Release Roleplay Update 7 - Part 1/2
Published at 2026-09-12 01:17:38 UTC
Human
Movement
- Added jogging, toggled with Z, at 19 studs/s between walking at 7 and sprinting at 25. It drains a full stamina bar in about 6 minutes, and stamina does not recover while jogging.
- Survivors can no longer climb cliff faces. Ordinary slopes and hillsides are unaffected.
- Prone moved off Z. Holding crouch goes prone from standing or crouched, and tapping crouch while prone rises to a crouch.
- Jump now stands a crouched or prone survivor up instead of jumping.
Tribes
- Added seven headdresses for tribe leaders, one picked at random each life and hidden while a helmet is worn.
- Added a toggle for friendly fire between tribe members under the tribe's Settings, off by default and overriding the server setting. It requires the Settings permission.
- Added tribe banner ranks: Camp, Village, Settlement and Stronghold. Ranking up a banner costs resources and needs the tribe to have reached the matching age, and the rank is saved with the tribe across servers.
- Each rank widens every tribe banner's claim from 110 studs at Camp to 215 at Stronghold, raises banner health from 150 to 800, and raises the tribe member cap from 40 to 75.
- Added the Outpost Banner, a second claim of 70 studs at Settlement rank and 90 at Stronghold, unlocked by Township. It is limited to one per tribe and cannot overlap another claim.
- Added camp plans, which save a camp's layout at the main banner and lay it back out as blueprints at a banner in any server. Saving needs the Settings permission, blueprints still cost materials, and anything already standing is skipped.
- Planting a tribe banner gives that tribe 10 minutes of protection from other survivors inside its claim, at most once every 30 minutes per player. It works both ways and pauses while outside the claim.
- The tribe tab now opens on a list of every tribe and the top tribes by members, war wins and age, with the player's own tribe pinned at the top. Each tribe opens to its banner rank, war record, age, description, members, join or apply options and standing with the player's tribe.
- A banner can now only be opened by its owner and members of its tribe.
- A banner now follows its owner's tribe when the owner joins or leaves one.
- Fixed standing banners keeping their old colours after the tribe flag changed.
- Fixed pacts only changing on one side when accepted, ended, or broken by an enemy declaration or war, including while the other tribe is offline or in another server.
- Fixed the green buttons in the tribe tab having dim, hard to read text.
- Fixed tribe and squad nametags growing with distance.
Survival
- Added a Skip Intro button to the survivor introduction. Space or gamepad confirm also skips it.
- Rewrote the survivor tutorial to cover the stat bars, the controls key, drinking and eating before gathering, the hold key and cost at each gather step, and building a Research Table to research Flint Knapping before the first hatchet.
- Sprint stamina drain halved, so a full bar lasts about 30 seconds of sprinting instead of 17.
- Jump stamina cost lowered from 20 to 11.25, and swimming stamina cost lowered.
- Spawn protection raised from 5 to 15 seconds.
- Bandaging and medkits no longer freeze the healer. Walking is allowed and sprinting cancels the treatment.
- Falls of 30 studs or more now knock a survivor down for a couple of seconds.
- Landing from a 10 stud drop no longer freezes the character until the landing animation ends.
- Night vision goggles brightened in dark areas.
- Tracks can now be examined from 5 studs further away.
- The Leatherskin now holds four drinks of 25 thirst, refills when held at any water's edge, no longer spoils, and stays in the bag when empty.
- Fixed equipping trousers removing the shirt. Team uniform now only fills empty slots.
- Fixed hunger and thirst draining slower than their configured rate, worsening with server uptime.
- Fixed every fall being measured about 6 studs short.
- Fixed a second fall within 1.5 seconds of the first dealing no damage.
- Fixed falls shortly after spawning dealing no damage or being measured from the spawn point. Spawn forgiveness is now 30 studs of height rather than 3 seconds.
- Fixed tranquilised survivors staying frozen after getting up.
- Fixed survivor death sounds never playing. A dying survivor now has a 1 in 2 chance of crying out.
Combat
- Removed charging from melee weapons and tools. Holding the attack button now keeps swinging at the weapon's normal speed.
- Removed the shot counter debug text from the bottom right of the screen.
- Body armour now protects the arms and legs as well as the torso, and hovering a limb in the inventory shows it instead of Unprotected.
