Release Roleplay Update 6
Published at 2026-09-05 22:00:14 UTC
Human
Movement
- Sprinting through a sharp turn keeps the run. The forward check was re-tested every frame against a body that lags the input, and the animation was doing the same thing separately: a hard turn stopped the run clip and played a backwards walk at full sprint speed, which reads as the sprint dying even though the speed never changed. A backwards reading now has to persist before it counts as running backwards rather than turning.
- Changing direction while sprinting no longer drops you back to a walk. The forward check was being re-tested every frame, and a turn breaks it for as long as the body takes to swing round to the new heading. Setting off in a sprint still asks you to be facing where you are going, and deliberately running backwards still is not a sprint.
- Which way a survivor is looking reaches other players again. It carried the same fault as dinosaur head turning: the test for whether anyone was around to see you counted only other survivors, so a lone survivor among dinosaurs sent nothing and read as facing dead ahead, and the count drifted down to zero on respawn after which nothing was sent at all.
First Person
- First person no longer rides the character's head animation. The view was being pinned to the head every frame, so the walk cycle drove the camera directly, outside the View Bob setting entirely: the head swings about three times further than the game's own tuned bob, which is why turning View Bob down never helped anyone. The animation's wobble is now cancelled and the camera moves the amount the setting asks for.
- The tuned head bob actually reaches the camera now. It was being overwritten every frame by a later system, so none of the walk sway, the landing dip or the run motion had ever been visible; only the rotation half was getting through, which is the half that makes people ill.
- Camera sway when you move the mouse is about a quarter of what it was. It could push the view six degrees away from where you pointed and drift back, which fought your aim.
- Head bob on foot is half as strong as the tuned values, now that those values are actually being felt.
- Sprinting no longer widens the field of view in first person. A changing field of view on top of a moving view is a bad pairing for motion sickness. Third person keeps it.
Night Vision
- Night vision grain now churns the way a real tube's does instead of shivering in place. The layer was being nudged around inside a tenth of the room it actually had, so the picture read as a still image with a shimmer over it.
- The helmet's grain is back to the density it was drawn at. Every overlay's grain was being reset to the same faint value by name, which suited the binocular overlay, whose layers are drawn blank on purpose, and washed the helmet's out to almost nothing.
- The grain runs at a fixed rate rather than one tied to your framerate, so it no longer boils faster on a fast machine than on a slow one.
- Night vision goggles set their gain from how much light is already out there instead of amplifying by a fixed amount. They were blowing out on bright nights, flattest under a full moon, which is where the picture lost the most detail.
- A brighter moon now buys less amplification, so a new moon, a half moon and a full moon all come out at the same readable brightness rather than the moon deciding how washed out the night is.
- Putting the goggles on in daylight is no longer a solid white screen. The same gain curve carries down through dawn and dusk to noon.
Sedation
- Humans can be tranquilised. Ten darts from the MK-2 rifle put a survivor under, twenty from the MK-3 pistol or four from the CS5. The dose builds on a meter that decays on its own, the screen blurs as it takes hold, movement drops to a stagger, and after ten seconds the body goes down and has to be brought round.
- Wild mushrooms are sedative. Chantrelle and Russula each carry a dose, so three of either will put a human under; one or two leave something on the meter that wears off.
Vehicles
- The River Boat can be spawned from the vehicle depot. It was already a complete, drivable boat sitting in the world and had simply never been added to the catalogue. It carries eight, and needs the same certification as the Power RHIB. Its steering was also authored about a hundred times weaker than either RHIB, which would have left it barely able to turn, so the spawnable version steers like a boat its size.
- A crashed helicopter falls instead of hanging in the air. The lift, gyro and antigravity forces that hold an aircraft up are left running when the hull dies, and with a pilot still aboard the lift is whatever was holding it up a moment earlier, so the wreck stopped dead where it hit. It was never anchored, it was weightless. Attaching or releasing a slingload can no longer hand a wreck its antigravity back either.
- Potentially Fixed the vehicle depot closing itself about a second after it opened while stood at the terminal.
- Fixed depot refusals and parking messages showing nothing when they arrived after the panel had closed. They appear as a notification now.
- AH-6 rocket pods now damage dinosaurs. Splash falloff was measured to a part named Head, which no dinosaur rig has, and the error ended the damage pass before the direct hit was applied either.
- Explosive vehicle rounds measure splash falloff to the part they hit, and bill one hit per body rather than one per part caught in the blast.
