Release Roleplay Update 10
Published at 2026-10-30 20:41:05 UTC
Human
Mobile & Controller
- Mobile human controls are rebuilt around the screen corners: SPRINT locks on with a tap, the weapon buttons sit together beside the jump button and the helmet light button now reads LAMP.
- Hold-to-place tools such as tents, sensor mines and campfires now finish from a tap or the controller trigger.
- Building and the wrench now work on mobile: BUILD, CABLES, PLACE, ROTATE, CANCEL, MOVE and PACK buttons appear when they apply.
- Building and the wrench now work on controller: RT places, B cancels, the D-pad rotates, Y toggles angle snap and holding LT opens a wrench menu.
- Structure placement and wrench targeting now aim from the screen centre on mobile and controller, with a small aiming dot.
- Repeat placement, ground follow and power cable multi-select can now be toggled instead of held.
- The build menu is larger on phones and hides while a structure is being placed.
- Inventory, container, crafting and trade items can now be dragged by touch, and holding an item opens the same actions menu as right-click.
- Inventory and container items can now be selected with a controller: A uses or moves, X opens actions and B closes.
- Trade stacks can now be offered as 1, half or all from the actions menu without a right-click.
- Lockers and the medical and food cabinets now fit small landscape phones, with larger close and remove buttons.
- Item stats now show for an item selected with a controller or after a short touch hold.
- Fists now have PUNCH and GUARD buttons on mobile, and controllers raise fists with Y and kick with X in the fist stance.
- Spear bracing and gun lowering are now on a held Y with a weapon out, with BRACE, LOWER and KICK buttons on mobile.
- A STEADY button now holds breath while aiming on mobile.
- Fist attack and block direction now follow controller and touch camera movement.
- The drone, the ballista and the turret remote can now be fully used on controller and mobile.
- Binoculars and the camcorder now zoom with the D-pad or on-screen buttons, with night vision and mark buttons on mobile.
- Keycard showing, recorder playback, laser pointer colour and beacon, war horn calls and deployable, camera and water bowl rotation now have mobile buttons.
- Helmet night vision, the helmet lamp and the whistle no longer fire alongside a held tool's D-pad controls on controller.
- The CDA transport harness now has LOAD and CANCEL buttons on mobile, and CDA riders lean with the thumbstick.
- Radio quick chat, channel switching and pilot crew radio now have mobile buttons and controller menu radial entries.
- The squad order card and faction name reveal are now on the controller menu radial.
- On mobile, the radio, crew radio, helmet night vision and lamp buttons now stay on screen in vehicle, pilot and turret seats, while on-foot buttons hide.
- The drone camera now zooms with LB and RB on controller and with ZOOM + and ZOOM - buttons on mobile in hover mode.
- The build menu's category tabs are now larger on phones.
Loadout
- Department lockers now open a new loadout screen. Your character stands in the same scene as the character creator, which you can turn and zoom around, with tiles for your primary, secondary and melee weapons, utilities and appearance.
- Appearance lets you pick your headgear, eyewear, facewear, pack, vest, shirt, belt, trousers and skin tone, each previewed on your character as you hover it.
- Vests and helmets are now split into pieces you can customise: pouches, radios, medical kits, night vision, helmet lights, headsets and more. Click a marker on your character to change what sits there.
- Attachments belong to the department whose kit they come from, and each one only fits the mounts it suits.
- Hard hats can be painted, now including orange, yellow, red, blue, green and black.
- Weapons can now take attachments: optics such as a red dot, holographic sight, combat scope or carry handle, and light and laser modules on rails and pistol frames. They are cosmetic and change nothing about how the gun shoots.
- 32 guns now take a light, a laser or both. F turns the light on and L the laser, the same as guns that already had one.
- A weapon view shows each gun's stats against what you carry now, with markers on the gun for its attachment points.
- Rank Presets put on a ready-made outfit for your rank or role in one click, and you can save up to 6 of your own loadouts.
- Loadouts can be shared as a code and loaded from one.
- Picking a weapon in the loadout screen adds it to your inventory alongside the weapons you already carry, as long as it fits and you are under the carry limit for its kind. Every weapon you carry shows as selected; pick one again to put it away, or choose None to put that kind of weapon away.
- Trousers now preview on the legs in the loadout screen and inventory instead of on a blank torso.
- Hide locked items, take a screenshot of your character, or hide the interface for a clean view.
- The loadout screen works with a controller and on touch screens.
- Suppressors fit most rifles, submachine guns and pistols, and a bipod fits rifles and machine guns. The bipod is cosmetic only.
- A fitted suppressor now quiets the gun: each shot is a short, muffled crack instead of a booming report, it is heard over a much shorter distance and it shows no muzzle flash. The bullet still cracks as it passes close by.
- Weapon attachments are now kept in your saved loadouts and in loadout codes.
- Patches can now be worn on both sleeves with any outfit. Pick them under Sleeve patches on the Appearance page; they are kept in your saved loadouts and loadout codes.
- Star items to mark them as favourites. Favourites sort to the top of each list and get their own filter. On a controller, press X to star the selected item.
- Item lists have a search box.
- Reset puts back what you were wearing when you opened the screen, and Clear takes off everything except your shirt and trousers.
- Your character's head no longer snaps when you move between pages.
- The Headgear page has a Show hair under helmets toggle.
- The loadout screen now matches the rest of the game's menus: a top bar with the Loadout and Rank Presets tabs and a Back button, dark worn panels, red for what you have equipped, and the same font as the other menus.
- The gloves tab is gone from the loadout screen. Vests that came with gloves now include them.
- Locker uniforms have been refreshed from the latest uniform set. Some rank locks changed to match it: Island Rangers can now take the OD Tank Top, Ranger Green Rolled shirt, MTP Straight and MTP Green Bloused trousers from Trainee, and the MTP Rolled shirt and MTP Bloused trousers from Junior Ranger.
- The Rain Jacket and Instructor Undershirt are no longer in the locker. Island Ranger rank presets that wore the undershirt now wear the Instructor shirt.
- The Green Combat uniforms now belong to the Quick Reaction Force, along with a new rolled-sleeve Green Combat shirt.
- The Developer uniform has a new shirt.
- The Reserve Warden Combat shirt and the QRF Green Combat shirts and trousers have been updated, and Senior Wardens get a new gloved PCU jacket.
- New Quick Reaction Force gear: a plate carrier, belt and ATE helmet for QRF members, and a separate set for QRF leads, with M-Frame glasses and a balaclava.
- New Reserve Warden gear: a Scout plate carrier, belt and ghillie hood, and a Warden plate carrier, battle belt and bump helmet, with camo face paint. The ESS glasses can now be taken by Reserve Wardens.
- Glasses, masks, night vision and headsets on the new gear are separate pieces, so they can be mixed freely. The new helmets take night vision, headsets and helmet lights, and the ghillie hood takes night vision and headsets.
- New dual-tube night vision fits any night vision mount and flips down with N like the others.
- Sentinel night vision on the Warden mask and Warden helmet now shows heat signatures at the same time, with one press of N instead of holding for a separate thermal mode. It is much brighter, especially at dawn and dusk, and no longer shows two glowing dots in front of the mask.
- New QRF and Reserve Warden rank presets: QRF, QRF Lead, Scout and Warden Field.
- Sentinels can now take the ACR.
- Sentinels no longer drop their Sentinel gear when they die.
- Lockers now only show gear you are allowed to take and wear. Restricted gear and gear above your rank no longer appear or can be picked for anyone who cannot equip them.
- Casualty reports no longer show usernames. A body shows its survivor name.
- Weapon suppressors are now restricted equipment and no longer appear in the loadout screen for anyone who cannot fit them.
- MRU plate carriers and the Junior Operator rig can now take a medical pouch and a first aid kit in the medical slot.
- Reserve Wardens have a Recon Beacon: plant it near a survivor village and file a report with the village's name and an estimate of its size and tech level. The report shows on every company map and PDA, and any Reserve Warden can update it at the beacon.
- Weapons carried on your back and hips now sit on whatever you are wearing there, resting on your vest, pack or belt instead of floating off you or sinking into your gear, and they move when you change outfit.
- Face paint now has its own Face paint slot in the locker, so you can wear it under a mask or balaclava. Outfits already wearing face paint move it there on their own.
- Guns now keep their attachments when slung on your back.
- Fitting an optic now removes the iron sights on the ACR, SCAR, MP7, M4A1 and M27.
- Weapons drawn from a department locker can no longer be dropped, stored or traded.
- Department kit from a locker that you lose when you die is given back when you respawn.
- The hair toggle on the Headgear page is now called Show hair, since it hides your hair with or without a helmet.
- Beards are now hidden while you wear a mask, balaclava, gaiter or wrap.
- The locker screen now closes on its own if you are moved away from the locker, and opening the game menu closes it too.
- The Recon Beacon can now mark dinosaur nests as well as tribe bases: pick Nest and type the species of the dinosaur that owns it, and it shows on the map.
- The Recon Beacon now stands upright on the ground and can be stuck into walls and ceilings.
- Locker items show the rank or role they are restricted to again.
- Gear locked to a division now sits under that division in the locker, so Medical Response Unit kit is no longer listed under general Genetics & Research.
- All QRF gear, including the Lead plate carrier, belt and ATE helmet, can now be taken by every QRF member.
- Fixed the binocular night vision showing an extra tube on the right.
- Suppressors now sit back on the barrel instead of floating in front of it.
- The AA-12, pump action shotgun and Remington 870 now have the same muzzle sparks as the Benelli.
- Utilities on the loadout screen now take more than one where allowed: left-click takes one more, right-click gives one back. On touch screens tap the minus button on the item, and on a controller press LB.
- Reserve Wardens can now carry up to 4 Recon Beacons, so a recon trip can plant several before restocking.
- You can now take several of the same grenade from a locker, up to 6 grenades in total across every type.
- Grenades now stack up to 6.
- Rank preset weapon changes: Ranger now carries the M4A1 instead of the Benelli M3, Specialist the SCAR instead of the MP7, T1 Heavy the M249 instead of the ACR, T2 Recon the M4A1 instead of the M249, and QRF the M27 IAR.
- The Reserve Warden Tracker rank preset is replaced by the Scout preset, which now needs Tracker rank or above and comes with the Tracker's weapons and utilities.
- Lockers no longer hand out a second copy of a single-carry utility, and putting a grenade back now returns one at a time.
- Department and division high ranks now have a RULES button on the loadout screen. From it they can turn off a broken or abused item or vehicle, rename it, link it to group ranks or teams, and allow or block single players, for their own department's gear. Rules last until the server shuts down.
- Fixed dying stripping and reissuing your whole department loadout in a random mix; deaths drop items at the normal rate again and issued gear comes back as you had it.
- Your keycard now shows your new rank after a promotion the next time you take it out or respawn, at most 30 seconds after the last check, without dropping it or rejoining.
- You can now hear the world around you, such as announcements, while browsing weapons in the loadout screen.
- A keycard taken from someone else shows the original owner's roleplay name on your badge again, instead of their username.
- Fixed being unable to leave the locker screen after opening and closing lockers quickly.
- Fixed spears stacking in one slot; the Spear Quiver holds 10 spears.
- Fixed dropped body armour and helmets bringing a whole body with them; only the armour lands on the ground.
- Fixed the voice mask indicator showing in the menu, while dead and with the interface hidden.
- Fixed characters' feet sinking into the floor on the locker loadout screen.
Building
- Torches, campfires and other fire or light structures no longer burn, glow or crackle while they are still unbuilt blueprints. They light up when finished.
- Raised bridges can now be raised and lowered while placing with E and Q (LB and RB on controller, or the HIGHER and LOWER buttons on mobile), so boats fit underneath.
- Engineering & Logistics no longer have a limit on how many structures, blueprints or deployables they can put down.
- Engineering & Logistics no longer have a height limit when building.
- Placing a saved blueprint is now cancelled with X instead of right click, so you can turn the camera while placing it.
- The Vehicle Garage can now be placed on steeper and bumpier ground.
- While placing fences or structures, a short arc at the edge of your reach shows the directions you can build in. It can be turned off in Settings with Placement Range Preview.
- Fences can now be placed up to 100 studs away, so long fence lines can be laid without walking along them.
- Packed Bases can now be unpacked by holding right click on them in your inventory.
- You can now own up to 175 structures, unbuilt blueprints no longer disappear, and building is slightly slower.
- Sentry guns are limited to 4 per player and 32 per server.
- The elevator and radio tower are now harder to damage.
- Fences can now snap to the ends of a bridge's railings, so a fence line can carry on from a bridge.
- Fences can now be built on top of rocks where the rock is flat enough.
- Holding the Wrench now shows which fences are electrified.
- A refused fence placement or fence join now tells you the real reason.
- The chainsaw now clears trees for good when used by Engineering & Logistics, like the Modern Axe.
- Fixed an empty generator cabled to a fuel tank refusing to start with "Needs fuel". Starting it now draws from the tank, and topping up a cabled tank refuels its generators straight away.
- Engineering & Logistics buildables take 25% fewer wrench hits to build.
- Fences and barriers take 20% fewer wrench hits to build and to rebuild after being destroyed, and a Perimeter Fence panel now takes 6 hits. Their resource cost is unchanged.
- Hold right click on a structure you built for a second to pick it up and move it. Left click puts it down and right click cancels.
- Hold Left Alt while placing or moving a structure to tilt it to the slope of the ground. This works for larger structures and rough ground too.
- With a structure picked up, P packs it into your inventory and Shift+P packs your whole base into a Packed Base.
- Department structures can be packed up again and placed back down from your inventory or hotbar.
- Fixed fire floating in the air around the Iron Town Hall.
- Fixed other players being able to build the Iron Town Hall.
- Fixed the shelf in the Field Kitchen having no collision.
- The short canopy is now really shorter: its posts and roof are about 7 studs lower instead of the full canopy being set into the ground.
- Car scrap no longer disappears after ten minutes, so it can be used for nest building. It settles and stays anchored where it lands.
- Engineering & Logistics can now scrap a loose piece of vehicle scrap with two wrench hits.
- Every department player now sees all Engineering & Logistics structures on the map, not only their own and their squad's.
- Fixed structures disappearing from the map when the player who built them left the server.
- Packed structures and Packed Bases now go back down as blueprints that cost nothing to build.
- The Department Locker, Watchtower and Flamethrower Turret are back in the Wrench build menu. The Watchtower is under Shelters and the Flamethrower Turret is under Utility.
- Structures can no longer be built while you are in combat, or within 30 studs of a dinosaur measured across the ground.
- Engineering & Logistics can save the structures they have built as a blueprint, share it as a code and put it down again anywhere. Press J with the Wrench out to open your blueprints.
- The building controls panel is smaller: three short lines with only the keys you need.
- Fixed built Department Lockers having no prompt to open them.
- Fixed survivors being able to build at the bottom of lakes and other deep water. Anything below the water surface is now refused, the same as shallow water.
- Placing a structure only checks the buildings around you instead of every building on the server, so building stays smooth on servers with large bases.
- Joining a server with many bases is faster and uses less memory: structures are only tracked closely while they are blueprints, wrecked, marked for removal or team locked.
- Fuel tanks and generators can now be placed on docks and wooden decks; small gaps and uneven planks no longer show "Terrain too uneven".
- The placement warning now appears near the base of tall structures like the standing floodlight, in brighter text that is easier to read.
- Generators now top up to full from every fuel tank cabled to them, instead of waiting until they are half empty.
- Ballistae now need Ballista Bolts to fire. Bolts are forged at an anvil from 3 hardwood and an iron ingot (2 per craft) and unlock with Siegecraft.
- Holding Shift while clicking a cable destination keeps the same source selected, so you can connect several structures to one generator in a row.
- Torch and campfire flames now burn a warmer orange at night, fading in at dusk and back out at dawn.
- You can now choose where to respawn when you have more than one spawn set up: beds, tents, sleeping bags, shared Ranger Tents, spawn terminals or your team's default spawn.
- The spawn picker shows roughly where each spawn is and how many uses it has left, and picks your default spawn after 30 seconds.
- Wall Mounted Spotlights and Security Cameras can now mount on the upright side of other structures, such as posts, gate frames, crates and generators, not only full walls.
- Placing a structure onto a finished structure, such as a light onto a wall, now places it instead of hitting that structure with the wrench, and its card no longer shows while aiming.
- Fixed the wrench's structure card sitting under the open build menu.
- Potential fix for bridge placement getting stuck on "Checking bridge approach..." while the cursor or player kept moving.
- Blueprints you have placed but not built now show on your map. Right click one to cancel it and get its materials back, so forgotten blueprints stop using up your structure limit.
- Island Rangers, Reserve Wardens included, can hold H (B on controller) for 6 seconds on a locked survivor storage unit to break its lock and search it for contraband without destroying it. The lock breaks with a loud clank, the owner is told, and the unit stays unlocked until its owner locks it again.
- Camera drones and underwater drones get 75% more signal range while you or the drone are within 300 studs of a Comms Link.
- Fixed barbed wire, barbed fences and barbed low walls doing no damage or bleed. They now slow, hurt and bleed anyone moving through them.
- Barbed fences and low walls no longer prick anyone while they are still blueprints, and working on a barbed low wall with the Wrench no longer pricks you.
- Fences, low walls and barriers can now be placed on sloped ground: when the ground is too steep for them to sit level, they tilt to follow it, up to 30 degrees, and still join up end to end.