- The Benelli M3 is now a semi-automatic shotgun and no longer pumps between shots.
- The ammo counter moved from the bottom left to the bottom right of the screen, above the minimap when it is on. Touch screens keep it on the left.
- Fixed the PvP choice not appearing when spawning as a human in Sandbox.
- Fixed the PvP choice forgetting a Disable pick. It now opens on the last choice, and a Disable pick spawns protected.
- Fixed a freshly crafted bow showing an arrow it did not have and then being unable to reload.
Research
- Added the survivor tech tree, saved to the account across servers. Building and crafting now unlock through research at a Research Table across four ages: Caveman, Tribe, Settlement and Chiefdom.
- Each age ends in an age tech needing the age's key techs plus objectives such as planting a banner or raising a town hall, building different kinds of structure, hunting, gathering and crafting. Only a player's own kills, gathering, crafting and building count, and repeat kills of the same player's dinosaur within 10 minutes do not.
- Research costs resources, paid from the backpack and from tribe crates inside the current claim. Up to 5 techs queue at a Research Table and run one after another, and cancelling refunds in full.
- Solo players and small tribes pay less and research faster: 60% of the cost, time and objective targets alone, 75% in a tribe of two and 90% in a tribe of three.
- Town halls speed up their owner's research: 1.25x for a Small Town Hall, 1.5x for a Town Hall and 2x for a Great Hall.
- Research in progress shows at the top of the screen with the time left.
- Benches use their owner's research, so crafting at another player's Workbench, Anvil or Cauldron needs the owner to have researched the recipe. Researching at another player's Research Table pays for their next tech, or goes to the researcher's own tree while the owner is offline.
- Tribe members can build anything the Chief has researched while inside the Chief's banner claim, even when the Chief is offline.
- Searching loot and hunting can turn up blueprints for structures and recipes from the next age, or a rare banner dye, unlocking it for the finder's whole tribe.
- Added four rare banner dyes: Gold Leaf, Ember, Obsidian and Frost. Applying one at any banner needs the Recolor permission and dyes every banner the tribe flies.
- The Chiefdom age's Crossbows tech unlocks the Crossbow at an Anvil and the Compound Crossbow at a Workbench.
- The Research Table opens a full screen tech tree drawn as a wheel, with ages as rings around the Tribe Banner and techs in branches. Each tech's card lists its unlocks and where they are made, its cost held against needed and its duration, and techs in ages not yet reached or queued show as black silhouettes.
- The empty Tech Tree tab is gone from the menu.
- The build menu shows locked structures greyed out with the tech they need, and hides structures from ages not yet reached behind a count of how many are left to discover.
- The Research Table is now crafted by hand from hardwood, stone and rope.
Trading
- Added bartering between survivors from a Trade prompt, with items, blueprints and dyes on offer. Nothing changes hands until both sides are ready and confirm, any change to an offer unreadies both, and moving apart, dying or leaving cancels the trade.
- A traded blueprint or dye is learned by the receiver and their tribe, and the giver keeps it.
- Tribes with a trade agreement can now draw on each other's camp crates for crafting and research inside the partner's claim.
- A trade partner's bench now crafts anything either player has researched, and research at their Research Table goes to the researcher's own tree, sped up by their town hall.
Crafting
- Added craftable Tribal Mask and Tribal Armour, made by hand from bone, hide and rope.
- Added craftable Wooden Armour, made at a Workbench from hardwood, rope and leather.
- Added craftable Metal Helm and Plate Armour, forged at an Anvil from iron ingots, metal sheet, rope and leather.
- Arrows, bone arrows, crude bow, blowgun, war horn, rope, spear holder, leather backpack, Building Hammer and Bone Knife can now be crafted by hand, and the Stone Flinger once Bowmaking is researched.
- Added an Available Only toggle to Quick Craft.
- Removed the progress dial from the crafting panel.
- Flint and Steel is now made from flint and an iron ingot instead of scrap, so Black Powder no longer depends on loot.
- Crafting and bench repairs now spend tribe storage from crates inside banner range. Ingredient chips read cost first and count storage: "12x Hardwood (3 held, 2 in storage)".
- The Quick Craft search box moved above the recipe list.
- Quick Craft is grouped by type with per group counts. Craftable recipes sort to the top and uncraftable ones dim.