- The radio no longer opens on R in an aircraft cockpit. R is the weapon switch in every pilot seat and in the AH-6 camera seat. Passengers and door gunners keep it.
- Boat passenger seats release on Space. Jump was suppressed for every vehicle occupant except aircraft, and a boat is open topped. Boat drivers keep Space as the handbrake and leave with E.
- The wrench repairs vehicles. Its whole vehicle branch was looking for a health value directly on the model and every vehicle in the game keeps it a folder deeper, so a wrench answered nothing at all on anything with wheels. The stationary and occupied refusals inside that branch had never run either.
- Vehicle glass stays broken until the vehicle is repaired. It used to restore itself after sixty seconds, which is why a car slung under a helicopter arrived with its windows intact. A finished repair puts the windows back, and a vehicle sitting at full health with broken glass still counts as needing one.
- Your own arms are hidden while you are manning a gunner seat, so they no longer sit between the camera and whatever you are shooting at. Both hands are pinned to the gun's handles, which threw them across the middle of the screen. Nobody else's view of you changes, and this covers the CH-47's gun, the UH-60's door guns and the MAC-V's roof gun.
- A depot bay is judged occupied by where a vehicle actually is, not by a single reference point on it. That point does not have to sit anywhere near the vehicle it belongs to, so bays were refused with nothing in them, and a leftover model that had lost its parts could hold one forever. Nothing but a spawned vehicle can block a bay, and a part that is both invisible and non solid is not counted at all: every UH-60 carries a searchlight beam 297 studs long parked well off its own airframe.
Tools
- The Spear can be thrown, and it has the aim and throw controls it was missing. It was configured as a melee-only weapon, and that single setting is what the game reads to decide whether a weapon has a throw at all, so the missing interface and the missing throw were the same fault. It now sits between the Crude Spear and the old Iron Spear for range and damage.
- The Iron Spear is now melee only, and hits harder for it. It keeps the longest reach in the game alongside the Spear and gains a charged thrust. Too heavy and too valuable to be worth throwing away.
- Switching tools no longer leaves the previous tool's draw animation running. The put-away stopped the idle and use clips but never the draw, so a draw kept playing for its full length after its tool had gone and the next tool's started on top of it. A few quick switches stacked a dozen half-played clips on the right arm at the two highest animation priorities, which read as the arm locking up. One tool's clips play at a time now.
- The flashbang has a burst to look at. It is the one charge that never goes through the explosion system and carries no concussion blast behind it, so unlike every other grenade it went off with a bang, a camera kick and nothing on screen. It now throws a white glare and a scatter of sparks at the point it detonates.
- Being caught at the edge of a flashbang now lasts long enough to read. The effect's length was scaled by its full strength, and that strength is already the distance falloff multiplied by which way the camera was pointing, so a flash that was not square in the face was over almost as soon as it began.
- A gun no longer stops firing because somebody is standing next to you. Every shot casts from your head to the muzzle to stop weapons being fired through walls, and that span is over four studs on a rifle, with nothing excluded from it but your own character, your weapon and the vehicle you are riding. A teammate, an NPC, a dinosaur brushing past or a bush was enough to fill it, and the shot was then refused in silence: no report, no click, nothing on screen, until whatever it was moved. Characters and foliage are excluded now. Firing through a wall is still refused.
- The flashbang covers more ground than the grenade that kills you. Its stun reached 45 studs, the same distance a frag grenade is lethal to, and only took full effect within 18 of those, so a charge thrown into a room left the far half of it untouched. Full effect now carries to 26 studs and the stun to 60, still comfortably inside the concussion grenade's 75. Turning away still saves you: facing the blast the white out reaches 48 studs, side on 42, and with your back to it 26.
Dinosaur
Diet
- Meat eaters can no longer graze. Grazing is limited to the 23 species that eat vegetation.
- Grazing starts on the move now and continues while you walk, ending when you leave the grass. It needed a standing start and stopped a stride out.
- Meat eaters can no longer eat the Rafflesia plant, and plant eaters can no longer eat the Rafflesia creature.
- Eating, grazing and drinking now restore a share of an animal's own maximum rather than a flat number of points. Nothing changes about how much anything eats or drinks today, but it means a Brachiosaurus and a Compsognathus are tuned by the same figure instead of one that had to be rescaled by hand for every species and every growth stage.
- Hunger and thirst now drain as a share of an animal's own maximum, matching the way eating and drinking already restore one. Nothing drains faster or slower than it did, but the numbers can now be compared across the roster, which they could not before: the same authored figure meant a Rhamphorhynchus emptied in a couple of hundred ticks and a Noktyrannus in several thousand. Survivors are on the same footing.
