Release Roleplay Update 9
Published at 2026-10-16 16:54:24 UTC
Human

Movement

  • Rain no longer makes footsteps splash inside a burrow.
  • Sprint speed raised from 25 to 27. Department teams sprint at 90% of that instead of 80%, so their sprint is 24.3 instead of 20, which was the same as jogging.
  • High ground is windier. The wind picks up from a height of about 340 and wind streaks blow past above it.
  • Fixed drowning being avoidable by pushing your head into the lake or sea bed while swimming underwater. A head buried in the bottom with water above it counts as underwater.
  • Humans can whistle and scream while seated.
  • The wait between jumps is 15% shorter, 0.85 seconds instead of 1.

Combat

  • Medkits, bandages and other medical items can be used while seated in a moving vehicle. The stand-still check no longer counts the vehicle's speed.
  • Night vision through binoculars, the drone and a helicopter pilot's goggles no longer blurs anything past 350 studs, and has less haze and a brighter image.
  • Night vision goggles have finer, fainter and slower grain, and the edges of the tubes are partly see-through.
  • Drones, security cameras and vehicle and helicopter cameras no longer show the goggle tube outline on night vision. Only helmet goggles and binoculars do.
  • Bullet trails are only drawn for DMRs and other weapons with a range of 2000 studs or more. Rifles, machine guns, SMGs, pistols and shotguns no longer draw one.
  • Getting wet washes blood stains off a survivor's body.
  • The tranquilized status counts down to the moment you go under, then shows the estimated time until you wake. It used to show a frozen 10 seconds.
  • Fixed tranquilliser and stim darts floating in the air around a moving target instead of sticking in the body.
  • Arrows, thrown spears and other thrown items keep their real speed when the server is running slowly. They used to lose flight time on any frame longer than a twentieth of a second.
  • Fixed an error when a player with a weapon laser or light left the server.
  • Tribemates can damage each other. The tribe friendly fire setting is gone.
  • Planting a tribe banner no longer protects the tribe from other survivors for 10 minutes inside its claim.
  • Bracing a spear puts the survivor into a crouch and holds it there until the brace ends. Sprint, jump, jog and the crouch key cannot stand them up while braced.
  • A ballista rests facing the way its base was placed instead of swinging to north, and its first person aim limits follow the base.
  • A packed ballista starts its placement preview facing the way the survivor is facing.
  • Sentry turrets do more damage to ground vehicles: 3 times as much for the Sentry Gun, 4 times for the Heavy Cannon and 2 times for the Flamethrower.
  • Fixed the left leg bandage staying on the hip instead of moving with the leg.
  • The MK-6 Stim Pistol no longer plays the bullet hit or headshot sound on a character. Its darts use the same quiet dart sound as the tranquilliser weapons.
  • The Stim Pistol's Speed dart gives 30% speed, down from 35%, and lasts 75 seconds, down from 90.
  • Switching Stim Pistol chambers takes 0.5 seconds, down from 1.
  • The direction indicator for a stim dart hit matches the dart: green for Regeneration, orange for Resistance, blue for Speed.
  • Being hit by a stim dart tints your screen in the dart's colour, with a short flash when it lands.
  • New status icons for the Resistance and Speed stims.
  • Press G (rebindable in Settings) while holding the Stim Pistol to inject yourself with the loaded dart. It takes one second and uses one dart.
  • A Stim Pistol carried by a Survivor has a limited Regeneration magazine, and its Resistance and Speed chambers do not refill over time.
  • Tranquilizer darts put a survivor under far sooner: 2 darts from the Tranq Rifle or 3 from the Tranq Pistol, down from 10 and 20. Dinosaurs are unchanged.
  • A burning plant that is put out with water or by rain cannot be set alight again by spreading fire for 10 minutes. It can still be lit directly.
  • Humans get the combat timer, shown as the Combat status, for 4 minutes after hitting or being hit by anything. Dinosaurs keep 60 seconds.
  • Leaving the game while in combat as a human drops what dying would have dropped, on the ground where you stood. This only applies on the live Roleplay server.
  • Humans and dinosaurs cannot return to the main menu while in combat. A return countdown started before combat is called off as soon as the combat timer starts.
  • Turret hits only start the combat timer for the player operating the turret. An automatic turret or sentry no longer puts its owner in combat.
  • Bandages heal 20% of health per use instead of 8%, so a full bandage restores full health.
  • Firearms, bows and thrown spears can make their target bleed.
  • Crossbows need 3 seconds between shots, and bows 1.5 seconds.
  • Shots, melee hits and thrown items stopped by armour start the combat timer, and so do long range hits, vehicle guns, the ballista and running someone over. A driver who runs someone over is credited with the kill.
  • Traps, spike traps, spiked walls, barbed wire and electric fences put the player they hurt in combat. The owner is not put in combat.
  • Fixed bleeding attacks failing against survivors in Light or heavier armour. Armour stops bleeding on the head and torso; arms and legs bleed through it.
  • Fixed gun recoil being rounded down to whole numbers. Every gun now kicks across its full configured range, so some guns kick harder than before.
  • Fixed attacks with a 0% bleed or venom chance still occasionally causing bleed or venom.
  • The wrench's damage, bleed and swing speed now follow its weapon config.
  • Punches have a 12% chance to knock the target down, up from almost never.
  • Arrows, darts, thrown spears and bolas now deal extra damage on headshots, less on arms and legs where set, and are reduced by worn armour like bullets.
  • While a dinosaur has you pinned, only machetes and knives can hit back, at half damage. Punches, kicks, other weapons and weapon bashes do nothing until you are free.
  • A personal custom weapon that is dropped or left on a body turns into its normal version, or a random normal weapon if it has none.
  • The Iron Spear is now called the Iron Pike.
  • Only the Iron Pike can brace. The Spear and Crude Spear no longer can.
  • Spears, grenades and other thrown items can only be thrown once the raise into the throwing hold has finished. Releasing before then does not throw. A spear also has to be held aimed for 0.6 seconds before it can be thrown.
  • Bows and crossbows show their draw time in the item stats.
  • Fixed bows, crossbows and the blowgun not firing when released after drawing.
  • Fixed the melee swing cooldown of spears and gun bashes ignoring the weapon's configured value on the player's side, which made changed cooldowns swing but miss or stay capped.
  • Medkits, bandages and other medical items heal after a short delay once you start holding, and each heal comes sooner the longer you keep holding. Holding is now quicker than tapping.
  • Attacking while bracing the Iron Pike does nothing, so the brace holds instead of lunging you out of it.
  • Guns start lowered in a safe carry and cannot fire until raised. Press X (the Fists key, rebindable) to raise the gun for hip fire, or aim with right click; press X again to lower it. Only X changes this: aiming from a lowered gun returns it to the safe carry when you stop aiming. The choice sticks: once raised, every gun you draw comes out ready until you lower it again.
  • A raised gun fires from the hip. Hip fire is fine up close but spreads at range; aiming with right click is far more accurate.
  • Crouching with a gun raised for hip fire holds the upper body steady facing forward, the same as aiming.
  • Drawing a gun takes a moment before it can fire or aim, from a fifth of a second for pistols to under a second for machine guns.
  • Guns can no longer bash. Left click without aiming fires from the hip instead. Flamethrowers and the Stone Flinger still bash.
  • Guns can be fired from the hip while jumping. Jumping with a gun out costs extra stamina, more for heavier guns, and machine guns cannot jump at all.
  • Gun spread no longer grows while you keep firing. Instead each shot climbs your aim up and to the side, and you pull the mouse down to control it. Each gun climbs by its own amount.
  • When you stop firing, your aim drifts back down part of the way. The first shot of a burst kicks a little harder, and crouching reduces recoil.
  • The crosshair is wider in hip fire and tighter while aiming. The sniper dot is larger.
  • In hip fire the camera sits over your shoulder like it does when aiming. Switch Shoulder swaps the side.
  • The body no longer leans or tilts sideways while strafing with a weapon out. With a gun, bow, crossbow, RPG, flamethrower or other aimed weapon out the camera no longer slides sideways either, so the head no longer blocks the crosshair when moving right.
  • Survivors held in a dinosaur's jaws keep screaming until they are released or die.
  • The Flamethrower turret damages structures, vehicles, turrets and other objects in its flame, and sets wild animals on fire.
  • Turret shells hit wild animals anywhere on the body, and the Heavy Cannon's splash damages them.
  • Grenades, rockets and other explosions damage wild animals.
  • Turret hits on objects count as bullets, or as explosives for the Heavy Cannon, so spawn terminals and other resistant objects resist them the same way.
  • Arrows and spears stuck in a department player show Break Arrow or Break Spear instead of Recover. Breaking one removes it without giving the item.
  • Fixed worn headgear showing in first person while moving sideways with A or D.
  • Fixed being unable to interact with anything after guarding with a melee weapon, such as the Cattle Prod, and getting out of a vehicle.
  • Fixed grenades not hurting the player who threw them. Frag, thermobaric and concussion grenades now damage and knock down their thrower like anyone else in range. Flashbangs and grenade fire already affected their thrower.
  • Fixed thrown spear kills sometimes being reported as a fall.
  • Killing yourself with your own grenade or its fire gives nobody the kill, and the death screen says it was your own grenade or fire.
  • Bullets, arrows and thrown weapons that bounce off armour or a dinosaur's hide make a ricochet sound that everyone nearby hears.

Weapons

  • Added the PX-0 Netgun for Island Rangers with Tier 1 Certification. It fires a weighted net that tangles up its target and stops a dinosaur from biting. Dinosaurs of 500 weight or less are knocked to the ground. A net lasts up to four minutes.
  • A netted player can be cut free by anyone standing beside them who holds the prompt for three seconds.
  • MK-2 Tranq Rifle reserve ammo raised from 32 to 42 darts.
  • A Survivor's flare no longer shows SOS text or sends an SOS alert to everyone. Survivors can still fire flares.
  • Rifles cause bleeding less often and bleed less: AKM, M4A1, M16, ACR, SCAR and M27.
  • The ACR and SCAR recoil less and are more accurate, but tilt the camera more. They deal half damage to structures and pierce more dinosaur hide.
  • The SCAR reloads faster, 2.75 seconds instead of 3.5, and has a new firing sound.
  • The WRR-308 bleeds less, deals half damage to structures, pierces much more dinosaur hide and has less sideways kick.
  • Recoil climbs more per shot and recovers less once you stop firing. DMR hip fire is a little tighter.
  • Attempted fix for guns looking like they fire while crouched without actually shooting or using ammo.
  • The Crude Spear throws faster and a little flatter.
  • The PX-0 Flamethrower and the scrap flamethrower take a 4 by 3 space in the inventory, and the Compound Crossbow 4 by 2.
  • The Flare Gun needs Callisto Staff rank instead of Intern and weighs 2. The C-45 and FN 5.7 are heavier.