- Unresearched Quick Craft recipes show a red Research Required label in place of the Craft button and sort to the bottom of their group.
- Hovering a Quick Craft recipe lists each ingredient with the amount held and in storage, and the research it needs.
- Crafting panel widened by about 50% with larger recipe rows and buttons.
- Queue strip and crafting readout hide while nothing is being crafted.
- Crafting categories are separate buttons instead of one cycling button.
- The crafting panel's Available filter now visibly shows its state.
- Fixed Quick Craft ingredients running under the Craft button at some screen sizes. Recipes that still do not fit show +N, and the list uses one column on smaller screens.
- Fixed benches only opening within 5 studs while crafting was allowed at 16.
- Fixed a category filter leaving a hidden recipe selected.
Inventory
- Added type filters to the bag: All, Weapons, Gear, Tools, Food, Resources and Ammo.
- Added a carry weight bar under the weight readout, amber past 80% and red at the limit.
- Items can now be moved into an open container by shift click, double click or the right click menu.
- Hotbar expanded from 5 to 6 slots. The sixth binds to 6 by default and is rebindable.
- The inventory window can now be dragged by its frame, keeping its position until the game closes.
- The inventory is larger while a container is open, and the container window can be dragged by its title.
- Crafting station and container panels now match the inventory's height.
- Equipment slots now show the item name and condition percentage, or Empty.
- Carried bags use the same slot size as the pockets and show the bag's name.
- Food and consumables now state that right click opens their menu.
- The Medkit can be drawn from the locker again at Junior Researcher.
- Fixed the hover outline only covering one slot of a multi slot item.
- Fixed the crafting and storage panel overlapping the inventory window.
- Fixed the inventory running off the left of the screen while a container is open.
- Fixed workbench, sack and storage panels running off screen on narrow windows.
- Fixed held food always reading as Fresh, and hotbar tooltips showing every item as new.
Looting
- Wrecks, shelving and other searchable scenery take 20 minutes to restock instead of 10, and armoury lockers take 30 minutes.
- Rifles, shotguns, the Uzi and the RPK turn up half as often in loot, and the Desert Eagle a quarter as often.
- Bodies drop less of their owner's gear. Each weapon has a 15% chance to fall and other gear 25%, down from 40% for both, and a dropped bag no longer spills everything inside it.
- Fixed locked items dropping on death when they were inside a bag that dropped.
Dinosaur
Movement
- Amargasaurus can now steer its tail with the crouch key, following the camera. Secondary attack is disabled while steering, and it releases on rest, sleep, swim, ragdoll, pin, carry, sedation, eating or drinking.
- Strafe turn rate now uses each species' turning stat. Heavy species strafed up to 12x their running turn rate.
- Pachycephalosaurus now drifts with momentum: on a hard turn its body whips up to 35 degrees into the turn while it slides round the arc, and it shoots off where its head points when the drift ends. The dust trail follows the slide and the body no longer tilts.
- A Pachycephalosaurus drift tightens the running turn by about a third and takes about half as long through a 150 degree turn, with no stamina or speed cost, and lasts up to 6 seconds instead of 2.
- Reversing now moves the dinosaur backwards instead of turning it around. Left and right still steer.
- Flying dinosaurs can open the action menu again. Only Return To Menu is withheld while airborne.
- Fixed pressing drift just before starting a turn cancelling the drift straight away.
- Fixed dinosaurs that fall under the map being stuck there. They are now returned to their last ground position.
- Fixed the peek camera inverting vertical mouse input.
Survival
- Beehives are now food for insect eaters. Raiding one angers the swarm, and a stripped hive regrows after 4 minutes.
- Therizinosaurus is now immune to bee stings and eats insects.
- Stamina regeneration raised: resting about 80% faster, sleeping 2x, standing slightly faster.
- Healing is 2.5x faster in every posture. A full heal while asleep takes about 20 seconds instead of 50.
- All stamina costs and recovery rates are now a percentage of the species' stamina pool, with current rates unchanged. Stamina drained by an attack is now a percentage of the victim's stamina.
- Eating sounds are quieter and play in sync with the animation.
- Dinosaurs no longer scar from starvation, dehydration or exhaustion, and damage under about 1/7 of max health no longer leaves permanent scars.
- Fixed jump cost scaling with remaining stamina instead of max stamina.
