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Hey Islanders, A new patch is now available on the Evrima Public Branch. Thank you to everyone that participated in our latest hordetest. To spare you all a novel-length read, we’ve trimmed the changelog down to the highlights. A list of known-issues will be updated and posted in a few days. You may need to restart your Steam client if the update is not immediately available to download.
Added Tyrannosaurus RMB - Muzzle Swing A light attack capable of knocking down smaller targets Hold RMB - Heavy Muzzle Swing A heavy attack capable of knocking down or killing smaller targets and staggering similar sized animals Hold LMB - Crush A powerful attack that sends the tyrannosaurus lunging forward with a powerful bite and fracture damage. This can pin and execute smaller or wounded targets, or stagger similar sized animals Spacebar (After achieving subadult) - Ambush Ambush will give you a temporary increase to your sprint speed before going on a moderate cooldown. Useful to help catch prey that will soon outpace you Hold F and press 1 or RMB (After achieving adult) - "Paleo" Vocals Tyrannosaurus possesses some unique audio for generic and broadcast calls as an adult. There is no special use for this yet. It's just for fun LMB/RMB - Directional Attacks Tyrannosaurus possesses primary and secondary directional attacks. Primary attacks are standard bites. Secondary attacks are less lethal but medium hitting muzzle swings RMB (After crushing a target) - Throw Throw a target in the direction you're looking. This will always kill them Added Allosaurus Hold LMB (While Running) - Claw Swipe A medium attack that deals heavy bleed. This can also move the allosaurus slightly in the direction its looking to close distance for the attack Hold RMB and Release - Pounce Allosaurus latches on to a target, dealing increasing damage and bleed over time Updated Pteranodon Automatic (Run off a ledge) - Ledge Flight Enter flight automatically by running off the edge of a surface Double Press Ctrl (During Flight) - Barrel Roll Spin down into a dive or just show off Z (During Flight) - Air Brake Depending on how fast a player is going, quickly braking and using turn will drastically increase your turn rate at the cost of some momentum RMB (While over mud or a water surface) - Spearfishing Only usable during the day, this will cause the pteranodon to enter a stance to lure fish or clams nearby. When a target is highlighted, press LMB to catch them. If you catch a clam, press LMB when on a hard surface like rock to throw a clam down to open it Carnotaurus Headbutt is now activated by holding RMB and pressing LMB while held. This can be activated while standing or running and depending on charge time, can knock down or stagger targets depending on their comparative size Added Elder life stage At 100% growth, players are eligible to Entomb. This kills your current animal and respawns you again as a fresh spawn of the same species. Mutations from the previous life are kept and their benefits are enhanced, as well as letting you choose more mutations to benefit your animal Adjusted new menu and in-game HUD (WIP) Added Player Report function after death Added clams Added Sequential Hermaphroditism - Players can take this mutation to change the sex of the animal once Added Parthenogenesis - Players can take this mutation allowing a female animal to nest and lay eggs without a mate Updated foliage meshes Updated island layout Fixed nesting crash Fixed the length of wallow trace sometimes extending further than it should Fixed certain objects dropping from a player's mouth when trying to swallow Fixed several instances where a rotten egg were not being shown as rotten Fixed juvenile vocal animations not stopping if biting in the water Fix attempt to bite audio not playing Fixed cypress stumps using the wrong shader Fixed certain bushes having a small piece of collision that would interrupt player movement Fix attempt to dilophosaurus hallucinations not causing damage and not disintegrating Fixed psittacosaurus positions when carried Fixed players pouncing on occupied slots Fixed audio sounding as if a player was above water while waterwalking Eggs no longer give nutrients Fixed nest debris spawning inside rocks Fixed subadult stegosaurus locomotion animation blending Fixed patrol zones not swapping for carnivores Fixed "Leave Ground" button not being visible Fixed Admin Teleport not working if too far away from original point Added back pounce slot for boar and turtle Fixed scavengers contributing to pack scent Fixed idle animations occasionally overriding player movement Fixed jackfruits not falling properly Fixed pounce deflect animation not playing when hitting the front of a target Fixed underwater deinosuchus lunge vocals being heard by players above water as if the deinosuchus was also above water Fixed death logs showing wrong growth values Fixed maiasaura stamp moving at incorrect speeds Fixed namespace issues Fixed hypsilophodon obstacle avoidance not working Improvements to footstep metasounds — Volume adjustments and metasound setup fixes across dinosaur weights Fixed rain soundmix muting ambience with no active rain Fixed herrerasaurus drop attack not dealing damage at times Fixed juvenile beipiaosaurus being kicked from the server when swimming in some circumstances Fixed spar pushing not working correctly from the side/back of a target Fixed the camera clipping through the ground for small playables Fix attempt to 4th mutation alert not showing up Fixed jump attacks being usable when swimming Fixed hatchling begging sometimes ending by itself Fixed maiasaura animations when switching between biped and quadruped