Release Roleplay Update 1
Published at 2026-07-12 06:00:51 UTC
I'd like to extend a personal thanks to those who spent the past 2 days finding bugs and giving ideas for content and improvement, keep it up :heart:
I'd like to address a few reoccuring questions/issues:
- Balancing is not done, this includes dinosaur acceleration, speeds, turn radius, night vision, knockback, ragdoll chances, health, etc. Human balancing has yet to enter an active balancing stage meaning nothing you see for humans is final.
- Please do not report obviously incomplete map content, such as areas with missing water or obvious placable assets floating in the sky. Only floating foliage should be reported.
- Please try to be as straight forward as you can with bug descriptions, the more accurate your repro steps or description is the more likely I am to fix it correctly and easier it is for me to find the root cause of an issue. You putting in an extra 30 seconds can save me potentially minutes - 10s of minutes of time.
- Bugs may be marked as fixed but there's still a probability for them to be non-fixed, due to time constraints I can't test every fix and a lot are theoretical (I do test most though!)
- Do not report animation or sound bugs for incomplete dinosaurs such as all of the DA-7s
Human
Inventory & Storage
- Rewrote inventory networking. The game now only sends the small piece of your inventory that changed instead of the entire inventory every time you equip, move, drop, craft, or eat something. Actions that used to send 1-4 KB now send around 20 bytes.
- Chests, corpses, and crafting stations use the same optimized format, and chest updates are shared between everyone viewing the chest.
- Fixed a hidden issue where every player's full inventory was replicated to all other players in the server every time it changed.
- Rapid actions (Store All, Sort, death drops) are now bundled into a single update instead of one per item.
- Overall this should noticeably reduce server lag and bandwidth in busy servers. No inventory data was changed, only how it travels.
Vehicles
- Added RHIB as a spawnable boat
- Added a vehicle seating prompt when spawning a vehicle
- Boats (RHIB, Power RHIB): passenger seats can now be entered. Added the interaction prompt that was missing from every passenger seat, so boarding works like it does on land vehicles.
- Reduced boat-driving lag. While a boat is driven, the server was re-simulating water physics and re-broadcasting boat water-state to everyone 60×/sec. Throttled to ~10×/sec, cutting replication traffic with no gameplay change.
- Fixed players falling through boats at speed. Once a boat passed 15mph, its own run-over hitbox was triggering on passengers standing on the deck forcing them into a vehicle-non-collidable state (and ragdolling them) so they sank through the hull. Vehicles now ignore anyone riding on top of them; passengers stay solid on the deck at any speed. Running over people actually in the boat's path still works normally.
- Removed a stray camera-terminal prompt that was appearing on vehicle/boat/helicopter spawner terminals.
- Fixed clicking the Countermeasures tab while editing a vehicle (like the Power RHIB) opening the recall confirmation behind the menu instead. Tabs with a single option weren't catching your click, so it fell through to the button behind the menu. The edit menu now blocks clicks from reaching anything behind it.
- Fixed helicopter (and other large) spawners rejecting requests with "Too far from spawner". spawners now anchor their reference point to their pad, so proximity is - measured correctly.
- Fixed vehicle prompts not showing the correct type of vehicle (e.g; car = "boat")
- Fixed the horn getting stuck on, including when you leave the vehicle while holding it.
- Fixed the reverse beeper getting stuck on after quickly flicking in and out of reverse.
- Fixed vehicle seat prompts grouping together and having no object/action text.
- Fixed players getting crushed to death when a large vehicle (truck, URAL, fuel truck) spawned on top of them at a depot. Anyone standing in the spawn area is now nudged clear and briefly passes through the vehicle while it appears, so nobody gets squashed.
- Fixed instantly dying when climbing onto a boat floating in water. A boat's engine can report speed while the boat sits still in the water, and that phantom speed was counting as a full speed impact. A boat that is not actually moving can no longer hurt you.
- Fixed reverse beeps and lights getting inverted (beeping while driving forward, silent in reverse) on the truck and fuel truck after reversing a few times. The reverse signal was being handled twice on the server and one of the handlers was a blind on/off toggle that could fall out of sync. Same fix applied to brake lights on all vehicles.