Combat
- Added an optional cooldown bar for long special attacks, off by default under Settings, Interface. It shows while a stomp, thrash or claw sharpen recharges, and dims the SPECIAL button on touch.
- The Stim Pistol now has three chambers, one per dart, and switching takes 1 second. Regeneration holds 20 with unlimited reserve, while Resistance and Speed hold 5 with no reserve and regain 1 round per minute.
- Stim darts now heal 10 health on top of their effect.
- Fixed the Stim Pistol's speed dart doing nothing to dinosaurs.
- Fixed an exploit which let the client choose which Stim dart a shot applied.
- Fixed death ragdolls failing after the first death of a session, leaving bodies to slide or fall through the world.
- Fixed killed dinosaurs sometimes not ragdolling and sliding away still animating.
- Fixed shaking or felling a tree ragdolling animals standing beside it.
- Fixed an exploit which let a modified client attack and use abilities faster than their cooldowns allow.
Carrying
- Carried objects are now held across the jaws inside the mouth instead of pointing out of the nose.
- Drop impact damage is now scaled against the animal it lands on rather than the object's raw weight.
- Fixed prey grabbed by Deinosuchus staying where it was grabbed instead of moving with the mouth.
- Fixed juvenile Ceratosaurus holding objects above its mouth upside down.
- Fixed dinosaurs sometimes being unable to pick up bone piles or scattered resources for a whole life.
Senses
- Scenting now shows the sex of nearby animals of the same species, and the growth stage of packmates.
- Broadcasting now shows a HUD status while the call is still carrying.
- Scent marks can no longer be smelled until their maker has moved on.
- Fixed the scent compass labelling carrion as Food and corpses as Carrion.
Emotes
- Semi-aquatic dinosaurs can now emote while swimming via the numbered emote keys. The emote wheel stays disabled in water.
- Emotes can now be played while resting. Emotes with a moving half skip their held pose, and pose only emotes now play their pose.
Universal
Loading
- A join that cannot finish now shows an error and a rejoin prompt instead of hanging on the loading screen.
- Fixed the loading screen hanging forever after the interface sounds step.
- Fixed an interface load failure blocking the rest of the game from loading.
Interface
- Added a REPORT button to the death screen. L also works there, and the report key is shown on the death screen and again after respawning.
- Added keybinds for fire, aim, scope, punch, guard, use tool and pick structure, and for dinosaur attack, alternate attack and reverse. They default to the mouse buttons and can be moved to keys, and mounted guns, the ballista, the horn and the repair, rearm and fuel tools follow them.
- Left, right and middle click can now be bound to any keybind.
- Added a controls list showing every current keybind grouped by action, held open with H as a survivor or Tab as a dinosaur, or pinned under Settings, Interface. It follows rebinds and swaps to weapon and build keys.
- On touch the controls list has a button above the minimap, and on gamepad it shows pad buttons and opens by pinning.
- Added a gains feed on the right of the screen for every item gained or lost: gathering, looting, lockers, crafting, refunds, eating, consumables, deployables, dropping and stowing. It replaces the old Crafted notification, the inventory pop ups and the locker's "Drew N items" and "Stowed N items" cards.
- The gains feed merges gains and losses of the same item within a second, keeps running totals while working one node, and hides while the inventory is open.
- Added a key strip above the hotbar while holding a Building Hammer or Wrench.
- Added one-off hints for the hotbar, the first nightfall, low health, gathering, foraging, searching bodies and wrecks, storage crates, blueprints, benches, worn tools, bleeding, respawn points, deployables, blades, resting, scenting and growth.
- Added a total XP readout to the action menu beside the clock and season.
- Hovering the health, hunger, thirst or stamina bar now shows its exact percentage.
- Status effect icons now show their time left or amount next to the icon.
- The diet tag on the dinosaur selection screen is now green for herbivores and orange for omnivores.
- The total XP and countdown on the dinosaur selection screen now have an outline.
- Announcements now queue and play in order instead of overwriting each other and leaving the sound playing with no message.
- The tutorial's closing card now completes on its own after about 18 seconds.
- I and O no longer zoom the camera, so they can be bound in Settings. The mouse wheel still zooms.
- Nametag range raised about 2.5x.
- Fixed the dinosaur tutorial's growth step being impossible for a fully grown animal.