with fractures Added directional 180 attacks to maiasaura quadrupedal and bipedal stances Fixed bees calling sound on server Fixed head movement during gallimimus directional attack Fixed hatchling begging ending early Fixed pteranodon animation issue after biting while flying Fix attempt for entomb taking cached client data Fixed compy not eating corpses Fix attempt to Multichambered Lungs not affecting resting threshold Fixed server memory bloat Fixed spawn commands not working in shipping builds Fixed queueing sometimes kicking people with server is full message Fixed pteranodon animation issues when landing in mud Synched out of place footsteps on triceratops drink in/out anims Fixed pounce vocal sounds not playing when standing in water Fixed blood splash effect Fixed lamp post collision Fixed sliding stopping early when turning too much Fix attempt to issue with "breath" parameter on vocal sounds Fixed crash on gallimimus overlap regarding "Remove Hint" on server Fixed carnotaurus being input locked after quick get up Fixed AI not walking Fixed footprint tracking Fixed compsognathus walk animations Increased number of table pages in VT Lowered wind volume during storms Fixed rare crash instance related to beipiaosaurus Increased brightness of lowest possible nightvision Fixed corpses not floating to water surface Fix to a rare crash when the function is called but the target got wiped out Fixed pachycephalosaurus ram occasionally not ending Fixed ceratosaurus chuffing damage multiplier Fixed slide on Trike's wallow montage end Fixed confirm button sometimes not showing up for nest codes Fixed pteranodon slightly draining in thermals and wind currents Fixed triceratops sliding when grabbing objects and moving right away Fixed pteranodon latch animation being too far from the wall Fixed a rare instance that would cause a crash on player death Fixed debris nest building not ending when releasing E Fixed several blood effects being too dark Fixed getup animation occasionally restarting for part of the animation after getting up Fixed deinosuchus not rotating when lunging on land Fix attempt to white eyes on skin creator if night vision is on and 3D background is off Fixed certain sanctuaries failing to spawn juvenile mushrooms Fixed defense power not scaling properly Fixed deinosuchus lunge movement issue when waterwalking Fixed hypsilophodon crash on spit when a target is invalid Fixed slot swap getting interrupted sometimes Fixed strange tick reset when latched to a target that is currently being grappled Fixed tenontosaurus swim turn animations Fixed stegosaurus power swing not recoiling when hitting certain trees Fixed deer AI not having a proper buoyancy plane Fixed pteranodon head animation when ascending from skimming Fixed lighting overly darkening from cloud coverage Added impact splash sounds to tenontosaurus tail slam connecting with a mud pool Fixed an occasional endless loading screen from failed server join Fixed being able to activate spar mode while resting Fixed pteranodon crashing too easily when flying down on the ground Fixed pteranodon not being able to pick up fish by biting Fix attempt to drink hint disappearing if pressing H Fixed remaining objects missing collision Changed herrerasaurus latch hoist hand climbing sound notifies Fixed pterandon occasionally regaining stamina when ascending Fixed some alignment issues when swimming and flying Fixed pteranodon latch speed conditions Fixed branch snapping missing from certain trees Fixed being able to cancel stegosaurus directional attacks during the attack Fixed pteranodon directional attack not working in mud Fixed an error causing Graphic Settings not saving Fixed diabloceratops sliding rotation rate Fixed deinosuchus sniffing animation with broken legs Fixed spar flung animations not always playing Fixed pteranodon landing animation not always playing Fixed spar flip occasionally not working on triceratops Fixed damage mutations not properly applying to ram and pounce Fixed rotten organs showing as diets on scent compass Fixed weather not properly changing Fixed storm audio sounds Fixed subadult deinosuchus nesting related animations looking incorrect Fixed deinosuchus lunge never ending when breaking water surface if holding RMB and spacebar Stegosaurus power swing can now open fruit Lowered diabloceratops, stegosaurus and triceratops sprint decay Larger animals now become infertile when reaching 100% growth Raised speed on several animals will require manual check Slightly decreased omniraptor adult weight Updated "Multichambered Lungs" - Travel a distance of 200,000 units (2km) Adjusted maia visual growth curve to set into subadult slightly faster Increased time between stamina pounce decay Lowered maia thirst decay Decreased Beipi oxygen decay Updated "Reniculated Kidneys" - Drink 1000 units of water (down from 2500) Updated "Osteophagic" - consume any amount of bone while having a bone fracture of any type Made triceratops engage attack faster Made pteranodon 45 degree directional attacks faster Made triceratops juvenile and subadult turn faster Updated juvenile triceratops directional attack speeds
Since the start of the custom skin system, we had been using 1k textures for our creatures. Due to some troubleshooting during that process as we continued to update, I started making some of the skins in 2k in order for them to function as intended in-game. Since then, some are in 1k, some are in 2k. Now I’ve been tasked with giving everyone a 2k upgrade. During this resolution upgrade, I'm also combing through these skins and giving a few of them a subtle cleanup. Below are some examples. Hopefully the older skins will look on par with the more recent ones.