- Land vehicles now cut their engine when they go underwater, so you can't keep driving along the riverbed. The dune buggy in particular used to cruise underwater at a steady speed. Drive back out and start it again to keep going.
- Fixed your hotbar items breaking and duplicating after getting out of a vehicle. Every vehicle was quietly using a leftover placeholder that never actually told your inventory you'd gotten in, so it never got the memo to reset itself properly on exit.
- Fixed your hotbar staying fully visible and usable while sitting in a vehicle, which let you use items you shouldn't be able to and was a potential duplication exploit. Getting in was correctly asking the backpack to hide, but the backpack was only hiding an inner frame that wasn't the one actually drawn on screen, so nothing ever disappeared. It now switches off the whole hotbar display, so it properly hides while you're in any seat and comes back when you get out.
- Fixed boats reading higher than their top speed while turning (about 76mph on a 60mph boat). Turning let the boat slide sideways, and the speedometer counts your total motion, so the sideways drift stacked on top of your forward speed. Boats are now capped to their rated top speed no matter which way they're moving.
- Fixed your seated pose breaking and your character sinking into the seat and chassis after switching the engine off. Turning the engine off was stopping the driving animation completely, dropping you into the default seat pose that clips through the vehicle, and it stayed broken until you got out and back in. The driving pose now holds the whole time you're seated, through as many engine on/off flicks as you want. Applied to every vehicle, including the dirtbike's lean animations.
- Fixed the vehicle entry prompt showing the driver's Roblox username instead of their roleplay name. It now shows the same roleplay name used on nametags and in chat.
- Fixed your helmet flashlight flicking on and off every time you started or stopped a vehicle. Both share the F key, so starting the engine was also toggling your light. The helmet light is now blocked while you're in the driver seat (F just runs the vehicle), and still works normally from passenger seats.
Building
- Added a new Structures category to the Engineering & Logistics build menu with 26 new placeables: canopy, ECU unit, x2 field batteries, x2 field comm links, bridges, helipads, storage depots, outposts, garage, barracks, fuel silos, security structure, rally pad, aid crate, road/engineer barriers, and a hunting tripod.
- Added new tribal banner, amarga hut, campire and standing torch to survivor buildings.
- Removed doors from survivor structures until they're setup
- Bridges, Helipads, Storage Depots, and Outposts now each appear as a single menu entry with a right-click dropdown to pick the variant, instead of cluttering the list.
- Added new bridge types which you can select by right-clicking the bridge entry.
- Power lines/indicators now only show while holding the Wrench, not the Building Hammer.
- Building placement no longer snaps to the water surface, so bridges and structures sit where you aim instead of floating above water.
- Catwalks (and other square pieces) should now snap together side-by-side in a proper grid.
- Engineering & Logistics now correctly spawn with a Wrench automatically; the Wrench can no longer be dropped.
- Removed the glowing light that was placed on Electrical Fences.
- The Building Hammer can no longer build, repair, or modify Engineering & Logistics structures.
- Reduced lag when placing structures near a large base.
- Fixed newly-added structures (helipads, garage, barracks, outposts) being unlit.
- Fixed major frame drops when using the Wrench near lots of built structures.
- Fixed the left storage crate on the Storage Hut breaking the storage UI (interface vanishing with the screen left blurred). Both crates share one storage pool, but the game measured your distance to only one of them, so opening the far crate made the window instantly close itself. Distance is now measured to the crate you actually opened and both crates work.
- Fixed a structure's orientation getting messed up the moment you picked Move on it. Moving a structure was carrying over whatever rotation you'd last used to place a different building instead of keeping the structure's actual current facing.
- Fixed moved structures landing offset from the cursor, flipped, or sunk halfway into the ground. When a structure is first built the game quietly changes which part it measures position from, so Move was lining the preview up one way and dropping the real structure somewhere else. Move now uses the same reference the whole time, so a structure lands exactly where the preview shows.
- Fixed deployables having wonky collision after being placed. Placing a structure was force-enabling collision on every visible part, overriding any part the model was built to be walk-through. Placement now preserves each part's original collision exactly, so deployables collide the way they were designed to.