Interface

  • Genetics & Research can see the health of nearby personnel while holding a Medkit, Bandage, Anti Venin or Stim Pistol. A small health bar shows above every department member within 80 studs. Survivors and dinosaurs are not shown. While holding the Stim Pistol it also shows each stim active on them and how long it has left.
  • Added an OPS tab to the PDA. It counts the personnel marked as deployed in each department, with a button to mark yourself deployed or stand down.
  • The OPS tab counts the department vehicles that are out, by type. It does not show where they are.
  • Administrative Staff and above can post up to 8 objectives from the OPS tab and place each one on the PDA map. Every department sees them on a PDA, anyone can join or leave one, and each objective lists who is assigned.
  • The map's coordinate readout shows the position under the cursor while the cursor is over the map, and your own position otherwise.
  • The squad panel on the left is about a third smaller and no longer grows on large screens.
  • The map grid can be switched on by dinosaurs again, from the GRID button on the map or the Map Grid setting. Survivors still do not get it.
  • Confirmation prompts in game use the same card as the menus.
  • Department supervisors can join an invite only squad of their own department straight from the squad list. Administrative Staff and above can join any invite only squad.
  • Fixed the map fog not appearing on Roleplay. The island there is large enough that the fog image went over the size limit, so the map drew fully uncovered.
  • The department leaderboard and the Players tab keep their scroll position when they refresh.
  • Chat names are coloured by team: Island Rangers green, Genetics & Research purple, Engineering & Logistics yellow, Survivors blue.
  • Nearby chat no longer shows the speaker's distance.
  • The return to menu countdown bar sits on the bottom edge of the button.
  • The health bar's angled end runs the full height of the bar, matching the hunger, thirst and stamina bars.
  • Fixed the screen staying black after lowering the binoculars until they were unequipped.
  • The invite list shows usernames, and hovering a row shows that player's display name.
  • New setting, Chat Names: choose whether chat shows other players' usernames, roleplay names or both. It is under Interface and defaults to both.
  • The minimap and its setting are removed.
  • Fixed the left panel staying on screen when the photo mode interface is hidden.
  • Added requests to the PDA, under a new REQUESTS button beside OPS. Genetics & Research and Engineering & Logistics can request an expedition with a starting location, an objective and the number of Island Rangers needed, and the start can be marked on the map. Genetics & Research can request an experiment: a containment, the dinosaurs, and how many Island Rangers and Survivors it needs. Genetics & Research and Island Rangers can request maintenance from Engineering & Logistics with a location and what is needed.
  • Each containment takes one experiment at a time and later requests queue for it in order. The researcher marks the test received when the animals arrive, which starts a 60 minute timer. When it ends, the containment opens for the next test in its queue. A request that nobody starts within 60 minutes expires.
  • Island Rangers, Survivors and Engineering & Logistics assign themselves to a request that needs them from the PDA list or from the notification. A new request shows a notification at the bottom right for the departments it needs, and a radio line in chat repeats every 2 minutes until it has everyone it asked for.
  • The species a researcher can request depend on their Genetics & Research rank, from Assistant Researcher at rank 3 up to Senior Researcher at rank 8. Utahraptor is cleared from Researcher (rank 6). Entrants cannot request an experiment.
  • Island Rangers and Genetics & Research supervisors can reject any request, end a running test and mark a queued request as priority, which moves it to the front. A player can have 2 requests open at once.
  • Containments are outlined on the PDA map with their names. Hovering one shows its state, the time left on its test, the animals inside by species, the researcher, who has assigned and how many tests are queued.
  • The PDA has a cleaner look: a smooth rounded body without scratches, filled buttons without outlines, the same typeface as the rest of the game, and its highlight takes the holder's department colour instead of red.
  • The PDA requests tab opens on the list of open requests, with a New Request button under it that opens the form. Each containment on the PDA map has a Request Test button under its name for researchers, which opens the form with that containment already chosen.
  • An experiment request only lists species that are being played on the server at that moment and that the researcher's rank is cleared for.
  • Containments are outlined on the main map as well as the PDA map for department players, with the same hover details.
  • The animals shown inside a containment include AI animals as well as player dinosaurs.
  • Requests keep a log. The Researcher Tablet lists recent tests with the containment, species, outcome, how long they ran, who requested them and who attended, and the PDA requests tab lists every recently closed request the same way.
  • A request shows the names of the Island Rangers, Survivors and engineers who have assigned themselves, on the PDA and on the tablet's current test.
  • Assigning yourself to a request marks it as Your Assignment on the PDA map and the main map, and puts a marker with the distance on the compass. The markers clear when you leave the request or it closes.
  • Clicking a species on the Researcher Tablet lists each animal of that species in the containment with its growth stage, health and how long it has been inside.
  • The player who requested an expedition, and supervisors, see each assigned ranger on the PDA map with a line back to the starting point.
  • Department players get a Shift Summary card when they return to the menu, listing the requests they filed, attended and completed that session.
  • The dinosaur cardiac sensor on the PDA map now reads a heart rate that fits the animal. Resting rate falls with body weight, so the largest animals rest near 25 BPM and the smallest near 190, and juveniles read faster than adults.
  • Dodos and Compsognathus are always identified, so the PDA, the map and the reserve screens show their names instead of ???.
  • Fixed the island announcer reporting an undocumented asset when a Dodo or Compsognathus appeared.
  • A tracked dinosaur's heart rate spikes sharply when it takes damage and settles over the next half minute.
  • The cardiac trace has a different waveform for each kind of animal: large theropods, small theropods, flyers, sauropods, armoured herbivores, ornithopods and crocodilians. Flyers show a raised T wave.
  • The game now measures in metric. One stud is 0.28 metres, so every distance on screen reads in metres or kilometres and every speed in km/h. This covers map pings, weapon and item tooltips, the vehicle speedometer, helicopter and drone instruments, banner claim sizes, the scent range readout, relocation sites, photo mode and the species speed on the spawn screen.
  • The vehicle speedometer reads KM/H instead of MPH, and the helicopter shows airspeed in KM/H and altitude in metres.
  • The squad, tribe and pack list on the left of the screen is smaller. It no longer has a header, and each member is one slim row with a small portrait, their name and a live health bar. Offline members are no longer listed.
  • Fixed a relocation destination being left out of the list when its spawn points were grouped inside a model or a subfolder.
  • Q and E move between the tabs of the action menu. In the Inventory tab they still step through its own sections first, then carry on to the next tab.
  • The radio chatter sound now only plays when the message actually shows up in your chat. Messages that Roblox does not deliver to you stay silent.
  • The species survey on the map now fills the empty space below it, so more of the list is visible without scrolling. It shrinks back when a tracked animal's details are open.
  • Scrolling a list in the map's side panel no longer zooms the map underneath.
  • The species survey is ordered by tier, lowest first, on both the map and the handheld.
  • The settings menu has a search box that finds settings across every tab.
  • Added crosshair settings under Interface: a standard or dot crosshair, its colour and its size.
  • Added radio quick chat. Press Y (rebindable) while carrying a radio to send a set message, such as an asset that breached a containment or armed survivors near a place, picked from lists.
  • Building keys can be rebound in Settings: rotate, turn around, reset rotation, raise, lower, step size, snapping, grid snap, slope tilt, align snap, placement mode, undo, redo and the building camera.
  • The department roster on the right can be collapsed by clicking its header, and each department by clicking its bar.
  • Medical tools only show a health panel over dinosaurs for Genetics & Research, and never show the dinosaur's species.
  • Prompts for food, resources, loot, corpses and other pickups show from 20% further away.
  • Prompts that only appeared once you were already in reach show from further away, including the vehicle depot, ceremonial horns, field lights, gates, storage locks, tribe banners, burrows, trading and animal tracks.
  • Survivors have their own radio channel. With the Stolen Radio pass a survivor can draw the radio and talk to other survivors on it, and a radio looted from a body tunes into survivor traffic. Survivor radios no longer pick up department radio.
  • New setting, Leader Headdress, under Interface: tribe leaders can take the leader headdress off. Everyone sees the change.
  • Status descriptions are written separately for survivors and dinosaurs, so each only lists what it can actually do. Blood Loss, In Combat, Envenomed, Ensnared and Dehydrated are affected.
  • Fixed the interact key using a different nearby object than the one the prompt shows.
  • Map mark notes, pinned notices and tracker contact names go through the Roblox text filter.
  • Tribe and allied chat follow each player's Roblox chat settings: accounts with chat turned off cannot send or receive it, and blocked players do not see each other's messages.
  • The Roleplay map shows the island's areas, with their names and borders, and named places such as Cedar Creek, the Abandoned Atrium and the Oasis. Place names appear when you zoom in. The AREAS button hides them.
  • Members of allied tribes show on each other's map in green, the way your own tribe does.
  • Allied tribes' claims show on your map with their own green border, separate from your tribe's.
  • Fixed some of your own structures disappearing from the map once you had built a lot of them. The map shows up to 600 of your own, and your tribe's no longer share that space.
  • Fixed tribe members on another team showing on the map.
  • Fixed survivors with the Stolen Radio pass hearing department radio messages and chatter from anywhere on the map without a radio out.
  • Fixed examining a tranquilized dinosaur leaving it impossible to relocate. A dinosaur that has been knocked out can be relocated until it wakes up.

