Release Roleplay Update 4
Published at 2026-08-20 01:46:04 UTC

Please note that all listed 'Zeus', 'Squad' and 'AI' related tools are exclusively only for server creators and high ranks to host events with, these tools are an ongoing development and will replace the needs for the use of btools and provide added features.

Human

Movement

  • Falling no longer ragdolls you in mid air. Landing damage is unchanged.
  • Fixed your torso twisting hard to one side when you turn the camera round to look at yourself.
  • Fixed your head not following where you look at all.

Settings

  • Fixed saved settings, keybinds and photo mode presets not loading at all. Everyone was given the defaults every join.
  • Fixed starting a hotbar slot rebind and not finishing it leaving every key dead. Rebinds now give up on their own.
  • Fixed leaving photo mode or a cinematic sometimes handing you back a dead keyboard if you entered it while placing a build.
  • Added a Water Ripples toggle under Graphics. Wakes, splashes and mud trails follow you and everyone else through water. It is off by default because it costs a lot on weaker machines.
  • Simulation Range now also drives water ripples. Lower settings shrink how far away other people's wakes are simulated and drop the ripple detail, so the effect is usable on a machine that could not run it before.

Appearance

  • Fixed some faces showing a flat painted face on top of the sculpted one, most obviously on the scarred faces.
  • The face you pick in customisation no longer doubles up in the preview either.
  • Fixed other players appearing twisted fully to one side when they looked behind them. Their body eases back to centre now.
  • Fixed other players' whistles and screams erroring instead of playing when the server started the animation.

Stim Pistol

  • The stim pistol fires darts now instead of a flat heal. It holds 6 and carries three kinds, and you switch between them with the fire mode key.
  • Regeneration darts heal the target 3 health a second for a minute. Dart someone who is already at full health and they carry 25 extra health instead, which drains back off once the dose runs out.
  • Resistance darts cut all incoming damage by a quarter for a minute and a half. Bullets, bites, explosions, falls, bleeding, venom, burning, drowning and being run over all count.
  • Speed darts make the target 35% faster for a minute and a half.
  • All three work on dinosaurs as well as people, and each one shows in your status list with its own icon and a countdown.

PvP

  • Water puts you out. Being wet extinguishes flames from firebombs, flamethrowers and burning vehicles.
  • A firebomb's flames and a burning vehicle no longer relight someone who is already in the water.
  • Turning PvP off now also protects you from falling objects and corrosion.

First Person

  • Reworked first person: your view bobs with your stride, sways as you turn, dips when you land and widens while you sprint.
  • You can now see your own body in first person.
  • Added View Bob and First Person Body to Settings under Camera.

Menu

  • Returning to the menu no longer spawns a blank character into the world for a moment, which the camera
  • Fixed the spawn menu leaking animations every time you previewed an emote or vocal. would briefly follow before the menu camera took over. The same applies to being reset for leaving the map boundary.

Inventory

  • Fixed the item bar vanishing after double tapping the menu key on any tab but the inventory. It stayed gone until you opened the inventory again.
  • Fixed bows going dead after one shot with arrows still in your bag. They reload from your arrows again.
  • Added a search box to Quick Craft. It matches ingredients as well as names, so searching flint finds everything you can make with it.
  • Hover an item in your bag and press a hotbar key to put it in that slot. Whatever was there swaps with it.

Interaction

  • Fixed looting a dinosaur corpse closing the panel the instant it opened. Standing anywhere along a big carcass counted as too far away.
  • Fixed a corpse becoming impossible to loot for everyone once the first person had opened it.
  • Fixed the screen staying blurred after a loot panel opened and shut in the same moment.
  • Fixed your weapon firing on its own after opening a panel with the trigger held. It kept going until you switched weapons.
  • Fixed holding E on a stacked prompt triggering the wrong one. Scrolling to a prompt now decides what E actually does.
  • Fixed the base elevator killing you when it reached the bottom. The ride counted as a fall the whole way down.