- Fixed the Mobile Light Tower's light not turning on. It was wired like a fixed spotlight that only works near a base generator, but it carries its own generator, so it now powers its own light and can be switched on and off directly.
- Fixed switching off a campfire or torch leaving the flames burning. The toggle was only turning the light on and off, not the fire particles, smoke, or crackle sound; it now puts the whole fire out and relights it properly.
Feeders & Fish
- The feeder terminal has a brand new interface. Pick a food, see a live 3D preview, check how much stock is left, and watch the feeder's status update in real time
- Feeders now have a short recharge time after being used, with a countdown shown on the terminal
- Added Fish Crates. Grab them from the Food Cabinet and stock them into feeders just like meat and plants
- New Fish Feeder at the docks lets you release live fish into the water and watch them swim around
- Released fish are the real deal: they swim, they school, and piscivores can hunt them
- Fish are now actually part of the food chain. Suchomimus, Spinosaurus, Deinosuchus, Kaprosuchus and Kronos can all eat fish, and small enough fish get swallowed whole
- Fixed herbivores being unable to eat plants from feeders
- Fixed dinosaurs sometimes being unable to eat on land (or in water) depending on their species
- Fixed two players using a feeder at the same time causing double food to come out
- Fixed feeder door sounds sometimes playing forever
- The feeder terminal no longer feels unresponsive after recalling food
Drones
- Drones are 50% tougher and can now survive a few more bumps before breaking
- Fixed being permanently unable to place a new drone after your old one was destroyed. Not even dying would fix it before
- Fixed your camera staying slightly zoomed out forever after flying a drone
- Drones now always appear fully built when placed, no more half-loaded drones
Turrets
- Added new flamethrower turret model
- Added velocity prediction to turret aiming which will make it a little more accurate for moving targets
- Turrets can now be resupplied by anyone, for free. Walk up to a turret and hold R to refill its ammo to full. Refilling instantly brings an out-of-ammo turret back online. (dedicated ammo boxes will come later).
- The Flame & Heavy Turret is now locked behind Combat Engineers
- Increased turret magazine sizes across the board (Machine Gun, Heavy Cannon, and Flamethrower now hold significantly more ammo).
- Fixed turret movement/servo sound continuing to play after a turret is destroyed.
- Fixed remote turret control not working. You can now take control of your turrets from a distance instead of having to stand right next to them, and manual control now properly overrides automatic targeting.
- Engineers are now automatically given a Turret Remote when they place a turret, and it's removed once their last turret is destroyed or packed up.
- Turret bullet velocity has been increased by 10% across the board
- Increased turret range by 20 studs across the board
- Controlling turrets with the remote is much clearer now. Your selected turret glows green in the world so you always know which one you're driving
- Selecting and deselecting turrets plays feedback sounds, including a lock-on beep from the turret itself. Turrets without power stay silent
- You can now click turrets directly in the Sentry Control panel to take control of them. Clicking the selected one again releases it
- The Sentry Control panel got a fresh coat of paint to match the newer interfaces, and each turret's targeting mode is now clearly labelled
- Fixed turret heads rotating slightly off their mounting point
- Potentially fixed infinite yield errors when streaming in turrets
- Fixed turrets sometimes visually freezing or aiming the wrong way while their bullets still tracked you correctly. Turret parts could partially unload and reload around you, leaving the visible head detached from the real aim. Turrets now load and unload as one whole unit and re-sync their pose if it goes stale.
- Fixed turrets permanently losing track of you after being hit with a thrown spear. A spear stuck in a turret was still a solid object, so it blocked the turret's own line-of-sight check on itself forever. Stuck spears no longer collide with anything.
Swimming & Stamina
- Swimming overhaul: base swim speed increased ~40%, and you can now hold Shift to swim-sprint (~20% faster than normal swim, consumes stamina). Fixed swim-sprint cutting in and out; it now holds steadily while Shift is held.
- Swimming now passively drains stamina at a slow rate (fully depletes over ~45s). Running out only stops sprinting, not swimming.