- Fences, low walls, road barriers, plastic barriers and barbed wire on a slope now keep their posts and ends upright and meet cleanly at the joins instead of leaning over.
- Barbed wire now snaps end to end into runs like fences and follows sloped ground.
- Survivor walls and fences can now be laid as a run: click to start, drag out the line and click again to place every panel at once. Panels stretch to fill the line, follow sloped ground with their posts upright, and the next run carries on from the last end. Right click stops the run.
- Clicking twice without dragging places a single survivor wall panel, and the controls bar shows how many panels a run will place and how long it is.
- Packing up a base now keeps the length of stretched walls when it is put back down.
- Watchtowers, platforms, huts and other structures with legs can now be built on much steeper ground: the preview sits where it will be built and the legs reach down to the slope instead of saying the slope is too steep.
- The Spike Trap is now a row of sharpened stakes on the ground that plant themselves into slopes, instead of a spiked platform hanging in the air, and it now hurts anything that walks into it.
- The Cage Trap has been rebuilt: a cage hangs from a log frame on four poles planted in the ground, and drops over small creatures that walk under it.
- When a Snare Trap fires its crossbar snaps down, and Spike Trap stakes jolt when they stab someone.
- Traps now burst with dirt and a heavy thud when they spring, and spike traps throw up dirt at your feet when they stab you, so players nearby can see and hear it. A sprung Pitfall Trap's ivy cover drops into the pit until it is reset.
- Pitfall Traps sit flush with the ground on slopes as a patch of ivy, and Snare Traps can be built on uneven ground.
- The Field Kitchen's stairs no longer stretch down to the ground.
- Canopies, the Metal Canopy and the Wall Canopy can be stretched wider or deeper while placing them: hold F to grow, Shift+F to shrink and V to choose the direction (RB and LB on a controller). The sandbag weights keep their size and hang from the stretched frame.
- New Vehicle Garage for departments to build. Park a vehicle anywhere on its bay, including across the bay's edges, and hold F at its terminal to store it (staff-spawned vehicles included), then take it back out later from the same terminal with the paint, equipment, damage and fuel it went in with. Each garage holds 4 vehicles and only gives back what was stored in it. Survivors can hold the terminal to force a stored vehicle out and drive off with it. If a garage is destroyed or taken down, the vehicles inside go back to the depot's stock. The garage's terminal screen shows how many vehicles it holds and which, and an alarm sounds while survivors are forcing it, warning department players nearby.
- New Path Shovel for laying paths and roads. Engineering & Logistics can take one from their locker, and Survivors can craft one at an Anvil once they reach Great Halls. Swing it at the ground to turn it into a path, with a puff of dirt and a thud that players nearby see and hear, and hold to keep digging. R changes the width. Right click a path to fill it back in at the width you have chosen; while you hold the shovel, the ground you can fill in is highlighted. Paths can't be dug over someone else's path, in restricted areas or inside another tribe's claim, and a survivor's paths fill back in when they leave. Paths grow back to natural ground an hour after they were last dug. Each swing joins up with the last one, so dragging along leaves a smooth, even path instead of a chain of blobs, and dug paths show on the map. An Engineering & Logistics shovel also clears bushes and other small plants along the path, but leaves trees standing.
- Townhalls, the Tannery, Tier 1 Storage, the Palisade Gate, log and plank stairs, beds, cauldrons and the ceremonial horn can now be built on sloped and uneven ground, standing level with their posts and foundations reaching down to the ground.
- Far fewer "Slope too steep" refusals: lockers, fuel tanks and pumps, generators, turrets, sentries, torches, crates and other small pieces now place on sloped and bumpy ground. Small pieces settle into the slope, and flat ones like traps, pallets and tables lie along it.
- Fixed freezes of up to a few seconds the first time a fence or legged structure was previewed or built on a slope.
- Hold Shift while laying a survivor wall run or a department fence to bend it into a smooth curve, previewed and placed in one click. Fixed curved fences being refused with "Adapted fences overlap". On controller press LB to switch curving on, and on touch use the Curve button.
- Survivor walls and fences now vary slightly from panel to panel in lean and height, so long runs look hand built.
- Log and plank stairs now grow or shrink to reach the platform or wall top they are placed against.
- Chain, perimeter and barbed fences now share one post where two panels meet, at straight joins and corners alike, instead of showing two posts side by side. Perimeter fence corners no longer have connector stubs sticking out.
- Gate Frames placed into a fence now match its height instead of towering over it, and a Gate Frame aimed into the gap between two fence ends sizes itself to fill it and joins both ends.
- The Wooden Bridge now spans water from shore to shore: aim it over water and it lays as many sections as the gap needs, level with the banks, with its supports reaching down to the bed.
- Watchtowers, the Hunting Tripod, survivor towers and their ladders and stairs, log and plank platforms, survivor houses, the stable, Blacksmith House, Hide Hut, Camp Tent, canopies and the Field Kitchen stay level on slopes with their legs, posts and edges reaching down to the ground, instead of standing on scaffold blocks.
- Plastic barriers now interlock with the barrier beside them instead of leaving a gap.
- There is no longer a limit on how many unbuilt blueprints you can have placed at once.
- The Heavy Security Pen fences are now electric: touching one while the pen is powered shocks you every second and throws you back, and knocks humans down. It hurts dinosaurs too, scaled to their health. Turning the pen's power off stops it.
- Fixed the Vehicle Garage refusing to place as floating when its parking bay covered a small object or the edge of an invisible zone; only the terminal needs ground under it now.
- Engineering & Logistics can run a power cable to any Chain Fence, Barbed Fence or Perimeter Fence panel to electrify the whole connected run. It shocks anything touching it like the Electrical Fence, and stops when the generator does.
- The Building keybinds in Settings now match the current building controls: Building Menu, Rotate, Angle Snapping, Cancel, Follow Ground, Repeat and Curve, Pick Up, Pack, Power Cables, Blueprints, Fence End Snap, Gate Size, Gate Axis and Reset Bridge. Every one can be rebound, and the on-screen building hints show your keys. The old binds that no longer did anything are gone.
- The Flamethrower and Cannon turrets now need Combatant rank or above in Combat Engineers; group Members and Tryoutees can no longer build them.
- Floodlights, walls, pallets, barrels and other props can now be placed on top of shipping containers and pallets, and fall when the structure under them is destroyed.
- Structures can no longer be placed in water or on the lake bed. Bridges are still allowed.
- Wall-mounted lights and cameras can no longer be mounted underwater.
- Your own structures now show on the map in your own purple marker colour, so they stand out from tribemates' and colleagues' builds.
- The Engineer Barrier is back in the Barriers tab of the build menu. Only Combat Engineers can build it, and department teams and Callisto staff can swing its arm up to let vehicles through.
- Added the Field Radio, a department structure built with the Wrench, in two styles: Antenna (default) and Compact.
- Standing within 250 studs of a Field Radio gives your radio full signal even when the radio tower is down, and drones flown near one get 50% more signal range.
- Engineering & Logistics can now see who has built what: open the PDA and press Structures Built for a list of every builder, their most-built structure and their total, with team filters and sorting.
- Pre-built perimeter fences and gates placed around the island belong to Engineering & Logistics, show on the map, stay standing on uneven ground and rebuild exactly where they stood after being destroyed.
- You can now box-select structures on the map: turn on Select (or hold Shift) and drag to see how many structures are in an area by type, how many are yours, and who built them. On a controller press X to start and finish a box.
- Bridges no longer jitter while you aim the far end.
- A bridge whose far end sits on a sloped or raised bank now lands on the bank's edge instead of being refused as crossing solid land.
- Bridges accept steeper and more uneven banks, and a deck corner may hang over the water at the shoreline.
- While placing a bridge, anything in its way is outlined in red, and bushes it will clear or structures it rests on are outlined in amber.
- The bridge preview now warns about combat, nearby dinosaurs and the structure limit before you click, and a refused bridge shows the real reason.
- Placing a bridge now uses a slim bar above the hotbar showing deck type, length, cost, status and the keys, instead of large labels over the bridge. The ends are marked with small START and END dots.
- The bridge preview is see-through, fades almost away when your camera is close, and no longer covers the screen in red when the spot is refused.
- Raised bridges can now start at a curving shoreline: the ramp may begin over shallow water and its bank-side earth may be steeper.
- A refused Raised bridge now names the real problem and outlines the rock, tree or object in the ramp's way.
- Raised bridges fit in many more places: trees, bushes and props beside a ramp no longer refuse it, and a ramp's earth may slope down into the water along a shore. Only something in the ramp's road, or a structure, vehicle or item under its earth, still blocks it.
- Engineering & Logistics can now place bridges 20% further away.
- The Callisto vending machine can now be built with the wrench, under Utility. A built machine works like the original: department staff with a keycard can buy snacks and drinks, and it slowly restocks.
- Fixed Vehicle Garages built with the wrench having no working terminal: they now register as soon as they are finished, and no longer fall down as floating the moment they are completed.
- Bridges and Raised bridges can now be placed with a bank on a rock, and are no longer refused because of rocks under the bridge, its ends or its ramps.
- Fixed saved blueprint previews showing fences unconnected and towers floating until they were placed.
- Fixed fence lines refusing with "Adapted fences overlap" when continuing straight on.
- Fixed fence curves and joins refusing with "Floating" or "Ground support changed" on uneven ground, and new panels refusing to join a free fence end on uneven ground even when the ends lined up.
- Fixed the Watchtower refusing to place on flat ground while Follow Ground was on.
- Fixed department packed structures and Packed Bases doing nothing when equipped from the hotbar.
- Fixed floodlights tilting down into the ground; tilting a floodlight now raises its beam.
- Fixed the Vending Machine placement preview showing only a few cans instead of the machine.
- Fixed fence lines and repeated fence placement sometimes refusing with "Fence foundation geometry changed" or "Cannot place this fence segment".
- Fixed the path shovel failing silently on some ground; it now tells you when there is nothing to dig, and it digs on more kinds of natural ground.
- Island Resources are now shown on the PDA overview and on the island stock screen.
- Department structures and stock orders now cost Island Resources. Costs are low for now: most structures cost 15 to 60, a vehicle 25 and a crate of supplies 1. Cancelling or undoing a blueprint refunds its cost.
- Depositing at the Resource Receptacle now opens a receipt with the items and Resources deposited, the island total, your name and the time. It stays open until you close it.
- The Resource Receptacle has a new model.
- Security cameras built by Engineering & Logistics now appear in the first tab of the camera terminal, and the camera view widens to fill the screen when the camera list is hidden.
- New Wrench Bucket that Engineering & Logistics can build. Callisto Innovations staff can take an Intern Wrench from it, a helper tool that shows blueprints and can only swing to help build them.
Medical
- Fixed medical items sometimes disappearing from the hotbar while they still had uses. Putting an item back on its own hotbar slot now brings it back.
- Medical supplies can no longer be repaired; they are used up instead.
- The Medkit and the Ammo Box can no longer be repaired at a grindstone or workbench, and no longer offer a Repair option.
- Fixed medkits and other kit that refills on death refilling when you leave the game in combat and rejoin.
- Treatment ticks every second, a bandage wrap stays visible for 3 minutes, and treating someone else is slightly slower than before.
- Survivors can no longer use the Medical Cabinet.
- Survivors can no longer pick up, loot or trade for the PX-0 Netgun, and any already held is removed.
- Players outside Genetics & Research wait 3 minutes between items from the Medical Cabinet.
- Island Rangers, Engineering & Logistics and Callisto Innovations can now carry up to 3 of each kind of bandage.
- Bleeding now shows its real percentage while it heals, instead of sticking at 1.0% until the wound closes. This also applies to dinosaurs.
Survival
- Carrying more than your weight limit now slows you and drains sprint and swim stamina faster: 1% plus 1% for every kg over, up to 25%. The weight readout turns red while you are over.
- The heartbeat line on the health bar is now a smooth line and no longer runs past the end of the bar.
- Spawn protection now also stops falls, fences, impacts and knockdowns for its 15 seconds, so you are no longer knocked down and hurt right after spawning.
- Fixed the body armour bar showing a dark notch at its end while a helmet is also worn.
- Survivors no longer take fall damage from drops of about 20 studs or less, such as climbing down ladders.
- Rotating a placeable camera or water bowl with R no longer pulls out your radio and cancels the placement.
- The camcorder now records with T, so recording no longer pulls out your radio.
- Placeable cameras now come in a stack of 3 from the locker and stay in your hand after you put one down, so you can place several without going back. Taking cameras from a locker tops your stack back up to 3.
- Fixed marking a dinosaur from the camera terminal doing nothing on the mounted security cameras. Pressing F now marks it, and if it cannot, a message says why.
- Dragging an item out of your bag and releasing it anywhere off the storage grid or gear slots now drops it, instead of only at the very edge of the screen.
- Recalling feeder food that nothing has eaten now returns it to the feeder's stock.
- Spears, arrows, bolts and darts stuck in anything now disappear after 15 minutes unless picked up.
- Darts, arrows and spears now stick to a dinosaur's body instead of floating off it.
- Projectiles stuck in a dinosaur no longer all fall out when it is knocked down.
- Night vision goggles, binoculars, drones and camera feeds cannot use night vision during a volcanic eruption, from the first warning until it ends. Night vision that is already on switches off when the warning starts.
- Locked items now have the same chance to drop on death as everything else. Locking still stops you dropping, trading or storing them by accident.
- Island Rangers can now cuff Callisto Innovations interns, and lower-ranked members of Genetics & Research and Engineering & Logistics.
- Island Rangers, Genetics & Research and Engineering & Logistics supervisors can now cuff Callisto Innovations interns and staff below moderator rank.
- Interns and other new department members now get their keycard when they spawn.
- Fixed spawning with someone else's name and rank showing when you were carrying a keycard taken from a body. The keycard worn automatically at spawn is now always your own, and you still get your own card while carrying another.
- Fixed staff playing a lore character showing their real team and rank on the player list and their real team tag on the radio.
- Fixed staff playing a lore character showing their real department, name and rank on the department list in the corner of the screen, and their account name when hovered.
- Fixed being able to keep using an item from your hotbar after putting it into storage, which let two people use the same item.
- Fixed the WRR-308, MK-14 EBR and C-45 flashlights looking switched on to other players when the owner had them off.
- Fixed berets and other headgear disappearing when turning your head with the camera zoomed in.
- Fixed helmet decals and textures still showing in first person after the helmet itself was hidden.
- Spiked walls and spike traps now make you bleed, the same as barbed wire.
- Survivors held in a large carnivore's jaws now play the pinned animation.
- Department players now see their base listed as Callisto base in the spawn picker when they also have a tent or other spawn set.
- The shift summary now only appears when you return to the main menu, not when you open the vehicle spawner or similar screens.
- The marker shown over things you can interact with is bigger and easier to spot.
- Writing on the clipboard now goes through the strictest Roblox text filter when it saves, and pages written before this update are filtered the next time you open the clipboard.
- Locker loadout names now go through the Roblox text filter.
- New Allow Trading setting under Interface. Turning it off hides the Trade prompt on you for everyone else and on other players for you, and stops anyone sending you a trade request.
- Survivors can no longer take food from the meat and plant food buckets. Department staff still can.
- New melee tools found in shelves, crates, wrecks, food stores and military crates: Claw Hammer, Spanner, Crowbar, Baseball Bat, Fire Axe, Small Axe, Chainsaw, Modern Machete, Sledgehammer, Modern Pickaxe, Tactical Knife, Kitchen Knife, Tactical Spear, Pitchfork, Rake and Shovel.
- The Fire Axe, Small Axe and Chainsaw chop trees, the Chainsaw fastest of any tool, and the Modern Pickaxe mines ore. A full Chainsaw tank lasts a little over two minutes of cutting.
- The Tactical Spear can be thrown like the Spear and fits in the Spear Quiver.
- Callisto has a vending machine. Department staff with their keycard can pick a snack or drink and watch its coil turn and drop it into the tray.
- New vending foods: Zadam Bar, Bagel, Silverwolf Jerky, Romkles, Mr Cheesy Puffs, Sol Chips, Jaquakers, Trunix, Cauans Cornflakes, Dr Floppy, Paleo Annergy and Vermelon Splash.
- Vending machines restock themselves one item at a time.
- Fixed the crouch and prone transition animations (standing to crouch, crouch to standing, crouch to prone and prone to crouch).
- Fixed some jumps costing no stamina, which let survivors dodge and climb cliffs far longer than they should.
- Survivors can now choose to spawn where they last left, like dinosaurs. It is not offered after a death or if you left while in combat or inside the Exclusion Zone.
- Survivors can no longer return to the menu or respawn while inside the Exclusion Zone.
- Spike traps, barbed wire and explosions now show the directional damage indicator, pointing at where the damage came from.
- Barbed wire now hurts the moment you touch it, so you can no longer run or jump through it unharmed.
- Attempted fix for survivors sometimes falling through the ground when getting up after being knocked over by an earthquake.
Customization
- Fixed a battle belt showing up plain white on several armour kits and belts; it has been removed from them.
- A helmet with glowing face markings no longer lights up at night and gives away its wearer.
- Helmets with breathing apparatus can now have their breathing muted with I, a mobile button or the controller menu.
- Added 9 faces to character customization: Ehh, Suspect Face 2, Tired 2, Bored Stare, Angry Disgust, Neutral Sad, Neutral Smile, Neutral Face and Classic Stare.
- The Callisto Developer uniform is now available to the Quality Assurance Developer rank and above instead of Senior Developers only.