Saving
- Fixed spawning a dinosaur again cutting its health down every time. Acrocanthosaurus lost 44% a spawn and reached 15 health after enough trips through the menu.
- A dinosaur is saved before the next one loads, so spawning again no longer hands back the health and position from two spawns ago.
Spawning
- Species caps are enforced on every spawn now, and a dinosaur can only appear at a real spawn point.
- Growing to the next stage keeps your skin. It reset to the default pattern and colour.
Night Vision
- Night vision is no longer close to useless for almost every species. Its brightness curve was written for a strength of 0 to 10 and nothing in the game goes above 6, so every animal sat in the dim third of it and only an adult Dilophosaurus came out genuinely usable.
- Every species now sees at the same brightness, and strength decides how far that sight reaches instead. A weak-eyed animal gets a clear picture that stops short, and the sharpest eyes see clearly to the horizon.
Movement
- Resting and sleeping dinosaurs can no longer be shoved around. Another animal leaning on you used to push you along about forty studs every two seconds, because the force holding a dinosaur in place controls its speed rather than its position and a body resting against you defeats that completely. Others still collide with you and cannot walk through you, they just cannot move you.
- Tapping sprint while slowing down no longer refills your stamina. The cost was keyed on whether the sprint key was held, so letting go flipped straight to regeneration while the animal was still travelling at very nearly full speed, and repeating that bought almost free top speed. Sprinting now keeps costing stamina until you have actually decelerated to a trot.
- Dropping straight from a sprint to a walk no longer plays the walk animation while you are still travelling at speed, which read as skating across the ground. The gait clip was chosen from the movement state, which changes the instant you release sprint, while the actual speed takes another second or more to bleed off. The trot now plays until you have genuinely slowed to a walk. Sprinting to a trot never showed this, because the trot clip is what plays either way.
- Gentle slopes barely slow you down now. The uphill penalty rose in a straight line with the steepness, so ordinary rolling ground was expensive: a two legged animal lost more than a quarter of its speed on a ten degree rise, and most of the map is that sort of ground. It now stays close to nothing on shallow ground and climbs quickly once the slope gets genuinely steep, where it costs what it always did. Anything under six degrees is free.
- Turn radius now tightens gradually with speed above a trot. It used to jump to its tightest the instant a trot was crossed, which made tapping sprint a free tight turn.
- Other players' tails no longer jitter at range. Tails were being posed by layering over the playing animation, and the animation rewrites those bones every frame, so the layer only survives if something reapplies it every frame. The procedural pass is deliberately run less often the further away an animal is, which meant past a hundred studs the tail was flicking between its physics pose and the raw animation, about fourteen degrees apart, every other frame. Tails are now posed the same way the rest of the body is, which holds on its own.
- Everything a dinosaur's body does procedurally is now driven the same way: tail, spine, neck, head and the body tilt. The tilt in particular is applied at the root of the skeleton, so it was carrying the whole animal, and it was the half most likely to flick at a distance.
- Every segment of a tail animates again. Only every second bone was being posed, with the skipped one's bend folded into the segment before it, which preserved the overall sweep but coarsened where it bent.
- Head turning on other players works again. A dinosaur only sent its head angle when another dinosaur was registered on its own machine, but the server passes that angle to everyone nearby whatever team they are on, so the only dinosaur in a server full of survivors never sent one and every human watching saw a head locked dead ahead. That same count also drifted down by one on every respawn and stuck at zero, which took head turning out for animals that did have company.
- An animal with a crouch trot or a crouch sprint can drop into it while running. Above a trot the stance change wanted a dead stop, with no movement held at all, so the five that own a moving crouch gait were the only ones that could never reach it while actually moving, which is the one thing the gait is for. Iguanodon, Scelidosaurus, Typhon and both Twins. Everything else still has to slow down, because for an animal with only a crouch idle, crouching is stopping.
- A movement key gets you up in half the time, for stamina. Any of shift, WASD or crouch while resting or sleeping plays the stand-up at double speed and releases you halfway through the usual hold, at a cost of 15 percent of maximum stamina. Sleeping animals get their own stand-up where the species has one, and get up in a single press rather than going through the rest pose first. Nothing alive picks its way to its feet with something charging at it, and noticing a threat early should be worth something. The rest key still gets you up the ordinary way for free, and the fast one refuses itself when the stamina is not there.