Inventory

  • Armour tooltips in the locker and inventory show the armour's level, protection and armour points, with every level listed from Soft to Elite.
  • The PDA's inventory picture shows the whole device.
  • The locker lists the WRR-308 under its Reserve Warden rank. Sentinels can still draw it.
  • Supply orders are no longer capped per item. An order can fill an item to its stock limit, up to the shipment's 150 cargo capacity.
  • The two senior Island Ranger ranks no longer have a SCAR placed in their inventory on every spawn. It can be drawn from the locker instead.
  • Locker sidearms are now tied to rank on the Callisto Innovations team: C-9 and Flare Gun from Intern, C-45 from Supervisor, Makarov from Administrative Staff, Desert Eagle for the Board of Directors.
  • On the department teams the C-9 and Flare Gun stay open to everyone, and the C-45 needs a Supervisor rank.
  • Callisto Innovations Interns can no longer draw a Cattle Prod. It needs Staff or above.
  • Supervisors and above in Genetics & Research, Engineering & Logistics and Callisto Innovations can draw cuffs. Rangers keep them from Junior Ranger.
  • Sidearms found as loot still work for whoever picks them up.
  • Armour and field equipment stock raised from 60 to 300, with up to 100 per shipment. Both refill by 15 a minute on their own.
  • Worn clothing is applied again a few seconds after spawning, for role uniforms that did not show on the character.
  • The Genetics and Research Director Trenchcoat needs the Director rank instead of Chairman.
  • Genetics & Research can carry 3 Medkits, 3 Bandages and 3 Anti Venin instead of 1 of each. They no longer count against the utility item limit for that team.
  • A department player's Medkit and Ammo Box are refilled when they die, if they kept them.
  • An Ammo Box refills every gun you are carrying in one go instead of one gun per use.
  • The Survivor Ranger shirt and trousers are tinted darker so they are easier to tell apart from a serving Island Ranger's uniform.
  • Department teams no longer have weapons or the Detain tool placed in their inventory and hotbar on every spawn. Only the PDA and keycard are issued, and they no longer push other items off the hotbar. Weapons and Detain are drawn from the locker.
  • Weapons and Detain tools that were issued on spawn before this change stay in the inventory as ordinary items.
  • The Genetics & Research Director Trenchcoat unlocks at rank 13 instead of 17.
  • Added the Researcher Tablet, issued to Genetics & Research on spawn. It lists every containment with its state, the animals inside, the current test and its timer, and the queue. Tests can be requested, marked received, ended, cancelled or prioritised from it.
  • Keycards are no longer worn on the waist automatically on spawn. Wearing one is the player's choice, and that choice carries over to their next life in the same session.
  • Added the Island Rangers Ranger Green Bloused trousers, available from Trainee.
  • The Island Rangers Ranger Green shirt unlocks at Trainee instead of Junior Ranger.
  • The Callisto Innovations developer uniform is replaced by a new Developer shirt and trousers. The old tigerstripe shirt is removed.
  • Added four Island Rangers kits with matching headwear: the Junior Tac Rig and OD Cap from Junior Ranger, the Ranger Tac Rig and Standard Boonie from Ranger, the Specialist Tac Rig and Tilted Boonie from Specialist Ranger, and the Field Plate Carrier and High Cut MICH from Field Ranger. Each kit includes its belt.
  • Added Island Rangers berets for Field Ranger, Supervisory Ranger and Division Commander.
  • The Island Rangers Coordinator and Director berets have new models.
  • Department supervisors can cuff members of their own department who rank below them: Field Ranger, Supervisory Researcher and Logistics Supervisor and above.
  • Callisto Innovations staff from Supervisor can cuff anyone who ranks below them in the Callisto group, including Survivors and department members.
  • Dinosaur Handlers from Junior Handler and Reserve Wardens from Tracker can cuff Callisto Innovations staff, and both are now issued cuffs.
  • A cuffed player stays cuffed when loaded into a vehicle. With the cuffs out, click an empty passenger seat to load the nearest detainee, and hold Take Out on them to remove them. Driver, pilot, co-pilot and gunner seats are refused. Before this, seating a detainee released them.
  • Searching a detainee and confiscating contraband still applies to Survivors only.
  • When searching a detainee, each contraband item has its own Take button, so you can confiscate one item instead of everything.
  • Bows, crossbows, spears, the Iron Pike and arrows no longer count as contraband.
  • Confiscating a keycard destroys it instead of putting it in your inventory.
  • Binoculars read range in metres and now measure what you are looking at: the speed of an animal, survivor or vehicle in km/h, worked out from how far it moved over the last second, and its height and length in metres.
  • Binoculars can measure between two points. Press B while looking through them to mark a point, then look at a second point to read the span and the height difference between them. Press B again to clear.
  • The War Horn has three new calls alongside the original. Right click with it out to change call; a small panel above the hotbar shows which one is selected.
  • Fixed dropped items asking to be opened like a bag. They have a Pick Up prompt that puts the item straight into your inventory.
  • Fixed the hotbar disappearing after the menu was closed on the Map tab. It stayed gone, even through the inventory, until another menu tab such as Tribes was opened and closed.
  • Fixed items taken from storage in the last few seconds before a server shut down being back in the storage on the next server.
  • Fixed the helmet light, night vision fitting and hair toggles resetting on respawn and rejoin.
  • Combat Engineers can draw the MK-3 Tranq Pistol from the locker.
  • The Chief of Research Belt needs the Chief of Research rank instead of Board of Research.
  • Medkits can only be used by Genetics & Research.
  • Medkits last five times as long: they have 50 uses instead of 10.
  • The Staff Jeep needs Genetics & Research rank 4 (Novice Researcher), the Tour Jeep rank 5 (Junior Researcher), the C-45 rank 8 (Senior Researcher) and the Researcher Tablet rank 3 (Assistant Researcher) for Genetics & Research.
  • Fixed detainees escorted together being pulled onto the same spot. Each now walks in its own place behind you.
  • Fixed bodies becoming impossible to examine or clear after their keycard was taken.

Looting

  • Department issued weapons are left on their carrier's body 1 time in 3. They never dropped before. Whoever loots one can equip and keep it.
  • Dinosaur corpses give twice as much Hide.
  • Survivors can search a ground vehicle once for what it carries. A cargo truck always holds a rifle, shotgun or SMG, along with materials, ammunition and equipment such as armour, helmets, bags, bandages and binoculars. A vehicle cannot be searched while someone is in it, and not again until it despawns.
  • Survivors can search a burnt-out vehicle wreck for scrap, metal sheets and other salvage.
  • Fixed stealing or confiscating a keycard from a body doing nothing.
  • Fixed radios never being lootable from a body.
  • Fixed leaving the game while dead keeping your items as well as leaving them on your body. What you drop is now decided the moment you die, from the team you died on, and a player who leaves while dead drops it where their body lay.
  • The Compound Bow and Compound Crossbow can no longer be crafted at the Workbench. Both are found by searching the weapon lockers in bases, alongside the Crossbow. The Black Powder and Crossbows techs no longer list them.

Spawning

  • The survivor intro types its briefing at about 33 characters a second instead of stretching it across the whole narration. The screen still stays up until the narration ends.
  • Added nine hairstyles to character creation: Drop Fade, Long Tossed Locs, Saso Wicks, Tall Fade, Blowout, Cornrows, Two Strand Twists, Low Taper Fade and Braids Tied Ends.
  • Sleeping bags have 5 uses before they are used up.
  • A sleeping bag cannot be respawned at while a living dinosaur is within 10 studs of it. You spawn at your fallback spawn instead and the use is not spent.
  • With no spawn point selected, you respawn at a sleeping bag or tent you own that still has uses when you have no unlimited one.
  • Fixed sleeping bags and other deployables being placeable under water.
  • Fixed Survivors sometimes spawning at department spawns.
  • A department member moved to Survivors by staff is sent to a Survivor spawn instead of staying where they stood.

Building

  • Added the Packed Base. In Pack mode, press G to pack every finished structure you own into one item, along with whatever is stored inside them. It saves with your inventory, so a base can be carried to another server.
  • Placing a Packed Base previews the whole base where it stood and puts it back as it was. If anything is in the way the blocked structures show red and nothing is placed until the spot is clear.
  • Unpack on a Packed Base turns it back into its separate packed structures and returns the stored items.
  • A base cannot be packed while any part of it was damaged in the last minute.
  • A Packed Base is never dropped when you die. It stays in your inventory.
  • Blueprints fill in piece by piece as they are built. Each piece fades in instead of popping in.
  • Structures cannot be placed above a height limit of about 357 studs.
  • Survivors cannot build inside restricted areas of the map. Department building is not affected.
  • The Flamethrower turret is limited to Combat Engineers, like the Heavy Cannon.
  • There can be at most 20 sentry turrets on a server, on top of the limit of 3 per player.
  • Potential fix for the Heavy Cannon and Flamethrower turret variants staying locked for Combat Engineers. A refused variant now says which division it is for.
  • Sensor mines no longer highlight you or your own side. A mine also keeps recognising its owner's side after the owner leaves, so it no longer goes off under their own department.
  • The Fuel Tank holds 3000 litres and moved from Decoration to Utility. Pour fuel cans into it, then fill a can or refuel a vehicle parked beside it.
  • Callisto Innovations can place structures twice as far away, and Survivors 1.5 times as far.
  • Per-player limits on structures that allow more than one are doubled. Structures limited to one and server-wide limits are unchanged.
  • Up to 30 blueprints can be placed at once instead of 20, and up to 10 Survivor structures outside a claim instead of 6.
  • Tribe banner claims reach 30% further at every rank.
  • The Heavy Cannon turret no longer targets on its own. It only fires while operated with a turret remote.
  • Finished structures are demolished by hitting them with your hammer or wrench in Demolish mode instead of holding the button. It takes about as many hits as building it did, and progress resets after 10 seconds without a hit. Clicking a blueprint in Demolish mode still removes it at once.
  • Fences and walls only snap to other fences and walls. Nothing else snaps beside them, sits on top of them or stacks onto them.
  • A wall snapped to the end of another turns around the joint between them, so rotating it makes a corner instead of swinging it away from the end.
  • The Spiked Wall no longer chains into runs or stacks. It snaps beside other structures like a barricade.
  • The Log Platform and Plank Platform are twice as large.
  • The Wooden Bridge is now a Survivor structure, unlocked with Thatching and found in the Defence tab. It can be built outside a claim. Engineering & Logistics no longer builds it.
  • Improved the collisions of the Heavy Bridge and Large Bridge.
  • Allied tribes can build inside each other's claims, and share crafting benches, research tables and camp storage the way trade partners do.
  • Traps no longer hurt their owner, the owner's tribe or tribes allied with it, as long as they are playing a human on the team the trap was placed under. Dinosaurs are never spared. Spike traps, spiked walls and barbed wire hurt everyone, their owner included.
  • Sensor mines only spare their side while that side is playing a human. An owner playing a dinosaur sets off their own mine.
  • Members of an allied tribe can open each other's locked storage and set their spawn at each other's beds and tents. Only the owner and the owner's tribe can lock or unlock storage.
  • Fixed the build preview turning red inside an allied tribe's claim, the claim ring not showing there, and the build menu hiding the later age tabs when an ally's claim was the only one you could build in.
  • Engineering & Logistics can place structures twice as far away, the same as Callisto Innovations, so the poly building tool can lay out a full run of walls from one spot.
  • The area building tool can be drawn at any angle. Rotate the piece while drawing and the whole area turns with it, starting from the first corner. With walls and fences it builds only the outline: a wall along each of the four edges, meeting at the corners without overlapping. Floors and other pieces still fill the area.
  • Standing spotlights light the ground up to about 55 studs in front of them. Before, the light barely reached past the foot of the post.
  • Spotlights, search lights, standing spotlights and mobile light towers show an arrow on the ground while you place them, pointing the way the light will shine.
  • Repairing a structure with the wrench or hammer is much faster. A structure repairs from nothing to full in at most 60% of the hits it took to build, so repairing is always quicker than rebuilding. A Heavy Barricade takes 4 hits instead of 40, a Hesco Barrier 3 instead of 40.
  • The building hammer no longer repairs vehicles. Only the wrench does.
  • Placing a packed structure puts it down as a blueprint that has to be built with the hammer or wrench, like any other. Removing that blueprint gives the packed structure back.
  • Barbed wire, spike traps and spiked walls no longer hurt the player building or repairing them. Each hit protects you from that structure for 2.5 seconds, enough to step clear once you stop.
  • A spike trap only hurts characters standing under its spikes, about 14 by 14 studs, instead of across its whole frame.
  • Fixed mobile light towers not taking fuel. Hold F with a filled fuel can, or click the tower with the can.
  • Fixed packed structures and Packed Bases placed with Place in the inventory saying you were no longer carrying them.
  • Engineer Barriers can be opened and closed by the department teams and Callisto staff. Interns and survivors cannot open them. The arm swings up on its hinge to let vehicles through.
  • Survivors cannot build, move structures, pitch tents or place water bowls and deployables inside the Exclusion Zone on Roleplay.
  • Sentry turrets can be built on top of Hesco Barriers. A turret standing on a barrier is destroyed with it, and the barrier cannot be packed up, moved or demolished while the turret is on it.
  • Department lockers are no longer placed half buried in the ground.
  • Fixed field crate lids jumping back to where the crate was first built when opened after moving it.
  • Fixed a packed sentry turret previewing as whichever turret type was last picked in the build menu instead of its own type.
  • Structures cannot be placed within 30 studs of a player dinosaur, and traps (snare, pitfall, spike, cage and bear traps) within 50. Both are measured across the ground at any height, so a dinosaur in a burrow or under a roof still counts.
  • The cage trap no longer catches, damages or ragdolls dinosaurs heavier than 600 weight.
  • The building controls show a notice while the placement is inside a dinosaur territory.
  • A Mobile Light Tower keeps its fuel when packed up and placed again.
  • Spotlights, search lights and light towers are less blinding up close and their glow reaches further.
Dinosaur