- Fixed a new name saved in the character creator not showing on the player list until you respawned. The player list also updates when someone respawns or changes their name while it is open.
- There is no longer a limit on how many utility items you can take from a department locker. Stock and your inventory space still apply.
- Players can no longer be hurt while they have a department locker open. The protection ends when the locker closes or they walk away from it.
- Fixed the right glove sitting up inside the wrist on Island Ranger kits that come with gloves.
- Added Island Ranger raincoats and instructor shirts, two green combat shirts, and updated versions of two older field and combat uniforms.
- Island Ranger uniforms now use their intended warmer tint instead of plain white.
- Fixed Extra Cosmetics catalog hair showing through helmets that cover hair and ignoring the Show hair under helmets toggle.
- The Geothermic Suit hood now hides glasses and beards, and any equipped eyewear, while you wear it.
- Fixed your body still showing in first person with First Person Body turned off.
- Custom accessory IDs in the character creator are now checked against a list of blocked item names, so survivors can no longer wear tactical, military, ghillie and cat themed items. Department staff can still wear them.
Tribes
- Members of allied tribes now show their name and tribe above their head with an orange dot, the same way your own tribe members show with a green one.
Squads
- Department squads can now mark the world: hold middle mouse for a wheel of Look here, Contact, Move here, Hold here, Medic and Rally, or tap it to mark where you are looking. Marks show only to your squad and on its map. The key can be changed in Keybinds; on mobile hold MARK, and on controller pick Mark from the menu radial.
- World marks are now a small coloured dot over the mark's name and distance.
- World marks fade as you look at them, so they no longer hide whatever they are marking.
- Sentinels deploying on Island Rangers are asked whether to announce their arrival over the island PA.
Balance
- Armour now lasts 50% longer before it breaks, so it stays protective for more hits.
- Spears are now charged like bows: hold to charge and release to throw.
- Added the Spear Quiver, worn on the back, which holds up to 10 spears and nothing else. It can be found where Bow Quivers are.
- Without a Spear Quiver you can now carry only one spear. Spears you already carry are kept, but you cannot pick up more until you are down to one.
- Throwing your last spear from a hotbar slot puts the next spear of the same kind from your bag into that slot.
- Guns can no longer be coated with paste. Hold a melee weapon, spear or bow to coat it.
- Tranquiliser rifles and the tranq pistol no longer show a muzzle flash.
- Drawing a bow or charging a spear shows a draw meter in the bottom right.
- Bows, crossbows and the blowgun show a ring around the crosshair while the next shot is on cooldown.
- The same ring now also shows while a gun is being drawn after equipping, while a spear, bow or throwable is getting ready after equipping, and during reloads. Equipping a bow mid-cooldown shows the time left.
- Survivors can now jog while aiming spears, bows and grenades, with extra aim sway while jogging.
- Spear, bow and crossbow damage, including damage to structures, now scales with how long the throw or draw was charged. Full damage needs a full charge.
- Reloads now take exactly each weapon's reload time, with the animation sped up or slowed to match. Shotguns load a shell every 0.66 seconds, the FN 5-7 and Makarov reload in 2.3 seconds and most rifles and SMGs in 2.75.
- Rebalanced pistols, the M249, RPK, M4A1, SCAR, ACR, spears, bows and crossbows: damage, bleed, structure damage and recoil.
- Armour plates hold less health and absorb less damage, and arms and legs are protected more evenly.
- Throwables aim from a wider shoulder camera, and the Improvised Grenade has its own animations.
- The Netgun holds a target for 36 seconds and muzzles a dinosaur for 20 seconds.
- The PX-0 Flamethrower and PX-0 Netgun are renamed the CX-0 Flamethrower and CX-0 Netgun.
- On death a stack drops 10 to 40 percent of its items, a weapon drops half the time and an issued item a fifth of the time.
- Weapons that drop on death have a 25% chance to break instead of landing on the body. Issued department weapons and grenades never break.
- Crafting recipes and cauldron cooking times have been rebalanced.
- Run-over thresholds and dinosaur knockdown chances from vehicles have been retuned, and ATVs, golf carts and dirt bikes can now run things over.
- A helicopter fuel tank only catches fire from hits of 20 damage or more, and much less often.
- Lightning strikes flying aircraft more often.
- The Cattle Prod is heavier and takes up one more inventory slot.
- Island Rangers can use Detain one rank earlier, so Trainees can now cuff and search.
- Detained Callisto Interns can now be searched, and guns, spears, throwables, ammunition and other departments' gear they picked up can be confiscated. Their own issued kit and keycard stay with them.
- Engineering & Logistics lockers now stock the Modern Axe on the Melee shelf, so they can chop down trees.
- Island Rangers can use the MP5 from two ranks earlier.
- Armour now reduces damage by 7% (Soft), 20% (Utility), 26.25% (Light), 33.5% (Standard), 37.5% (Heavy) and 42% (Elite), and survivor armour levels have been updated to match.
- The Island Ranger Operations Coordinator and Director kits are now Heavy armour.
- The C-45 is now limited to Island Ranger Rangers and above, the C-9 is available to Callisto Supervisors and above, and the M1911 to Callisto Administrative Staff and above. The Makarov is no longer in Callisto lockers.
- Island Ranger Trainees and above can use the Hunting Knife, and Field Rangers and above can reject tests on the PDA.
- Firearms and survivor weapons cause much less bleeding or none at all. Melee bleeding is unchanged.
- The P90 has less recoil.
- Survivors can no longer loot the flare gun from bodies.
- Vehicle knockdowns now depend on the vehicle's weight and speed and the dinosaur's weight: a URAL at full speed knocks down a Suchomimus about 73% of the time, while a MAVC rarely knocks down a Ceratosaurus.
- ATVs and dirt bikes can run over survivors but rarely knock down anything heavier than a Dryosaurus.
- The minigun now does more than twice the damage to survivors, far more to vehicles, and pierces more dinosaur hide.
- The .50 cal now does about twice the damage to survivors, slightly more to vehicles, and pierces slightly less dinosaur hide.
- Island Ranger Rangers and above can use the Power RHIB.
- The Blackhawk can no longer sling the River Patrol Boat.
- The MAVC's M2 now has a gyro stabiliser: the gun holds its aim while the vehicle bumps, tilts and turns, so it stays accurate on the move.
- Food buckets: you can carry up to 4 handfuls instead of 1, only Island Rangers and Genetics & Research can take sedated food, and a sedated handful is much weaker (6.5 instead of 30).
- Food buckets give a handful every 2 seconds instead of 1.5, and thrown or dropped food now disappears after 2.5 minutes instead of 5.
- Stone and metal pickaxes and hatchets gather slightly less per hit; the Modern Axe gathers slightly more.
- Military crates no longer contain the Desert Eagle, Leaf Bandages or the spear holder, and shelves no longer contain iron or copper ingots.
- Basic chests can now contain hide; metal pickaxes in mine carts and quivers on bodies are rarer.
- Weapon shipments now mostly carry ammo boxes, knives, quivers, crossbows and pistols, with rifles rare: the SCAR and RPK are gone and the MP5 is added.
- Ammunition and medical shipments carry 2 items instead of 3, and Response Units carry fewer ammo boxes and a hunting knife instead of a C-9.
- Fewer guns get the raised chance of turning up in searches: only the Makarov, C-9, C-45, FN57, Remington, Uzi, AKM and double barrel.
- Ammo boxes and the ammo resupply on a dinosaur's back now refill your reserve ammo only and no longer load your current magazine, so you still have to reload. Ammo crates are unchanged.
- Weapon draw animations now play at the speed of the weapon's draw time.
- Individual issued weapons can now have their own chance to drop on death.
- Guns and melee weapons now do much less damage to structures, and most can no longer damage armoured structures at all.
- Rifles start with more spare ammo, have reworked recoil, and limb hits do more damage. The AKM and AK-110 hit lighter.
- The SR16 now has a 20 round magazine, fires faster and reloads quicker, but hits lighter and reaches less far.
- DMRs bleed more often and some pierce dinosaur hide better, but their damage falls off over a shorter distance.
- The M249 hits lighter per bullet but deals double damage on headshots, and starts with more ammo.
- Most axes, hatchets, pickaxes and machetes now cause bleeding on about a third of hits instead of every hit, and many melee weapons hit a little lighter. The sledgehammer hits harder and knocks down heavier targets.
- The Tactical Spear's throw hits lighter.
- Flashbangs and concussion grenades blind for longer, thermobaric fire lasts twice as long, and grenades have a short cooldown between throws.
- Fists hit lighter, and stuns from punches and blocks are shorter and only work on lighter targets.
- Gun draw times are slightly longer.
- Small and medium explosions reach wider but hit lighter.
- Some armour was re-tiered: the IR T2 helmet is now Standard, the IR Field Plate Carrier Heavy, and the IR Director Kit Elite.
- Engineering & Logistics stock more of every vehicle and aircraft.
- The Handler group can now draw the P90, C-45 and Machete, and the Division Commander Beret unlocks at rank 9.
Genetics & Research
- Genetics & Research now earn Field XP towards promotion: 3 for putting a tracker on a sedated dinosaur and 1 for treating another player's injuries.
- Field XP is capped at 70 a week, and each rank has a total limit until promoted: Assistant 35, Novice 70, Junior 210, Researcher 420 and Adept 700.
- The same dinosaur only gives tracking Field XP once a day, and the same patient only gives medical Field XP once every 10 minutes.
- The FIELD XP button on the Researchers board in the PDA map shows your total, this week's progress and the top researchers. Supervisory ranks can add or remove Field XP, with a reason, for researchers ranked below them.
- The Researcher Tablet now has a NEW EXPEDITION button beside NEW TEST, so Genetics & Research can request an expedition without opening the PDA.
- Test requests now have their own Asset Retrieval slot (2 Island Rangers by default) for bringing the asset in. Retrieval is done the moment the test is marked received, and those Island Rangers are freed; the Island Rangers staffing the test stay on until it ends.
- A request that still needs Island Rangers or other departments now shows its sign-up card again every 2 minutes until it is full, including a test that has already started.
- Genetics & Research and Engineering & Logistics can now remove a responder from any request on the PDA, not only the requester, and must pick a reason: misclick, can't use chat or dismissed. A responder removed for not being able to chat or dismissed cannot rejoin that request.
- Genetics & Research (rank 8 and up) can take an Underwater Drone from the locker. A preview shows where it will go in; click to launch it into deep water and pilot it through the lens or a chase camera (V), with lights (L) and night vision (N).
- The underwater drone goes where you look: W and S move forward and back, A and D strafe, E and Q rise and sink, and Shift boosts. It floats when idle, and a boosted climb makes it leap out of the water and splash back in.
- The underwater drone is faster, keeps its momentum and glides to a stop, tilts as it speeds up, slows and strafes, and its motor rises in pitch with its speed.
- An underwater drone that runs aground on land is beached and stops working until it is recovered.
- The underwater drone has sonar (G): a ping marks nearby fish and swimming dinosaurs on screen with their distance, predators in red, but it can be heard and draws predators in.
- The underwater drone can scoop the lake bed (Z) for Clay, Flint and Bone, and carries up to 6 scoops back to you when it is recovered.
- Mawsonia and Mosasaurus now hunt the underwater drone when hungry, or when its lights or sonar draw them in, and their bites knock it away. Smaller fish scatter from it.
- Fish keep swimming while a drone is in their water, even when its pilot is on the shore.
- The underwater drone has about 10 minutes of battery, drained faster by lights, night vision and boost, and it recharges slowly once recovered. Hold X to send it home, then recover it from the shore.
- Its signal fades with distance and depth. If the link is lost it surfaces on its own and waits.
- The hull can be broken by crashes, by diving past its depth limit, by dinosaurs, by Mawsonia and Mosasaurus (drawn in by its lights) and by weapons. A destroyed drone sinks and is lost.
- Hold F on a fish or swimming dinosaur to scan it: its file opens, a dinosaur is marked on company trackers for 30 seconds and you earn Field XP for each new species once an hour.
- C takes a survey photo. What was in frame, the depth and the area are logged on the Researcher Tablet under SURVEYS.
- A tracker put on a dinosaur now shows on its ankle for every species and growth stage. Before, most young stages and many species showed nothing.
- The two laptop seats in the Genetics & Research mobile lab now open the camera terminal when you sit down, and getting up closes it. The laptops work even when the island's power is down.
Dinosaur
Mobile & Controller
- Mobile dinosaur controls are rebuilt: BITE sits in the bottom corner with jump, pounce or spit and special around it, and the buttons no longer drift to the middle of the screen.
- Dinosaur SPRINT on mobile now locks on with a tap.
- New mobile NV, STRAFE (HOVER for flyers) and MORE buttons; MORE opens a wheel with night vision, calls, chatter, nest, stats, sit, auto move, head lock and peek.
- The mobile EMOTE button for dinosaurs is now a tap instead of a hold: tap to open the emote wheel, swipe to an emote to play it, or tap EMOTE again to close it.
- Fixed the HUD sometimes never appearing after spawning, seen on mobile as a dinosaur. It now always shows within a few seconds of spawning.
- Fixed spawning as a survivor on mobile getting stuck on the deploying screen.
- The map's side panels (territory, contacts and research) are now scaled down on phones instead of covering most of the screen.
- D-pad Right now opens the dinosaur MORE wheel on controller, which also holds emotes and the menu, and Select is no longer used.
- Holding D-pad Down while swimming now dives on controller, and diving dinosaurs get a DIVE button on mobile.
- A NEST button now appears on mobile next to a nest: tap for the nest menu, hold to build.
- Burrow, nest and territory decorating and burrow sculpting now have mobile buttons and controller D-pad and shoulder controls.
- Placed decorations are now removed with a tap on mobile.
- Dinosaur menus for burrows, nests, decor, mimic calls and stats are now navigable with a controller, with B going back.
- The mobile SPIT button now stays on after a tap, so spitting needs only one thumb.
- Tree leap aiming, the egg view and peeking now look with the right stick or a touch drag.
- The Leave egg button now works on mobile.
- Utahraptor latch and pin attacks now deal damage from the controller trigger and the mobile BITE button.
- Deinosuchus can now thrash a grabbed vehicle by swinging the movement stick.
- Tail control now aims at the screen centre on mobile and controller.
- Pack invite notifications now name the accept control for touch and controller players.
Flying
- Diving no longer drains stamina, even with thrust held. Gliding was already free.
- Flyers no longer hover down to land on their own when you tap Space. You land by flying down to the ground.
- Flyers now touch down when their feet reach the ground instead of landing several studs above it.
- The dinosaur camera no longer jitters when your game stutters while you fly or move fast, and it trails and banks the same at any framerate.
- The dinosaur camera no longer shakes while walking or turning on land: it now aims at where your dinosaur is drawn that frame instead of where it was a moment before, and it no longer drifts ahead of your dinosaur between physics steps on high framerates.
Hunting
- Public Access dinosaurs can no longer damage dinosaurs of medium size or larger.
- Sniffing a scent mark left by your own species now names the species instead of its size and diet, and your own marks say they are your own scent.
- Scent marks now read their age as Fresh, Stale, Old or Faded, and the reading is shorter and plainer.
- Oviraptor can smell living humans again: sniffing highlights any human within 400 studs, and mud and other scent cover shorten that.
- Other animals' territories no longer show on the map. Sniff to see their borders nearby, drawn in red, and you are warned when you walk into one.
- The Ankylosaurus tail slam now blows up any vehicle it hits at once, except trucks, the URAL and the Mobile Lab.
- A pinned Cryolophosaurus can spit acid to break the pin, knocking down and burning every dinosaur pinning it.
- Spamming attack while holding living prey no longer restarts the bite animation over and over. Each bite now plays out before the next one can start.
- The history page of dinosaurs that eat plants and meat or insects now shows how much of their diet has been plants, alongside carrion.
- Only real carrion now counts toward the Scavenger history trait: carrion piles, rotten meat and bodies that have started to rot. Fresh bodies you did not kill count as fresh meat, while bodies your pack mate killed count as carrion for you.
- The history page's Most fought list no longer fills up with Compsognathus and Dodo, and a SHOW ALL button lists every species you have fought.
- Suchomimus can now use its claw attack while crouched, so it can reach ragdolled targets on the ground.
- Utahraptors can now carry and pin Echoraptors.
- Microraptor now weighs as little as its size suggests, so larger hunters can carry and pin it, and it can only carry small things itself.
- Pinning a Cryolophosaurus now deals full pin damage and can kill it.
- Bites, melee and punches now hit the real pose of an idle, crouched, resting or sleeping dinosaur.
- Dinosaurs can pick up, carve, pick plants and drink honey with their head turned without being judged out of reach.
- Large carnivores now grab small dinosaurs in their jaws with a killing bite, just like survivors.
- Dinosaur night vision cannot be used during a volcanic eruption and switches off when the warning starts. Dinosaurs with light-sensitive eyes get it back when the eruption ends.
- Dinosaur hitboxes are now fewer, tighter boxes that follow the body, so bites, melee and gunshots land where the dinosaur actually is and fights cost the server less.
- Feathers and quills no longer have hitboxes, so bites, claws and shots only land on the body underneath.
- Juvenile Dilophosaurus spit leaves a venom pool that slowly drains the stamina of anything standing in it, except Dilophosaurus. Sniffing as a juvenile Dilophosaurus outlines these pools and any envenomed animal nearby, so pools can mark territory.
- Dilophosaurus venom bites have their own venom amount again, so how much venom a bite adds can be balanced separately from the damage venom deals.