- Human stamina is now fully server-authoritative (matching the dinosaur stats system): sprint drain, swim drain, passive drain, jump cost, and recovery are all calculated on the server instead of the client.
- Removed the client-trusted stamina packets, closing an exploit where a client could refill its own stamina and cutting per-client network traffic. Jump cost now uses server-side jump detection.
- Fixed being unable to crouch after crouching, entering water, then exiting.
- Fixed the "wet" status not applying while swimming as a human.
General
- Bows and thrown spears/arrows now hit non-collidable limbs. Their impact-detection ray previously respected collision, so it passed straight through arms and legs (which are non-collidable); it now registers limb hits while still ignoring fully-invisible query parts.
- Fixed a flood of camera errors when dying in first person as a human. The first-person camera's fallback path called into Roblox's camera code expecting a method our helper didn't have, and it fired every frame while you lay dead in first person. Added the missing method so death in first person is silent again.
- Fixed being unable to recollect spears thrown into glass or vehicles. The recover prompt was only attached when the spear hit something it couldn't damage, so anything breakable (glass, vehicles, destructibles) got no prompt. Stuck spears are now recoverable off anything except a living target, matching how they work off the ground and walls.
- Fixed spears passing straight through walls when thrown point-blank. Pressing the spear tip against a wall pushed the throw origin to the far side, so the projectile spawned already through it. The throw origin is now pulled back to the near side of any wall between you and the tip, on both the server and the aim preview.
- Medkits and bandages now lock you in place while in use. You had to be roughly standing still to start, but nothing stopped you walking or jumping through the whole heal. You now need to be stationary to begin, and your movement and jump are locked until you stop healing.
- Medkits and bandages no longer play the use animation or lock you in place when there's nothing to heal. At full health with no bleed it would still run the whole attempt even though the server refused it and told you that you weren't injured. It now checks before starting, so it just shows the "not injured" notice.
- AI fish are no longer collidable, so boats and players pass straight through them instead of getting stopped. Every fish part is now forced non-collidable when it spawns, on both the server and client (they stay targetable so predators can still hunt them).
- Jumping in water no longer drains stamina. Each time you bobbed up in the water it was charging a full jump's worth of stamina, which is how ragdolling into water could burn a whole bar over a few seconds. Jumping while swimming or ragdolled now costs nothing, on both the server and the client stamina bar.
- Throwable/bow aim-trajectory preview is smooth again. The predicted arc was only recalculating at 20hz, so it stuttered while you moved your aim; it now updates every frame (60hz).
- Thrown projectiles, arrows, and rockets now fly smoothly again. Their in-flight visuals were updating at 20hz (choppy); restored to 60hz.
- Helmets can now hide the wearer's hair. Added a per-helmet option so head-enclosing helmets tuck away the character's customization hair while worn (and restore it when removed)
- Intercomm speaker toggling sounds are now 20% lounger and longer ranged
- You can now hide your drone HUD via the P key
- Switched to a different system for human ragdolls, hopefully fixing a few of the issues brought up with the previous.
- Potentially fixed live prey grab errors and crashes
- Fixed gun camera not transitioning seamlessly on equip, it now takes into account your current camera position
- Fixed backpack system double initialization issues, causing 2+ backpack UIs which breaks the system
- Fixed locker prompts not functioning/showing at all
- Fixed melee attacks (including charged strikes) failing while facing an interaction prompt. The floating prompt panel was silently swallowing mouse clicks over its area, so swings aimed at props, turrets, and doors never fired.
- Fixed being unable to exit a vehicle while parked next to a chest, cabinet, or other interactable. Prompts are meant to switch off while you're seated, but a spawn-timing quirk could leave them active so the nearby prompt stole the exit key.
- Fixed getting stuck half-crouched and unable to stand back up on rocks, ramps, gates and other uneven ground. The headroom check treated the empty air inside sloped objects' bounding boxes as a ceiling, so the game thought there was something above your head.
- Fixed garbled characters in the Dinosaur Actors info popup that shows the first time you open the dinosaur selection screen. A dash in the text had turned into junk characters.