Spawning

  • Added names for saved dinosaurs. Pick a saved dinosaur in the dinosaur menu and press Rename. The name shows on the menu and stays with it as it grows.
  • Protoceratops and Cryolophosaurus are listed as omnivores on the selection screen.
  • Dinosaur tiers on Roleplay always follow their ranks. Nothing unlocks them there.
  • A dinosaur that was saved inside a restricted area spawns at a normal spawn point instead of where it logged out.
  • Dinosaurs no longer spawn or respawn inside areas where survivors cannot build.
  • DA-7 and DA-8 are back on their Dinosaur Actors ranks. They were closed to everyone during the public tests.
  • The flying dinosaurs (Dimorphodon, Tupandactylus, Rhamphorhynchus) need membership of their own group on Roleplay, in place of a tier rank.
  • Growing to the next stage while under a log or an overhang no longer places the dinosaur on top of it.
  • Growing to the next stage no longer removes the dinosaur from its pack.
  • Fixed the dinosaur customisation screen being almost black when opened at night. It now always uses daytime lighting.
  • The dinosaur selection screen's large background now shows the selected species for 15 dinosaurs that were showing a placeholder or another animal, Utahraptor included.
  • Fixed a saved dinosaur wearing an investor or other restricted skin failing to spawn.

Controls

  • Arrows and spears that fall out of a dinosaur can be picked up in the mouth.
  • Pachycephalosaurus drifts last 15% longer.
  • Packs can be formed from anywhere again. The Pack menu lists the packs your species can join so you can ask to join one, and a pack's Invites page lists the dinosaurs on the server so you can invite them wherever they are.
  • Holding C near another dinosaur still works as a quick way to invite it.
  • Pack leaders can set recruitment to open, request or invite in the pack's settings.
  • Dinosaur emotes can be looped. Press an emote's key twice quickly, or pick the same emote on the wheel twice within 2 seconds, and it repeats until you press it again or do something that interrupts it.
  • Dinosaurs can emote while carrying a corpse or an item.
  • Cryolophosaurus turns at its normal rate on the ground with climbing switched on. It used to snap round instantly.
  • Dinosaurs can no longer grab a human who is seated. The bite deals its normal damage instead.
  • New setting, Carry Chewed Prey: a large carnivore that chews a grabbed human to death keeps the body in its mouth instead of eating it.
  • Any dinosaur can swallow a carried food item it is able to eat by holding Interact, so herbivores can eat a picked fruit or plant whole.
  • Shaking dry works while standing in shallow water or a puddle. Only swimming or being underwater blocks it.
  • Semi-aquatic dinosaurs walk along the bottom when fully underwater and touching it. Hold E to swim up, or press Space to push off toward the surface. Oxygen drains at half the rate while on the bottom.
  • Shaking knocks out far more lodged darts, arrows and spears. Each one now has a 75% chance to come out per shake, up from 35%. Each one shaken out deals a little damage, and a shake leaves at most a very small bleed however many come out.
  • Amargasaurus' steered tail and its aimed tail attacks point at the spot under the mouse cursor instead of following the camera's direction.
  • Holding Space underwater fires the dash where the camera points instead of launching the dinosaur upward. The charged leap out of the water still works from the surface.
  • Free Look works while swimming. Holding it keeps the swim heading while the camera looks around.
  • Small dinosaurs can pick up bananas, coconuts and papayas shaken from a palm. The fruit shrinks to fit the mouth, as picked fruit already did.
  • Drinking is detected from the bank. The check reaches below the dinosaur's feet to the water, counts either the snout or the head being over water, and water is chosen over grazing the grass at the edge.
  • Fixed dinosaurs that cannot climb being carried up a tree trunk or other steep object they walked into. A surface steeper than the species' slope limit, or a step taller than about a quarter of its standing height, is no longer treated as ground.
  • Fixed a pounce pin dealing no damage when it landed on an armoured plate, seen with Utahraptor on Protoceratops.
  • Fixed dinosaurs sinking into rocks and walking through low objects. The rule that stops non-climbers being carried up tree trunks now applies to trees and near-vertical faces only, and anything lower than the animal's body can be stepped onto again.
  • Climbers are no longer shoved into a wall or trunk in the moment before they grip it. They approach at climbing speed, are stopped at the surface, and drop back to normal walking after 0.8 seconds if the surface is too thin to hold, instead of being pushed into it.
  • The climbing leap now lands on the point you aim at when it is within reach. The leap angle is worked out for the animal's leap speed and gravity instead of launching in a straight line at the crosshair, and the preview arc starts from the body rather than the mouth. A target out of reach gives the longest leap in that direction.
  • Fixed dinosaurs falling through a tree after getting up from a ragdoll that came to rest on one of its branches. Getting up now stands the animal on the branch it is lying on instead of dragging it down to the ground below.
  • Fixed climbers on large trees being teleported to the highest branch above them. The rescue for dinosaurs stuck under the map no longer treats a tree overhead as the ground.
  • Larger dinosaurs can carry several pieces of wood at once: sticks, logs and deadfall. Medium animals hold 2, large 3, and very large animals and above 4. With one in your mouth, press G on another piece to add it. Pressing G with no wood in reach drops them one at a time.
  • If a carcass disappears while you are standing on it, the drop to the ground no longer deals fall damage. This also covers survivors.
  • Added a Territory Borders key, O by default, that keeps your territory borders shown until it is pressed again.
  • A one-time tip on first spawn explains the special attack or ability of 22 species, such as the Pachycephalosaurus drift and the Triceratops charge.
  • A one-time tip explains that pressing a call key again cuts the call short.
  • Cancelling a call no longer puts calls on cooldown. Press the same call key to cut it short, or another call key to go straight into that call.
  • Fixed fast climbing leaps passing straight through branches and the ground. A leap that comes down onto a branch top or the ground now lands on it.
  • Fixed the combat timer not starting when a dinosaur was hit by a spear, arrow, gun, melee weapon, explosion, fire or turret.
  • Fixed dinosaurs stepping up onto objects much taller than them after moving along their side.
  • Fixed dinosaurs trampling the rider on their own back.
  • Fixed a caught fish's model breaking apart in the mouth. A fish is held at its own size instead of being shrunk to fit the mouth, and no longer shrinks as it is eaten.
  • Fixed small dinosaurs dropping a carried object onto another small dinosaur damaging and ragdolling it, which could be repeated to keep it down. Objects dropped by larger dinosaurs or from the air, and objects falling on their own such as fruit shaken from a tree, still hurt, but cannot knock the same animal over again for 8 seconds.
  • Fixed flying dinosaurs such as Dimorphodon stopping in mid air, falling or taking crash damage when they dropped a rock or other carried object while flying.
  • Cryolophosaurus can hold F on the ground to bring up an acid pool. It costs 10% hunger and has a 30 second cooldown.
  • Cryolophosaurus can eat vehicle wrecks, and can eat working vehicles, which wears their health down.
  • Tyrannosaurus Rex: a full charged bite that lands on the head or neck of a dinosaur too big to lift holds both animals in place for 2 seconds while the Rex thrashes for extra damage. If the thrash kills, the Rex slams the body down.
  • Tyrannosaurus Rex: missing with the charged bite puts all of its attacks on a 2.5 second cooldown.
  • Acid pools burn anything standing in them every second, for 8 damage or 1% of max health, whichever is more. Cryolophosaurus heals in acid instead. Pools give off a faint steam.
  • Cryolophosaurus spit hits are a little quieter.
  • Dinosaurs pick up more speed going downhill: about 20% on a 10 degree slope, up to 40%.
  • A Pachycephalosaurus ram that finishes off a car makes it explode at once instead of setting it on fire. Heavy trucks and aircraft are not affected.
  • The Ceratosaurus thrash throws vehicles the way the Carnotaurus charge does, instead of rolling them over.
  • Every dinosaur has its own drag weight limit, separate from what it can carry. The limits match what each could drag before.
  • Ceratosaurus can drag Allosaurus, Ceratosaurus and Parasaurolophus bodies, at a walk.
  • Ceratosaurus drags Carnotaurus bodies instead of carrying them.
  • A killing bite only picks the body up on its own when it weighs 40% of the carry limit or less.
  • Utahraptor and Echoraptor pounces go much less far when aimed upward.
  • Pounces land more reliably. The pounce hitbox reaches from above the pouncer's back down past its feet, so smaller animals, survivors and targets on a slope or step are caught, and it allows for your ping so a target you hit on screen is caught even if it has moved on the server. It is no wider than before.
  • Dinosaur hitboxes follow every animation exactly, including while standing still, resting or turning the head.
  • A dinosaur's attack hitbox on the server is moved ahead by its speed and ping, so attacks made while moving land where you see them instead of trailing behind.
  • With manual charging, the charge can hit as soon as the head lowers, before full speed. These early hits scale with your speed: damage, throw distance and the heaviest animal they can knock down all grow as you speed up. A full charge is unchanged.
  • Breaking into and out of a charge blends between the run and the charge instead of snapping the head down and up.
  • The manual charge stance cannot be taken again for 0.4 seconds after it ends, so tapping the key no longer flickers the head.
  • A charge plays its stop sound once instead of on every release.
  • Swimming over a rock or object under the water no longer stops the swim. A dinosaur only stands up when most of its body is over water shallow enough to stand in.
  • Fixed dinosaurs shaking up and down while swimming at the surface, seen most on Suchomimus.
  • Fixed sleeping or tranquilized dinosaurs being able to talk in chat or with the Talk key.
  • Peeking while asleep (K) now opens your eyes properly: the screen clears to a light dim with darkened edges in about a third of a second, instead of staying almost black and taking several seconds to fade.
  • A human moving against a sleeping dinosaur, survivor or NPC, wakes it up the same way taking damage does. Someone standing still beside it does not. Larger animals notice from a little further away, up to 5 studs.
  • Fixed the adult female Deinosuchus lunge never catching anything. Its bite also no longer reaches targets far off to its side.
  • The Deinosuchus lunge knocks the animal or survivor it grabs into a ragdoll and holds it limp in the jaws, as the Tyrannosaurus Rex slam does, instead of holding it rigid.
  • Cryolophosaurus and juvenile Dilophosaurus spit flies 20% faster, from 166 to 199 studs per second. Its arc and reach are unchanged.
  • Female Deinosuchus now strafes right with the strafe animation instead of the turn animation, and her lunge slides the same distance as the male's.
  • A pounce that lands blends the pouncer onto its target over a fraction of a second instead of snapping it there, seen most with Utahraptor on Pachycephalosaurus.
  • Fixed pouncing a dinosaur's head tearing the head off and leaving it stuck in the pouncer's mouth.
  • Fixed a pounce started mid-air throwing the pouncer toward where the camera faces. An airborne pounce keeps the jump's direction, with a little steering.
  • Cryolophosaurus can eat from storage crates and dropped sacks. Hold the eat key at an unlocked crate or a sack to eat the food inside, one item at a time: any meat, including cooked meat and spoiled food, and any fruit, vegetable or mushroom. Locked crates and searchable scenery cannot be raided.
  • Ceratosaurus cannot be knocked down by a vehicle while thrashing, and a vehicle that rams it mid-thrash is stopped dead.
  • Fixed attacks that knock a target down, such as the Ceratosaurus thrash, also dealing their bonus damage against downed targets on that same hit. The bonus only applies to a target that was already down.
  • Fixed a Ceratosaurus thrash sometimes doing no damage when another Ceratosaurus had thrashed the same target a moment earlier.
  • Trampling another player or dropping a carried object on them puts both in combat and credits the kill. Packmates are not affected.
  • Cryolophosaurus spit leaves an acid burn on whatever it hits directly or splashes, dealing acid pool damage every second for 4 seconds.
  • Cryolophosaurus spit melts nets on anything it hits, the same way it melts its own net.
  • Meat chunks can no longer be taken off a body once it has rotted.
  • Tapping the pickup key on a wild animal's body takes a meat chunk, and holding it carries the body, the same as on other bodies. It used to pick the whole body up either way.
  • Large and bigger dinosaurs, Kaprosuchus, Pachycephalosaurus and Cryolophosaurus can swallow a carried rock, stone or flint by holding Interact. Stones give no food and make hunger drain 50% faster for 2 minutes.
  • Tearing a meat chunk off a body shows blood and plays a tearing sound.
  • Fixed large carnivores being unable to pick up bone piles. Large and bigger dinosaurs can also carry bones too long for their mouths.
  • Iguanodon's slam and Amargasaurus' stomp blow up any vehicle they hit straight away.
  • Fixed a dinosaur's whole front half sometimes disappearing.
  • Pachycephalosaurus can charge again straight after a drift instead of waiting about two seconds.
  • Calling underwater no longer spits.
  • You can rise and sink with E and Q while swimming forward or sprinting underwater.
  • Fixed semi-aquatic dinosaurs jittering and floating up to the surface while idle underwater.
  • Swallowing while walking no longer freezes your walk animation.
  • Fixed being unable to reach the prompts on large dinosaur bodies, such as a dead or sedated Stegosaurus.
  • The ringing and blur from an explosion lasts as long as you are knocked down, plus a couple of seconds after you get up, and now also hits dinosaurs that are recovering from a knockdown.