- Tall dinosaurs can pick coconuts, bananas and papayas straight off the tree with G when their mouth can reach the fruit.
- Asset dinosaurs can now pick up ore rocks, including the crystal ores left by volcanic rocks, with G and carry them as an ore chunk. A survivor collects the chunk for all the ore the rock had left.
- Hits on a dinosaur's head, jaw, neck, throat or eyes deal 50% more damage.
- Rotting carcasses are less filling: a decaying carcass gives 80% of the usual food and 40% of the water, and a rotten one 60% and 30%.
- Dinosaurs that can eat bones, including any with Marrow Crushing, can now eat the bone piles scattered around the map. An eaten pile disappears and grows back like a gathered one.
- A T. rex holding prey in its jaws with right mouse can now press left mouse to chomp, killing anything up to 1,000 kg outright instead of slamming it.
- Ambush no longer counts your own offspring as prey.
- Dinosaurs held in a large dinosaur's jaws can now bite back and use their calls.
- A dinosaur killed while held in another dinosaur's jaws now stays in its mouth instead of being dropped.
- Survivors who are fully devoured sometimes leave scraps of meat behind for scavengers.
- Semi-aquatic dinosaurs have a slightly larger basic attack while lunging in or out of water, so prey at the waterline is easier to snag.
- Semi-aquatic dinosaurs now see in full colour with night vision once both their head and their view are underwater, so shaded rivers no longer turn pitch black.
- Walking onto a scent mark while smelling now starts tracking it straight away, without letting go and sniffing again.
- A charging Pachycephalosaurus can now roll over Golf Carts and Staff Jeeps as well as ATVs. Heavier vehicles are still left to Carnotaurus.
- Fixed survivors you devour with Carry Chewed Prey on not staying in your mouth, and falling out when their player respawned.
- Fixed prey chomped by a Tyrannosaurus falling out of its mouth; small dinosaurs are now kept in the jaws, and survivors too with Carry Chewed Prey on.
Fishing
- Suchomimus can now hold up to three small fish in its jaws at once.
- Fish no longer vanish when you leave the water; they stay in place until someone comes back.
- Fixed caught fish that could not be swallowed, and dropped objects that sometimes stayed floating in the air.
- Caught fish can be swallowed while swimming at the surface.
- Large caught fish are now held across the front of the jaws instead of clipping inside the dinosaur's head.
- Coelophysis now gets about 12% of its hunger from each caught fish it carries and eats, up from about 3.5%.
- The dry season now leaves rivers and lakes nearly empty: only a few small fish remain, enough for the smallest fishing dinosaurs, and Mawsonia does not appear at all. Fish already in the water thin out when the dry season starts and refill when it ends.
- Hunting fish such as Mawsonia now eat what they kill a few seconds later, instead of leaving whole bodies floating in the water. A body a player has picked up or started eating is left alone.
- Swallowing a fish or a carried meal whole now gives the same food as eating it bite by bite.
- Fixed fish bitten and swallowed straight from the water giving no food.
- If swallowing a meal whole would fill you past 110%, you are told you are too full and keep holding it instead of wasting it.
- Fixed caught fish changing size in the jaws, larger fish like Mawsonia being impossible to pick up, and small fish sitting inside the snout instead of between the jaws.
- Fixed the Suchomimus being unable to hold more than one fish; hold Graze over another fish to carry up to 3.
Growth
- The dinosaur selection screen has a Preview Calls and Moves button that plays the species' calls, emotes, attacks and moves on the preview model.
- Dodos can now pick up nest sticks.
- Two new history traits for long lives: Proven after 10 hours alive and Ancient after 24 hours, each only once the asset also has 4 other earned traits such as Battle Scarred or Survivor. Only the highest age trait shows.
- Nests now hatch hatchlings: a new growth stage half the size of a juvenile that grows into one.
- Growing dinosaurs' walking, running and swimming speeds now rise smoothly as they grow instead of jumping at each new stage.
- Young dinosaurs take less fall damage: hatchlings about a third, juveniles half and adolescents about 80% of what an adult takes.
- Young growth stages that still use adult calls and animations now play them faster and higher pitched, 15% per stage, until they get their own.
- Growing dinosaurs' tail, neck and spine bends no longer snap straight after each growth step.
- Hatchlings now take after one of their parents' skins, including investor, developer and personal skins, instead of always hatching in the default skin, and keep it as they grow.
- Hatchlings, juveniles and adolescents can join a pack beyond its size limit, so solitary dinosaurs like the Ceratosaurus can keep their young with them. A young dinosaur that grows past adolescent leaves a pack that is already full.
- Dinosaurs now grow smoothly from their stage's size to just under the next stage's size, the same way for every species, so growing into the next stage is always a small step.
- Shaky Calf Syndrome can now only appear when you start a life as a hatchling or juvenile.
- Scelidosaurus now always dig large burrows.
- Fixed growing dinosaurs' necks shrinking back toward their spawn size as they grew; head turning now grows with the body.
- Growing dinosaurs no longer rebuild their ragdoll joints on every growth step, which cuts server work and network data while growing.
- Species caps now count adults only. Juveniles, Adolescents and Sub-Adults never take a slot and can always be played, including babies hatched from a nest.
- Growing up is never limited by the species cap: a Sub-Adult always becomes an adult, even when every adult slot is taken.
- The growth preview in the spawn menu now shows how long the selected stage takes to grow and how long it takes to grow from Juvenile to Adult.
- Parasaurolophus can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model, and males and females grow into different Sub-Adults.
- The adult female Parasaurolophus has a new model.
- Blue, Cyan and Purple Parasaurolophus colourings now have their own art at every stage, and every other Parasaurolophus colouring and mutation works at every stage too.
- Fixed Blue, Cyan and Purple Parasaurolophus showing another colouring's art as juveniles and adult females, so each colouring now matches from hatchling to adult.
- Female Sub-Adult Parasaurolophus now have their own art in Blue, Cyan and Purple instead of the male's.
- Parasaurolophus broadcast calls now sound deep and clean instead of warbly.
- Amargasaurus can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model. Sub-Adults grow into males or females.
- The adult female Amargasaurus has a new model with smaller neck spines.
- Every Amargasaurus colouring and mutation works at every stage.
- Light Brown, Default Brown and Reddish Brown Amargasaurus now have their own art as Juveniles, Adolescents and Sub-Adults.
- Suchomimus can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model.
- Male Suchomimus have a new, bulkier adult model and are slightly larger. Females keep the previous adult model.
- Every Suchomimus colouring and mutation works at every stage.
- One Suchomimus colouring no longer has a small untextured patch on its body.
- Allosaurus can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model.
- Every Allosaurus colouring and mutation works at every stage.
- Several Allosaurus colourings no longer have untextured claws, back plates or body parts.
- Diabloceratops can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model. Sub-Adults grow into males or females.
- Male Diabloceratops now have their own adult model, slightly larger than the female, and no longer float above the ground.
- Every Diabloceratops colouring and mutation works at every stage. The albino colouring no longer has an untextured mouth.
- Echoraptor can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model. Young Echoraptors pounce and latch for less.
- The adult Echoraptor has a new model.
- Every Echoraptor colouring works at every stage. Albino and Melanistic Echoraptors no longer have untextured claws.
- Echoraptor has a new striped Tiger colouring, available at every stage.
- Scelidosaurus can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model.
- Every Scelidosaurus colouring and mutation works at every stage.
- Iguanodon can now be played from birth: Juvenile, Adolescent and Sub-Adult stages, each with its own model. Young Iguanodons slam and hit for less.
- Every Iguanodon colouring and mutation works at every stage.
- Pachycephalosaurus can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. Sub-Adults grow into males or females, and young ones headbutt and charge for less.
- Female Pachycephalosaurus now have their own adult model, slightly smaller than the male.
- Every Pachycephalosaurus colouring and mutation works at every stage.
- Stegosaurus now grow up through every stage: Juvenile, Adolescent and Sub-Adult each have a new model, and Sub-Adults grow into males or females.
- Female Stegosaurus now have their own adult model with rounded back plates, slightly larger than the male, and a Female colouring of their own.
- Every Stegosaurus colouring and mutation works at every stage. The albino colouring no longer has an untextured head.
- Fixed Oviraptor not growing at all. It now grows through every stage and gets bigger as it goes, and males end the Sub-Adult stage slightly larger than females.
- Acrocanthosaurus now grows through every stage and gets bigger as it goes.
- Juvenile Oviraptors can no longer pounce on and pin survivors.
- Carnotaurus can now grow: it has Juvenile, Adolescent and Sub-Adult stages, a female adult, and three sub-species of adult male. Young Carnotaurus have lighter footsteps to match their size.
- Fixed dinosaur attacks used again before the last swing's animation finished playing no attack sound, which silenced every other Carnotaurus bite.
- Oviraptor males can now build nests as well as females.
- Dryosaurus can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. The adult has a new, larger model.
- Protoceratops can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. Young Protoceratops headbutt and charge for less.
- Allosaurus adults now come in three sub-species, Fragilis, Jimmadseni and Anax, each with its own model. Hatchling, Juvenile, Adolescent and Sub-Adult Allosaurus have new models, and every skin fits every stage and sub-species.
- Allosaurus has new Tiger and second female skins with their own art at every growth stage, and a new Green skin.
- Ceratosaurus can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. Sub-Adults grow into males or females, and young ones bite, tail whip and thrash for less.
- Ceratosaurus adults have new models and now come in three sub-species, Nasicornis, Magnicornis and Dentisulcatus. Females have their own adult model.
- Young Ceratosaurus and Ankylosaurus eyes now line up with their eye textures, so the iris and pupil show properly.
- Every Ceratosaurus colouring and mutation works at every stage.
- Juvenile and Hatchling Allosaurus have a new, properly rigged model, slightly smaller than before, so they animate cleanly at every stage.
- Cryolophosaurus can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. Young ones bite and spit for less.
- The adult Cryolophosaurus has a new model with separate toes.
- Every Cryolophosaurus colouring and mutation works at every stage.
- Ankylosaurus can now be played from birth: Hatchling, Juvenile, Adolescent and Sub-Adult stages, each with its own model. Young ones club and tail slam for less, only Sub-Adults and adults trample, and young tail slams no longer blow up light vehicles.
- Every Ankylosaurus colouring and mutation works at every stage.
- Young dinosaurs now call much more quietly: a hatchling is at a fifth of an adult's volume, rising as it grows.
- Hatchling, juvenile and adolescent Cryolophosaurus can no longer spit.
- Nests can now be repaired: drop wood or leaves on your damaged nest to restore it.
- A dinosaur can no longer damage the nest it hatched in.
- Hatchlings and Juveniles can no longer damage nests.
- A nest is now abandoned when the dinosaur that built it dies, its save is deleted or it is replaced by hatching, so it stops showing on your map and taking egg requests. Its eggs stay for others.
- The map now only shows your nest while you play that nest's species.
- The nest you hatched in now shows on your map while you are within 600 studs of it, so you can find your way back for food.
- Nest food and water now feed only hatchlings and juveniles.
- Fresh eggs now show as Eggs instead of Food when sniffing, and you can no longer eat your own nest's fresh eggs. Eggs that go cold spoil into food for a few minutes.
- The family view on K now shows grandparents, parents, siblings, your partner, children and grandchildren.
- A new FAMILY button on the dinosaur selection screen opens a full family tree going back four generations, with couples, siblings and descendants laid out by generation. Descendants are recorded while you are on the same server as them.
- Iguanodon and Carnotaurus growth stages have improved weight painting, so their bodies bend more cleanly when animated.
- Carnotaurus sub-species are now named Sastrei (the default), Bonasus and Cornuta.
- Suchomimus now has three sub-species: Walkeri (the current look), Tenerensis and Irritator, each with its own adult male and female.
- Dimorphodon can now be grown from hatchling to adult, with its own juvenile, adolescent and sub-adult models.
- Added three new female Suchomimus skins: Brown, Green and Yellow.
- Added two new female Stegosaurus skins: Pink and Brown.
- Fixed the Suchomimus Sub-Adult floating above the ground and jumping in size when it reaches and leaves that stage.
- Fixed missing textures on the head and neck feathers of young Oviraptors in every skin.
- Fixed nest notifications showing up in the main menu and while playing a survivor or another dinosaur.
- Fixed egg requests reaching parents who had died or gone back to the menu, and parents being able to accept them from the menu. Requests now only go to parents who are at their nest as that dinosaur.
- Fixed the nest menu closing as soon as a baby invite, abandon or destroy confirmation opened, which made baby invites impossible to send.
- Fixed flying dinosaurs like the Dimorphodon building oversized nests.
- Fixed the male sub-adult Parasaurolophus model.
Burrows
- Scelidosaurus can now dig, build and live in burrows, the same as Protoceratops.
- Scelidosaurus burrows are now twice as big, so adults fit through the tunnels and can turn around inside.
- Fixed young dinosaurs sinking into the ground after leaving a burrow.
- Fixed a gap where the entrance tunnel meets the main chamber in Scelidosaurus burrows, which players could fall through.
- Digging near anything resting in a burrow is now refused wherever the dig would take away the ground under it, so decorations, mushrooms, dropped items, corpses and nests no longer end up floating. Flattening is checked at the height it actually flattens.
- Nests built inside a burrow now sit on the floor instead of the roof.
- A nest inside a burrow is destroyed when the burrow collapses, and loses health while the burrow's flood water reaches it.
- Fixed the camera freezing while placing burrow decorations until you placed or cancelled.
Mutations
- The Deaf mutation now gives 25% stronger night vision.
- The Deaf mutation now silences rain, wind, thunder, wildlife and background sounds.
- Engorged Saliva Glands now lets a Dilophosaurus keep its spit as it grows, and the spit hits harder at each later stage.
- Engorged Saliva Glands no longer hurts a dinosaur that has no way to spit.
- An adult Dilophosaurus can no longer roll Engorged Saliva Glands.
- Fixed carnivores with the Fungivore mutation being unable to swallow small prey whole or devour humans.
- Bones are now only eaten by dinosaurs with the Marrow Crushing mutation. The Cryolophosaurus, which eats everything, still eats them, and can no longer roll Marrow Crushing.
- A crashed helicopter now leaves three pieces of scrap. Very large dinosaurs and bigger can pick them up, the same way large dinosaurs carry car scrap.
- Fixed baby and juvenile Ceratosaurus using large footstep sounds and dust.
- The Cryolophosaurus can now keep eating past full without getting sick.
- Gaining a diet mutation such as Fungivore or Marrow Crushing now changes what your dinosaur can smell as food straight away.
- The standard electric pen fences now zap dinosaurs, including assets, without ragdolling them. Humans are still knocked down.
- Fixed a Utahraptor pouncing a larger dinosaur from the front ending up half inside its body.
- The dinosaur selection preview zooms out far enough to show large dinosaurs such as the Amargasaurus.
- Pressing a preview again on the dinosaur selection screen now stops it, and picking another preview stops the first instead of mixing the two.
- Fixed the adult Utahraptor preview playing baby calls.
- Dinosaurs now get at most one mutation at birth, counting inherited and nest bonus mutations, and at most one more each time they grow a stage.
- Hatchlings now always hatch in the default colouring with no tint. Only a parent's skin mutation, such as Xanthochromism, can still be passed on.
- Fixed Sunlight Allergy letting a dinosaur heal passively while in direct sunlight.
- Fixed swimming at the surface counting as shade for Sunlight Allergy. Only diving deep under water gives shade now.
- The Emperor Compsognathus skin now comes with its own mutation: 1.5 times the size and 25% stronger in everything.
Fixes
- Fixed the Ceratosaurus Sub-Adult floating above the ground and young Dilophosaurus standing slightly sunk into or above it.
- Fixed a dinosaur player sometimes showing up as a blank default character instead of their dinosaur after being respawned.
- Fixed a killing blow from an attack that knocks dinosaurs flying leaving the body where it fell. The body is now thrown like a living dinosaur would be.
- Fixed a small dinosaur being devoured hanging lengthwise out of the mouth. It is now held across the jaws, the same way a carried body is.
- Fixed the stamina bar's ambush-ready colour stopping short of the slanted end of the bar.
- You can now type in chat while your dinosaur is asleep.
- Swimming dinosaurs floating at the surface no longer hear muffled underwater sound when their head dips.
- Dying as a public access dinosaur, such as Compsognathus, no longer marks a New Life zone on your map.
- Dinosaurs uncover twice as much of the map as they move. Each new life starts with its home biomes uncovered, and nomadic dinosaurs see the whole map.
- The dinosaur camera with View Bobbing on no longer makes your dinosaur jitter while moving, at any framerate. It now follows your dinosaur exactly and only smooths the head bob.
- Controlled Dinosaur Actors now pick the exact growth they spawn at with the growth slider on the spawn screen, down to the percent of a stage, and their growth stays frozen there. Scroll over the slider to move it 1% at a time. The Spawn As buttons are hidden for them, and personal assets are no longer limited to Juvenile.
- Controlled Dinosaur Actors now understand everything humans say in chat.
- Fixed Controlled Dinosaur Actor sounds, footsteps, drinking and other actions sometimes not working when no wild Utahraptor or Oviraptor was nearby.
- Dinosaurs can move sooner after getting back up from a knockdown. Larger dinosaurs such as Allosaurus and Tyrannosaurus Rex no longer stand frozen for up to a second and a half after they are already upright.
- Fixed the Gearing tool not working on Controlled Dinosaur Actor Utahraptors and adult female Oviraptors.