Spawning

  • Fixed respawning sometimes leaving you unable to emote, crouch, sprint, prone, whistle or raise your fists for the rest of that life.
  • Being put on a different team no longer moves you. Your character is rebuilt for the new uniform where you are standing.
  • Fixed sometimes falling through the map when you spawn.
  • Fixed briefly appearing at the map's default spawn before being moved to your team's.
  • Attempted fix for occasionally respawning in the ocean.

Tutorial

  • Fixed gathering piles going dark after one pickup. They stay lit until you have gathered all three.

Building

  • The team visibility message calls a blueprint a blueprint instead of calling everything a structure.
  • You can control any turret your team placed, not only your own.
  • Fixed tier 2 and 3 towers having poor ladder collisions.
  • Fixed palisade gate doors staying behind when the gate is moved. Opening it threw them back to where it was built.

Keycards

  • Survivors cannot hold a keycard. One taken off a body is discarded rather than opening doors for you.
  • Survivors no longer spawn with a keycard. They are issued to the departments only.

Locker

  • The AKM, AK-110, Crossbow, Double Barrel, M2010, M24, Pump Action, Remington 870, RPK, Stone Flinger, SVD, Uzi, MPX, SCAR and XAM-300 are out of the locker.
  • The AA-12 needs Combat Engineers rank 2, on Engineering & Logistics.
  • The M4A1 and SAS Shotgun need Island Rangers rank 4, the ACR and MP7 rank 5.
  • The CS5 Tranq needs Tier 2 Certification.
  • The FMP-75 needs Reserve Wardens rank 1, the MK14 EBR rank 2 and the WRR-308 rank 3.
  • The M27 IAR needs the Quick Reaction Force group.
Dinosaurs

CDA

  • Fixed CDA gearing and dinosaur mounting doing nothing. The assets and saddles had lost their markers.
  • Fixed your screen staying blurred for the rest of your life after being darted. Shaking it off now clears your vision.
  • Fixed taking a partial dose and recovering leaving you permanently blurred, having never gone under at all.

Incubation

  • Fixed young growth stages floating above the ground and grown ones sinking into it on the preview.

Progression

  • Fixed XP not being awarded at all. The progression system was failing to load, which was also stopping player data from setting up properly.

Abilities

  • Tap Space in water to dart forward, hold it to leap out. They used to be one move that chose for you.
  • The underwater dart no longer rises out of the water however you aim it.
  • The dart is much faster. It used to be slower than just swimming forward.
  • The dart carries its speed and bleeds off instead of dying in half a second.
  • Water leaps clear the surface now instead of hopping a few feet and dropping straight back.
  • Fixed latching onto other dinosaurs doing nothing at all.
  • Fixed the Coelophysis tail flash never showing its charge running out on the ability bar.
  • Fixed the Iguanodon tail slam erroring whenever it swept anything that was not a creature, a breakable or a tree.
  • Fixed the Tyrannosaurus slam leaking an animation on every landed hit.

Carrying

  • Fixed dropping someone sometimes not letting go properly, which left them falling through the map.
  • Dying while dragging or carrying a body now lets go of it.
  • Fixed the bite still playing screams and gore after you had dropped whoever you were holding.
  • Fixed a constant scraping sound while carrying someone in your mouth with your head down.
  • Fixed your own footsteps trampling and ragdolling whatever you are carrying.
  • Fixed dropping an item you were carrying hurting you.

Footsteps

  • Fixed pouncing killing your footstep sounds and footprints for the rest of that life.

Animations

  • Fixed flyers freezing in a blank pose after takeoff and landing until you jumped.
  • Fixed a dinosaur losing its walk, run and flight animations for the rest of its life after being ragdolled.

Camera

  • Fixed the camera swinging loose around you while you are ragdolled. It holds over your body now.

Falling

  • Ten of the largest dinosaurs survive much longer falls. A Brachiosaurus used to die from a drop shorter than its own legs.
  • Fixed taking no fall damage when something flings you upwards. The drop is measured from the top of the arc now.