Scent

  • Dinosaurs can sniff while carrying something in their mouth.
  • Ankylosaurus is a Very Large herbivore instead of Huge, in scent, tracks and the species filter.
  • Mushrooms have their own scent marker, so they are no longer crowded out by the three nearest plants.
  • Allosaurus is a Large carnivore instead of Very Large, in scent, tracks and the species filter. It no longer spits when it roars.
  • The line pointing to the next mark when you sniff a track now follows the ground instead of cutting through hills, so it no longer hides inside the terrain.
  • New setting, Toggle Scent: press the Scent key once to start sniffing and again to stop, instead of holding it. Sprinting still stops it. Off by default.
  • While sniffing, Cryolophosaurus smells unlocked storage crates and dropped sacks that hold food it can eat. They show as Stored food.

Progression

  • The stat screen says Fights and Most fought instead of Hunts and Most hunted, so it reads correctly for herbivores.
  • Playing a dinosaur of the tier that matches your rank earns at least 60 XP a minute before boosts.
  • Herbivores earn 10% more XP.
  • Therizinosaurus earns 32 XP a minute like the rest of its tier. It was set to 5.
  • Fixed meals from your own kills counting as carrion on the stat screen.
  • Fixed human bodies always counting as carrion on the stat screen. Eating a survivor you killed counts as fresh meat, the same as a dinosaur you killed.
  • Fixed a hunt counting as an encounter survived when the prey had hurt you before you killed it.
  • Prey that bleeds out now counts as a kill in your dinosaur's history if your attack caused the bleeding.
  • Kills with Cryolophosaurus acid spit and acid pools now count in your dinosaur's history.
  • Fixed burns and acid missing from your dinosaur's history. They now show as their own scars and encounters survived instead of being put down to whoever lit the fire or spat.
  • Fixed your dinosaur's history missing injuries from bleeding, from wild dinosaurs, and from the Tyrannosaurus slam, the Deinosuchus lunge grab and being bitten while held to be devoured. They now count towards scars and encounters survived.
  • Fixed killing another player's dinosaur not counting in your dinosaur's history. Only human kills were recorded. Each kill now counts once, with the prey's species.
  • Fixed XP being reset to 0 when Roblox failed to load your group ranks. XP is now only removed when you have actually left Dinosaur Actors, and a suspended rank pauses XP instead of erasing it.
  • The map remembers where each dinosaur has explored. The uncovered fog is saved with that dinosaur and comes back when you play it again, and a new life starts with the map covered.
  • Growing up keeps your hunger, thirst, stamina, health, bleeding and paused growth instead of resetting them.
  • Fixed some dinosaurs looking like the wrong sex after hatching or growing up, from being given a skin made for the other sex.
  • Fixed trackers coming off a dinosaur when it grows.
  • Trackers and tracking cameras stay on a saved dinosaur when you leave or go back to the menu, until it dies or its save is cleared. Cameras also stay on through growing.
  • You cannot grow while in combat, and a growth that is refused tells you why.
  • Fixed a juvenile Deinosuchus looking squashed as it grew.
  • Fixed a sex change also handing out a growth mutation.
  • The growth card shows your new weight again.

Territory

  • Territory, burrow and nest decorations can be resized from 50% to 150% and raised or lowered while placing. Q and E change the height and R and T the size, following your rebinds.
  • Abandoning territory removes the decorations placed on that ground.
  • Territory hexes on Roleplay are 2.5 times wider, so every territory covers about 6 times the ground it did.
  • A pack's territory no longer grows with each member. The pack can hold as many hexes as its largest member could hold alone; packs over that lose their newest claims.
  • A one-time tip explains how to claim territory the first time your species can hold one.
  • When your dinosaur dies, a red zone marks the spot on the map for 15 minutes, with a countdown, as a reminder of the new life rule.
  • Fixed the Territory Borders key (O) appearing to do nothing when you hold no territory. It now says you have no territory to show, or that your species does not hold one, instead of silently staying on with nothing drawn.
  • You cannot claim, release or clear territory, or place or remove territory decorations, while a Survivor is within 30 studs of you.

Migration

  • Migration zones are twice as wide: 280 studs in Sandbox and 900 in Roleplay.
  • Migration zones on Roleplay appear at 12 chosen spots around the map.

Effects

  • Dinosaurs darken the longer they burn, looking scorched and sooty.
  • After the fire goes out a dinosaur keeps a light charred tint that slowly fades over about a day and a half of in-game time. It never goes fully black, and the tint stays through leaving, rejoining and growing.
  • Fire on a burning dinosaur glows much brighter and lights up more of its surroundings.
  • Fixed an error when a dinosaur ate a carried fish chunk or other single-part food.
  • The blood burst while eating scales with the dinosaur's size, down to 15% for the smallest.
  • Fixed thin ragdoll parts sinking through the ground without being lifted back, seen on Cryolophosaurus.
  • Fixed dinosaurs not getting scars from gunfire, melee weapons, explosions and other non-bite damage once they had been in a fight.
  • Fixed water ripples appearing under a character standing on a bridge or deck just above the water.
  • Fixed a dinosaur sometimes keeping patches of missing or plain skin for one player after it left the water.
  • Tracking cameras fitted to dinosaurs are invisible for now.
  • Swallowing something whole plays the matching eating effect and chewing sound: blood for meat and fish, leaves or plant bits for plants. Swallowing meat or a body also leaves blood on the teeth.
  • The splash when a dinosaur drinks from a lake or river plays at the water surface instead of under the water.
  • Shots that bounce off a dinosaur's hide draw a little blood instead of dust, so dinosaurs no longer look like a brick wall being shot.
  • Cryolophosaurus biting a vehicle or a wreck throws sparks and makes metal impact sounds.
  • A bite only makes a tree wobble and drop dust and leaves when the dinosaur is big enough to shake things off that tree. Small dinosaurs biting a tree far bigger than them get no shake.

Sounds

  • Adult Dilophosaurus has its own Threat sound instead of the Ankylosaurus one.
  • Attack sounds such as bites and headbutts vary in pitch by up to 14% either way.
  • Fixed calls made at the water surface sounding muffled and releasing bubbles. Bubbles only appear when the whole head is under water and stay below the surface.
  • Fixed footsteps, jumps and landings on player-built bridges playing water sounds and splashes.
  • Footsteps on muddy ground in the rain splash with a wet sound, for dinosaurs and survivors.
  • Fixed dinosaurs walking on bridges and decks over water playing water footsteps and splashes instead of the deck's own material, such as metal.

Mutations

  • The Bloodhound mutation is now called Hyperosmia, and its smell range bonus is raised from 6.5% to 20%. Dinosaurs that already have it keep it.
  • Cystic Fibrosis is a mixed trait instead of a buff. It keeps its thirst resistance and adds -7.5% Stamina and -10% Food from every source.
  • Piebald is a skin mutation, rolled on a new life at 1 in 3000 on the six species that have it, and can no longer be picked from the skin list. Dinosaurs already wearing it keep it.
  • Clearing a saved dinosaur now starts a cooldown before you can clear another: 3 minutes, then 10, then 30, then an hour each time. It carries over when you leave and rejoin, and resets after a day without clearing.
  • The Infertile mutation now stops a female from laying eggs.
  • Growing up a stage always gives you a new mutation.
  • Fixed Hyperosmia, Half Blind, Deaf, sun allergy, the blur mutations and Twitch having no effect when gained by a living dinosaur, such as on growing up or from staff.
  • Fixed the skin mutation reveal playing again every time a saved dinosaur with a skin mutation was spawned. It only plays when a new life gets the mutation.
  • Fixed long mutation descriptions being cut off on the stat screen.