- Fixed the camera getting locked in place while standing near terminals or looking at turrets, like an emote was stuck on. When an interaction had multiple options, its floating menu was an invisible panel far bigger than the screen that quietly ate the mouse input used to turn the camera. The panel is now sized to its actual content, so the camera stays free.
- Fixed being unable to aim or shoot while crouched. Aiming was accidentally treating crouching the same as going fully prone, so guns refused to raise at all until you stood back up. Crouched aiming and shooting both work correctly now.
- Fixed being able to shoot, aim, and throw grenades from the driver's seat of any vehicle. Passenger seats can still fight like before, only driving is restricted now.
- Fixed the sky staying stuck abnormally bright after dying while wearing night vision goggles. If your character's Humanoid wasn't fully loaded in yet the moment you spawned, the game could miss binding to your death event entirely, so night vision never got shut off when you died.
- Fixed bee cluster bombs still damaging you while fully submerged in water, unlike the fire bomb which already stopped correctly. Bee damage was checking your own personal water sensor, which can lag or read dry at the wrong moment; it now checks the water at your position directly, same as fire.
- Using a Medkit or Bandage on someone who isn't hurt no longer silently does nothing. If you or your target is already at full health with no bleeding, it now stops and tells you they aren't injured (and reminds you medkits can heal teammates too) instead of quietly wasting the attempt.
Character Creator
- The character creator now opens in its own dedicated set with fixed studio lighting and its own music, instead of the character standing out in the open world. This keeps the lighting consistent so you can always see your character clearly, no more washed-out faces in daytime or a pitch-black character at night.
- The preview character now plays a proper idle animation and stands naturally, instead of the stiff locked-leg pose it had before.
- Fixed a doubled/overlapping face when picking certain expressive faces (soldier, dude, neutral 2, raig, etc.). Those faces are 3D heads, and the character's old painted face was being left on underneath them, so both showed at once. The painted face is now cleared whenever a 3D face is applied.
- Fixed changing your skin tone in the character creator also recoloring your hair. The skin recolor was painting every part of the preview character, including equipped hair and beard accessories.
- Fixed accessories in the character creator sometimes not appearing (or taking ages) after you click them. If you opened the creator while the server was still loading cosmetic assets, the click was silently dropped and never retried. The creator now waits for the asset and applies it as soon as it is ready.
- Fixed not being able to add a beard on a masculine or neutral character. Beards were wrongly locked unless your name style was specifically Masculine, so the default Neutral style blocked everyone even with a masculine build. Beards are now allowed for anyone who isn't feminine, only a feminine name style, figure, or hairstyle blocks them. The error message no longer wrongly mentions a masculine figure (there isn't one).
Dinosaur
General
- Fixed several species (Kronos, Noktyrannus, Twins, Vespertine, Typhon, Mole and others) not recognising meat as food for eating and scent tracking. Food group names were written in two different styles across configs and the lookup only understood one of them. All food group names are now standardised and the lookup accepts both styles.
- Fixed carnivores being unable to eat downed human corpses. Human corpses were never added to the list of things counted as meat, so every attempt to feed on one silently failed.
- Fixed getting permanently stuck on the main menu (frozen, unclickable cursor) after returning to the menu as a dinosaur. On a lagging client, the dinosaur mouse-lock could re-apply itself after the menu had already opened, locking the cursor forever.
- Fixed the ~ key fighting itself when you're a dinosaur (most noticeable after a force-dino command). ~ frees your mouse as a dino, but it was also still trying to open the human inventory in the background. The inventory toggle now stays off whenever your inventory is disabled, so ~ cleanly releases the mouse.
Combat & Abilities
- Fixed trampling being able to eventually crush anything, no matter how heavy. The trample chance rolled on every single footstep and never reached zero, so an Amargasaurus standing on an Ankylosaurus would trample it within seconds. Victims heavier than three times a dinosaur's trample threshold are now fully immune, with the chance scaling down smoothly in between.
- Fixed live prey grab not triggering at all. The "strict carnivore" diet check compared food group names with spaces against configs written without spaces, and adding Fish to carnivore diets made every meat eater fail it, so no dinosaur qualified to pick up humans anymore.