Terrain

  • Dinosaurs no longer tilt their body to match a tree they are brushing past. Climbers and flyers still do.
  • Fixed a small rock or prop under one foot counting as a slope, which could slow a large dinosaur to a stop.

Emotes

  • Fixed the emote wheel opening in water, where it fought the swim down key.
  • Fixed being able to start an emote while swimming, jumping, falling or climbing. It used to start and cancel itself a moment later.

Pouncing

  • You cannot pounce while swimming. Wading in the shallows still counts as being on your feet.
  • Fixed pouncing in water dropping you to the bottom in a blank pose.

Skins

  • Added three Utahraptor skins: Cobalt, Redwoods and Soot.
  • Albino and Melanistic are no longer pickable in the skin menu.
  • Fixed the two Utahraptor subspecies being the wrong way round. Absolutus is the feathered one and Innatus is the bare one.

Weapons

  • Shotguns, the RPG and the Stone Flinger can break off a reload to fire what is already loaded. Press R again to carry on loading.

Attacking

  • Attacking is blocked while resting, eating, drinking, grazing, pinned, latched, sedated or holding a spit.
  • Crouching blocks your normal attacks. Iguanodon, Parasaurolophus and Scelidosaurus keep their own crouch moves.
  • Fixed the spit charge sound stacking on itself when you spam aim on Cryolophosaurus and Dilophosaurus.

Packs

  • Pack size now comes from the species itself and changes with growth stage, so a juvenile can pack where its adult form hunts alone.
  • Pack sizes are corrected across 33 species. Several apex predators listed as solitary can now pack in small numbers, and a few grazers that were unlimited are now capped.
World

Lighting

  • Dusk and dawn now hold for a while instead of being a moment the light passes straight through.
  • Night sets in around 20:00 now instead of 21:00.
  • Fixed nights under a bright moon being about as visible as an overcast day.

Audio

  • Distant gunfire, horns, drums and explosions are much louder. The distant mix was being played about ten times quieter than it was tuned for.
  • Distant gunfire, explosions and horns pick up their echo from about 215 studs out instead of 360, so calls sound far away while you can still hear them.
  • The War Horn now carries a distant echo like gunfire does.
  • Interface sounds no longer stack on top of themselves. Two notifications from one action used to play the alert twice at once.
  • Going under water now muffles the whole soundscape rather than nothing at all, and it clears the moment you surface.
  • Muffling follows your head rather than the camera, so it no longer cuts in and out as the camera swings above the surface.
  • Swimming sounds and dinosaur attacks are muffled under water too. The swimming ones were ignoring the audio sliders as well.
  • Fixed water footstep sounds only playing right at the surface. Walking with your feet under water now sounds like it, as do jumping and landing.

Swimming

  • Fixed getting stuck against the shoreline. Standing in shallow water with your head above it now counts as wading rather than swimming, so you walk straight out instead of having to line yourself up and push.
  • Fixed the water dash launching you upwards instead of forwards while under water.
  • Rising and sinking stop the moment you let go instead of drifting on for a second or two.
  • Looking up no longer overrides holding sink. While you hold the key it decides which way you go.

Fish

  • Dead fish no longer block you in the water. Swimmers were getting wedged on them and having to strafe off.
  • Fish stay in the water now, and keep clear of the shoreline, the riverbed and the bottom.

Structures

  • Fixed static Heavy Bridges and Watchtowers being able to take the health of the player-built versions, which would also have left them unable to respawn.

Beehives

  • Reduced bee aggro range from 150 to 80 studs.
  • Fixed beehive bomb swarms never expiring. They stayed in the world for the rest of the round.

Depots

  • Fixed depots refusing to spawn anything with "all spawn points are occupied" over an empty pad. A bay held by a spawn that never finished now frees itself.

Riding

  • Fixed being thrown off the dirtbike, ATV, buggy and other open vehicles by any knock at all. It takes a real crash now.