Nesting

  • Trees knocked over by a dinosaur, an explosion or a vehicle leave sticks, a log and leaf bundles beside the trunk for nest building.
  • While sniffing, sticks, logs, deadfall and leaves you can build a nest with are outlined close by. Turn it off in Settings with Smell Nest Material.
  • Adult females build nests, and any adult can join one. Press K (rebindable in Settings) to open the nest menu and place the blueprint. K still peeks while sleeping.
  • A blueprint needs 2 wood (sticks, logs or deadfall) and 2 leaf bundles dropped on it before you can hold K to build it.
  • An adult packmate of the same species and the other sex can join your nest, while it is still a blueprint or once it is built, and help build it. The nest shows its Matriarch and Patriarch.
  • Playing a different species leaves an unfinished nest you started, so you can start a new one. A finished nest stays yours, and trying to place another tells you which species it belongs to.
  • A nest placed inside a burrow stays inside the burrow.
  • Nests come in carnivore, herbivore, Utahraptor and mound styles, sized to the dinosaur that built it, and can be decorated with the burrow decorations, up to 45.
  • Adult females of a species with growth stages grow eggs from the nest menu. Each egg costs 15% of your hunger and thirst and takes a minute, and you can carry 4. Lay them at your nest, up to 5 in it. On every other species the nest is decoration only.
  • Eggs are real objects. Any dinosaur can pick one up and carry it, meat eaters can eat them, and an egg that is left away from its nest and its parents goes cold and dies, faster in the cold.
  • An egg carried off by a dinosaur outside the family is stolen. While sniffing, you see your nest, your eggs outside it and your stolen eggs.
  • Baby invites: send an egg to another player from the nest menu. The EGGS button in the dinosaur selection screen lists every nest with free eggs, and you can request an egg from the nest you choose. Species with free nest eggs also show a NEST EGGS tag. Abandoned nests give their eggs to anyone who asks.
  • Hatching: accepting an invite, or having your egg request accepted, puts you straight into the egg. If you are playing, you return to the menu first, which is refused in combat. You wait inside it for 2 minutes while it wobbles and grows, and pressing Space as the circle meets the ring speeds it up. The egg then cracks open and you hatch beside the nest as a juvenile. Hatching replaces a saved dinosaur of that species.
  • Inside the egg you see its progress and warmth. An egg that is too cold stops growing. Press G to leave the egg. Leaving gives up your place in it, so the parents can invite someone else.
  • A hatchling has a 25% chance of a bonus mutation with no downsides.
  • Juveniles and parents grow 15% faster near their own nest.
  • Hatchlings remember their parent, through growing up and saving. The Family page in the nest menu lists your parent and the offspring of the dinosaur you are playing, and your stats page counts the eggs hatched from your nest.
  • Other dinosaurs can bite a nest to damage it. Your own bites and your pack's do not, and you are warned when your nest is under attack.
  • Donate food and water to your nest. Juveniles of your species near the nest are topped up from it.
  • Abandon a nest to leave it for anyone to take eggs from. It falls apart over time, as does a nest whose parents have both left.
  • Your nest and the nest you hatched from are marked on your map with an egg icon. Nests last for the server session.
  • A nest belongs to the dinosaur lives that built and joined it. When one of them dies, or the player starts a new life of that species, they leave the nest: the partner takes it over, or it is abandoned if nobody is left.
  • Hatching from a nest egg is not limited by the species cap, and the selection screen lets a capped species request a nest egg.
  • A hatchling has a 25% chance to be offered its mother's skin mutation, such as melanism, and can choose to take it or keep its own skin.
  • Fixed being kicked with Client Respawn Failure when accepting a nest invite from the menu after dying.
  • Fixed a closed or old baby invite declining a newer one, or releasing the egg you were already in.
  • Fixed being left inside an egg after the egg view closed on its own, which could later replace the dinosaur you were playing.
  • You are told straight away if you cannot play a nest's species, instead of after the egg finishes.
  • Fixed the nest growth bonus staying on after the last nest on the server was destroyed, and egg requests blocking you for two minutes after a nest was abandoned.
  • Your nest partner is told when the builder abandons or destroys the nest.
  • Fixed the dinosaur menu locking up after pressing Hatch while a hatch was already starting.
  • Fixed the stat screen showing a very fast hunger and thirst drain after growing an egg, until you moved.
Vehicles

Driving

  • Requesting a vehicle from a depot while you already have one out recalls the old one for you, unless it cannot be recalled right now (someone is inside it, it was just taken from you, or it is a helicopter you are not near).
  • Ground vehicles and boats have new hull health. The Truck and Fuel Truck are much tougher and the Power RHIB tougher; the MAVC, River Boat, URAL, Response Unit, Tour Jeep, Staff Jeep and Dune Buggy are a little less tough.
  • Gunfire, turrets, the ballista and trees do far less damage to vehicle hulls.
  • The Response Unit can also be taken by Combat Engineers, and the URAL no longer needs a vehicle certification.
  • The MAVC's M2 turret loads 200 rounds per belt instead of 100.
  • Changing a vehicle's camo no longer recolours its lights. Neon parts, parts in a Lights folder and parts named brake, reverse, lamp or indicator are skipped.
  • Fixed vehicle paint still recolouring brake lights, reverse lights, headlights, sirens, searchlights and wheels on most vehicles.
  • Standing or riding on a moving vehicle no longer counts as being run over. A hit now needs the vehicle to be closing on the person at speed.
  • Fixed a script error on ground vehicles whose parts had not loaded in yet.
  • Ground vehicles hold themselves with a parking brake when the driver's seat is empty. The brake releases when a driver starts the engine.
  • Vehicles can be repaired with the wrench while people are seated in them. The vehicle still has to be stationary.
  • Ground vehicles and boats burn fuel half as fast.
  • Being run over flings a person clear 9 times in 10, for 30% of the damage and never a kill. The other hit deals full damage.
  • Vehicles only run people and dinosaurs over at 48 km/h (30 mph) or faster, closing on them. Slower bumps only push.
  • A vehicle's chance of knocking a dinosaur down rises with the vehicle's size and speed and falls with the dinosaur's weight, instead of always knocking down anything lighter than a Ceratosaurus. Dinosaurs of 3500 weight or more, adult Ceratosaurus included, are never knocked down.
  • Fixed a lagging driver's car running people over while barely moving.
  • A crash registers at a loss of 46 studs a second instead of 38, and deals 30% less hull damage.
  • Knocking down a tree costs the vehicle 4 hull damage per tree size instead of 14.
  • A truck with cargo still on board can be recalled. The leftover cargo is lost.
  • A survivor who takes the driver's seat of another team's vehicle becomes its owner, so the previous owner can no longer recall it.
  • A vehicle claimed by a survivor no longer shows on the PDA map.
  • The PDA map only shows vehicles that are moving. A vehicle drops off 10 seconds after it stops.
  • Removed the suspension squeak from ground vehicles.
  • Fixed characters standing on a moving vehicle, such as a cargo truck bed, being flung and damaged as if run over.
  • Fixed cargo container collisions making it so you're unable to enter them.
  • The Response Unit's amber lights on the front bumper and under the tail lights flash with its hazard lights.
  • Vehicle cameras keep the world loaded around the vehicle as it drives, instead of only around where the camera was when it was selected.
  • Vehicle camera signal weakens while the vehicle is indoors, in a tunnel or under any solid cover.
  • The camera terminal's pan readout wraps at 360 degrees instead of counting up without limit.
  • Camera terminals have a re-centre key: R returns the selected camera's pan and tilt to straight ahead.
  • Ground vehicles can be steered with the engine off, so a car being towed after running out of fuel can still be turned.
  • Fixed the driving camera jittering when the framerate drops. It now follows the vehicle the same way at any framerate.
  • The MAVC can have swivel seats or the M2 turret, not both. Picking one in the depot removes the other.
  • Fixed the MAVC turret display ending up off screen after getting back into the turret.
  • Fixed the MAVC turret reticle being far from where the gun actually fires. The reticle now shows where the barrel is pointing.
  • A vehicle taken by a Survivor cannot be recalled by its owner for a minute after they get in.

Helicopters

  • Fixed helicopter and vehicle weapons throwing an error when a shot hit a structure, which stopped them damaging buildings.
  • Pilots can open the map with its key. Mouse steering pauses while the menu is open.
  • Left click toggles mouse steering for pilots even when the click lands on the HUD.
  • Pilots can toggle helmet night vision goggles with the aircraft's night vision key (T by default).
  • Pilots and door gunners can draw and holster the radio with O.
  • Door gun and turret seats lock the camera to first person.
  • A helicopter whose rotors, engine or hull are destroyed can be recalled from any distance, and no longer blocks its owner from spawning a new one.
  • Burnt-out vehicle wrecks stay for 10 minutes instead of 90 seconds.
  • A broken vehicle left underwater is removed after 5 minutes, unless someone is seated in it or it is being winched or slung.
  • Helicopters no longer take collision damage from their own parts, or from cargo and objects moving along with them.
  • Fixed mounted guns and helicopter rockets still doing no damage to structures, turrets and other destructible objects. Rifle-calibre rounds only chip at them; rockets are what level them.
  • Mounted guns, door guns and helicopter rockets damage wild animals.
  • While flying a helicopter, keys the aircraft uses no longer also trigger quick chat, the radio, whistling, helmet lights or other survivor actions bound to the same key.
  • Helicopter rotors that are spinning down or barely turning no longer kill people.
  • Fixed helicopters not exploding when they crash at high speed.
World
  • Fixed the fence power button at the Heavy Security Pen not turning its fences off.
  • Fixed the Spike Trap's spikes floating high above the ground, away from the rest of the trap. The trap is now just the bed of stakes, sitting on the ground where you place it.
  • Fixed wild dinosaurs being almost impossible to hurt. Only a small ball in the middle of their body could be hit, so bites, shots and explosions passed straight through them.
  • The supply ship sails a set route around the island. At the dock it stops offshore and is pushed sideways into its berth, then back out, instead of sailing straight in.
  • The searchable crates on the supply ship match the order it carries: weapons, ammunition, medical supplies, food, equipment or vehicle parts. A bigger order fills more of the crates.
  • Fixed the supply ship reporting a blocked route and never finishing its trip when players or vehicles were standing on it.
  • Stock orders can't be placed during a storm, as well as during a hurricane, and the supply ship waits out at sea until the weather clears.
  • If a storm or hurricane starts while the supply ship is on its way in, it sails past the docks instead of stopping. The order returns once the weather has cleared.
  • Fixed an ammunition crate from the depot being used up in full when the field ammo crate, a sentry or a turret only had room for part of it. Only the rounds that fit are loaded and the rest stay in the crate you carry.
  • The field ammo crate's prompts show how many rounds it holds, so you can see it is full before loading a crate into it. The "already full" message shows the count too.
  • The field ammo crate starts each server half full, so Engineering & Logistics ammo deliveries have somewhere to go.
  • An opened ammunition crate can be handed back at the supply depot to free your hands, but its loose rounds do not go back into the stockpile.
  • The radio tower can be repaired with the wrench after it has been fully destroyed.
  • Bridges can be placed up to 140 studs away instead of 60.
  • Blueprints build about 20% faster.
  • The barbed wire along the top of the map's fences does contact damage, 15 every 0.8 seconds, to anything climbing or standing on it.
  • Players collide with corpses again instead of walking through them. Carried and dragged corpses still pass through.
  • About a third of scattered resource piles (deadfall, loose stone, flint, reeds, bone piles) now spawn small, at 30% to 55% size, and weigh less to match, so small dinosaurs can carry them. Piles under full size are lighter in general.
  • Bloom is half as strong at night.
  • Dinosaur bodies give 35% less food.
  • Human bodies give 3 times as much food.
  • Nights last 20% longer in the wet season.
  • A body is no longer used up faster than the animal eating it can take the food in.
  • Thrown raw meat gives dinosaurs 90 food instead of 35.
  • Biting or attacking the perimeter electric fence can now kill. The zap is unchanged, but it no longer stops at 1 health, and a death to it shows as electrocution. Deaths to a built electrical fence also show as electrocution.
  • Fixed the cage trap being solid all the way through. Whatever it catches now stays inside the bars instead of sinking into the floor or being pushed out.
  • Spotlights, search lights, standing spotlights and mobile light towers are about half as bright and give a warm white light that is easier on the eyes. The field kitchen's lamps use the same warm white.
  • Fixed food thrown from a food bucket with the sedative switched on not sedating the dinosaur that eats it.
  • Fixed bodies sometimes flying away after being hit by spears, arrows or darts.
  • Fixed bodies spinning or flinging when they start to rot.
  • Fixed river currents sending people flying. A current now carries you along at a steady pace and lets go when you leave the water.
  • Bushes rustle whenever you push through them, not only when moving fast.
  • Dawn comes in more gradually. The sky haze now changes with the sunrise over about two minutes instead of switching at 6:00.
  • Dinosaurs only sense rain coming in the last 3 in-game hours before it arrives.
  • Fixed the map's weather note announcing rain and then vanishing before the rain arrived.
  • Vehicles and boats in lava burn and lose health until they get out.
  • Fixed the Heavy Security Pen fences jumping to one side when damaged and snapping back once fully broken.
  • Fixed the area around a security camera not loading in when watched from a camera terminal.
  • A delivery fuel truck parked beside a Fuel Tank can fill the tank, and the tank can fill the truck. Hold F to fill the tank from the truck or G to fill the truck from the tank.
  • A Mobile Light Tower can be filled from a fuel pump nozzle, and from a delivery fuel truck parked beside it by holding F.
Universal