- Entering water no longer shoves you along the heading you last left it on. The swim system arms its velocity constraint from a stored value that only the swimming, flying and burrowing code ever writes, and walking around on land never touches it, so it sat holding whatever the animal was doing at the moment it last came out of the water and handed that straight back at full force on the way in. Deinosuchus and Kaprosuchus felt it worst because a lunge leaves a breach sized speed in there, but every animal was getting a smaller version of the same push. The entry speed is now read from how the animal is actually moving as it touches the water.
Communication
- The pack, tribe and squad panel moved from T to U. T is the dinosaur talk key, so every attempt to chatter opened the panel instead. U is the only letter in the game with no other binding.
- Talk is rebindable and appears in the keybind settings. It was a fixed key, so there was no way to change it or to find out what it was.
- Talk now makes a sound. The chatter noise was wired only to sending a real chat message, so pressing the key played the animation in silence. The clips were always there, four per species, and nothing reached them from the key. It plays on the server like every other dinosaur call, so animals nearby hear it too.
Sedation
- Fixed tranquilised dinosaurs never going down. Acrocanthosaurus and Echoraptor pointed their ragdoll module at a misspelled folder, and because that is a direct index it threw rather than returning nothing, so the ragdoll silently failed. It broke every ragdoll for those two species, not just sedation: falls, tramples, pounces, slams and explosions all went through the same call.
- A sedated animal keeps its sedated walk and idle after it goes under. Both animation branches only checked the approach state, so the moment the animal was due to drop it fell back to its normal stance while still moving at sedated speed.
- The sedation blur clears as the dose wears off instead of holding at full strength for the first half of the recovery. The blur ladder had no step between the knockout threshold and half of it, which on standing tuning is about a minute of blank screen.
- Coming round only puts an animal into the rest pose if it was actually on the ground. It used to force the pose whatever had happened, so an animal that never went down dropped into a lie-down mid stride.
- An animal that shakes off most of a dose during the wind-up no longer goes under on it. The knockout re-checked the dose the dart had left rather than what the animal was still carrying.
- The sedated walk animation is timed against the clip's own pace. Most species have their own sedated clip, but a few point it at their normal walk animation, and those played a full walking stride while the body crawled.
Animations & Sounds
- Ragdolls go limp instead of holding their pose. A ragdolled animal was still playing its idle animation at full strength, and because these models are skinned the visible body is posed by the skeleton rather than by the pieces the physics is throwing around, so the animal stayed standing on screen while it collapsed underneath. Measured on a downed Carnotaurus, the body had settled flat while thirty-nine of its sixty bones were still holding the idle pose. Stopping the animation is not enough on its own either, because the last pose stays frozen on the skeleton, so the bones are returned to rest as well. This is also what was stretching tails: a bone held in the animated pose while its piece had moved elsewhere drags the skin between the two.
- Ragdolls no longer come apart on growing animals. The joint constraints are built once when the animal spawns and were then being resized by a different amount than the joints they represent, so on anything still growing every constraint pulled from slightly the wrong place, up to nearly four studs on a Tyrannosaurus. Fully grown adults were never affected, which is why this looked random.
- Two species could not ragdoll at all, and every other species was missing one joint. The check that skips invisible decorative pieces was also catching the invisible root every animal is built around, so the joint holding the body to that root was always skipped. On the Mole and on Steve, where every joint attaches to the root, that meant no ragdoll whatsoever.
- Dust kicked up by footfalls now scales with the size of the animal. The small, medium and large dust effects were all drawing particles at the same size and differed only in how many were thrown, so everything from a Torvosaurus upwards kicked up a cloud no bigger than a Compsognathus's. Just under half the roster sits on those two middle tiers. Trotting also throws noticeably more of it than before.
- Utahraptor's roar and friendly calls have their static versions. Only the moving clip existed before, on all five growth stages.
- Most of Utahraptor's sounds are new or replaced: sniffing, chatter, death, the roar and friendly calls, and the bite, which now picks from three variations instead of always playing the same one. Seven emote sounds that had none at all are in as well, covering both threat displays, yawn, shake, curious, scratch and dance.
- Dryosaurus sniffing plays the correct animation.
- Stegosaurus has its rest and sleep transitions. All four clips, lying down and getting up for both, were missing from its config, so it cut straight to the held pose and straight back out of it.
- Stegosaurus sounds are filled in. Its bite and its injury each pick from two variations rather than one, its threat display emote had no sound at all, and its broadcast call, look around and shake emote sounds are replaced. The shake had been left at silent.
