 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:
-
-
-
- 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:
-
- 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:
-
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:
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 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).
-
- 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.
Write your comment!