Tools

  • Fixed the War Horn blast staying where you blew it. It follows the horn now, so you can sound it on the move.
  • Bigger trees drop about twice the logs. A full grown tree gives 3 to 4 instead of 1 to 2.

Radio

  • Fixed not receiving radio at all unless the radio was in your hand. You hear the channel whenever you carry one.
  • You still need the radio out to talk on it. Putting it away only stops you transmitting.
  • Fixed radio messages from the base never reaching anyone out in the far biomes. They arrived as nothing at all.
  • Fixed the sender seeing [NO SIGNAL] on a message everyone else read perfectly. Both ends agree now.
  • Radio coverage comes from your nearest tower rather than a fixed range around each one, and redraws itself as towers are placed anywhere on the map.
  • Wrecking a tower blacks out the area it covered. Damaging one weakens the signal for everyone relying on it until it is repaired.

Audio Recorder

  • Fixed the audio recorder playing a tape back without ever showing the recorded lines.

Ceremonial Drum

  • The Ceremonial Drum plays now. Stand at it and a song list opens on the left.
  • Two songs to pick from: Gathering Call and War March.
  • The drum carries about 480 studs and picks up a distant echo past 115.
  • You can drag the song list wherever you want it.
  • The song buttons fill up as the drum cools down, and you cannot start a second song over a playing one.

Ceremonial Horn

  • The Ceremonial Horn makes a sound now, its own rather than the War Horn's at a lower pitch.
  • Click to sound it. It waits for a blast to finish before it can be sounded again.
  • You stand at the horn and grip it, instead of sitting cross legged in mid air or sunk into the ground.

Wildlife

  • The dinosaur NPCs are being repurposed into animal NPCs.
  • NPCs have a hunger mechanic. Predators hunt prey and prey graze off the ground.
Server Browser

Getting Started

  • Added a short walkthrough for new players that explains what the lobby is and what each mode does.
  • The walkthrough points out the server list and Join Random once you pick a mode, and you can skip it at any point.
  • Added a HOW DO I PLAY? button next to Donations that replays the walkthrough whenever you want it.
  • The opening walkthrough card is centred now instead of sitting over the mode names and the buttons below them.

Server List

  • Servers that are shutting down are blacked out with a SHUTTING DOWN notice and cannot be clicked.
  • Fixed being able to join a server that started shutting down while its window was already open.
  • Fixed server player counts being measured against 50 everywhere. The Sanctuary holds 200 and Sandbox holds 60.
  • Fixed the has space filter and Join Random calling a server full when it still had room.
  • A mistyped or cut off server setup code is rejected now instead of quietly importing the wrong group rank.
  • Fixed the queue for a full server letting people in against the wrong size, so it stalled with slots free.
  • Server rows are drawn as proper tiles now instead of only appearing once you had moved the mouse over them.
  • Refreshing the list no longer wipes the highlight off the row you are hovering.
  • Fixed the list staying empty and reporting a connection error if you went back and picked a mode again quickly.
  • Two errors in quick succession no longer cut the second message short.

Donations

  • The total donated figure and donor count were under-reporting; they now match the leaderboard exactly.
  • A donation can no longer be counted twice if a purchase is retried after a server drops out.
  • Goal amounts now line up with their marks on the goal bar instead of sitting at evenly spaced heights.
  • Fixed cancelling a gift and then donating normally sending your donation to the person you cancelled on.
  • Cancelling a gift no longer makes you wait 30 seconds before you can gift again.
  • The total donated figure is written the moment a donation lands instead of a few seconds later, so a server closing at the wrong moment can no longer drop it from the running total.
  • The donations screen no longer fails to open if it starts before the lobby server is ready.

Queue

  • Fixed being put back into a queue that could never connect after a server sent you back.
  • Rejoining a queue after being sent back now rechecks that you are allowed into that server.

Creating a Server

  • Looking up two group IDs quickly can no longer save one group with the other group's ranks.
  • Looking up a group too quickly now says so, instead of claiming the group does not exist.
  • A refused server creation no longer costs you the 30 second wait. If you are told you need a higher rank or that a group locked server needs a group, you can fix it and try again straight away.