Access

  • Roleplay is now the full game and is open to everyone. Rank locks on dinosaurs, lockers, equipment and teams always apply there, and experience is earned there at all times.
  • New place: Roleplay Testing, a test copy of Roleplay with sandbox rules and its own saves. Roleplay Testing and Sandbox are for Quality Assurance only; anyone else is removed on joining, and so is a player whose membership cannot be confirmed.
  • The public test system is removed. There is no public test switch, no public test tier lock and no separate QA save on Roleplay.
  • The Legacy build is retired. The game no longer sends anyone there.
  • Experience is not earned on Sandbox or Roleplay Testing.
  • Every vehicle and every vehicle customisation option is open to everyone on Sandbox. It used to need Quality Assurance rank 3.
  • Callisto staff inside the Callisto safe zone cannot be hurt or killed.
  • Sandbox, Roleplay and Roleplay Testing each have their own tribes. Tribes, tribe names, tribe chat and tribe leaderboards no longer carry between them. Tribes on Sandbox and Roleplay Testing start over.
  • Picking a team the game does not recognise is refused.
  • Servers now restart after 8 hours instead of 6. The warnings before a restart are unchanged.

Server Browser

  • The browser offers Roleplay to everyone. Roleplay Testing and Sandbox only appear for Quality Assurance, and joining, queueing for or creating a server on them is refused for anyone else.
  • The Legacy card is gone, and players outside Quality Assurance are no longer sent to the Legacy build on arrival.
  • The server browser has a new look. Servers are a short list on the left, and the selected server shows on a card on the right with its art, rules, player count, friends playing and the Join button.
  • The search box, region and sort menus, filter buttons, uptime and version columns are gone. Full servers are always listed and joining one enters its queue.
  • The modes and Create Server are tabs along the bottom, next to Quick Join.
  • Creating a server is a full screen with a live preview. It starts from one of three presets, and picks the season, rules, access and closed teams from buttons.
  • A group server takes up to 3 groups.
  • Buttons fill from the left and show an arrow when hovered, dip when pressed and flash when clicked. The red tab line slides between tabs.
  • Mode cards zoom their art when hovered. The selected server's art drifts slowly, its name types out and its player count counts up.
  • The background words type out, fade and reappear in a new spot.
  • The online player count and the player's name are no longer shown in the top right.
  • With no server open, the list shows an Open a New Server entry whose button is Quick Join.
  • A server is marked Shutting Down in the list and on its card from 2 minutes before its scheduled restart and during any shutdown. It cannot be joined, queued for or picked by Quick Join, and anyone queued for it is released.
  • Fixed the scheduled server restart sending players back into the same restarting server several times in a row. A restart now returns everyone to the server list.
  • The scheduled restart warns at 15 minutes as well, and counts down the last 10 seconds one by one.
  • Potential fix for a scheduled restart leaving players in the server. A teleport that fails to start is retried, then the player is removed, and the final sweep no longer depends on the teleport step finishing.
  • A server that has stopped reporting for 80 seconds can no longer be joined or queued for.
  • Fixed a closing server putting itself back on the list after it had removed itself, which let players join a server that no longer existed.
  • Refreshing the server list no longer waits an extra 1.5 seconds.
  • A failed server reservation no longer starts the 30 second create cooldown.
  • A refused server creation keeps the create screen and its settings instead of discarding them.
  • A group ID on a group server is confirmed when its box loses focus, not only on Enter.
  • Servers with the same player count keep their order between refreshes.
  • Fixed the queue screen closing after a failed admission while the player was still queued, and its Leave button not returning.
  • Fixed the server list sticking on "Syncing servers" for 12 seconds after two refreshes within 1.5 seconds.
  • Fixed the tutorial never reaching its server list steps, so it showed again every session.
  • Fixed the How Do I Play replay opening a card with dead buttons.
  • Fixed importing a creation code with several groups loading ranks for none of them.
  • Fixed clicks passing through the connecting screen to the controls behind it.
  • Fixed the footer showing a huge "last sync" time before the first refresh.
  • Fixed the creator of a friends only server being unable to rejoin it from the list.
  • Fixed a player who left a queue being written back into it and holding a place for up to 150 seconds.
  • Fixed the browser never receiving live server updates for the rest of a hub server's life when its first subscription attempt failed.
  • Server names and tags go through the Roblox text filter when a server starts.
  • The main menu has a Server List button that takes you back to the server browser.

Staff

  • On Roleplay, Quality Assurance ranks (including Developer) no longer get staff access, the tester tools or the mutation tools. They keep them on Sandbox and Roleplay Testing. Senior Developers are unchanged.
  • The staff panel's Needs attention row no longer cuts off its Review button, and Review opens the logs straight on player reports.
  • Fixed staff being unable to stop spectating, and spectating the same player twice in a row doing nothing. Pressing [ while spectating from the staff panel stops the spectate. Spectating yourself or a player with no character is refused.
  • The balance panel can edit vehicle health, helicopter part health, mounted vehicle weapon damage, structure armour levels and wall penetration.
  • The balance panel can also edit explosions, ballistics, armour, melee rules, structure integrity, harvesting, survivor roles and kits, casualty reports, weather, territory, migration, burrows, banner ranks, dinosaur growth, mutations, sub-species, scent, NPCs, vehicle crash damage, loot restock time and hide yield.
  • The balance panel has a Gameplay section for values that were fixed in code: status effect and stim durations and strengths, the combat timer, dinosaur regeneration and bleed, XP rates and DA rank thresholds, death drop chances, fire, food poisoning, carry weight, fall impact damage, repairs, lightning, feeders, resource nodes, corpse food, devour, impaling, acid, shipping limits, ragdoll times, honey, pterosaur latching, scent strength, mutation effects, trample flings, the Gallimimus herd call, flashbangs, smoke, wildfires, flashlights, drones, anti-tranq, requisition limits, stock refills and detaining.
  • Balance panel edits to timed systems (weather, territory, migration, burrows, structure integrity) and to mutations take effect immediately instead of after a restart.
  • Weapons and gear carry a unique item ID and a short history of who held them and how they moved: given, crafted, looted, traded, dropped, dropped on death, and taken from or returned to a locker, with who took it.
  • Every item move is recorded in a new Item Movements log. Two copies of the same item are flagged to staff as a duplicate.
  • The staff panel's Inventory page has an Item tracking section: look up an item ID to see where it was last seen and its full trail, or list a player's items with their IDs and history.
  • The balance panel has a Turn Scale stat for dinosaurs again. It sets how much sharper or wider a dinosaur turns at a sprint than at a trot, rising smoothly in between. 1 is no change, and every dinosaur starts at 1.
  • Fall damage after ending admin flight counts only from where the flight ended. The height flown no longer counts, and no fall damage is taken while flying.
  • The hitbox view shows the body hitboxes of dinosaurs that were already in the server when it was turned on.
  • Forcing a dinosaur while flying places it where the flier is, not where the flight started.
  • Ending admin flight moves the body to the landing spot on the server before letting go, so survivors and dinosaurs are no longer pulled back to where the flight started.
  • Staff logs record which place each entry came from (Roleplay, Testing or Sandbox). It shows in the Mode column of Staff Actions, in each entry's details, and can be searched.
  • The tester tools and the balance panel are not available to testers on the main game. Other staff roles are unchanged.
  • The staff panel's Data tab shows a player's whole save as a browsable list, with every value in full.
  • Senior staff can edit, add, reset and delete single values in a save, online or offline.
  • The Data tab lists every save from the last 30 days instead of one per day, can open any of them, and can compare one with the current data field by field.
  • A save can be restored whole or only for the fields you tick.
  • Every staff edit, restore and reset is recorded with an undo point, shown in the Data tab's Change history and the new Data Changes log, and can be undone from there.
  • Data changes ask for confirmation, and are refused while the player is in another server instead of throwing them out of it.
  • New getdata and setdata commands read and change one value of a save.
  • Fixed a rollback of a player who was online in the same server being undone as they left.
  • Fixed the Data tab's restore buttons acting on the panel's new target after the target was changed.
  • Fixed wiped character names being usable again after rejoining. A wiped name stays refused for that player, and blacklisted full names are refused even when picked from the name lists.
  • Kick and ban reasons typed by staff go through the Roblox text filter before the player sees them.
  • The staff panel has a new layout and look: a bigger window, larger text, a sidebar grouped by task, and a slate and amber colour scheme.
  • New Home page: reports that need attention, what staff did in this server, server details and who else is on staff.
  • New Players page: every player in the server in one list. Tick players to bring, heal, freeze, mute or kick them all at once.
  • Everything about one player is on a single Player page: moderation, character, dinosaur, inventory and saved data, with buttons to jump between them.
  • Freeze, mute, god mode and survival freeze show whether they are on or off.
  • Warn, kick, ban, message and staff notes are one form with a reason list and ban lengths, and the player's record loads by itself.
  • Staff can leave notes on a player's record that the player never sees.
  • Each status effect in the staff panel's Character section has one button and shows whether the player has it now.
  • Changing a player's dinosaur in the staff panel is one form that starts on their current species, stage and gender.
  • The staff panel's mutation and sub-species lists reload when the selected player changes.
  • The staff panel shows the selected player's inventory as soon as you open their page, with bigger item cells and the picked item's count and remove button right under the grid.
  • Giving items from the staff panel uses a count slider, and the button says exactly what will be given and to whom.
  • Giving items from the staff panel is quicker: one-click type filters, Enter picks the first search result, a Given recently row, a Give to Me option, and a slider that goes up to a full stack for stackable items.
  • The staff panel's saved data follows the selected player by itself instead of needing Open target.
  • Text in the staff panel's tables (saved data, logs) is larger and easier to read.
  • Staff panel logs are a list of entries that open in place, each with buttons to open the players involved or go to where it happened.
  • A staff data change in the logs can be undone straight from its entry.
  • Staff panel logs pick their time window from Today, 3 days, 7 days or all 15 days kept.
  • The staff panel's World page shows the weather, time, season and wind right now, and whether a hurricane is running.
  • Every door and camera in the staff panel is one row with its state and the buttons for it, and doors can be searched by name or group.
  • Announcements from the staff panel are one form: pick who sees it and whether it is a banner, a server message or sent to every server.
  • The server lock in the staff panel shows whether the server is locked.
  • Testers can spawn dinosaur dummies from the staff panel's My tools page.
  • Fly, noclip and invisible in the staff panel show whether they are on.
  • Dinosaur lives are no longer lost for good when they die. The last ten lives from the past 30 days are kept, with their growth, mutations, skin, scars and history, so staff can give back a life lost to a bug.
  • Staff can see a player's lost dinosaur lives in the staff panel, with how each one ended, and restore one. A restored dinosaur comes back healthy at a normal spawn.
  • Action results show as a short message at the bottom of the panel instead of a status line.
  • The staff panel shrinks to fit smaller or scaled screens and no longer sits under the Roblox buttons.
  • Staff panel sections fold up. They start closed, except overview pages and the always-needed ones, and the panel remembers which ones you opened, so the Player page no longer takes a long scroll.
  • Inventory and Saved data are their own pages in the staff panel again.
  • Lost dinosaur lives have their own page in the staff panel. Each lost dinosaur shows how it ended, what it was and one Give back button. The panel says up front when giving one back would replace the dinosaur they have saved, or when they are playing that species and need to go back to the menu first.
  • Saved data is laid out by job: Quick edit for XP, credits, playtime and team XP; Roll back, which shows what is different in an earlier save and puts back only the ticked parts; Change history with an Undo button on each change; and the full raw data last.