- Amargasaurus has a yawn emote, and its sedated walk plays the right clip.
- Tyrannosaurus Rex holds bones the right way round. They sat sideways in its mouth.
- Juvenile Dilophosaurus plays the right call on its searching and threat emotes. The two were the wrong way round.
- Emote and chatter sounds now travel like every other creature voice. They were played straight, on no sound bus at all, which cost them three things at once: the distance ramp that turns a call into a distant one as you walk away, the cave and underwater treatment, and the Creatures volume slider, which cannot touch a sound that is on no bus.
- Sixteen duplicate distance clips have been removed from Twins and Typhon. Each sat unused inside its own parent sound, fourteen of them holding a second copy of the identical audio, left over from when a distant version had to be recorded by hand. The sound bus derives one now.
- The Twins now carry the same distance as each other. Noxis was authored far shorter than Memoria on every call despite being the same animal: its roar reached 325 studs against her 900, and its broadcast 520 against her 2000.
- Typhon's broadcast carries twice as far as its roar, as every other species of its size does. It was authored at barely more than the roar, which is why it never read as a broadcast.
Emotes
- Emotes work while resting again. The resting pose was clearing every emote animation on every frame, so an emote started while sat down was stopped the instant it began. That clear-out exists to tidy up an emote you were holding before you lay down, so it now only runs while you are actually lying down.
- Static emote poses no longer play while flying or gliding. Holding a frozen pose in mid air reads as broken, and an emote authored with only a static clip skipped the air check altogether, which is why Dimorphodon's wing expansion stayed spread through an entire glide. Emotes with a normal animation still play in the air.
Scent
- Tracks are now smelled on their own range rather than sharing one with live scent. Every species keeps the reach it had for trails, from 375 studs to 900, and both human and animal trails read at that same distance.
- Smelling a living animal or survivor is switched off. What looked like scenting another dinosaur was always the freshest track under its feet, which carries the species name and sits where the animal is standing. Live scent now has its own range on every species, held at zero until it is built.
- Sniffing now prints how far you can currently smell, in studs, along the bottom of the screen, with the wind state beside it. It keeps reading while the range fades after you let go, which was happening invisibly before.
- The wind lines and the wind bonus now read the same direction. In free look they could disagree, so the lines could show green while you were actually being penalised.
- Ten species had no scent name and read as "???" to anything that smelled them, Utahraptor among them.
- Every species used to have exactly the same nose. Scent range now varies by diet and size, from 375 studs on the smallest hunters to 900 on an apex predator, and plant eaters trade blood range for a longer reach on food and on predator tracks.
- A sniff reaches its full range in about eight seconds instead of thirty-eight, and fades in about six instead of seventy-six. The cooldown afterwards is a second.
- You can hide from a nose now. Stand in a mud wallow for four seconds to coat yourself and cut how far you can be smelled to about a third of normal, for four minutes. Going in the water washes it straight off.
- Masking Salve is a new Cauldron recipe from clay, animal fat and reeds. It masks you harder than mud and, unlike mud, survives water.
- Bleeding makes you easier to track. A wounded animal leaves a much stronger trail, so getting away hurt is its own problem.
- Swimming leaves you faint for half a minute after you get out.
Tracks
- Who can read a trail is now a rule. Dinosaurs read anything, animal or survivor. Humans can never read another human's trail. Reading an animal's trail is limited to Survivors and Island Rangers, which is where Reserve Wardens field from.
- Survivors leave tracks now, the same way dinosaurs always have. They were never on the trail at all before.
- You can read tracks. Stand over a set and hold the prompt to be told what came through, which way it was heading and roughly how long ago.
- Genetics & Research read them properly: the exact species, its sex and whether it is hurt, and identifying an animal from its trail now registers it as discovered. Everyone else gets the size and diet, like "Large Carnivore".
- Walking through water leaves no tracks.
- Sniffing out a trail now draws the whole run of it across your compass instead of one pin. The marks fade with age, so the solid end is the way something went.
- Dinosaurs can smell trails at all now. The server-laid trail was the one mark the sense refused, which is why sniffing found so little at long range. You still cannot smell your own.
Combat
- You can bite from a sit again. A list of states that block attacks had been written in a way that never actually matched anything, so attacking while resting worked for a long time and people relied on it; repairing the list quietly took it away. Resting is now exempt for basic attacks, exactly as crouching already is, because an animal that cannot bite cannot defend itself.