Header

  • The player card no longer claims 0h tracked when nothing is tracked; it shows your rank, or Visitor.
  • Filter buttons keep their outline after you hover and move away.

Joining

  • Fixed the connecting screen vanishing if you retried a join within a few seconds of one failing, which left the lobby looking idle while every button was still locked.
  • The lobby no longer freezes on a blank screen if it cannot reach the server; it says so and tells you to rejoin.
  • Fixed a rare hang while loading your friends list that could stop the lobby appearing at all.
Mobile

Controls

  • Fixed the weapon buttons bunching into the middle of the screen instead of sitting under your thumb.
  • The weapon buttons now sit lower and spread wider, clear of the jump button and of the compass along the top.
  • Fire is bigger, and on most phones the weapon buttons no longer shrink to fit at all.
  • Sprint, crouch and prone, and the buttons along the top right, are bigger on phones.
  • Hotbar slots are bigger on phones.
Performance

Server

  • Mines, barbed wire, spikes, traps, fences and boats only check who is actually near them.
  • Turrets, drones and fire swarms no longer tick on the server while none are placed, flying or burning.
  • Fish nobody is near now cost nothing at all, rather than waking every frame while frozen.
  • The crafting queue stops ticking once your last job finishes.
  • Gunfire, tracers, harvesting and explosions only check who is close enough to see or feel them.
  • Paychecks, XP, shipping alerts, squad radio, carrion and hurricane alerts no longer walk the whole server.
  • Fish are much cheaper on busy servers, and shoals no longer all think on the same frame.
  • Pouncing pins, impaling, blood scent, dinosaur hitboxes and being run over set up correctly again. The game had run out of collision groups.
  • Fixed a server stutter when corpses settle.
  • Rotting corpses no longer animate on the server. The decay and scarring are drawn for each player instead.
  • Lightning bolts are drawn by each player rather than built on the server and sent out. The bolt looks the same.
  • Explosions no longer re-collect every breakable prop and pane of glass in the map.
  • Dinosaur tracking positions are only sent when the animal has actually moved.
  • Flashlight battery drain no longer ticks over every flashlight in the game while none are switched on.
  • Tutorial objective markers no longer scan every tree on the map once a second.
  • Reduced the cost of beehives on busy servers.
  • Removed unused interface screens and the scheduler overlay, which were sent to every player on join.
  • Group and rank checks all answer from the single lookup made when you join. Joining makes 91% fewer web requests, which is what caused servers to struggle when a lot of people joined at once.
  • Harvesting, plants, vehicles, spawning and character customization search models for parts about 3.7 times faster.
  • The vehicle framework no longer checks every object added to the world to spot a new vehicle.
  • Fixed a group lookup that had not finished reading you as having no rank.
  • Tyre dust no longer sends a colour update to every nearby player on every frame a vehicle is moving.
  • Damaged objects no longer restart their health bar fade on every hit.

