Release Roleplay Update 9.1 (Patch)
Published at 2026-10-18 22:39:53 UTC
Human

Combat

  • Humans stay in combat for 60 seconds after hitting or being hit, down from 4 minutes. This is the same as dinosaurs.
  • Fixed the Leaf Bandage doing nothing. It now heals and stops bleeding like a Bandage, with 3 uses.

Weapons

  • Survivors can no longer pick up, receive or use tranquilliser guns. Any already carried are removed automatically.
  • The C-9 sidearm now needs the Callisto Administrative Staff rank. Interns no longer receive any firearm.

Relocation

  • Survivors can no longer relocate sedated dinosaurs.

Vehicles

  • Searching a vehicle is now its own interaction at the back of the vehicle, and the enter prompt takes priority.
  • Fixed pressing E with the inventory open exiting the vehicle or triggering nearby interactions.
  • Fixed delivered fuel trucks not being recallable from the vehicle depot.
  • Potential fix: detained players can be seated in vehicle and helicopter passenger seats again.

Aiming

  • Potential fix: aiming down sights no longer bumps the camera sideways as the character turns to face the aim, and scoping in or out no longer stutters the zoom.

Interface

  • Survivors' explored map is saved and comes back after rejoining or changing servers.
  • Potential fix: the player list and department roster keep their scroll position when players join or leave.
Dinosaur

Relocation

  • Fixed a relocated dinosaur being pulled back to where it was sedated or ragdolled. The whole body is now held and moved together, not only its root.

Mutations

  • Fixed the corrosion duration mutation doing nothing. Acid from a dinosaur with it now corrodes for longer, as its mutation describes.

Nests

  • Hatched babies can inherit either parent's skin, including skins their player does not own. The skin stays for that life only.

Spit

  • Acid pools give off a soft, flickering green glow.
  • Cryolophosaurus spit bursts in a green splash where it lands.
  • Steam rising from acid pools is much more visible and lasts until the pool is gone.
  • Fixed acid pools sizzling for only part of their life. They now sizzle until they fade out.

Sounds

  • Dinosaurs breathe audibly 4 times less often while standing still and half as often while running.
World

Building

  • Fuel tanks can be connected to generators with cables and keep them fuelled.
  • Generators can be refuelled from a fuel truck.
  • Generator cables reach 3 times as far.
  • Potential fix: building a Reserve Comm-Link opens the naming prompt again, and the link shows on the map.

Seasons

  • Seasons last 3 hours instead of 6.

Shipping

  • The supply ship leaves at the same speed it arrives, 30 instead of 18, and is pushed in and out of the berth twice as fast. Departure takes about 7 minutes instead of 11.
  • The supply ship no longer gets stuck on land or shallow terrain along its route.
Performance
  • Dinosaur body hitboxes are posed by a server script again instead of by RigidConstraints on every bone. The constraints were re-solved every frame for every dinosaur, idle ones included, and caused heavy server lag on busy servers.
  • Placing and building structures costs the server far less. The check for players, dinosaurs and vehicles in the way only looks at those nearby instead of everyone on the server, runs once per placement instead of twice, and reuses its collision query settings.
  • Arrows, spears and other projectiles no longer cause a server hitch when they hit. A body whose parts change, such as when a projectile sticks in it, is rebuilt for hit checks shortly afterwards instead of in the middle of the shot.
  • Vehicles check for players and dinosaurs to run over more cheaply. Body parts that cannot touch any part of the vehicle are skipped before the exact collision test. Who gets run over is unchanged.
  • Fish far from every player in their zone move 3 times less often on the server. Fish within range of a player are unchanged.
  • The server no longer writes a console warning for every network call a player sends over the rate limit. It warns once every 10 seconds per player and event.
  • Placing a structure no longer checks every structure on the server to count the builder's pending blueprints or find fences to connect to. Only fences near the builder are checked.
  • Abandoned blueprints are removed by their own timer when they expire instead of by a check every 5 seconds.
  • Structures no longer recheck their support in a constant background sweep. A structure resting on terrain is rechecked only when that terrain is changed, by burrow pools and flooding, migration ponds, bridge approaches or rising rivers.
  • Gunfire and projectile hit checks skip bodies lying still far from the shot, and spread their per-body updates out so they no longer land in the same shot.
  • Parked vehicles cost the server less. One shared check covers every vehicle's upright and flip state instead of a separate loop per vehicle, and tyre dust and crash checks reuse what they looked up last time.
  • Fish schools in the same area share one neighbour search per server frame instead of each running its own.
  • NPC creatures, combat dummies and escorted detainees send far fewer small movement updates to every player while moving in a straight line or standing still.
  • Stamina, oxygen and moisture are sent to players only when they change course instead of up to 10 times a second. Each player's screen fills in the values between updates from the current rate.
  • Dazed, nausea, food poisoning, stim and sharpened claws timers are sent once as an end time instead of a countdown every second.
  • Sentry guns no longer send their aim to every player every frame. Each player's screen turns the gun toward the aim the server sends a few times a second, and plays the recoil locally.
  • Dinosaur body hitboxes update between 6 and 20 times a second depending on how fast the animal moves, instead of 10 to 30.
  • The time of day and the wind run on each player's game from a start point the server sends when they change, instead of the server sending the clock and wind several times a second.
  • Territory, migration, map exploration and scent trails share one position check per player instead of each running their own.
  • Parked helicopters and parked ground vehicles no longer run checks every frame. They wake when someone gets in, they are towed, slung, hit or pushed.
  • Empty boats far from every player update twice a second instead of every frame.
  • Rivers, vehicle ownership timeouts, food spoiling, bush hiding, NPC detection meters, the combat timer and other simple status timers run on their own timers instead of checking every second.
  • Bridges check for trees, rocks and other obstacles only inside the bridge's own space when it is previewed or placed. The server and every player no longer scan or track the whole map for them, and the "Checking ground objects" wait before the first bridge is gone.
  • Radio signal strength is worked out on each player's own game and by the server only when someone transmits, instead of the server sending every player's signal once a second.
  • Lightning flashes in storms and hurricanes play on each player's game from one message per strike, instead of the server sending dozens of cloud colour changes to everyone.
  • Lava, winch points and the world editor no longer watch or search the whole map. Each uses its own tag or folder.
Download links
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Bugs
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