- A charging dinosaur hits the vehicle rather than the person sitting in it. The charge hitbox sweeps through a vehicle and finds an occupant's limbs as readily as the bodywork around them, so a charge could pick a driver out of a cab and leave the truck untouched. The impact now goes to the vehicle, which is both fairer and what would actually happen. Occupants still take whatever the vehicle passes on. Aircraft are unchanged, because they carry no damageable hull for the hit to be handed to.
- Injury sounds are triggered by the size of a hit rather than by a timer. Any loss of health counted, so bleeding, venom, drowning and starvation kept an animal grunting every three seconds until it healed or died. A hit now has to take at least a twentieth of the animal's health to be worth a noise, which leaves real combat unchanged.
- A dead dinosaur no longer tramples. A corpse keeps whatever animation was playing when it died, so a killed Ankylosaurus went on firing footstep markers where it lay and went on damaging and ragdolling anyone who walked over the body. Every check around the trample asked about the victim and none asked whether the animal doing it was still alive. Footfall sounds and dust stop on death as well.
- Dinosaur attacks and abilities damage helicopters. Their hit check recognised humanoids, tagged destructibles, ground vehicles, fish and trees, and had no case for an aircraft, so the hit was discarded before the server was told about it.
- A helicopter takes a dinosaur's vehicle damage multiplier rather than its destructible one, so a species that hits vehicles harder than scenery now does so against aircraft too. A Carnotaurus lunge goes from 15 to 26 off a hull group.
- One swing bills a helicopter once instead of once per assembly it clipped. A helicopter is a deep tree of small models and the hit registry was keyed on whichever one the hitbox touched.
- Juvenile Dilophosaurus spit no longer corrodes what it hits. Its projectile was a copy of the Cryolophosaurus acid spit, so it applied the same fifteen second corrosion, which eats five percent of a target's armour every second on top of the impact. Corrosion belongs to Cryolophosaurus and stays with it.
- Juvenile Dilophosaurus spit uses its own damage instead of Cryolophosaurus' figures. Its config declared no spit damage at all, so it fell through to the projectile's built in defaults, which are an adult Cryolophosaurus' numbers. Point blank goes from 65 to 30 and splash from 15 to 8.
- Dilophosaurus are immune to their own spit. The exemption named a species that does not exist in the game, so it never matched and they corroded each other.
- A spit no longer skips everything else in its blast when it catches an animal that is immune to it. The immunity check left the whole hit loop rather than passing over that one target, so a Cryolophosaurus standing in the way absorbed the shot for everyone behind it.
- The server picks which projectile a spitting animal fires from that animal's own config rather than taking the client's word for it, and spitting is rate limited on the server as well as the client.
- Charging into a rock face knocks you down. Every case the charge could hit named something it was able to hurt or shove, and a cliff is none of them, so running full speed into one simply did nothing: no damage, no stop, no fall. Trees only worked because they had a case of their own. Running alongside a wall still does not count, and a slope you could have walked up is still a slope.
- A knocked down animal slides to a stop instead of skating. Bodies are deliberately frictionless against each other, which is what stopped animals dragging and bouncing when they touch, and standing up is held by the mover rather than by grip so nothing missed it. A ragdoll is the one state where the mover lets go, so a body entering one at a full charge had nothing at all to slow it down. It gets grip for as long as it is down and gives it straight back: a Carnotaurus now tumbles a little under a hundred studs and comes to rest, instead of travelling until it meets something.
Structures
- Barbed wire, mines and spikes hit large dinosaurs. They all test a single point at the animal's feet, and that point was being placed off the HumanoidRootPart with a fallback of half its size, which put it around the belly instead. Anything taller than about twelve studs walked over every one of them without a scratch.
Trees
- A tree can only knock down what it could not shove through in the first place. Weight decides it now, so a Carnotaurus can no longer floor a Brachiosaurus by hitting a tree next to it.
- Hitting a tree no longer knocks over everyone stood near it. Only a tree that actually comes down can land on anybody, and it only reaches along the line it falls.
Interface
- Fixed the map icon pointing backwards while a dinosaur swims, on your own marker and on pack members'.
- The map shows the time and the season in its bottom corner, above the coordinates.
- The personal space ring stays on the ground instead of climbing onto whatever is overhead. It found its height by casting down from a fixed eighty studs above you, so a hangar roof, a bridge or the top of anything tall nearby was simply the first thing the cast met, and the ring drew itself up there: hidden from view when you were under cover, and straight through the camera when you walked past something tall. It now starts the cast at the top of your own animal, so anything you can stand under is above it and the floor beneath is what gets found. Roughly an eighth of the map has something overhead.