Client

  • Weapon loops stop while you are not holding one: bullet flight, tracers, looping sounds and Banshee rounds.
  • Helicopter rotors are no longer turned while they are off screen or far away, and a stopped rotor costs nothing at all.
  • Joining is quicker. The map, tribe, player, settings and photo screens are now built the first time you open them instead of every time you join.
  • Thermal vision, water ripples, the repair torch panel and power wires only update when something changes.
  • Water ripples cost nothing at all while switched off. Nothing is built, no image is allocated and neither of its per frame loops is connected until you turn it on.
  • Rewrote the ripple simulation. It skips the quarter of the canvas that is masked off, shades still water from a precomputed row instead of the full lighting maths, and copies whole rows when scaling up to the image. Shading is 56% cheaper and the image scaling 77%, and both run at a lower resolution on lower Simulation Range.
  • Fixed each ripple canvas leaking its image when it was recycled, which happened every time a swimmer went out of range.
  • The ripple simulation no longer re-reads its water settings once for every cell of the canvas, which took another 38% off the most expensive part of it.
  • Ripples now spread across the water at the same speed on every Simulation Range. On lower settings they were travelling twice as fast as they should.
  • Ripples you cannot see are no longer drawn. The water keeps moving behind you, it just stops being redrawn until it is back on screen, which is a bit over half the cost of every ripple patch that is off camera.
  • Ripple patches share their scratch memory instead of each keeping their own, which is about 1.3 MB back on a busy stretch of water.
  • A dinosaur's model, skins and sounds are only sent to you while somebody in the server is actually using that species. A species nobody is playing never loads for you at all.
  • Opening a species in the spawn menu fetches it on the spot. The transition now holds until the preview is really on screen instead of lifting onto an empty pen.
  • Dinosaur skin art no longer ships a separate copy for every body part. That is 10,478 fewer objects sent to you on join, which should help most on phones.
  • Dinosaurs no longer redo their ground detection every time anyone spawns or dies.
  • Cave detection tracks cave regions as they appear instead of rescanning the map every time a sound plays.
  • Playing a sound no longer builds and throws away two objects to test for water and caves.
  • Rocket flight no longer runs while there are no rockets in the air.
  • Headgear hiding only runs while you have something on your head.
  • Weapon recoil stops updating the camera once it has settled.
  • Bullets in flight no longer re-read their ammo stats every frame.
  • The loading screen now shows what it is actually waiting on instead of fading out after three seconds.
  • The loading screen gives up with a readable reason instead of leaving you on a dead screen.
  • Aiming a ballista no longer rebuilds its aim filter every frame.
  • Creature heads stop updating their neck joint once they have settled on what they are looking at.
  • Blood particles cost about a third as much to move.
  • Fixed the character movement loop staying active after you die.
  • Fixed tools leaking an animation every time you equipped them, which built up for the rest of your life.
  • Adding blood to an existing scent patch now extends how long it lasts.

Networking

  • Impacts, blood, splashes, stomps, muzzle flashes, wrench sparks, explosions, shaking trees, recorder playback, helicopter shake and the Coelophysis tail flash are only sent to players near them.
  • Impact, blood, splash and stomp effects send about 40% less data each.
  • Flashlights and laser pointers no longer send aim updates while your aim is not moving.
  • Reduced how often head and body turning is sent between players.
  • Head and body turning, dinosaur neck aim and tool aim no longer hold up other traffic when a packet is dropped.
  • The XP boost reset countdown is no longer sent to every player once a second.
  • The PvP protection outline is drawn by each player instead of being sent to everyone as its own object.
  • The repair torch sends its aim about three times less often, and only while you are actually moving it.
  • Turret aim is only sent while you are actually moving it, instead of continuously after every shot.

Vehicles

  • Door gunners, searchlights and the FLIR camera no longer send aim updates while held on a steady aim.
  • The FLIR camera's aim updates no longer send faster on higher framerates.
  • Helicopters no longer send rotor updates while sat at a steady engine speed.
  • Vehicle gunfire, rockets, missiles, flares and their sounds are only sent to players near them, instead of to everyone on the server.
  • Helicopter rotor wash and rotor audio no longer run while there are no helicopters around.
  • Fixed mounting the AH-6 weapon panel resetting randomness for everything else on your machine.
  • Helicopters no longer send fuel, engine heat, rotorwash and dust position updates on every frame to everyone nearby.
  • The FLIR camera's laser dot no longer sends a position update on every third frame while locked on.
  • Fixed vehicles leaking an animation every time somebody got in or changed seats.
Security