- Fixed night vision goggles showing no overlay.
- Fixed hiding the interface with P also removing the night vision and binocular overlays.
- Fixed dinosaurs being offered the armoury locker's Open Locker prompt.
- Fixed the character spinning when looking straight down in first person.
- Fixed returning to the menu sometimes closing the HUD and opening nothing.
- Fixed the tribe roster, tutorial card and food readout drawing over the inventory and crafting panels.
- Fixed the Building Hammer hint never appearing.
- Fixed the dinosaur selection screen listing Fresh Meat as every species' diet.
- Fixed the dinosaur selection screen showing the last gender picked on any species while the animal spawned male.
- Fixed the vegetation line on the dinosaur selection screen being smaller than the other diet lines. How high the animal can browse is now its own line.
- Fixed a closed tab staying drawn over the newly opened one.
- Fixed the announcement static only playing on the first announcement.
- Fixed the inventory, locker, camera terminal, feeder terminal and dinosaur menu lists not scrolling to their last entry.
- Fixed the report cooldown resetting on every death.
- Fixed placed cameras always showing Wilderness as their location on the camera terminal.
- Fixed opening a camera terminal dropping the player through the map.
Map
- Added fog of war, uncovered by travelling and saved across servers. Exploration made on Callisto is kept and restored on a team change.
- Added a minimap, off by default under Settings, Interface, showing nearby ground, group members, tracked contacts, structures and hand drawn markings.
- Added a lettered map grid over the map and minimap, toggled with GRID on the map or under Settings, Interface. Both show the player's current square, and the map also names the square under the cursor.
- Added map marks for packs, squads and tribes, placed by right clicking the map, with the mark key in the world, or with MARK on the dinosaur touch pad. Marks fade over time and blink in their last 10 seconds, and each group holds 12 at most.
- Marks can be replied to or cleared from the map or the world. Leaders and kick ranks can clear anyone's.
- Added pinned map notices for squad and tribe leaders, lasting 6 hours or until a leader clears it.
- Added a research section for PDA carriers. Selecting a tracked contact shows its dossier and event log.
- Tracked animals now leave a movement history. Within 45 studs of the Mobile Lab the PDA can play back a contact's trail and view a heat map of all tracked animals.
- The PDA now raises alerts for tracked animals: death, serious injury, sedation and waking, sample requests, handler changes, and a predator within 60 studs.
- Genetics & Research can take handling of a tracked animal and request a sample, which any site member can collect for XP.
- Tracked contacts can be shared to a squad or tribe as a map mark.
- Genetics & Research get a researchers board in the map sidebar while no contact is selected.
- Own, tribe and squad structures are marked on the map with type icons, named on hover.
- Tribe territory is outlined on the map in the tribe's banner colours, around the banner and the buildings inside its claim.
- The tracked contact register now shows how long ago each animal was tagged.
- Downing the radio masts now only blacks out the map for site personnel.
- Fixed pack, tribe and squad members sometimes missing from the map.
- Fixed group members and tracked contacts dropping off the map at roughly half the island's width.
- Fixed the map wiping tribe and squad markers when not carrying a PDA.
- Fixed hand drawn markings being lost when the map screen is rebuilt.
- Fixed the Pause Growth button overlapping the map footer text.
Building
- Added Pack Up to the build rail, packing owned structures, singly or across a dragged area, into one inventory slot each, stacking up to 10. Storage must be empty, and structures damaged in the last minute cannot be packed.
- Packed structures save with the inventory across servers and place already built from the hotbar or the inventory's right click menu, with no materials or hammer needed. Research, claims, build limits and survivor or department restrictions still apply.
- Removed the build limit on workbenches, anvils, cauldrons, tanneries, grindstones, research tables, campfires, practice targets and training dummies.
- Survivor build tabs are now sorted by use instead of by tier: Tribe, Production, Storage, Housing, Defence, Traps, Lighting and Decoration.
- Reaching a build cap now prompts to relocate the existing structure instead of refusing. Materials are refunded in full.
- The claim circle shown when placing a banner and while building now follows the ground instead of a flat disc.
- Bear traps now snap shut when triggered and must be reset by hand by anyone in the owner's tribe. A sprung trap cannot be reset for several seconds.
