Update v0.88.5 (changelog)

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+!




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.
- Water splash on ponds from T-Rex footsteps enhanced, and enabled only on "High" Graphics Quality setting.
- Minor tweaks to several character action animations.

AUDIO:


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

INTERFACE:


- 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.



- When chance to gather a fruit is very low, a warning text next to the button notifies it.
- Aim reticule during Aim Mode is now only visible if a ranged weapon is equipped.
- Removed Carcass mousehover inspect info showing Meat/Pelt/Tendon (because of the aforementioned change).
- Species for Carcass, Meat and Egg is now shown in mousehover inspect info, instead of next to the item name.
- Added more info beneath the Bleeding icon.
- The game now asks for confirmation before eating a spoiled/raw foods (that would cause damage).
- 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.
- Added a new loading hint about Muscle Soreness.
- Added a new loading hint suggesting that T-Rex are more likely to see you as a prey, if you sprint.
- Thatch tooltip is more clear about it being supported.
- Action warning text flashes a bit to be more obvious.
- In the fertility list, "zones" renamed to "soil".
- 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:


- Attack direction assist is noly enabled with "Control Mode" set to "Keyboard".
- 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:


- 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).
- 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).
- 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:


- 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:


- 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:


- Fixed a glitch that twisted the character's breast/belly at a different angle compared to the body (also fixes affected saves).
- Fixed Butchering action not progressing, but giving negative progress (was happening in cold temperature).
- 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).
- Fixed flickering mousehover text while mouse-dragging a food that's being cooked.
- Fixed critical damage text effect and sound never showing.
- Fixed "creepy" music also playing (at lower volume) while character is sleeping.
- Fixed player action menu being acessible from the "G" key also while attacking or in attack delay.
- Fixed Spear with Fish attached sometimes not dropping it on attack animation.
- Fixed skill texts in the character info screen not showing the full text if the skill is lvl 100 @ -100% advancement.
- Fixed pulled carcass rotating also during game pause.
- Fixed a rare instance when loading a save while the character was eating resulted in the character stuck forever (also fixes affected saves).
- 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).
- Fixed Aim Mode sometimes not stopping after game pause, although not holding down the key/RMB.
- 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).
- 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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