- Fixed dinosaurs being unable to drink from water bowls unless their head dipped almost into the water.
- Potential fix for a survivor riding a dinosaur not getting their stamina back, and being able to sprint or jog while seated.
- Peeking while asleep now stays in first person until your eyes fully close, so tapping K no longer shows your dinosaur from outside.
- Blur and haze mutations now show on lower graphics settings.
- Dinosaur emotes now cancel the emote already playing instead of overlapping with it.
- Permanent scars from ordinary fights now stay on a saved dinosaur between sessions, not only the scars from long fights.
- Potential fix for small dinosaurs such as Compsognathus sinking through the ground after pouncing on a survivor.
- Handler-controlled dinosaurs now spawn without their gear as intended; handlers put it on with the Gearing tool.
- Only adult dinosaurs can be ridden.
- Dinosaurs keep eating when a bush or carcass runs out if there is more of the same food within reach.
- Clearing a Compsognathus or Dodo save no longer starts or adds to the save-clearing cooldown, and they can be cleared while it is running.
- Clearing a dinosaur's save now only puts that species on cooldown. Other saves can still be cleared.
- Torvosaurus is now listed as Torvosaurus gurneyi.
- Species descriptions on the selection screen now use the overviews from the Dinosaur Actors roleplay guide, fixing several that were wrong, such as Cryolophosaurus being called a man-eater and Scelidosaurus showing the Gallimimus text.
- Updated the adolescent Deinosuchus resting and sleeping animations and the juvenile Utahraptor aggressive call animation.
- Triceratops no longer leans so far into turns while sprinting or charging.
- Ceratosaurus can now tail whip while carrying something in its mouth.
- Dimorphodon can now steal almost any weapon or tool out of a survivor's hands, including department weapons. Personal weapons, keycards, radios and locked items still cannot be taken.
- Items a Dimorphodon steals, from a survivor or out of a bag or crate, now show as the real item in its mouth and land as that item when dropped, instead of a cloth bundle and a sack.
- Cryolophosaurus spit tints the screen of whoever it hits lime green until they get into water or about 45 seconds pass.
- Large and bigger dinosaurs can tear scrap off burnt vehicle wrecks and carry it to their nest, where it counts as nest wood and stays as decoration. Up to 4 pieces per nest; the nest shows how much it holds, and loose scrap shows up when sniffing.
- Cryolophosaurus can now eat small department structures: metal barriers, barrels, cones, pallets, generators, floodlights, Reserve Comm-Links, sensor mines, sentry guns, flamethrower turrets, barbed wire and security cameras.
- Dinosaurs now slide off other dinosaurs instead of getting stuck standing on their backs.
- Honey from broken beehives can now only be eaten by dinosaurs that eat insects.
- Fixed an exploit which let dinosaurs gain hunger from food outside their diet.
- Spit attacks now use their own attack speed for their cooldown. Juvenile Dilophosaurus spits every 4 seconds.
- Picking up another material while carrying one now needs G held for half a second. A tap drops what is carried.
- Compsognathus and Dodo no longer see where they last died on the map.
- Nets now show on every growth stage, and fit correctly on the new adult models.
- Fixed dinosaurs showing in the wrong place to other players after being knocked down, grabbed or killed, then snapping back or dying where the attacker saw them.
- Fixed not being able to swim up with E while holding a fish or a body in your mouth underwater. At the surface, E still eats or swallows what you are holding.
- Potential fix for a dinosaur that survives a fire staying charred and getting darker over time instead of the char fading away.
- Fixed the Suchomimus claw swipe hitting with the opposite arm to the one swinging.
- Eggs carried in the mouth are now held at the front of the jaws instead of clipping through the head.
- While climbing a wall, looking down and moving forward now climbs down, and looking up climbs up.
- Compsognathus can no longer eat eggs or dodos.
- Fixed donating food and water to a nest not working.
- Fixed an exploit which let dinosaur bites land on players and creatures out of reach, or on a body part the target did not have.
- Fixed Cryolophosaurus spit flying the wrong way or splashing on itself when aimed from a tree or with the camera pressed against a trunk or leaves.
- Fixed sleeping no longer fading your screen to black.
- Fixed cancelling a call ending your broadcast early. Only cancelling the broadcast itself ends it now.
- Fixed big carnivores tearing a whole corpse off in one bite. A bite now takes at most a fifth of a corpse, so every corpse gives several chunks of meat.
- Fixed young Stegosaurus being unable to use their tail attack.
- Fixed a T. rex being unable to finish off small armoured dinosaurs held in its jaws, which left them stuck being grabbed again and again.
- Fixed Dryosaurus being unable to pick up sticks. Sub-adults and adults can now carry them for nests.
- Fixed claw swipes staining only one arm with blood.
- Fixed your mouth closing when you emote while carrying something.
- Fixed hatchlings sometimes spawning with a restricted skin. Restricted skins now go back to the default for anyone not allowed to use them.
- Fixed babies hatched from an abandoned nest getting no nesting bonus near it.
- Fixed dinosaurs on the Incubate Genome screen no longer looking at the camera after an emote.
- Dinosaurs can no longer take or deal damage to players for 5 seconds after spawning.
- Logging back in no longer puts you right next to survivor buildings, survivors or other dinosaurs, or on top of a roof you logged out under: you are moved to a clear spot nearby. Spawn points also avoid other players when they can.
- Previewing an emote or call on the Incubate Genome screen now stops any idle emote already playing instead of mixing with it.
- The History tab now shows whether your dinosaur hatched in a nest and whose, how many nests it has built, and how many it has nested in with others.
- Hatchling and juvenile Cryolophosaurus can no longer climb.
- The Iguanodon slam now draws blood when it hits someone.
- The Ceratosaurus tail slam, Carnotaurus head rub and Pachycephalosaurus foot scrape and tail slam emotes now kick up dust with an impact sound, the Pachycephalosaurus foot scrape and tail slam play their emote sounds, and the Carnotaurus foot scrape dust now follows the foot.
- Solitary dinosaurs can now have a mate of the opposite sex in their pack, so they can nest together.
- Switching to a different dinosaur now removes the nest and eggs you made with your previous one. A nest you share with a partner stays with them.
- Fixed your dinosaur's saved skin colour and brightness being reset when you spawned without touching the colour sliders.
- Baby dinosaurs' emote sounds and breathing are now quieter, scaled to their size like their calls.
- Killing a fish by attacking it restores hunger again.
- The Coelophysis tail flash now costs stamina when it fires, as it was meant to.
- Bodies and carried items that sink underwater can be picked up or dragged again while swimming above them.
- Dinosaurs with their own walking-backwards animation, such as the Utahraptor, now play it when backing up instead of their walk in reverse.
- Fixed Parasaurolophus failing to spawn and breaking the game.
- Fixed dead dinosaurs losing their tongue and teeth, most visibly on Allosaurus.
- Young Ankylosaurus now have footsteps that match their size, including during emotes.
- Fixed the albino Dimorphodon skin leaving the claws on one side untextured.
- Water drips, blood and acid drips on dinosaurs now stay attached to the body when sitting, crouching, resting or sleeping instead of floating at standing height.
- Fixed some dinosaur skins showing as plain white and green.
- Fixed baby Scelidosaurus and other hatchlings spawning with fresh scars.
- Slam and stomp abilities (Ankylosaurus, Ceratosaurus, Acrocanthosaurus, Amargasaurus, Brachiosaurus, Iguanodon and Tyrannosaurus) no longer dig craters or raise mounds of terrain where they land.
- Fixed the Ankylosaurus tail slam playing a water splash on dry ground that earlier slams had churned into mud.
- Fixed hatchlings and small dinosaurs kicking up full-size leaf and wood effects when hitting trees and logs; the effect now matches the size of the animal.
- Juvenile and hatchling Amargasaurus can no longer stomp; the stomp now unlocks at adolescent.
- Fixed Deinosuchus playing its bite with no damage while holding prey from its lunge. The bite is now blocked while holding; the thrash still hurts.
- Trot, Sprint and the other move previews on the dinosaur selection screen now keep playing until you press the button again.
- Fixed the mouse staying free after spawning in as a dinosaur instead of locking straight away.
- Fixed eyes popping out of some dinosaurs' heads when they ragdoll or die.
Vehicles
Mobile & Controller
- Ground vehicles and boats can now be driven on controller with the triggers and left stick, and on mobile with the on-screen thumbstick.
- Mobile drivers now have BRAKE, HORN, LIGHTS, CAM, ENGINE and EXIT buttons, plus JUMP on the dirt bike.
- Controller drivers now have the engine on D-pad Up, lights on D-pad Down, horn on X, camera on R3 and handbrake on A.
- Vehicle seats can now be left with Y on controller or an EXIT button on mobile.
- Helicopters can now be flown on controller and mobile: the collective is on the triggers or the UP and DOWN buttons, steering follows the camera and rarer controls sit in a radial.
- The vehicle depot terminal is larger on phones, its preview pinch-zooms, and its loadout, mark and service options are reachable on controller.
- Helicopter door guns now fire with RT, arm with Y and reload the belt with X on controller, with FIRE, ARM and BELT buttons on mobile, and aim at the screen centre on both.
Driving
- Fixed brake lights staying lit on parked vehicles and after the engine is turned off.
- The vehicle depot has been redesigned as a terminal: the vehicle list, a large preview, the loadout and Request are all on one screen, with every loadout option shown at once instead of in dropdowns.
- Loadout changes in the depot save as you pick them, and requesting a vehicle always uses the loadout shown.
- The depot shows how many of each vehicle are left in stock, and your deployed vehicle shows its hull health.
- Recalling a vehicle and entering the driver's seat after a request now use the standard confirmation box.
- A faint outline of the selected vehicle appears at the bay it will spawn in.
- Department players can no longer take over an abandoned vehicle unless its last owner was a Survivor.
- When a vehicle is out of stock, the depot shows when more are due on the supply ship and you can send a resupply request to Engineering & Logistics.
- Vehicles you do not have the rank for are listed in the depot with the rank they need.
- The vehicle you last requested is listed first in the depot.
- Your deployed vehicle shows its hull and fuel, and can be marked so you can find it. Park it back in a bay to repair and refuel it, once every 5 minutes, with fuel taken from the shared fuel supply.
- Vehicles with several loadout options have three presets in the depot: save the current loadout to one, then pick it to apply it.
- Squadmates standing near a vehicle you request are offered a seat in it.
- The depot works with the keyboard and gamepad: up and down to pick a vehicle, Enter or A to request, Q and E or the bumpers to change tabs.
- Engineering & Logistics can scrap a burnt-out vehicle wreck by hitting it 6 times with the Wrench.
- Burnt-out vehicle wrecks can be winched. The winch hook attaches to the front or back of the wreck.
- Drivers can now hold and use the PDA.
- The MAVC gun now allows for bullet drop, so rounds land on the reticle whether you aim at the sky, the ground or an object, instead of a straight line from the barrel that drifted further off at long range.
- The cargo truck's and fuel truck's driving cameras sit further back, so the container no longer fills the screen.
- The Dune Buggy's engine is 25% quieter.
- Fixed vehicle windows, including the Engineering & Logistics truck windscreen, often not breaking when shot.
- Potential fix for spear stabs from inside a MAVC, jeep or other vehicle not hitting anything, and stabs at someone sitting in a vehicle missing when part of them was behind the door.
- Drivers of cars, jeeps, trucks and other four-wheeled vehicles now sit upright and steer with their arms instead of leaning into turns. ATV and Dirtbike riders still lean.
- The whistle is now turned off while manning a mounted gun, so V arms and safes the gun instead of doing nothing.
- Mounted guns on vehicles and helicopters, and placed turrets, no longer bounce off thick dinosaur hide. Hide tougher than the round now reduces its damage instead.
- A mounted gun's heat no longer resets when you leave the gun and get back on. It keeps cooling while nobody is on it.
- The MAVC gun shield now stops bullets and projectiles.
- Engineering & Logistics are no longer warned that fuel trucks are running low or have run out, since fuel trucks cannot be ordered.
- Winch hooks now attach to trees, rocks and other fixed objects: hold the hook and click the object. Reeling in then pulls your own vehicle toward it, so you can winch yourself out of a ditch.
- Fixed a vehicle refusing to move after a dinosaur sat in it until the driver got out and back in.
- Getting out of a boat now puts you on its deck instead of in the water.
- Ground vehicles now have cruise control. Press X (D-pad left on controller, CRUISE on mobile) while moving to hold your current speed. Holding forward speeds up and holds the new speed when you let go, holding brake lowers the held speed, and X, the handbrake or braking it down to a crawl turns it off.
- Depot ground vehicles and boats now have a storage trunk that any Callisto Innovations personnel can open from a prompt at the back. Bigger vehicles hold more. Recalling the vehicle saves what is inside, and it comes back the next time you request the same vehicle. Everything inside is lost if the vehicle is destroyed.
- The URAL can now be customized with its cover on, off, or off with the frame removed too, for a clear view on safaris.
- Fixed pieces of destroyed vehicles sometimes hanging in the air instead of landing on the ground, including after the wreck is carried away or disappears.
- Vehicles owned by Sentinels no longer show the owner's name.
Helicopters
- Helicopters can sling burnt-out vehicle wrecks, with the same lift limits as the vehicle had.
- Door gunners can now draw the radio with the radio key once it is rebound away from R. R still reloads.
- Fixed the AH-6 and MH-6 FLIR operator being unable to put on night vision goggles while the FLIR camera is off.
- Helicopter nose plates show the pilot's callsign again. Staff now assign callsigns, and each one can only belong to one pilot; pilots without one keep the phonetic callsign.
- The Chinook can now sling the Engineering & Logistics Truck and Fuel Truck.
- Fixed Blackhawks catching fire and burning out shortly after spawning.
- The Wrench now puts out a burning helicopter first: a few hits beat the fire down, then the repair carries on, so a crashed Chinook can be repaired to full instead of burning down faster than it is fixed.
- Door gunners and vehicle turret gunners can now use their radio. R still reloads the gun.
- Helicopter and vehicle sounds now follow the sound effects volume slider.
- The Chinook's side guns now sound the same to everyone nearby as they do to the gunner.
- Standing near a helicopter with its rotors running kicks up dust across your screen again, with a rushing wind sound. Both grow stronger the closer you are and the faster the rotors spin, and the wind follows the sound effects volume slider.
- Air Operations rank 6 and above can use setcallsign and removecallsign again.
- The FLIR operator seat on the AH-6 and MH-6 is now labelled Co-Pilot Seat instead of Pilot Seat.
- The CH-47's mounted .50 cal crosshair now sits where the rounds will land, including their drop, the same as the MAVC's.
- Fixed the Chinook losing its left and right control, and becoming hard to fly, while carrying a URAL, Mobile Lab, Truck, Fuel Truck or T-MVAC.
World
Mobile & Controller
- Keypads now work on controller: the D-pad picks a key, A presses, X clears, Y confirms and B steps away.
- Photo mode now has an Exit button, and Hide UI can always be undone on mobile.
- Stacked interaction prompts now show the right controller button and no longer trigger the whistle, helmet light, fire mode, rest or graze while cycling.
- Prompts that differ only by keyboard key no longer clash on the same controller button.
- Camera terminals now work on controller and mobile, including panning, zooming, switching cameras, spotting and leaving.
- Squad orders now have Squad, Place, Cancel and Go buttons on mobile, and controller support once the squad card is open.
- The food bucket wheel and the ceremonial horn now work on mobile.
- Faction member names now show for the player at the screen centre on mobile and controller, with a Names button on mobile.
Geothermal Plant & Volcano
- New geothermal plant above the volcano's magma chamber, powering the whole island. Four cooling fans with 10000 health each hold its heat down; as fans are lost the heat climbs through Warning and Critical.
- If the plant reaches critical heat the volcano starts an evacuation countdown and erupts: a blast throws everything near the vent, rocks fall across the whole island and start fires, trees come down, earthquakes shake the ground and the island blacks out until the plant is restarted.
- The cave around the plant and the front of the plant's heat vents are hot enough to burn: your body heats up while you stay there, and you catch fire if you stay too long.
- The plant's control console shows each fan's health and share of the cooling, a 10 minute temperature graph, how fast the loop is heating or cooling and how long until it goes critical, island power and a log of recent plant events. E or Escape closes it and F uses its buttons.
- Survivors can sabotage the plant: with a keycard, beat a two-stage pressure override on the console, then two survivors throw the plant's two breakers at the same time to push the fans into a damaging overdrive. Engineering & Logistics can switch the overdrive off from the console.
- The plant can only be sabotaged or melt down while at least 2 Engineering & Logistics and 10 Island Rangers are on, and not for 3 hours after the volcano has erupted. A meltdown that is called off does not start the 3 hours.
- Island Rangers and Engineering & Logistics get an alert when the console is tampered with, the breakers are armed, the plant is sabotaged, a fan goes offline or the plant overheats.
- After an eruption, Engineering & Logistics restart the plant with a three-step checklist on the console: vent the pressure, prime the pumps on the gauge, then spin up the fans, which power back on one by one.
- Engineering & Logistics can take the plant offline for planned maintenance, which blacks out the island and locks out sabotage until they restart it.
- Island lights brown out as the plant overheats: they dim and flicker in Warning, dim further with lamps cutting out in Critical, and go dark in a blackout. Terminal screens dim with them, and lights on your own generators are not affected.
- Powered structures built within range of any part of the plant run on its power without a generator while it is running.