I gave the team two months of reprieve from having to write in any of these and you can see why Fred is the GoodNoodle™ of the team. This officially makes my entry director’s commentary and I don’t have to write a saga. We’re going to start strong with bugs. I’ve been partaking in bug hunts this month that make me want to put my head in a bag of holding and scream until I’m dead or I wake up God. It has not been fun and it’s not even visually interesting so there’s no heehaws to be found unless you count the allosaurus (again). Are you starting to notice a pattern? If an animal ever deserved to be resurrected just to go extinct again, it would be allosaurus. Why does its foot shake? Why does it slightly glow? The Gods remain ignorant or indifferent to our pleas. The UI is nearing completion with only a few screens and pop-ups remaining. After that, there may be a few additional tweaks to allow a bit more of a personal customization for the display but the theme is largely there with a secret or two already buried in it. After that comes all the additional information like hints and tutorials. As testing builds have gone on this month, a lot of animal colorization options have been temporarily reset before being drastically reduced. The reduced color options are so that we can expand dinosaur patterns to have varying palettes. This will allow us an overall greater freedom for color choice that stays within an intended artistic vision without letting players run around as giant rainbow monsters. (There is an option intended for player servers to allow all palette colors \ so you can visually do whatever you want. If I can’t see it, it can’t hurt me.) Pteranodon flight stats were drastically changed this month as well with all the aerial stamina requirements lowered across the board. Pteranodon carries its momentum exceptionally longer in flight than it did previously as well. There’s one more turn functionality for its flight to keep it nimble, but otherwise flight is done and it's time to give it some terrestrial enhancements. Don’t forget, when we’re done with it this animal is going to have a violent ground game. The animation team has leaned fully into the camarasaurus. This sentence is just to pad the paragraph since I’ll let the attached media for the sauropod speak for itself. Bryan is putting the finishing touches on the quetzalcoatlus rig, which now has dimorphism in the crest for females and an additional edit to the juvenile. After that, he’s on to oviraptor locomotion so it can be plugged up alongside baryonyx, kentrosaurus, and austroraptor. The animation team will remain with our sauropod until its complete, barring an occasional switch over to any austroraptor cleanup that may be needed during its testing. That being said, austroraptor, kentrosaurus, and baryonyx have had their basic functionality, locomotion, and lifecycles put in. I know some of the images are already floating around the community, but I’ll get some more out there in Phase Three this week. The three of these animals have needlessly cute juvenile morphs that may make a player stay their hand for a moment before trying to kill them, so use this to your advantage when the time comes. Since last month the sound team has burned through the austroraptor, with only a few juvenile calls left before its time for kentrosaurus. The kentrosaurus’s core vocalizations have been done, so this is just like the austroraptor from last month where they can smoothly move from one dinosaur to the next that has a core vocal palette prepared. In the interim, Will is tackling some foley audio for the large animals before we can change the way footstep audio is handled (Nothing too crazy here. Just having footstep audio dynamically change based on weight). A myriad of other balance/bug changes have found their way in. In no particular order, just going to throw out some mentionables: Tyrannosaurus changes went well with only one particular spot in the early juvenile life stage that was allowing tyrannosaurus to hit a little harder than intended. There’s a little more to shore up on making his crush initiate a spar, but he can no longer just pin and kill things in its own weight class (and paleo calls work). Maiasaura thirst decay has been reduced. This animal will be receiving a bit more attention for CC on its attacks and how easily it can stagger/knockdown an enemy when defending itself, including a small grace amount on the standing shove. Maia also has a small hidden passive most everyone doesn’t know about that will also be getting a minor boost in performance to make sure this is truly known as the good mother lizard. Omniraptor’s latch decay has been reduced to more effectively hang on larger creatures for longer. Beipiaosaurus and herrerasaurus oxygen decay has been greatly reduced. More of the larger animals have received growth curve updates so they have more overlap with animals of smaller sizes instead of linearly outpacing them almost immediately. As stated in the last blog, the times for growth have been slightly shortened as well and put on the end of these animal’s lives so that they spend more time in the elder phase. Jace has been hard at work on Gateway, expanding the outposts with the new buildings I spoke about last month. Gabriel has been supplying him with shells of locations you’ve seen in the GUTS locales, including some that will be too large for the outposts you’ve seen. You can also expect a new sanctuary near the highlands soon.