- Fixed humans violently flinging, stretching and deforming while carried in a dinosaur's mouth (live prey grab), which could even crash the game. Every player's game was force moving the victim's ragdoll every frame while physics fought back. Grabbed humans now attach rigidly at the torso and their limbs hang naturally.
- Fixed dinosaurs being unable to damage deployable structures, doors, and other destructible objects. A recent vehicle-targeting change was catching every non-creature target first, so hits on structures went nowhere. Structure damage works again for all species.
- Stomp abilities (Amargasaurus, Acrocanthosaurus, Brachiosaurus, Vespertine) can no longer be used while swimming. You could previously stomp underwater, kill anything near you, and even keep moving during the stomp.
- Charge knockback now scales with how much speed the ram actually built up, the same way damage already did. A split second Pachy tap-ram no longer sends humans flying like a full speed charge.
- Fixed large dinosaurs being completely immune to barbed wire, spike strips, sensor mines, traps and electric fences. Hazards were checking the body center, which sits way above the ground on big species (up to 22 studs on a Brachiosaurus), so they never registered. Hazards now check where your feet are.
- Fixed large dinosaurs (confirmed on Allosaurus) sometimes taking zero damage from a vehicle blowing up right next to them. Vehicle explosions checked whether anything blocked the blast on its way to you, but never accounted for the exploding vehicle's own body being in the way, so a tall dinosaur standing close to it could have the blast's own vehicle blocking the hit. Vehicles no longer shield you from their own explosion.
- Fixed the Deinosuchus sinking into the ground for a moment when it grabs prey with M2. A leftover line was switching off the croc's own collision on every grab (the grab already handles keeping predator and prey from clipping), so it briefly dropped through the floor until its collision reasserted itself. That stray line is gone.
- Fixed the Deinosuchus lunge (M2) grabbing boats but not dinosaurs or players. The croc grab reaches for a tongue bone to hold prey, but crocodiles have no tongue bone in their rig, so the grab quietly bailed every time. It now falls back to the mouth bone when there's no tongue, so Deinosuchus and Kaprosuchus can grab living prey again.
- Fixed the Iguanodon slam not dealing damage to anything (players, dinos, vehicles or destructibles). It was reading its damage from the wrong attack slot whenever your stance shifted mid-slam, which left it with no damage values at all. It now always reads the correct slam config.
- Made the T-Rex slam able to grab and slam boats and vehicles, not just living prey. Hitting a vehicle with the slam now clamps it in the jaws for the slam and deals the slam's damage on impact.
- Ability hits that land on a target the attack has no config for now log a clear warning instead of silently doing nothing, which makes this whole class of "the move connects but nothing happens" bug much faster to track down.
- Fixed Ankylosaurus ragdolls.
Sounds
- Fixed Deinosuchus calls (1, R, C, V) being silent at every stage except Juvenile. The call animations share one animation id with the sniff animation, and the game could only remember one meaning per id, so calls resolved to nothing. Calls now play at all growth stages. Distinct call animations per stage are still to come.
- Fixed Deinosuchus being completely silent (no footsteps, attack sounds, injury sounds or calls) and partially broken at the SubAdult growth stage. Its config pointed at a sound folder that does not exist, which crashed the whole character setup for that stage.
- Fixed the sleeping sound getting stuck on forever (and stacking louder with each re-sleep) after waking up. The looping sound was parented to the head but the stop code only looked at the top of the character, so it never found it. Confirmed on T-Rex; affected every species with sleep audio.
Spawning
- Fixed the first dinosaur spawn of a session sometimes coming up half-broken (cursor not locking, wrong camera zoom limits, night vision erroring). Part of the spawn setup could run before the lighting system finished loading and would quietly fail.
- Added a safeguard so a dinosaur missing its ground-height value no longer errors out partway through setup (which could leave it half-broken). It keeps a default height and logs which species and growth stage was misconfigured instead.