- Security cameras, doors, gates, elevators, keycard readers, fingerprint scanners and push buttons can be connected to a generator by cable to keep working in a blackout. A cable to a door also powers the readers and buttons built into it.
- The eruption blast and falling rocks knock you over half the time and earthquakes less often. Flying dinosaurs in the air are not knocked down by them.
- You cannot return to the menu once an eruption has been announced, until it is over.
Trees & Plants
- Trees felled by Engineering & Logistics with a Modern Axe are cleared for good and do not grow back until the server restarts.
- Trees, gather nodes and food plants no longer grow back inside a tribal banner's claim. They return once the banner is gone.
- Fixed forest fires burning forever. Fire now spreads only a few trees from where it started and then burns out.
- Fixed cutting up a burning tree leaving its fire, smoke and crackling floating where the tree used to be.
- Trees blown down by hurricanes, burnt through by forest fires knocked over by the volcano or felled by explosions now crush whoever is under them as they land. Survivors are knocked down and badly hurt by a big tree; dinosaurs take a share of their health that grows with the tree's height. Trees felled by players, dinosaurs, vehicles or explosions do not crush.
- Burning trees can now burn through and fall a few seconds after their fire goes out.
- A new Disable Auto-Harvest setting under Tools keybinds stops felled trees and broken ore going into your inventory, for clearing trees without filling your bag. It is off by default.
- Fixed trees growing back much larger than they were, sometimes many times their size, after being chopped down or reset.
- Fixed the large tree platforms staying in the air when their tree was cut down. They now come down with the tree and come back when it regrows.
- Falling trees now hurt anyone caught underneath, after a short grace period so the person cutting it and anyone in its path can get clear. Bigger trees hit harder, and heavier animals take less damage.
- Trees now take 25 to 50 minutes to grow back instead of a few minutes, and trees cut inside human sectors no longer grow back.
- Fixed trees sometimes growing back floating in the air.
- Fuel cans can now refuel chainsaws: open the chainsaw's or the can's item menu and choose Refuel. You can also pour a can into a chainsaw another player is holding.
Water
- Humans and dinosaurs that cannot dive now see almost nothing under water, and cannot see into it from above. Semi-aquatic dinosaurs still see clearly.
- Dinosaurs can no longer drink sea water unless a mutation allows it. Everything outside the island's coastline counts as ocean.
- A notification now tells everyone on the server when the season changes.
- Nights are 15% darker while it rains, on top of the moon phase.
- The map's weather outlook now shows weather that staff have set, such as a hurricane, instead of saying no rain is expected.
- Rivers and lakes hold far fewer fish: each spot now has one small school instead of dozens of fish piled on top of each other.
- Fish schools of different species no longer clump together into one giant group, and Devonian and Mawsonia now roam their water instead of circling one spot.
- Fixed fish crawling over land from one river to another, mostly in the swamps and around coastal islands. Fish now only swim where there is real water.
NPCs
- NPC soldiers and survivors can jump over obstacles and swim again instead of standing frozen in water.
- NPCs now keep their helmet and vest when they die.
- NPCs that streamed out of view and back in no longer lose their gear or their detection marks.
- Fixed NPCs whose animation restarted every frame when they wanted a move they had no animation for.
- Fixed the "being detected" bar staying on screen after you died.
- Fixed an NPC flamethrower's flame and sound carrying on forever if you walked away while it was firing.
- NPCs no longer hunt down or take revenge on whoever hit them long ago when they later take fall, fire or other damage. Kills are only credited to someone who hit the NPC recently.
- A move or patrol order now cancels an earlier attack order instead of the squad walking back to the old target.
- Spoken squad orders no longer mistake words like "attack" or "them" for player names.
- Squad attack orders can only target someone within 500 studs, the same as move orders, and patrol routes take up to 32 points.
- Squad units handed to a player who already has a full squad stay with their old commander instead of being lost.
- Unloading NPCs from a vehicle no longer throws out a player sitting in a seat an NPC had used, or teleports NPCs still walking to their seats.
- NPCs thrown from a vehicle can walk again, and NPCs killed while riding no longer fall through the vehicle.
- NPCs stop firing the moment they die, and only throw grenades at targets they can actually see.
- Studio-placed NPCs now always ragdoll, drop loot and can be found as bodies when they die.
- NPCs backing away from a threat now actually move away from it, and no longer stall when sent the same way twice or circle the end of their route.
- Wandering NPC patrols stay near their post instead of slowly drifting away from it.
- NPC shotguns now fire every pellet, NPC melee no longer hits through walls, and being shot by an NPC now shows the hit direction.
- Fixed NPC engineers building at a crawl after a server error, and flickering a blueprint while a player stands inside it.
- Humanoid NPCs standing in a pen no longer show up as animals on the Researcher Tablet.
- The squad card now updates unit health and orders while it is open, and a card opened by a spoken order closes itself after a few seconds.
- NPCs cost the server less: distant wildlife, gunfire hearing and the NPC position grid do far less work per second.
- NPC soldiers and survivors turn as sharply as players instead of running wide circles around where they are going.
- NPCs following or chasing someone now head for where that person is right now, not where they were half a second ago.
- NPCs slow down as they reach where they were sent instead of running past and looping back.
- NPCs pick up a new route from where they are instead of turning back for its start.
- Bodyguards keep their nearest position around the person they protect, no longer run round them when that person turns or backs up, and no longer lurch back when that person stops.
- NPCs given an order set off at once without a full route calculation for short moves, and no longer stand at the shore re-planning a route across water.
- NPCs near players move more smoothly.
- Clicking to place a squad order no longer fires the gun you are holding. Backspace now cancels an armed squad order.
- NPCs that were shot by someone they cannot see go looking for them after a few seconds instead of staying fully alerted.
- Kills by NPC concussion and fire grenades are now credited to the NPC.
- Godmode, the safe zone and being burrowed now also protect against damage with no attacker, such as bleeding and venom.
- NPCs cost less: they send far less data to players, and NPCs behind your camera are animated less often.
- NPC soldiers and survivors open doors their side is allowed through when they walk into one, and close them again after a while.
- Wounded NPCs slowly heal once they have been out of the fight for a while.
- NPC aim now depends on range, the weapon, how fast you are moving across their sights and whether they are moving themselves. They are more dangerous at range than before and miss more when you run across their line of fire.
- NPCs that lose track of you check a few spots around where they last saw you before giving up.
- NPCs can hear you sprinting nearby even when they cannot see you.
General
Mobile & Controller
- Every on-screen button and HUD element can now be moved, resized or hidden from Settings > Interface > Layout, with separate saved layouts for phones and computers.
- The layout editor works with touch, mouse and controller.
- New Touch Button Size and Touch Button Opacity settings scale and fade every on-screen button.
- A MENU button now opens and closes the menu on mobile, and tapping the open menu tab closes it.
- On-screen buttons now keep clear of screen notches and hide while menus, the main menu or photo mode are open.
- On phones the survival bars, status effects and ammo counter now sit in the top left, clear of the thumbstick.
- On mobile, notifications now show at the top centre, at most three at once, and the request alert sits on the left with larger buttons.
- The action menu now closes with B and switches tabs with LB and RB on controller, selecting the first control of each tab.
- The map now supports pinch zoom, two-finger panning, hold to mark and tap to read on mobile, plus a controller reticle with stick panning and trigger zoom.
- Structures on the map are drawn as proper map icons: halls, towers, buildings, tents, storage, workshops, power, lights, turrets, traps, helipads, barricades, stairs, banners, gates, cameras and burrows each have their own shape. Fences, walls, barbed wire, barriers and bridges are drawn as real lines with posts and towers at the joints, following how they were built. When zoomed out, a crowded base folds into one badge with a count, and hovering it lists what is inside.
- Dinosaur saves and human characters now have visible CLEAR SAVE and MANAGE buttons, also on Y with a controller.
- Settings rows, chips and sliders are larger on phones, and sliders move with the D-pad or left stick.
- The Keybinds page is hidden on touch-only devices and shows the controller layout when a controller is connected.
- Main menu screens and the death report now select their first button automatically on controller.
- The handbook can now be read with a controller: LB and RB turn pages, LT and RT change sections and B closes it.
- Staff polls have larger rows on phones and can be voted on from the controller menu radial.
- Clicking the right stick no longer snaps the camera between first and third person.
- Fixed the health, hunger, thirst and stamina bars drawing only part of their height for some players.
Items
- Hovering a resource in a crafting recipe now shows its description, the same as in the inventory.
- Every item's description now says what it does in game: weapon handling and range, armour protection and bleed cover, food and drink effects and spoil times, and what each material crafts into and where it comes from.
- Fixed the Compound Crossbow and Sledgehammer descriptions, which described them wrongly.
- The camcorder's asset file popup and its detection sound can now be turned off in Settings, Interface, for clean recordings.
- An item dropped on the ground now shows the username of the player who dropped it before its name. Items found in the world and items dropped by someone wearing a voice-masking helmet keep the plain name.
- The flashlight now reaches 120 studs instead of 60.
- Lootable containers now show (Obstructed) on their prompt when an item a player left inside is stopping them from restocking.
Audio
- Background music while exploring is now quieter. Combat and tension music are unchanged.
- Fixed all background music staying silent after spawning from the menu or finishing the survivor intro.
- Fixed combat music, or the tense alert music, starting the moment you spawn a new character or dinosaur when a fight or a danger announcement had ended while you were in the menu.
- New Gunshots volume slider under Audio, for gunfire close by including your own and turrets. Distant gunfire keeps its own slider.
- Distant gunshots have much less reverb, so they read clearly as gunfire instead of a long wash.
Saves
- Fixed a staff reset of character, inventory or dinosaur data being undone for players who were online when it ran.
- Saves are now checked before they are written, and staff are warned if a save would fail, lose data or suddenly drop most of a profile.
- If you leave the game while in combat, the next time you join you are told you combat logged and shown every item you dropped.
- Survivors who leave the game anywhere inside the Exclusion Zone now count as combat logging, whether or not they are in combat.
- Fixed survivors who left the game in the moment after dying keeping everything they carried. Leaving the game in combat loses items exactly as dying does.
- Survivors who enter the Exclusion Zone are now marked as trespassing for as long as they are inside and for 60 seconds after leaving, so they cannot return to the menu, respawn or leave the game without combat logging. Trespassing does not play combat music or show the combat status. Only survivors are marked; Callisto Innovations and department staff never are.
- Searchable loot inside the Exclusion Zone, including the crates aboard the Ironwake, can only be searched while at least 10 Island Rangers are on the server.
- Credits and department paychecks have been removed. Any credits on your save are cleared the next time you join.
- Player saves are now compressed, so they take far less space and load with less data.
Server Browser
- A server now holds a slot for each player its queue lets in, so nobody joining directly can take it first.
- Joining a server that has a queue now puts you at the back of the queue instead of letting you skip it.
- After 14 minutes without input in a queue, an I'm Still Here button appears with a sound, so players are not removed by Roblox's 20 minute idle kick.
- Fixed queued players being sent to the back of the queue when their slot was taken. They now return to their old place.
- Fixed players sent back to the server browser by a full server not seeing that they had been put in its queue.
- Fixed players being kicked with "Failed to connect to the server" while being moved to another server.
- Fixed donations failing with "something went wrong". Every donation amount can be bought again.
- Each server in the browser now shows how long it has been up, next to its status.
Staff
- QA testers can now give themselves items and spawn ground vehicles from the command console in Sandbox and Roleplay Testing.
- Staff can now resize a dinosaur for testing with the size console command; it resets on respawn.
- The server browser now shows how many staff and dinosaurs are in each server.
- The balance team can now use every console (F2) command except forcedino in Sandbox and Roleplay Testing, including giveitem.
- Testers can now give any item from the staff panel on the test servers, including the drones.
- Fixed QA testers being able to use dinosaur staff tools such as forcing a dinosaur and the dinosaur tracker in Sandbox and Roleplay Testing.
- The Tester Panel has the mutations and sub-species card again. Unique skin mutations are left out of it.
- Dinosaur test dummies no longer slide away forever when hit or pushed; they now stop within a few studs like they have grip on the ground.
- QA testers in Sandbox can now switch themselves into any DA-1 to DA-8 dinosaur from the Tester Panel.
- New ban and unban console (F2) commands. They use the same bans as the staff panel, work on offline players by username and take an optional length (Permanent or a number of hours) and a reason.
- The Tester Panel has a new asset chat setting: assets can talk to nearby humans, or to every asset on the server.
- Fixed balance panel edits to the PX-0 Netgun's net stats, such as trap and muzzle time, net health, the cut-free range and hold time and the net's flight, not taking effect until the server restarted.
- The dinosaur balance panel can set the time of day, edit attack hitbox timing, aggression and pack rings and each species' territory hex limit, and hitbox edits apply without respawning.
- Staff can now run server polls, so everyone can vote on things like a restart from a banner at the top of the screen.
- Staff have a new Track tool that draws a line to a player, highlights them and shows their name and distance.
- New setcallsign, removecallsign and clearcallsigns commands manage aircraft callsigns. They save across servers and work on offline players.
- New wipediscovery command clears asset discovery on every server, so every non-public species is undiscovered again.
- The inventory, character, dinosaur save and gun wipe commands no longer kick anyone. Players online on any server are wiped in place: guns are taken straight out of their inventory, and an inventory, character or dinosaur save wipe sends them back to the main menu.
- New attrstats command shows which player and character values send the most network traffic to other players.
- The staff dinosaur and human trackers now show each player's hunger on their name tag next to their health, so you no longer have to hover or click them to check it.
- The World Editor has a new interface: a tool rail on the left, a bar of controls for each tab, a details panel with a turning preview of the selection, and a bottom tray holding the scene lists and the asset library, all with smooth animations.
- In the World Editor, Delete now needs a second click to confirm, colour picking can be dragged, and console warnings show as a count until the console is opened.
- The World Editor can now place explosions, artillery barrages, lightning, fire, smoke, flares and supply drops, sculpt and paint terrain, and change the atmosphere with presets like fog, dust and moonlight.
- The World Editor has a Gamemode tab: timed rounds with team scores shown to every player, capture points, trigger zones that announce or act when someone walks in, and a switch to close spawning.
- The World Editor can now heal, freeze, bring, spectate, message, move between teams, give items to and kick players, and lets you take direct control of a placed unit and fire its weapon.
- The World Editor can save the whole scene as a scenario or a selection as a reusable piece, and load either back later, including on another server.
- The World Editor gained lights, signs and sound emitters, the tribal, scenery, resource and carrion libraries, a searchable scene list with hide and lock, a vehicle list, align and distribute, copy and paste, a measuring tool and a map that flies the camera where you click.
- The World Editor now works with a controller (reticle, A to select, D-pad to nudge) and on touch (a flying stick, rise and sink buttons, and tap to select or place).
- Staff can restock every supply on the server at once, or switch on unlimited supply for private server events.
- Staff tools are now split by role, so each staff rank only gets the tools it needs, and every admin command used is now recorded.
- The staff panel has a new look: a smaller dark window with outlined panels, icons on every page, a player page with every common action in one place, coloured chips for what is switched on for a player, and a status bar showing ping, your FPS, the server's FPS and the player count. Warning, kicking and banning is now one row of buttons, and the reason and length only appear once you pick one.
- The staff panel is easier to get around: a selected player's tools are split into Player, Moderation, Character and Dinosaur pages that open ready to use, every switch has a clear button, and the player list uses the full width.
- The staff panel is easier to read: panels, rows and buttons are lighter greys that stand apart, and what is selected shows in blue. The dinosaur page groups respawning and growth, and its growth slider no longer runs past the edge.
- The staff panel's logs page has one log picker instead of a row of ten buttons, filters side by side, and paging on one line. The mutation list can be searched and only shows for dinosaurs, and the sidebar and panels have more room to breathe.
- More staff panel tidying: switches that are on now light up blue, every sky and weather setting has the same heading and button layout, polls have clear question and answer boxes, the server page no longer repeats what the status bar shows, and time played reads in hours and minutes.
- Fewer clicks in the staff panel: weather, season, moon, skin, time, wind, fog and growth now apply as soon as you pick or let go of the slider, with no separate Set button. The clock lock is one lock icon that lights up while locked, wind and fog reset with a small icon, and restarting a server is one button per countdown.
- The rest of the staff panel was slimmed the same way: reload buttons are a small icon in each section's header, body actions sit on one row with one row to empty hunger, thirst or stamina, walk speed and item counts save when you let go of the slider, picking a team switches it, Inspect reads on its own, and the lore character's reset button only shows while they are playing one.
- Staff panel pages and lists now keep an even gap on both sides instead of running under their scrollbar, and the QA playtime podium and standings fill their panel.
- Removed the third-party admin system that was added for reference; the staff panel covers staff tools.
- Staff panel: a Bans page lists every active ban in one place with its reason, who banned and when it ends, with search, open and unban.
- Staff panel: a Servers page lists every running server with its place, players, uptime and region, and staff can join one from there.
- Staff panel: the Servers page can find a player by username or user id and show which server and place they are in, even on another server, with a button to join them.
- Staff panel: a new Joins and Leaves log records every player joining and leaving, how long they stayed and how old their account is.
- Staff panel: the player page shows how old their account is, highlighted for accounts under a month old.
- Staff can show a countdown banner to everyone in the server from the panel or with the countdown command.
- Server logs are now compressed, so far more fit into each day's storage and the logs page loads faster.