- Traps now catch their owner and tribemates, and take a few seconds to arm after placing or resetting.
- Trap damage is now a minimum percentage of the victim's health, so it applies to dinosaurs.
- Campfires, torches and braziers light 1.5x to 3x further.
- Spotlights, search lights and mobile light towers reach 2x further. The standing spotlight is 2x brighter.
- Handheld torch reach raised about 2.5x.
- Barracks, garage, storage depot, security structure and operations outpost lamps reach about 2.5x further.
- Fixed build previews emitting light, particles, sound and prompts.
- Fixed standing torches and braziers casting no usable light.
- Fixed Tier 3 and Tier 4 houses, storage houses, longhouse and town hall interior lights being too dim to see by.
- Fixed fires placed in rain burning invisibly. They now stay out until the weather clears.
- Fixed Field Kitchen lamps never switching on.
Harvesting
- Felled trunks can now be bucked with a hatchet or axe for about a third of the tree's wood as logs. Dinosaurs cannot buck.
- Tool swings are now heard by wildlife, from 40 studs for a sapling up to 144 for a giant.
- Melee weapons can now cut saplings, ferns and palms.
- Removed Amber. Rich ore veins now roll gold about 30% of the time against 10% elsewhere.
- Chopping and mining now cost stamina scaled by node size, about 38 swings per bar on a palm and 25 on a giant. Below 6 stamina the swing is refused with a slow swing and a dull thud.
- Tree health and wood yield now scale with trunk thickness, so the largest Redwood takes about 195 stone hatchet swings instead of 56. Kapok trunks count at 2x their width, and saplings and palms are unchanged.
- Log yields reduced across all tree species, from 2 to 3 logs on a small palm up to about 35 instead of 50 on a giant Redwood. Hardwood and reeds are unchanged.
- Trees now fall in the direction the player faces on the final blow. A fall with no standing tree in its lane pays 1 bonus log.
- Felled trees linger 1 minute instead of 8 seconds, up to 6 minutes while being eaten.
- Grown palms now give wood. Reeds come from ferns, saplings and slim palms.
- Hatchet and pickaxe swing interval reduced from 1.5 to 0.9 seconds.
- The node health readout is now a ring beside the node's name at the impact point, with hit flashes, a swing by swing percentage, and a red inner arc once the tool is in its last quarter of condition.
- Strikes throw chips tinted by wood or ore rarity into the gains feed. Mining now always emits chips.
- Uncommon ore gets a coloured flash and a highlighted, longer lasting feed line.
Admin
- Added SpawnNPC: spawns any of the nine human units or any unsealed dinosaur species in front of the target, with an optional count.
- Added SpawnDummy: a stationary unarmed target with a health bar and configurable health.
- Added bannerrank: sets a player's tribe banner rank from 1 to 4, lowering as well as raising.
- Player reports now show who last hit each survivor, with what, and how long before the report.
- The dinosaur balance panel now exposes every per species stamina drain and bee sting resistance.
- The balance panel is now restricted to the balance QA rank.
- Fixed an exploit which let any player open Freecam. It is restricted to Content Creators and QA ranks.
- Fixed dinosaur tracking permanently losing players after their first death.
- Fixed ending dinosaur tracking on a player also making them stop showing for their pack members at a distance.
- Fixed the balance panel's camera zoom limits doing nothing.
- Fixed reports and the kill, combat, vehicle spawn and relocation logs showing every location as Unknown.
- Fixed player tracking showing a stale region after returning to the previous one.
World
- Wild dinosaur carcasses can now be searched for hide, bone, meat and fat.
- Night now starts at 21:30 instead of 18:00. Lights come on at 20:00, and lighting, ambience and world time change together.
- Seasons last 6 hours instead of 2 minutes, and a server's starting season is random.
- Daytime atmosphere density increased.
- Atmosphere now only changes on a time of day, weather or region change, easing over about 45 seconds on a cycle change and a few seconds otherwise. Fog percentage and hurricanes no longer alter it, and altitude thinning is unchanged.
- The sun's lens flare is 30% smaller, fades with cloud cover and no longer takes the sky tint colour.
- Dinosaur footprints last twice as long, 80 seconds in sand, sandstone and mud and 40 seconds elsewhere.
- Wind, rain and thunder now fade out over 2 seconds inside caves and fade back in on leaving.