Exploits

  • The server browser no longer sends private server join codes or the full player list of every server to everyone in the lobby.
  • Fixed the donation total counting a donation twice if a server shut down while it was saving.
  • Closed a relay that let a modified client play visual effects on every other player's screen.
  • Door gun turrets can only be aimed by the player sitting in the gunner seat.
  • Helicopter rotors can only be driven by the pilot in control of that aircraft.
  • Vehicle weapon sounds can no longer be triggered on other players by a modified client.
  • Pinning a target with a pounce no longer lets a modified client choose where it gets attached, and the server now checks the target is actually pinnable or latchable rather than taking the attacker's word for it.
  • Closed two relays that let a modified client set any value it liked on its own character. Both were meant only for crouch, prone, sprint and carried-item updates, but neither checked what it was being asked to change, so either could be used to make yourself immune to all damage.
  • Accepting a CDA pairing no longer lets the asset name someone other than the handler who asked, which could pull an uninvolved player into the pair's chat channel.
Staff

Developer Tools

  • Fixed god mode not protecting you from vehicles, falling objects, drowning, corrosion, or being pinned or eaten.
  • The scheduler and the packet profiler are limited to the owner.
  • Tester tools are admin only on the roleplay build.
  • The scheduler no longer samples frame timings when nobody is watching.

Zeus (This tool will be used for server owners for trainings, events, etc. Lore team will also be able to use this tool in official lore events)

  • Added Zeus, a live world editor. Open it with F3 to place, move, scale and rotate anything.
  • Tools are 1 to 4, cameras 5 and 6, F focuses the selection and Tab hides the interface.
  • Ctrl and 1 to 5 create parts. Ctrl+G groups, Ctrl+D duplicates, Ctrl+A selects the container.
  • Ctrl+L toggles world and local space. Ctrl+[ ] sets move snap, Alt+[ ] rotate snap.
  • Added vehicle and NPC placement, and spawn nodes that persist between sessions.
  • Added squads. Place a whole ranger squad or survivor group in formation at once.
  • Added engineers, researchers and bodyguards alongside the rangers and survivors.
  • Added nine formations, including a box that leaves the middle open for whoever is escorted.
  • Placed NPCs take orders. Right click taps to move them, and they can be sent to attack.
  • Alt and right drag a move order along the line they should stand on, setting width and facing.
  • Right drag looks around as normal. Middle mouse always looks.
  • Select units and press Guard and they escort you or another player, fighting whoever attacks them.
  • Escorts hold formation and follow whoever they are covering into vehicles and back out again.
  • Engineers build any blueprint left near them and repair structures. Press B for the build menu.
  • NPCs have a detection meter. They hear gunfire and come to look, but only seeing you starts a fight.
  • They only see what is in front of them. Crouching, prone, night and fog all slow how fast they spot you.
  • Units step around each other on the move, and out of your way when you walk into them.
  • Exclusive dinosaurs and controlled asset actors cannot be spawned as AI.
  • Units and dinosaurs show a model preview while you place them.
  • Coloured markers show each unit's side while Zeus is open. Players show their name above theirs.
  • Whatever is under your cursor lights up, coloured by unit, player or vehicle. Clicking flashes what you hit.
  • Anything you have placed can be flown to and selected from the world list.
  • Weather, time and storms can be set from the editor.
  • You stay visible and solid in Zeus, and cannot be hurt while the editor is open.

Commanding a squad

  • A squad can be handed to any player from the Zeus player list.
  • Press tilde to open your command menu once you have units.
  • The command card no longer opens when you have no squad, and never appears at all while you are a dinosaur.
  • F1 moves them, F2 has them follow you, F3 attacks, F4 changes formation.
  • F5 lays a patrol route and enter starts it walking. F6 holds ground.
  • Every command is a button on the card as well.
  • Move and attack place a marker where you are looking. Click to confirm, escape to cancel.
  • Drag out the line you want them to stand on and they form along it facing that way.
  • Rings on the ground show where every unit will stand, and update as you change formation.
  • Your squad shows on the card with each unit's name, health and what it is currently doing.
  • Opening the menu raises your camera and gives you back the mouse cursor.
  • Say it instead: follow me, guard me, hold, attack by name, or form a shape. Capitals do not matter.
Download links
(no download links)
Bugs
  • Open: 8
  • In Progress: 0
  • Resolved: 0
  • Closed: 0