- Fixed a whole class of dinosaur state leaking from one life into the next in the same session. Every dinosaur you spawned shared one set of status flags that never got reset, so leftovers from a previous dinosaur carried over. The worst was death: dying (including being flung out of the map or off a structure) left the "dead" flag stuck on, so the next dinosaur you spawned came up half-buried in the ground and unable to move, roar or emote until you rejoined. Sleeping leaked the same way, so if you slept, went to menu, and picked another dinosaur, you'd spawn already asleep. Every dinosaur now clears these states when it spawns, so you always come up alive, awake and on solid ground. Newly-grown babies still start asleep as intended.
Movement & Animation
- Added free look. Hold ALT to keep moving in the direction you were already heading while you swing the camera around to look anywhere you want, your head and neck follow wherever you look. Let go of ALT and your body goes back to steering with the camera. It is made for glancing around or behind you mid-run without your body veering off course, so no more snappy sideways turns just from moving the camera. While holding ALT your movement keys still work like normal, letting go of them stops you. Free look turns itself off while swimming, flying, strafing, ragdolled, resting/eating/sleeping, or typing in chat.
- Moved the head lock (holding your head still while you move the camera) off ALT and onto holding CAPS LOCK, since ALT is now used for free look. It works exactly as it did before, just on a new key.
- Slopes now affect your speed. Running uphill slows you down and eats your momentum, while heading downhill lets you keep your pace.
- Four-legged dinosaurs climb hills better than two-legged ones, holding onto more of their speed on the way up.
- Fixed your speed instantly dropping instead of slowing down when you tapped a movement key (especially backward/S) right after letting go of a sprint. Resuming while still coasting was snapping your speed straight down to your walk/trot pace in a single frame, which felt like a hard stop and like acceleration had cut out. It now keeps your momentum and eases down smoothly.
- Fixed being able to force-stop out of a run by flicking to reverse. Reverse (MMB) could engage while you were still coasting down from a sprint, instantly flipping your momentum and cutting the slowdown short. Reverse now only works from walk, trot, or crouch pace, not while you're still bleeding off run speed.
- Fixed spamming the trot key producing silent, footprint-less movement at full trot speed. Toggling trot faster than the animation could settle kept interrupting it before it ever reached the point where footstep sounds and prints are triggered. Trot can no longer be toggled faster than the animation can keep up with.
- Fixed jumping letting you skip your turn radius. Jumping mid-turn locked your air momentum to where the camera was pointing instead of where your body was actually facing, so you could snap-turn through a jump and land moving a direction your turn radius should never have allowed. Jumps now carry the direction you were genuinely heading.
- Fixed the strafing animation getting stuck looping after you let go of the strafe key, most noticeably when strafing backwards. The routine that stops the strafe animations was missing the backwards pose because of a name mismatch (StrafingBackward vs StrafingBackwards), so it kept playing until you turned to face the camera or crouched. It now clears the instant you stop strafing.
- Fixed pressing X (strafe) making a dinosaur stomp in place instead of standing still, most obvious on species with no dedicated strafe animations like Carnotaurus and Ankylosaurus. The turn-in-place animation was firing on the tiny leftover rotation from the body settling toward the camera, so it kept stepping even when you weren't actually turning. It now only plays while you're genuinely turning left or right and stands idle otherwise.
- Fixed the turn-in-place ("stomp") animation getting stuck looping forever after you released strafe, confirmed on Ceratosaurus but affecting any dinosaur. If you turned in place while strafing standing still and then let go of X, the animation was never told to stop, so it kept stepping while you stood there. It now clears the moment you stop strafing.
- Fixed a dinosaur's run and idle legs looking wrong (short, slow strides that don't reach out) after strafing, confirmed on Carnotaurus. Species with no dedicated strafe animations were faking strafing by hijacking the walk animation with leftover weight and speed that then bled into whatever you did next, until a hard interruption (like bashing into something and getting bumped into the air) reset it. Those species now strafe using their normal walk/run animations directly, so nothing lingers.
- Fixed dinosaurs floating several studs above the water instead of settling into it, especially larger species. The swim system's backup water check started above your back and reached a body-and-a-half downward, so on big dinosaurs it still detected water while the body was well clear of the surface and the swim buoyancy kept it hovering there (even though the water sensor correctly said you were out). It now checks from your body down to just past your feet, so you drop back onto the surface the moment you actually leave the water.