- Dinosaur carcasses linger 4 minutes instead of 45 seconds.
- Beehives are now destroyed with their tree, dropping honey and starting the respawn. They no longer show a repair bar or accept a wrench.
- Elevator terminals now send the cab the other way when it is already on their floor.
- Fixed the dry season's food effect not applying on some servers.
- Fixed river currents erroring when a touching object was removed.
- Fixed a carrion pile erroring 5 minutes after being eaten out.
- Fixed the sun's lens flare showing while the camera is underwater.
- Fixed nearby thunder ignoring the Weather volume slider.
Wildlife
- Wild dinosaurs now use their species' stamina rates instead of one shared value.
- Fish speed reduced about 20%. Chinlea and Arganodus top out near 22 studs/s, Mosasaurus at 24.
- Fish shoals no longer keep dead fish in their working list.
- Fish threat, territory and flee scans run at half rate and read each fish's position once per update instead of once per pair.
- Fish are built two per frame on the client and cloned from a prepared template per species, with animations preloaded after joining.
- Fish beyond about 200 studs or behind the camera stop animating and update position every third frame.
- A fish waiting to respawn in an empty zone no longer polls every 5 seconds.
- Dead fish stop twitching once decay starts instead of for the full 5 minute corpse.
- The fish simulation no longer resets its raycast filter three times per fish per tick.
- Fish steering, obstacle casts and bed probes run on a separate thread per body of water.
- Fish retry their last successful avoidance direction first instead of re-testing up to 64 candidates.
- Fish steer off the riverbed and banks from a cached height map of each body of water instead of casting rays every tick, so a fish's movement step costs about 57% less and its worst tick about 80% less. Obstacle casts now only run for a fish that is touching something.
- Fish beyond 120 studs that are behind the camera are not built on the client until they come into view, checked four times a second.
- The fish brain steps at 20 Hz instead of 30, with the territorial and threat passes at 10 Hz.
- Fixed fish bunching up and rocketing off on low end devices.
- Fixed neighbouring shoals overlapping along river edges.
Progression
- Removed the XP debuff for playing DA-5 and above.
- Acting XP is now set per tier: 66 a minute on DA-1 falling to 25 on DA-8, 30 on public species. It was 5 for every species.
Servers
- Servers now restart after 24 hours instead of the 10 hour hub hop, warning at 60, 30, 10, 5 and 1 minutes before migrating everyone to a fresh server.
Vehicles
- Loading a squad into a vehicle can now carry a destination, departing once the driver is seated.
- A vehicle with an NPC driver can now be reclaimed from the drive prompt. Player driven vehicles are unaffected.
- The MAC-V's M2 bullets travel 30% faster.
- Helicopter seats can only be entered through their prompt, including the MH-6 bench seats after a fast rope.
- Fixed exiting a vehicle leaving the player weightless.
- Fixed the flight HUD and a stuck camera staying on screen when a helicopter was removed while being flown.
- Fixed helicopter rotor wash dust disappearing after a player's first death.
- Fixed survivors ordered to board a vehicle stopping beside it.
- Fixed an exploit which let any player operate a helicopter's doors, lights, engine smoke, fire extinguisher and flares.
- Fixed an exploit which let users fire a horn remote for a vehicle they aren't driving.
Performance
- Updated the networking library for much better performance on larger servers.
- Prey carrying now only updates animals holding something and switches off when none are, instead of scanning every player every frame on every client.
- Turret shells no longer search the whole world for the effects folder or allocate a list once per shell per frame.
- Laser pointers no longer rebuild two lists every frame per pointer.
- Medkit and bandage targeting now rules out distant players with a cheap distance check before measuring sizes.
- 14 instance searches across creatures, vehicles, containers and inventory now filter while walking instead of after, about 4x faster per search.
- Survivor stat updates are spread evenly across each second, cutting the busiest single update by about two thirds on a full server.
- Interface screens are cloned on the client instead of sent from the server, saving about 1,100 objects per player and roughly 420 MB of server memory at 150 players.
- Announcements are typed out on the client instead of the server, removing about 15,000 network updates per announcement on a full server.
- The map no longer walks the whole player list four times a second while open, and the position feed only runs for players with a map or minimap open.
- Helicopter, turret, searchlight and vehicle controls now rate limit each player's requests on the server.