I leave you with media, good tithings, and an update to the HordeTesting branch. See you on the servers and Happy Halloween ya filthy animals.
In the beginning of the month we updated the engine, which involved dealing with some issues that took some time to figure out. Throughout the month I also dealt with bug fixes as usual, this time mainly related to elders and the rex. We have also changed the carnotaurus's charge attack around a bit; you will now have to press LMB to attack while charging instead of it being done automatically on contact.
The main feature I worked on this month was spearing for the pteranodon. The ability is now functional including animations and visual effects. You can spearfish or catch clams hiding under the mud that require breaking open on rocky surfaces.
This month we have wrapped up all the tyrannosaurus vocalisations, knocking out the remaining juvenile sounds in addition to sparring. Next the team all have moved onto concepting the vocalisations for the Austro and Kentro suite of vocals, while I have worked on the allosaurus.
I have worked hard on maintaining the elements of Allosaurus calls that are the most revered by the community. Although the breath and underlayers are new, the broadcast’s core design is unchanged other than aiming to reduce the amount of noise and bring in more of the high frequencies lost in the original. The attract call maintains the passive high whine from legacy but fills out the frequency spectrum with additional layers that conform to the original intent. The generic social call is also similar to the original design but I've brought out more recognisable tonality in the sound so it is not so dominant in the breathy elements. The danger is a completely new design that conveys the distinct scream and warble of the legacy design, using the original audio profile as the foundation that is created with new source sounds. The threaten call is the only significant departure from its original calls combining low elephant bull trumpets, trilling baboons screams and wildcat hisses and spouts for a more threatening and bellowing roar with a sharper edge.
I have also designed the juvenile calls, slightly deviating from the legacy juvenile sounds (apart from the broadcast) to create more cohesive counterparts to the adult vocalisations.
I’ll be continuing on with the rest of the vocalisations for Allosaurus, which the others will join me on once completing the calls they are working on.
July has been for rigging. Lots of rigging. With the animation team working on the other Dinosaurs, I’ve been getting the next few Dinosaurs ready for animation. Avaceratops has an updated rig now, as well as juvenile morphs. But best of all, Camarasaurus is rigged now. It’s a pretty fancy setup with lots of gizmos for the animation team to work with. Including a soft body system to make those muscles jiggle. Have a look at this test cycle in action: Next month is going to be even more interesting as I move on to the next guy. Look to the skies.
The QA team has been focused almost entirely on the Tyrannosaurus ahead of its upcoming release.
Its had a few problems that have ranged from simple, such as its head deforming when turning, to more serious ones, such as a server crash caused by using its crush ability while falling. There was also an interesting way to get out of a tyrannosaurus crush with the press of a specific, allowing a player to stand up and escape from the jaws of the Tyrannosaurus Crush as if nothing had happened – which, I think you’ll agree, would make for a rather lackluster ability for everyone involved.
In other news, work continues on the much-anticipated Elder System, which already has functionality for growing to elder, dying of old age (which is initiated by the player and not automatic), and passing your mutations onto your next life. These mutations will scale in strength each time the player repeats this cycle until they reach a cap. An Elder in its prime, with the ability to select a fourth mutation:
The Replication Screen unlocked at the end of a lifecycle:
The Replication UI, with previously selected mutations shown on the left:
A fresh spawn juvenile with mutations from a previous life: The Isle has always been a game where players make their own fun, with no set objectives. You eat, drink, sleep, grow, nest, etc. but ultimately, you end up in the same place: a fully grown dinosaur that either goes down swinging or finds the nearest mountain to throw itself off, ready to join its friends as a different species. With the Elder System, there’s always a goal to work toward: Who can create the strongest dinosaur? Who can replicate each species to hit the mutation caps? Who can build the largest family by prioritizing nesting mutations? I’m excited to see how this changes the dynamic of the game and all the possibilities it brings. We may even be able to tie this into other potential systems. Last but not least, I’ve expanded my team of QA volunteers by bringing on 7 additional testers. They've hit the ground running and have already contributed to 34 (and counting) unique bug reports within just a few days of joining!