Universal
Tribes
- Tribe members who swap to another team no longer show on the tribe map. A tribe is persistent, so leaving the Survivors team does not leave the tribe, and the map was drawing a named marker at the live position of anybody on the roster whatever team they were actually playing on.
- Tribe chat is no longer delivered to members playing on another team, and they can no longer send to it. A member who swapped to Dinosaurs kept reading and writing their old tribe's chat for as long as they stayed on the roster.
- Tribe notifications no longer reach members playing on another team. Joins, leaves, join requests, war results, disband warnings and mentions were sent to everyone on the roster, so a member playing as a Dinosaur kept a live feed of who was online and active in their old tribe while their own tribe display sat empty. Notices addressed to one person about their own membership, being kicked, blacklisted, promoted, demoted or disbanded, still arrive on any team.
Turrets
- A wrecked turret stays wrecked. Whether a turret was destroyed was held only in memory and only ever set by the moment of destruction, so anything that made the turret re-read itself started it up again as though it were undamaged: it reloaded to a full magazine, played its deploy sound and went back to shooting off a hull sitting at zero health. The turret now reads its own wreck state, so it comes back up broken and stays that way until somebody repairs it. Static turrets showed this most because they are never cleared away, so one wrecked turret could sit there firing for the rest of the round.
World
- Placed ore nodes around the map
- Placed more carrion nodes around the map
- Carrion scales up with how busy the server is instead of down. The world used to aim for fewer carrion piles the more players were on, bottoming out at a single pile across the whole map from thirty-five players upward, on the reasoning that a busy server feeds itself through kills. In practice a fifty player server had nothing to scavenge, which takes a food source and a behaviour away from the species built around it. The target now climbs with the player count, from four piles on an empty server to as many as the map has room for on a full one.
- Carrion sites come back twice as fast after the pile on them is eaten or rots away, down from four minutes to two, so a well grazed map refills instead of emptying out.
- Reduced River Volume from 1 > 0.7
- Eating a palm no longer eats its trunk. Banana, coconut and papaya palms are the three plants in the map with no authored list of edible parts, so the fallback took every part name in the model and made the trunk transparent and non-collidable along with the leaves, leaving the canopy hanging in mid air. A plant that names its foliage is now browsed for exactly that.
- Regrown plants are solid again. The saved state recorded what a part looked like after being eaten rather than before, so the restore tested it, found it already hidden and gave nothing back: an eaten bush regrew fully visible and permanently walk-through. Authored transparency is also kept now instead of being flattened to zero.
- Felling and regrowing a tree that had been eaten no longer stands it back up in full leaf with nothing left to browse. The harvest and food systems hide the same leaves for different reasons, and each now restores only its own change.
- Rain cannot be heard inside caves. The check behind it could only ask whether something was overhead, so a cave roof and a tree canopy gave the same answer; the cave zones the rest of the audio already uses now answer it instead.
- Rain is quieter under a tree canopy rather than halved, and it still falls and still streaks the screen while you are under one.
- Reading tracks uses the same prompt as everything else in the game. It was drawing the plain Roblox one, and its reach is unchanged at 14 studs.
- Fireflies stop at dawn. The emitter was remembered in a weak table keyed on the map part, nothing else in the game referenced that part, so the entry was garbage collected during the night and there was nothing left to switch off in the morning. They are found on the part itself now.
- Ocean and river beds are muffled under water rather than switched off. The underwater filter cut the mid range by thirty six decibels and the top end by eighty, which is silence for anything as broad as surf, so going under read as the sea being turned off rather than heard from below it.
- Ambience muffles under water at all. Only one sound channel was ever filtered, so rain, wind and the area beds carried on at full brightness with your head submerged while everything else went quiet, which is what made it sound wrong rather than merely loud.
- Going under is judged by where your ears are. It read a buoyancy sensor on the body first, which on a large animal reports submerged while the head is still in the air, so the sea cut out halfway into a dive. On a dinosaur it now asks the head BONE, following the animation, instead of a rigid proxy box seven by eight by eleven studs across whose centre sits four studs from the actual head.
Items
- Food and other consumables can be dropped. Right clicking one starts a hold to eat rather than opening the item menu, and the only way through to Drop was to release inside three tenths of a second, which nothing tells you. Letting go at any point before the bite finishes now opens the menu. This matters most for spoiled food, where eating it was the only way to be rid of it and eating it costs health.
- Packing up a tent gives the tent back. Pitching one spends the item and packing it up destroyed the model without returning anything, so the tent was simply gone.