- The staff panel's logs page is more compact: the log picker and search share a line, filters and the time window share another, and each entry is a single line that opens on click.
- Fixed server logs failing to save once many servers were running at the same time.
- Fixed opening a log entry straight after the logs page loaded doing nothing, and the Older button skipping entries.
- Staff can now only kick or ban players ranked below them, including when acting on several players at once.
- Staff panel actions aimed at All Players now reach everyone on a full server instead of skipping players, and the panel does less work while it is closed.
- Staff panel: the player page shows every state as a button you click to switch on or off, now including flying, invisible and noclip, instead of hiding the ones that are off behind a plus button.
- Fixed the staff panel sometimes showing "no response" for parts of a page right after opening it.
- Staff can add a reason when restarting a server; it is shown in the restart announcement and to anyone still in the server when it closes.
- Fixed player reports and other log entries in the staff panel stopping loading after a while until the page was refreshed; clicking a report now opens the full report in its own window.
- The staff panel is more compact: smaller text and tighter rows, buttons and spacing, so pages need far less scrolling.
- Fixed testers being able to give themselves mutation-only and player-locked dinosaur skins from the staff panel; the skin list now only shows skins the player could pick themselves.
- Staff panel text is sharper: the window no longer renders through a layer that blurred and squashed its lettering.
- Fixed ban reasons in the staff panel's ban list showing as hidden by the filter; the real reasons show again.
- Staff panel log entries start with their place and type, like [Roleplay] [Both], and no longer show server IDs in the list.
- Staff outside the dinosaur team can no longer see which account is playing a dinosaur in casualty reports and staff action logs.
- Fixed spectating a player sometimes saying it worked while the camera never moved, mostly when they were far away.
- Fixed staff teleports sometimes dropping you through the ground before the area had loaded.
- Staff have a nightvision command that toggles a clear, full colour view with no fog for themselves.
- Staff can open the Genetics & Research Field XP panel with the fieldxp command to add or remove Field XP.
- Staff can set a player's Genetics & Research Field XP to an exact total with the setfieldxp command, with a reason that is logged.
- Staff panel: a new Training page for training sessions on one server, reset when that server closes. Staff can switch off bleeding, rank locks on locker gear and vehicle stock, and set a utility limit.
- Training page: Blue and Red sides. Players keep their own team and gear, respawn at their side's spawn, and staff set each spawn where they stand or with the sidespawn command. The side command puts players on a side.
- Training page: bring every member of a team or side to you in one click.
- Training page: equipment rules block a locker item for everyone, or let only chosen teams or sides draw it.
- Training page: spawn items are handed out on every spawn, and armour and clothing on the list are put on.
- Training page: data saving can be switched off for the rest of a server, keeping everyone's save exactly as it was at that moment.
- Training page: vehicle rank locks can be switched off, so anyone on any team can spawn every depot vehicle, livery and option on that server.
- New clearguns command removes every weapon and every item the lockers hand out, uniforms and kit included, from every player's saved inventory on every team. Players online holding any are sent to rejoin, and everyone else is cleared the next time they join. A dry run shows what it would remove first.
- New restock command refills every supply on the server, the same as the staff panel's restock button.
- Each department sub-division now has its own permanent training server in the server browser, such as Air Command or the Medical Response Unit. Only members of that group can see and join it, it starts when someone joins, and its supplies and vehicles never run out.
- Callisto supervisors and above on a department team have a second prompt on vehicles, Ownership History (F, or Y on a controller), listing every owner the vehicle has had on this server: their name, team, how they got it and how long they held it.
- Fixed the staff panel showing a player's old dinosaur after they respawned as a different species.
- QA can set and hold the time of day from the Tester tab on test servers.
- QA testers can now respawn the dinosaur test dummies from the Tester tab of the staff panel.
- Staff polls now slide away a moment after you vote, and have an X button to close them early. A closed poll can still be voted on from the menu radial.
- Moderators and above in the moderation group now get the staff panel, with kick, ban, invisibility, fly, noclip, spectate, bring, go to and freeze.
- Fixed admin flight leaving your body behind on the server, so heat, damage and hits followed where you started flying instead of where you were.
- On the test servers, F2 commands now follow the same permissions as the staff panel, so QA can use the commands for what the panel already lets them do, such as setting the time of day, healing, warping and spawning items.
- The staff panel has a Time of day section with an hour slider, dawn, noon, dusk and midnight presets and a button to stop or restart the clock. QA can use it on the test servers.
Gamepasses
- The +5 Inventory Space pass now gives 10 extra inventory slots, and is renamed +10 Inventory Space.
- The +10 Inventory pass now gives 20 extra inventory slots, and is renamed +20 Inventory Space. Owning both gives the larger, not the sum.
- Fixed an inventory space pass bought in game not adding its slots until you changed something in your inventory.
- Fixed owned gamepasses sometimes not applying for a whole session when the ownership check failed on joining. Failed checks now retry.
- Buying a gamepass now takes effect right away: the Stolen Radio arrives without respawning, the custom cosmetics and tribe icon unlock immediately, and owned passes no longer sometimes read as not owned.
- New gamepass icons.
Fixes
- Leaving the game in combat now always costs you: every carried weapon and item drops, at least half of every stack drops, issued gear has a 50% chance to drop, and at least one item is always lost.
- Distant gunshots can be heard again. Turrets, vehicle and helicopter guns and NPC weapons can now be heard from a distance as well.
- Being caught by a flashbang now shows the Vision Impaired status for as long as the flash lasts.
- Fixed status effects and mutations being hidden while your vision is impaired.
- Dead bodies no longer have guns floating on or around them. Held and holstered weapons are hidden once you die; your items still drop as normal.
- Going back to the main menu now counts down from 10 seconds instead of 5.
- Fixed long notifications having their last line cut off the first time they were shown.
- Fixed ammo showing 0 / 0 in the inventory.
- Fixed the first shot through a suppressor making a loud pop and briefly cutting out all sound.
- Fixed pressing L with a light and laser module opening the report menu.
- Fixed your body staying invisible after leaving first person with First Person Body turned off.
- Fixed the vehicle ownership card sometimes staying on screen however many times you pressed X.
- The village report from a recon beacon no longer closes when you click outside it.
- New Combat Music setting under Audio turns off just the music that plays during fights.
- Fixed the Little Bird dropping out of the sky when someone sat in the co-pilot camera seat. The co-pilot seat also no longer takes ownership of the helicopter.
- Island Rangers helmet and High Cut goggles now carry their own strap, so they no longer leave gaps at the sides when worn without the matching helmet.
- Lightning strikes now knock back anything close to where they land and flash anyone nearby, like a flashbang.
- Fixed rocks dropped by flyers ragdolling humans who are wearing a helmet. The hit still hurts.
- Fixed a Stim Pistol Speed or Resistance dart that recharged while selected not firing until you switched darts.
- Fixed the Stim Pistol ammo counter not showing a recharged dart when the chamber was nearly full.
- Fixed the Regeneration stim not giving its extra health while you were bleeding at full health.
- Dinosaur cards, mutations and tracking files now say gender instead of sex.
- Head and look direction updates are sent less often, which cuts network traffic with many players nearby.
- Fixed dinosaurs sometimes keeping an old movement state after a lag spike.
- Tightened server checks on eating, drinking, fall damage, sounds, keypads, throwing and tool actions.
- Fixed dinosaur attacks and spit being usable without enough stamina.
- Camera terminals now stop showing a feed once you walk away from the terminal.
- Fixed a personal melee weapon not being given to its owner automatically when they spawn.
- Potential fix for whistles, screams and other character sounds sometimes playing twice.
- Fixed survivors and dinosaurs being teleported back to where they last left the water when swimming in deep sea with no seabed, such as near the boat spawner.
- Fixed hotbar item cards popping up over the PDA and other open screens when the cursor passed over where the hotbar sits underneath.
- Fixed melee weapons, most noticeably the Cattle Prod, hitting players up to a second after the swing when the swing missed; hits now land during the swing itself.
- Fixed chat disappearing while the PDA is open; messages now show in the chatbox while you use it.
- Fixed pressing R to centre a security camera view also taking out your radio.
- Holding right click to turn the camera now works while the cursor is over the in-world screens at spawn.
- Fixed vehicles being flung into the air, killing nearby players, when someone went prone or moved around underneath them.
- Fixed the option to flip an overturned vehicle sometimes not appearing, including for vehicles lying on their side on a slope.
- The locker no longer lists the C-9, Flare Gun and Cattle Prod under Island Rangers for other departments; they now appear under General Issue.
- Fixed chat messages sent while you were building, viewing the map, watching the survivor intro or using the staff console not appearing in the chatbox afterwards.
- Chat and its history now stay visible while building.
- Fixed ammo crates and ammo boxes not offering to refill the MK-3 Tranq Pistol and AA-12.
- Fixed the gunner seats missing on the unarmed Blackhawk. They are now normal passenger seats.
- Fixed survivors, and dinosaurs released from an impale, a slam hold or a spear wall pin, showing in the wrong place to other players after spawning, being knocked down, grabbed or killed.
- Notifications now appear on top of the PDA and other open menus instead of behind them, without blocking clicks on the menu underneath.
- It no longer rains during the dry season, and the forecast no longer predicts rain then. Hurricanes can still bring rain.
- Hurricanes are now much foggier, with fog and haze thickening as the storm builds.
- New Show Usernames setting under Interface: the player list and department leaderboard show usernames instead of roleplay names, and hovering a name shows the other one.
- Hovering a player you can identify now shows their username above their character.
- You now get a notification when someone responds to your PDA request and when they leave it.
- You can now remove a responder from your own request in the PDA requests list.
- Request creators can raise or lower how many Island Rangers, Survivors or engineers their request needs from the PDA, without filing it again.
- Fixed the Response Unit being unable to tow golf carts, jeeps, MAVCs and other Response Units. It can now tow any ground vehicle nobody is driving.
- Fixed vehicles counting down to explode in water with no visible fire.
- Refilling at an ammo crate or ammo box now also loads an empty magazine, so the flare gun and other weapons refill to their full amount.
- A red kill marker and a short confirm sound can play when you land a killing blow, with any weapon or as a dinosaur. It is off by default; switch on Kill Confirm under Interface settings.
- Fixed the Update Log getting stuck on screen when it opened while you accepted a nest invite.
- Fixed a gun's laser following your cursor instead of the barrel in first person.
- Fixed a blue tint along the bottom of the ammo display and the vehicle speedometer.
- Fixed right-click equipping whatever was in a hotbar slot after clicking that slot's key label. Hotbar slots can no longer be bound to a mouse button, and a slot that already was goes back to its number key.
- Survivor fences and walls now snap end to end into runs as you place them, without turning snapping on first.
- Fixed players being kicked from the server by mistake.
- Fixed DMR bullet trails bending away from the crosshair when the shot hits nothing.
- Acid pools glow a little brighter.
- Bodies that are already dead now burn to ash and disappear in lava, for dinosaurs and humans alike.
- Fixed bullet holes staying in the air after the structure they were in is destroyed or removed.
- Dropped objects now kick up dust when they land, and ragdolled survivors and dinosaurs kick up dust sized to their body when they hit the ground.
- Lasers in first person point at your crosshair again.
- Fixed getting stuck unable to put away the radio, a gun or the menu after drawing the radio from the hotbar with a gun in hand. Drawing the radio now puts the gun away, and taking out any item puts the radio away.
- Fixed guns, including the stim pistol, not firing at all.
- Fixed the first-person camera shaking and your survivor spinning on the spot when looking steeply up or down.
- Bows and crossbows are much quieter when fired and carry far less distance.
- Fixed the island announcement for damaged Heavy Security Pen fences never playing.
- Fixed getting stuck sitting and sliding around, unable to use seats or objects, after being knocked down while getting into a vehicle.
- Survivors can no longer remove dinosaur bodies from the casualty report. Human bodies can still be removed.
- Players aboard or beside Ironwake are now warned again 30 and 10 seconds before it sails, on top of the one minute warning.
- Chat bubbles over someone talking on the radio are no longer faded out at the edges and see-through.
- Bullet holes now fade after a few seconds and disappear as soon as the structure they are on is destroyed, hidden or moved.
- Chat bubbles and the typing indicator now sit above a dinosaur's head instead of floating over the middle of its body.
- Fixed the keycard readers on the Heavy Security Pen airlock being hard or impossible to use.
- Fixed the Heavy Security Pen fence power button not turning the fences off.
- Fixed opening some security gates making a second copy of the gate appear at the Heavy Security Pen airlock.
- Name tags, keycards, trades, nests and other player names now show usernames instead of display names.
- Fixed players sometimes being frozen in place for everyone else while still moving on their own screen, after being pinned, chomped or grabbed while another hold was active.
Network
- The game's networking now runs on a new, faster library with typed messages and per-message rate limits, replacing the old one and removing its 255-message limit.
- Nearby players' head, neck and tail movement is now sent as one small packet per frame instead of one per player, and NPC gunfire effects use a fraction of the network data.
- Scent trails and footprints are now kept on the server and only sent to players nearby, instead of every trail mark on the map being sent to every player.
- Aiming the netgun is much smoother: its aim line rechecks nearby targets at most ten times a second and only redraws when your aim changes, instead of rebuilding everything every frame.
- Gunfire now uses far less network data per shot, which should reduce lag in big firefights.
- Each gunshot no longer re-checks every player and dinosaur on the server, which removes a large lag source in busy firefights.
- Vehicle gunfire, the map and helicopter rotors use far less network data.
- Attack cooldowns, status counts, fall and ability timers and your build budget are now only sent to you, not to every player on the server.
- Your saved data is no longer copied into hundreds of objects for your client; only the few values your screens use are sent, which cuts server memory and join time on full servers.
- Removed over thirty pieces of character and player data that were sent to every player on every change but never used, including on every fist swing, net hit, wire touch and vehicle hit.
- Nearly fifty pieces of player and character data that only the server uses are no longer sent to anyone, including combat timers on every hit, trample cooldowns and egg growth.
- About sixty more pieces of personal data, such as status countdowns, body heat, knockback, burrow and nest state, are now only sent to their owner instead of every player.
- Growing dinosaurs no longer send their maximum stats and health to every player on every growth tick; they now only update when the whole number changes.
- Bleeding and venom now only update for other players when the whole number changes, instead of on every healing tick.
- Each player's group ranks are no longer sent to everyone as a large block; other players now only receive the few ranks they need, cutting about 1 KB per player from every join.
- Keycard details, dinosaur state flags and growth progress now take far less data to send.
- Every dinosaur's movement and action states (swimming, sprinting, sleeping, flying and more) are now sent as one small value instead of up to 29 separate ones.
- Research progress, discoveries, gamepass ownership, skin access, tribe rank and your current region are now only sent to you instead of every player; a tribemate's research is sent only while you are viewing it.
- Blinding, dazing, satiation, sharpened claws and corpse decay bookkeeping no longer send hidden values to every player, and dinosaur bodies no longer resend their species and weight as they decay.
- Human bodies no longer carry about fifty pieces of the living player's state (gear, detain, combat and treatment details) when they appear.
- Fixed partly eaten human bodies refilling to full a few seconds after death.
- Grabbing, fist stuns, melee guarding, detaining and mount state are now only sent to the player they belong to where nobody else needs them.
- Grabbing, impaling and ragdolling a body sends far less data: the server no longer broadcasts a value for every limb of the held body.
- Your maximum hunger, thirst, stamina and oxygen, jogging, dehydration, helmet light and night vision, and net restraint details are now only sent to you; growing dinosaurs no longer send their maximum stats to every player.
- Coelophysis tail flash charges, spawn point cooldowns and playtime tracking no longer send hidden values to every player.
- Vehicle collision bookkeeping, spawn and growth flags and dinosaur nicknames no longer send hidden values to every player.
- Fixed dinosaur body physics treating every dinosaur as idle, whatever it was doing.
- Removed about 29,000 unused values from dinosaur, item and world models, so spawning dinosaurs and joining a server send less data.
- Humans no longer spawn with a set of unused status values.
- Fixed Protoceratops tail and frill parts taking full limb damage instead of their intended resistance.
- Honey puddles, pounces, headshots, elevators, decorations, turrets, vehicles and many world objects no longer send unused values to every player.
- Joining a server downloads about 200 KB less: net fitting data that only the developers use was moved off the net models.
- Each dinosaur now sends roughly half as much data to every player: hidden damage values, skin bookkeeping and wet skin lookups were moved off its body or shortened.
- Explosions are only sent to players close enough to hear them, and dinosaur hits, gun shots, tool wear, inventory changes and radio messages cost the server less.
- Gunfire costs the server far less: laser pointers no longer trace on the server, and the remaining server bullet checks skip bodies the shot cannot reach.
- Moving, depositing and equipping items costs the server less, especially depositing or withdrawing everything at once.
- Renaming cameras and trackers, PDA and request actions, blueprints, cinematics and intercom messages no longer hold up a player's other network traffic while they wait on the text filter or saving.
- The map refreshes structure markers only when something changed, and dinosaur attacks find nearby targets more cheaply.
- Helicopter rockets, missiles and flares are sent to nearby players in one message instead of one per player, and vehicle weapon damage is cheaper for the server.
- Fixed splash damage hitting the same part of a tank several times from one explosion.
- Drones, tool and emote aiming, containers, lockers, melee swings, punches and dinosaur abilities cost the server less, and punch sounds are only sent to players close enough to hear them.
- Turret aiming, camera terminals, standing on moving vehicles, helicopter rotors and vehicle winch steering no longer send updates for tiny movements.