Updating to 5.6 had us against the ropes this month but we’re bouncing back. Those sorts of updates always shake the table but we’ve gotten most of it back in place. Aside from that, our animation time has been dominated by the tyrannosaurus which should be in a good place to make its legitimate debut. During this time it has had features added to help address issues in testing to make sure the adult is exceptionally formidable. The tyrannosaurus takes a long time to reach its true potential but if/when it does, we want it to be a force of nature. It can spar, has a devastating crushing bite, can gap close surprisingly well if it gets within ambush range and can take most animals off their feet with a quick swing of its powerful head. Be very aware of your surroundings when the rex lands, which should be right around the corner followed by allosaurus. Aside from that there’s been touching up of old buggy animations and more work for the baryonyx, avaceratops, oviraptor and pteranodon.The fishing mechanic is in testing which is fun. The pteranodon has needed love. New flight mechanics will be following which we really want to get right. We were pressed for time with the pteranodon and deinosuchus implementation way back when, so we had to make concessions that we no longer have to, so we really want to improve flight and swimming experiences. We’ve got more semi-aquatics and a massive flyer on the way which makes this necessary. Speaking of massive, the camarasaurus is going to be entering the animation pipeline real soon as you may have seen. The goal with this animal is to give you a true sauropod experience. Tail whips, kicks, stomps, tramples, and neck swings all contained within what should be one of the most chill playables we’ve put out to date. Players that enjoy a slower, observers pace with the might of a titan will hopefully find their niche with it. Sauropods grow rapidly to a point and then become walking fortresses but even the mightiest of strongholds can fall. Danger is ever present for every creature in The Isle no matter their size. That’s all for now. Here’s a small amount of what we’ve been working on.
Hey Islanders,
Patch 0.20.117 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.
Foliage interaction audio should now be properly playing based on size and speed (Due to a falloff range inconsistency, these will temporarily be quieter than intended)
Stegosaurus power swing can no longer hit abnormal locations in front of its body
AI no longer have a culling inconsistency that resulted in both failures to spawn properly and jumpscaring players that get too close
Stability modifiers should no longer have instances where they can sometimes ignore crowd control entirely from other abilities
Pouncing an animal no longer incorrectly affects stamina drain
Fixed gallimimus mobilization calls also playing the default socialization call on a local client
Triceratops no longer has unintended immunity from certain attacks while resting
Fixed triceratops attack power not scaling properly with size
Immunity to knockdown and other crowd control abilities now begins after regaining control of the character instead of when it is first knocked down
Rain and thunderstorm sound effects can no longer go above intended maximum audio
Hey Islanders,
Thank you to everyone that participated in our recent Hordetest! Patch 0.20.109 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.
Added triceratops
Added spawn codes
Adjusted pteranodon flight
Added automated pteranodon circling (default: G while flying)
Fixed migration zones failing for certain animals
Added foliage interaction sounds to animals passing through vegetation
Gateway's south plains has been updated in preparation for upcoming location features
Game trails have been added along common player travel routes between highlands, west rail access, the new south plains area, west plateau and northwest outpost
Gateway's west grasslands location has been updated
Several new watering holes have been added in Gateway near player travel routes
Gateway western coast preview area has been added (No patrol or migration zones have been added to this area. Do not expect food here yet)
Fixed foliage color and saturation errors
Adjusted island grass height to accommodate smaller animals
Ceratopsian spar sidestep has been made faster for follow up attacks
Enabled ceratopsian flip attack in spar mode (Hold LMB)
Ceratopsian thrash can now be activated during spar and all locomotion states, but will block movement during the attack (Double Tap LMB)
Prevented latching with 0 stamina
Ceratosaurus mouth display no longer automatically ends when charging a bite
Ceratosaurus slows down by 10% and uses stamina to continue the mouth display after the bite is fully charged
Reduced RMB hold time for ceratosaurus's maximum damage/bacteria application
Added 1.25x stability multiplier to ceratosaurus during their mouth display
Salt licks now drain bacteria
Bacteria levels appropriately drain over time
Reduced fall damage calculation values