- A pack-up that will not fit in your bag now refuses and says so, leaving the structure standing, rather than destroying it and handing you nothing.
- Recovering materials from a structure you disassemble counts what actually reached your bag. It used to report the full amount whether or not there was room for it, so a demolition with a full bag said it had recovered materials that were never there.
- Building a turret with no room for its remote tells you so instead of leaving you with a turret you cannot control.
- Harvesting a node that yields two things warns you when the second one will not fit, rather than dropping it silently.
Looting
- The loot window opens on containers again. The search timer measured how far away the container was by reading a position straight off it, which only works on a single part, and every lootable in the game is a model: racking, shelves, lockers, wrecks, minecarts and every corpse. The read failed on the first frame of the search and took the whole window down with it, so nothing appeared at all.
- Searching bodies, wrecks and containers is open to every human team. It was limited to Survivors, so the four department teams got no prompt, no window and no refusal message, which read as the container simply not being lootable.
- Lockers are limited to the four department teams. The locker prompt carried no team check at all, and any item without an explicit permission lock passes the access test outright, so Survivors could draw most pistols, the compound crossbow and a range of equipment straight off the shelf.
- A locker refuses anyone outside those teams with a message rather than doing nothing.
- Lootable containers restock again. Regeneration required a container to be completely empty, and a search leaves behind whatever the searcher did not want, so one unwanted item stopped that container ever refilling. Anything left from a previous roll is replaced now, while anything a player has put in still holds the container as theirs.
- The chance of finding a container empty applies only the first time it is opened, so a restock always rolls contents.
Interface
- The sun's lens flare is half as strong.
- Returning to the menu is a five second countdown instead of an instant exit. The button counts down, a bar drains across it and it ticks each second. Any key cancels it, as does closing the menu or taking damage. A mouse click does not, since the mouse is how the menu is driven.
- The countdown is held by the server, so leaving the world takes five seconds whatever the client says, and taking a hit in that time calls it off. Returning to the menu used to happen the instant the request arrived, which made it an escape from a fight you were losing.
- Two actions can share a key. Binding one that another action already uses is allowed now rather than refused, since actions in different modes never fire together, and the game tells you which other action you have doubled up on.
- Hiding the interface with P no longer takes the death screen, screen effects, transitions or the console with it. It still hides the HUD.
- P does nothing while you are dead or have a menu open. Bringing the interface back still works from anywhere.
- Locking a team when you create a server in the browser now actually locks it. The choice was carried all the way through the teleport and published on the server, and then nothing ever read it, so every lock a server was created with was decorative. A locked team wears a padlock in the menu, says so when clicked, and is refused by the server as well.
- Survivors and the two path cards can show a padlock. They were the three buttons drawn without one, so a lock on Survivors or on dinosaurs had nowhere to appear.
- A returning dinosaur is dropped at the path picker rather than straight into species selection when dinosaurs are locked, so the padlock is on screen instead of the pick silently failing.
- The team padlock appears when the lock arrives rather than only if it beat the menu. Server settings can take a few seconds to reach a fresh server, and a menu built in that window read every team as open.
- During a public test the departments are locked and only Survivors and dinosaurs are playable, since the department content is not ready for it. They wear the same padlock as any other locked team.
- During a public test the DA-6, DA-7, DA-8 and Unique Access rosters are closed on the roleplay build. Sandbox is untouched, since free access is the point of it.
Gamepasses
- Gamepasses work again. Nothing in the game had ever written the ownership record they are all read from, so every pass answered "not owned" for everyone outside the Contributors group, after stalling the asking code for three seconds each time. Both passes that were already on sale were affected.
- Two of the passes existed twice over, and the game was checking the older copy while selling the newer one. Ownership now counts either, so nobody who bought one loses what they paid for, and only the current one is offered.
- +5 and +10 Inventory Space add a column and two columns to the backpack grid, which is exactly five and ten slots. Owning both gives the larger, not the sum.
- Stolen Radio lets a Survivor spawn with a radio. The radio was already issued automatically, but only to the four Callisto teams.
- Stronger Pickaxe takes about a third off the swing time, makes ore give way faster, and pays out half again as much ore. The ore and speed bonuses apply to pickaxes only, so no other weapon is affected, and the ore itself is untouched for everyone else mining the same rock.
- Being placed on a locked team by staff sticks. Respawning asks the server for the team you are already on, which a lock would otherwise refuse, so a player put on a restricted team kept it for one life and then lost it.