- Fixed climbing dinosaurs (like Cryolophosaurus) taking zero fall damage no matter how far they dropped. For a climber, "grounded" and "on a wall" were the same flag, so the moment it landed the fall was thrown out as if it had just grabbed a surface, before any landing damage could apply. Climbers now take fall damage like everyone else when they land, and still take none while actually clung to a wall.
- Fixed footstep sizes across all dinosaurs. Note that some dinosaurs do not have accurate footstep meshes yet.
Selection Screen
- Added unique Roleplay and Sandbox spawns for biome previews
- Dinosaurs in the selection screen now stand properly on the ground instead of floating or sinking into it, they use the same ground-placement as when you actually spawn in.
- The selection-screen dinosaur now settles correctly even when it's standing on platforms or structures, not just flat terrain.
- Fixed some preview spawns being underground or incorrectly placed due to map changes
- Fixed the selection-screen dinosaur sometimes being placed wrong while the world was still loading in around it, it now corrects itself once everything appears.
- Fixed dinosaur preview backdrops not loading on some servers, which could leave the dinosaur posed in the wrong spot.
Univerval
Lighting & Weather
- Lighting now shifts gradually with the time of day. Sunrise, midday, sunset and night all blend into each other naturally instead of suddenly switching
- Moonlight fades in as night falls. Moon phases and Blood Moons affect the night more smoothly
- Weather changes ease in over a few seconds instead of snapping
- Fixed fog sometimes getting stuck really thick until you rejoined
- Fixed hurricanes and storms turning into a full white-out
- Fixed sun glare sometimes making your whole screen blindingly bright
- Fixed rain and rain sounds sometimes never stopping after the weather changed
- Fixed screen raindrops permanently disappearing in rare cases
- Fixed thunder sometimes going silent for the rest of your session
- Meteor showers run smoother, and meteors no longer freeze or vanish mid flight
- Lighting and meteor showers now use less resources, giving a small FPS boost during storms and showers
General
- Updated to the latest version of the map
- Switched from Zoner to QuickZone for zone-based queries, offering far better performance and fewer issues (like console error spam when characters are removed)
- Fixed many miscellaneous console errors on both client and server
- Fixed any reported map bug
- Public access dinosaurs can no longer file reports, to cut down on ticket baiting.
Admin Dinosaur Tracking System
- Fixed the collapse button floating in the middle of the screen after you closed the menu. The button now slides to the edge with the panel like it should.
- Made it more reliable at picking up other players. If a leftover nametag from a previous life was still hanging around, the tracker would silently give up on that player and never tag them again. It now rebuilds the tag cleanly. Also stopped it briefly hanging on startup while it set up already-present players, and it now logs a warning if it genuinely can't track someone.
- It now keeps working after you die or respawn. It used to quietly shut itself off (menu still on screen but tracking nothing) whenever you respawned, forcing you to toggle the command off and on again.
- Turning it off now properly restores normal streaming for everyone it was tracking. It used to force every tracked character to stay permanently loaded on your client even after you disabled it, and never undid that. It now reverts them (and correctly leaves a character loaded if another supervisor is still tracking it). Swapping off the supervisor team also shuts it down cleanly instead of leaving a dead menu behind.
Staff Balance Panel
- Added a live balance panel for the balance team (] key, balance group rank 3 and up). Pick any species and growth stage and edit its stats while the server runs: speeds, combat damage, stamina pools, ambush timings, nearly everything except animations. Changes apply instantly to every living dinosaur of that species, for everyone in the server.
- Edited values show what they were before, sections show how many edits they hold, and a session log shows who changed what and when.
- Export Module produces the full updated config file ready to paste straight into Studio, with your edits patched in place and all comments kept.
- Edits last until the server shuts down. Exporting is how a change becomes permanent.
- Right-click a stat to pin it to the top of the list. Click a number and scroll to nudge it (Shift for 10s, Ctrl for decimals). Hover a stat name to see what it does and its default value.
- Dinosaur growth data (stage weights, scales, grow times) now lives inside each dinosaur's stage config instead of a separate shared database, so growth pacing can be tuned per species. No gameplay change on its own.