Status Effects

  • Attacking or eating fish, NPCs and wild animals no longer puts you in combat. Being attacked by one still does.
  • The balance panel can set the strength of each Stim Pistol dart: regeneration, resistance and speed.
  • Fixed the In Combat status and its countdown not showing after being hit, while the menu still said you were in combat.
  • Fixed timed effects failing to start, including stims, corrosion, blindness, daze, sharpened claws, dehydration and the well fed bonus.

Ragdolls

  • Fixed ragdolled survivors and dinosaurs falling slowly. They fall at full speed again, so a long fall while ragdolled hurts as much as it should.
  • Fixed dinosaurs fitted with a tracker being flung or posed wrongly when ragdolled or getting back up.
  • Fixed dinosaurs getting up from a ragdoll in water being launched across the surface or teleported around over and over.
  • Attempted fix for dinosaurs getting up from a knockdown or tranquilizer sideways or spazzing out, seen most with a size mutation.
  • Anyone caught by a Deinosuchus lunge or a Tyrannosaurus grab is held on their side instead of hanging straight down.
Performance
  • Hunger, thirst, stamina, healing, oxygen, moisture, venom, bleeding, starvation damage and growth all change by the real time that has passed. A server that stalls for over a second no longer skips what it owed, up to 5 seconds per stall.
  • The MAVC swivel seat key and the ballista fire key no longer send a request on every press. Swivel has a 0.6 second cooldown and the ballista only sends when it can fire.
  • Removed the MicroProfiler labels around 20 pieces of code that pause part way through, which filled the console with "No active profile annotation" warnings.
  • The server queue renews each waiting player's place every 45 seconds instead of every 3, and writes the queue count only when it changes or every 15 seconds.
  • Wildfire costs less on the network. A fire's light now fades out on each player's own machine instead of being sent from the server about 30 times per fire, and the search for the next plant to catch is capped.
  • Traps, barbed wire, spikes, campfires and electric fences check for nearby characters far more cheaply, which removes a slowdown on busy servers with many structures.
  • Traps, mines, barbed wire, spikes, campfires and electric fences now cost almost nothing while nobody is near them, however many have been built.
  • Barbed wire is cheaper to draw. Its coils no longer cast shadows.
  • Buff totems find nearby players more cheaply.
  • Generators no longer recheck every powered structure once a second. Fences, lights and light towers update the moment a generator is switched, built, moved or destroyed, and the fuel timer only runs while something is burning fuel.
  • A game-wide performance pass trimmed several hundred small costs across the server and client. Most players will notice smoother framerates in busy areas and a steadier server on full servers.
  • Gunfire and shotgun pellet hit checks cost the server much less, especially on full servers and while someone aims a laser.
  • Idle sentry guns, helicopter rotors, NPC predators looking for food and NPC flamethrowers cost the server less.
  • Driving vehicles costs the server less, and parked vehicles cost it almost nothing. A parked vehicle no longer keeps its collision checks running, which cut the physics contacts it causes by about two thirds. Run-overs and tree impacts work as before.
  • Burning characters and creatures cost the server much less while they burn.
  • Objects knocked flying by dinosaurs or explosions only run their impact checks while moving fast enough to hurt anyone.
  • Fixed objects knocked flying by dinosaurs or explosions almost never hurting anyone they hit. Their impact speed was measured after the collision had already slowed them down.
  • Startup is faster on both the server and the client because a large block of net data is no longer loaded until it is needed.
  • Less stutter when walking into areas packed with interactable objects.
  • Inventory and hotbar icons redraw faster, and the Quick Craft tab updates more cheaply while open.
  • Dinosaurs cost less to run while not sniffing, and starting to sniff no longer hitches.
  • Idle dinosaurs nearby cost less to animate.
  • Crouching, lying prone, aiming a spit, looking through binoculars and manning the ballista all cost less each frame.
  • Placing deployables is smoother while the cursor is still.
  • The tracker map on the PDA and on wall screens costs less to draw while a contact is selected.
  • Turning off Dynamic Foliage now removes all of its per-frame cost.
  • Explosive rounds no longer briefly hold up other bullets in flight on the shooter's screen.
  • Fixed a slow memory leak from department request alerts.
  • Suit glitching reacts to rain starting or stopping straight away.
  • Building mode no longer hitches twice a second near large bases.
  • Holding the winch hook no longer causes hitches when it is equipped or while things load in around you.
  • Moving items in chests and storage is smoother.
  • Request alerts, the asset examine screen and other metal-plate panels open faster after the first time.
  • Intercom and recorder lines no longer randomly show as redacted to some listeners on busy servers.
  • Hurricane clouds, fog and intensity are now worked out on each player's screen from the storm's timeline instead of being sent several times a second.
  • Doors, gates, feeder platforms, scorch marks, ballista reloads and vehicle sirens now animate on each player's screen, and pick up mid-animation for anyone who arrives late.
  • The island fuel reserve shown on screens updates once a second in whole litres. The server still tracks the exact amount.
  • Name tags are only built for players when something about them is actually shown.
  • Dinosaurs standing still spend far less time checking the ground under them.
  • Small decorative parts of dinosaurs (teeth, spikes and similar) no longer take part in touch checks. Lava, traps and vehicles still detect dinosaurs as before.
  • Head, neck and tail look updates are now rate limited by the server and are not resent when nothing changed.
  • Fixed an exploit that let players create, move or remove laser designator dots they did not own.
  • Fixed spraying water on a bee-covered player or dinosaur, which errored instead of clearing the bees.
  • Fixed the server blacklist, which never ran.
  • Fixed the game freezing and crashing when a medium security gate opened or closed while its gate parts had not loaded in.
  • Health, hunger, thirst, stamina and armour bars, menu textures and scratches are now ready-made images instead of being painted on your machine when you join, so they can no longer go missing on busy sessions.
  • The map's fog, drawings and research overlays free their memory while the map is closed.
  • Item icons in the inventory, locker, crafting, cabinets and trading are now sharp, high resolution pictures instead of live 3D models, which costs far less on your computer and graphics card. Small slots such as the locker use a smaller, cleaner version of each icon.
  • The behaviour rings around a dinosaur no longer climb onto reeds and other resources.
  • Dinosaurs can no longer pounce on someone sitting in a vehicle and pull them out. Thrashing a vehicle in the jaws can still throw its occupants out.
  • Map ping distance readouts now update as you move.
  • Rotating a deployable, tent, water bowl or camera before placing it turns at the same speed at any frame rate.
  • The seasonal river uses about 95 MB less server memory. It behaves the same.
  • Territory borders shown while scenting cost much less. The glowing edge no longer pulses and uses fewer layers.
  • The health, survival and armour bars cost less each frame.
  • Walking and running speed is worked out more cheaply for human players.
  • The Coelophysis tail glow, drone propellers, lights and camera, and light bulbs flickering on at dusk and off at dawn now animate on each player's screen instead of being sent from the server every frame.
  • Creature stamina, the hurricane preparation countdown, buff totems and combat timers send far fewer updates to players.
  • A dinosaur holding a vehicle in its jaws costs the server much less each frame.
  • Parked vehicles no longer run tire dust and water checks every frame. Dust only runs while a vehicle is driven or still kicking up dust.
  • Loudspeaker announcements are no longer all downloaded when you join. Each line loads the first time it plays.
  • Fixed a slow leak from human creatures' animation checks, and removed zones now stop running and let everyone inside leave properly.
  • The PDA operations screen and vehicle seat release are now rate limited by the server.
  • Fixed dinosaur skins leaving large parts of the body flat and untextured.
  • Flyers no longer use stamina while diving or gliding.
  • Flyers turn with their momentum much faster, so pulling up out of a dive actually climbs instead of carrying you into the ground.
  • Expanded name blacklist.
  • Feathers now only come from Gallimimus, Utahraptor and Therizinosaurus corpses, and those always drop some.
  • Fixed dinosaur body parts sometimes coming loose right after spawning.
  • Fixed Carnotaurus foot slide effects.
  • Running out of stamina while flying now leaves you gliding and banking normally instead of drifting. You still can't flap, hover or sprint until you land.
  • Many small performance improvements across the HUD, menus, vehicles, doors, weather and creatures.
  • Bases with many fences, generators and lights cost the server less. Support checks no longer bunch up into a once a second hitch, and running, refuelling or damaging a generator no longer rechecks the whole power network.
  • Loading into areas with large bases is smoother, and holding a wrench or hammer costs less every frame.
Download links
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Bugs
(no bugs)