- Building near dinosaurs, dinosaur food and pickup checks, mimic calls, armour, repairs and survivor look updates cost the server less.
- Dinosaur attacks send far less network data during fights and nothing at all between them, and settings saves are batched.
- The server now limits how much any one player can send it and removes players who flood it.
- Servers start faster: map plants are prepared ahead of time instead of being searched through on every server start.
- The game loads a little faster: the full update log is only loaded when you open it.
- The loading screen finishes sooner and uses less memory: team selection, character customization and the dinosaur spawn screen are now set up the first time you open them.
- Joining is lighter: vehicle depot previews are only sent to you the first time you open a depot.
- Interaction prompts you have walked away from are no longer re-checked several times a second, which saves work on every client for the whole session.
- Equipping tools, medical items, binoculars and food reuses their animations instead of loading new ones every time, which should stop server memory climbing on long sessions.
- Fixed the server holding on to a little more memory every time a player respawned or grew.
- Carrying, dragging and grabbing with dinosaurs costs the server less, since each player's own game already keeps the held body in place.
- Spawning as a human no longer rebuilds your whole outfit and gear a second time a few seconds after you appear.
- Dinosaur stamina and mutation effects cost the server noticeably less to keep track of; the stamina bar still moves smoothly.
- Hunger, thirst, healing, oxygen, survivor stamina, fuel pumping and the NPC detection meter are updated less often by the server with the same totals over time.
- Vehicle crashes into walls, poles and trees register at the moment of impact again, including narrow obstacles the old check could miss.
- Running people over with vehicles, placing fences and interaction prompts all cost less to check.
- The map, minimap and tracker feed cost the server less per viewer, and stop sending empty updates while there is nothing to show.
- Blood puddles cost the server less: they are only checked against rain while it is raining, and eating no longer refreshes the same puddle every second.
- The QA playtime board looks up every tester name in one request, so it opens in a fraction of the time on a fresh server.
- Rotting bodies carry hundreds fewer objects each, which cuts the memory and network data every rotting corpse costs. They look the same.
- Blood and acid puddles fading out no longer each run their own animation every frame on your game; one shared update fades them all.
- Exploring the map costs your game far less while the map is closed; newly explored ground only fades in while you are looking at it.
- Dinosaur bodies and knocked-out dinosaurs lying still now stop costing your game work every frame. Before, a rounding mismatch on tail bones kept every tailed body busy for as long as it lay there.
- Other survivors turning their heads and upper bodies cost your game less: survivors further than 40 studs away update their look 30 or 15 times a second instead of every frame.
- Wildlife and other NPCs further than 150 studs from you cost your game less: they are checked 10 to 30 times a second instead of every frame, at the same rates their animation already updated at.
- Sun and light glare check what is blocking them up to 15 times a second instead of every frame, and no longer slow down over a long session.
- Where survivors and dinosaurs are looking is only sent when it changes instead of every second and a half, and survivor looks only go to players close enough to see them, which removes most of that network traffic.
- Footsteps cost your game much less in crowded areas: footprints, dust, splashes and step sounds are reused instead of created and thrown away every step, and finding what each foot lands on takes fewer checks.
- Flying, falling and swimming dinosaurs cost your game less: their body lean is now set once a frame instead of twice, and stops updating altogether during a steady glide. They move the same.
- Turret fire, bullet trails and raindrops on your screen are reused instead of created and thrown away every shot or drop, which makes long turret bursts and heavy rain cheaper for your game.
- Rocket, missile, mine and explosive-shell impacts from vehicle weapons no longer make the shooter's game check every object in the blast and upload the whole list; only the direct hit is sent, and the server works out the splash as before.
- Aiming costs your game less: gun aim and laser sights share one aim check per frame, the throwing arc redraws only when it visibly changes, and the spit aiming line is drawn with up to six times fewer pieces. They look the same.
- Building tools cost less to use: placement checks look for nearby objects first, the wrench reuses its aim check within an update, and power cables no longer search every structure and every cable link several times a second; moving a piece while placing it now fits it to the ground once per frame instead of two or three times.
- The flying land assist finds its landing spot with a few rays instead of up to 280, removing a stutter when you land, and behaviour rings (Y) cost about half as much while you move. Both behave the same.
- Holding the winch hook no longer adds an attach prompt to every vehicle on the map, only to vehicles near you, which removes the stutter when you take it out on busy servers.
- Opening and closing photo mode on a busy server stutters less: hiding and restoring the creatures and corpses out of view costs about a quarter less. What it hides is unchanged.
- Walking and running dinosaurs check the ground slope under them about a third as often, measured by distance moved instead of every frame, which takes a share of the cost off your game. Slope speed feels the same.
- Servers do less background work: sentry guns rest when nobody is around, parked vehicles stop being checked for crashes every frame, idle turrets stop sending their scanning aim many times a second, turrets and sentry guns share one list of nearby targets instead of searching the area every scan, and security cameras, generators and fuel pumps stop rechecking everything on a timer when nothing has changed.
- Less network data in fights and busy areas: door and elevator changes arrive once instead of twice, flashlight and laser toggles only send real changes, dinosaur bites stop rewriting combat markers on every hit, cloud changes play on your own game instead of being streamed every frame, and tree shake effects are made by nearby players' games instead of the server.
- Shaking a tree with a dinosaur's main attack now makes a sound; it was silent before.
- Fixed a memory leak where ragdolled dinosaur bodies that left the game without being cleaned up kept all their ragdoll joints in memory forever, growing every server and player's memory over time.
- Dinosaur calls and roars, vehicle tyre dust, structure health bars and helicopter rope sway are now produced by each player's own game instead of being streamed from the server, which cuts network traffic around fights, vehicles and bases.
- Servers use far less memory: the networking layer no longer reserves 2 MB per player up front (about 280 MB on a full server), resource generation releases its working data when it finishes, and fish pathing stores seabed heights more compactly. Your game also saves about 2 MB.
- Fixed ragdoll impact sounds on the server that could wait forever for a sound that never loads, and server sounds are now cleaned up without keeping a script thread alive each.
- Tribes, the locker, storage containers, the inventory and the PDA request and operations boards now send only what changed instead of the whole list every time, which cuts network use for everyone.
- Fixed the dinosaur spawn screen keeping a full copy of the dinosaur in memory for every skin preview and tint you tried; it now also builds only the growth stage you are looking at, so picking a species is quicker.
- Distant gunfire and other far-off sounds reuse their audio effects instead of creating new ones for every shot, and the first shot you see no longer loads every weapon at once.
- Gunfights, explosions, melee, flamethrowers and the netgun aim line do far less work on the server and your game, so busy fights hitch less.
- Building is lighter on the server and your game: placement checks, bridges, base layouts, camp plans, generators and fence placement do less work, and every structure on uneven ground stores its footing data far more compactly.
- Notifications, menus, hit effects, dinosaur calls, pounces, turret fire and tree sway send less network data.
- Vehicle guns and helicopter rockets now have their hits checked by the server, so damage through walls or from impossible positions no longer counts.
- Fixed the fish death sound never playing.
- Gunshots at dinosaurs are now decided by the shooter's own game against the dinosaur's hitboxes, and the server only sanity-checks the hit, which takes a lot of work off the server in fights.
- Standing, idle dinosaurs no longer cost the server anything to keep their hitboxes up to date.
- Plants in the world no longer carry their food values until something starts eating them, which removes tens of thousands of objects every server and player had to load.
- Barbed wire and fence spikes now only catch players, and cost the server nothing while nobody is touching them.
- Research progress and radio activity send far less network data to other players.
- Joining loads fewer scripts up front; dinosaur abilities, tool screens and staff tools now load when first used.
- Hurricanes are lighter on your game: distant storm-bent trees update less often, light flicker only runs on lights near you, and lights are only tracked while a hurricane is happening.
- The tribe territory border on the map redraws about four times faster when a building in your claim is finished or destroyed.
- Tribes no longer re-save and re-send themselves to every other server when nothing has changed, and vehicles that blow up send less network data.
- Fights, burning, scars and flashlights send less network data: hit timing, scar refreshes and the direction a burning player panics away from are no longer sent to everyone on every hit, and flashlight battery updates once per percent.
- Your game does less work every frame: dinosaurs carrying something far away, distant drones, doppler sounds, the scent indicator, burning, the eat bar, the disaster alert strip and the main menu music all stop doing work they did not need.
- Servers do less background work: parked vehicles are checked once a second instead of ten times, felling a tree no longer searches every beehive on the map, picking up a tent or losing a spawn terminal no longer checks every player, flares send their alert in one go, and a few idle background loops now stop when they have nothing to do.
- Less constant background work: your game no longer checks for water above you when you are not in water, skips ship and elevator checks when none are near, and pauses silent waterbed sounds; servers check settled training dummies and powered turrets far less often and stop rescanning the map for the same folders.
- Fixed an error every time you put an ammo box away.
- Your game stops rewriting settings that have not changed every frame: dinosaur speed and camera zoom, night vision lighting, the decor placement ghost, the mimic menu cursor, the character creator's head turn and menu music fades. Doors, elevators and keypads also stop building debug text nobody sees.
- Fixed several slow memory leaks that built up over long sessions: creature sounds that were never released, dinosaur pairing chat channels that stayed after a pair ended, and tracking, pouncing, sensor mine, wet effect and inventory bookkeeping that grew with every respawn, join or item.
- Busy servers do less work per chat message, per item removed from a character and per net, and no longer keep stale staff data snapshots or leave-time flags around.
- Loading is more robust: several systems that could wait forever for a missing folder or sound during startup now give up after a few seconds and carry on, so one missing asset can no longer stall a server or your game while it loads.
- Fixed a dinosaur whose sniffing animation never played because of a typo in its setup.
- Your game does less work every frame for dinosaurs and humans: animation checks, carry and pounce lookups, jump and climb settings, ground tilting and tail motion no longer rebuild the same data each frame.
- Nest prompts, the map, the feeder panel, the fuel can and the drone do less work while open or held, and players far from any nest no longer pay for nest prompt checks.
- Fights and creatures cost the server less: dinosaur attacks, prop flings, vehicle hits, rockets, eating, drinking, refuelling and idle wildlife reuse what they already worked out instead of rebuilding it every hit or tick.
- Servers find nearby players much faster: effects, sounds and explosions sent to players near a spot now only look at the players in that area instead of every player on the server.
- Work that grew with the size of the server now only looks at what it needs: dinosaur hunger and growth, food rotting, burrows, turrets, flying grabs, territory fading, wildlife herds and tribe banners no longer walk through everything on the server each time.
- Your game and the server do less background work: vehicle seat prompts far from you are checked less often, burrow prompts rest while you are far from every burrow, sniffing only marks bodies within scent range, and tree shaking, shelter from rain, getting up from a ragdoll, survival bars and knocked-over props check or send less.
- Servers find nearby players faster again in crowds and big fights, most of all for gunfire, which is heard across a wide area.
- Things in your game now run at the same speed whatever your framerate: water ripples, helicopter rotor sound, the pitch of passing vehicles, drone propeller blur, the drone and security camera views and sleep peeking no longer speed up on fast screens or slow down on slow ones, and ripples recover properly after a stutter.
- Your game does less work every frame: lighting during storms and underwater, the survival bars, distant dinosaurs' head turns, fish, ocean sounds, disaster sirens, fans, sentry guns, rope sway, feeder lights, the vehicle speedometer, rotorwash and the sun allergy effect update a little less often, and rain only follows you once you move. Burning helicopters cost the server less.
- Fixed busy servers' live updates never reaching the server browser: above roughly 50 players the update was too large to send and failed silently.
- Less background work in many places: pack calls, the world editor, foliage, the map's territory layer, nest scent marks (now the nearest 31, the most the game can draw at once), the MH-6 thermal camera, staff tracking tags, helicopter seat prompts, fence warning lights, respawning, squads, door lookups and lightning strikes on aircraft. Intercom announcements, the audio recorder and tribe chat no longer recheck everyone's chat settings with Roblox every minute; each pair is checked once per server.
- Fixed the department leaderboard jumping back to the top whenever someone joined or left.
- Servers do less work for radio lines near radio props, sensor mine alerts, wildlife with many players around, sentry gunfire, turret shells, wildlife attacks and movement, inventory actions, helicopter cargo hooks, pouncing and perching flyers, staff log searches and destructible props.
- Scent and track trails cost the server and your game less: each trail mark carries less data and they all expire on one shared timer.
- Your game does less work for hit effects, the death screen heart trace, the Players tab, the department leaderboard, building previews, ambush hunting and smoothing a recorded camera take, and lightning no longer scans the whole map when a server starts.
- The death screen heart trace is drawn with half as many, square-ended segments, so it costs far less to draw.
- Explosions, vehicle crashes and seats, dinosaur and human spawns, building and fence placement, dragging, food, turrets, weapons and many tools now look through only the parts they need instead of every piece of a model.
- The dinosaur picker now builds its list and loads its pictures only the first time you open it, the water sense ability and helicopter contacts on the PDA no longer look through everything on the server, and carrying, grabbing and spitting remember where your mouth is.
- Small numbers in many network messages now take as little as 2 bytes instead of 9, and gunshots, weapon sounds, flashlights, lasers, flamethrowers and dinosaur calls identify the shooter or carry their details in far fewer bytes.
- Intercom announcements and elevator arrival sounds are only sent to players close enough to hear them.
- Rigid bodies, felled trees, spent resource nodes, eaten plants and hungry survivors no longer send hidden restore values to every player, and several unused building, generator and server values are no longer sent at all.
- Buildings standing on the ground cost the server much less to watch for support changes.
- Other dinosaurs and survivors cost your game less every frame, and binoculars, the camcorder, the clipboard, item inspection, music and weather do no work while they are idle.
- Ammo boxes, the PDA, deployables, cameras and water bowls reuse their animations instead of loading new ones every time.
- Fixed the keycard showing no draw or idle animation after it had been worn on the waist.
- Carry weight, encumbrance, starving, PDA, keycard and radio state is now only sent to the player it belongs to, and mud, salve, wet and rancid scent timers are no longer sent to anyone.
- Your tools' hotbar slots, stack counts, wear, water levels and food freshness are now only sent to you instead of to every player, including on every tool use.
- Net gun shots are now drawn by each player's game instead of the server sending the net's position every frame.
- Picking up and dropping carryable items and shattering glass no longer send hidden values to every player.
- Fixed resource prompts that refuse when you are full using the wrong maximum for your hunger and thirst.
- Drawing and putting away a weapon no longer rebuilds the slung weapon on your back for every nearby player; it is hidden and shown again instead.
- Running generators no longer make the server refresh every idle generator each second.
- Barbed wire rattles are only sent to players close enough to see them, and no longer leave a value on every barb.
- Controller camera look in the ballista, fist, climbing, drone and peek modes no longer re-reads the whole controller every frame.
- Fixed other dinosaurs' heads not straightening the moment they start an emote or pick something up.
- Fixed some test place staff being able to change or wipe saved player data; only full access staff can now do that, on every place.
Performance
- Destroyed buildings no longer add work to every player's game for the rest of the server; they only do work while you hold a wrench or building hammer.
- Many effects that ran every frame for everyone now only run while they are in use, including chainsaws, boat spray, ore glints, lens flares, weather lighting, map updates and your own survivor's movement checks.
- Fixed server memory slowly building up from NPC survivors.
- NPC bodies now settle and stop simulating physics a few seconds after they come to rest, the same as player bodies, which cuts server load during fights with NPCs. They still move when grabbed, dragged or hit.
- Arrows and spears cost the server much less to fire while players and NPCs are spawning and dying.
- Joining no longer scans every object on the map to find building health displays, which shortens the load-in stutter.
- Vending machines, push buttons, keycard readers, traps and opening fixtures now animate on your own screen instead of the server streaming every frame of the movement to every player.
- Ragdoll landing sounds, dust and splashes, and the scrape of a sliding body, are now made by each player's game instead of on the server, which cuts server load and network traffic in fights. The dust and splashes also follow the Particle Effects setting now.
- Fish no longer keep playing their swimming sound when you are too far away to hear it.
- The main menu's floating background specks no longer keep animating after the menu closes.
- Parked helicopters no longer make every player's game run the rotor animation each frame, and a crashed helicopter with a broken tail rotor no longer costs the server work every frame.
- Vehicles left sunk in water with a flooded engine now stop being checked by the server once they settle.
- Cars, trucks and bikes left floating in water now lock in place after 30 seconds instead of being simulated by the server forever. They free up again when winched, slung, grabbed, hit, damaged or boarded.
- Vehicle guns, rockets, missiles and mines send less data with every shot and hit.
- Running cars, trucks and boats send their fuel level about 20 times less often. The fuel gauge looks the same.
- Flying helicopters send far fewer rotor and heat updates, and the server handles each rotor update once instead of once for every helicopter on the map.
- Tyre dust behind driven vehicles is now worked out by each player's game instead of the server.
- The dust and spray kicked up under a low helicopter is now made by each player's game instead of being streamed from the server.
- Engine sounds of vehicles too far away to hear are now paused on your game until you come back in range.
- Fish in the same lake or river now update together, move on the server half as often and think a quarter as often, which cuts the server's work for fish by more than half.
- Large bases cause less server lag when the ground around them changes, such as rivers rising, burrows and ponds.
- Finishing fences no longer gets slower the more structures a server has.
- Department structures send less data to every player.
Download links
(no download links)Bugs
(no bugs)