Increased distance check for fish spawns
Reduced fish schools in some lakes
Made heal command reset gastrolith ingestion
Disabled bleeding on dryosaurus directional attack
Made diabloceratops thrash faster
Set ivy physical materials; collision still oblong
Added hypsilophodon latch sounds and initial latching implementation
Added waterfall and insect VFX
Ivy PLAs created and added to Gateway structures
Reset fish fleeing speed reduction after 30s of inactivity
Updated fall damage math for pouncers when falling with a latched player
Fixed an issue where dinosaurs occasionally clip into terrain in the skin editor when changing asset sex
Fixed an issue where eating fish on the surface of the water would cause splash effects and sounds to play
Fixed an issue with deinosuchus stuttering at the end of its resting animation
Fixed herrerasaurus' salt lick animation not looping properly
Fixed pachycephalosaurus playing unnecessary VFX when ramming objects
Fixed an issue where the Reabsorption mutation would apply outside of raining weather
Fixed players snapping into the scent animation from crouch
Fixed dead AI still emitting audio
Fixed psittacosaurus AI ignoring players that left and re-entered their detection range
Fixed maiasaura not having a scent animation when in quadrupedal stance
Fixed an issue where attacks with bleed properties weren't removing mud's bleed pause
Fixed deinosuchus looping issues after eating food
Fixed schooling fish not emitting blood effects when swallowed
Fixed pin being able to hit multiple targets on a player's client
Fixed various recovery times from knockdown being too long
Fixed corpses that are carried by psittacosaurus not ragdolling if dropped by them
Fixed an issue where sitting playables would occasionally have collision that go above their character
Fixed carnotaurus charge and maiasaura CC attacks occasionally not dealing damage
Fixed juvenile maiasaura's sprint animation mismatch
Fixed the port tunnel not having proper textures
Fixed corpses emitting their death audio when a player logs in near one
Fixed deinosuchus getting covered in duckweed when lunging underwater
Fixed meat chunks not appearing until the end of an animation
Fixed animal AI not properly bucking when a player latches onto them
Fixed diabloceratops sprinting push not knocking down diabloceratops of the same weight range
Fixed instances of Prolific Reproduction mutation not working
Fixed vocal audio not canceling during attacks
Fixed dilophosaurus being able to see its own clones
Fixed diabloceratops’ face clipping when shoving forward in spar mode
Fixed juvenile omniraptor shaking while dragging a body and turning
Fixed dilophosaurus' arms being incorrectly positioned when sprinting and carrying something, while having another player envenomated
Fixed AI walking on top of foliage that they should not be able to walk on
Fixed meat chunks getting stuck on carnivore's faces when they eat in replays
Fixed falling leaves VFX spawning in areas with no trees
Fixed chickens not being afraid of anything and sometimes wanting to fight everyone forever
Fixed juvenile stegosaurus playing the quick rise animation twice
Fixed diabloceratops remaining idle if their UI menu is open while sparred by another diabloceratops
Fixed players who unpair and pair again being able to build a new nest
Fixed foraging bubbles not properly culling
Fixed dirt VFX playing when a deinosuchus drops a lunged player from on land into water
Fixed maiasaura beg animation not playing audio
Fixed crab rotation and prevented them from making constant sniffing and purring noises
Fixed maiasaura not being able to stance swap when taking damage
Fixed omniraptor sliding if it crouches right after using a directional attack
Fixed pterodactylus traps activating from underwater playables
Fixed juvenile beipiaosaurus receiving the incorrect prompt when it attempts to swallow too much food
Fixed the "Too big to swallow" prompt only showing if the player was standing idle
Fixed the adult beipiaosaurus’ mouth being held open on the customization screen
Fixed the max speed on the character menu not reflecting the speed difference with the maiasaura stance swap
Fixed playables continuously playing a jump animation if they press space while in the falling animation
Fixed maiasaura being unable to move for several seconds after recovering from knockdown
Fixed pteranodon not taking any fall damage when in the flying state
Fixed gallimimus having no scent animation/audio while holding compsognathus AI
Fixed the back of playables becoming instantly dry as soon as the character touches land
Fixed blood masks remaining on the player in the rain
Fixed beipiaosaurus becoming distorted if the player had been dolphin diving too quickly
Fixed the hint prompt not updating when the player moves from gastroliths to grass and vice versa
Fixed omnivores being able to pull meat chunks out of rotten corpses
Fixed 'Having Muscle Spasms' not appearing in the status report of the player if they were not fully grown
Fixed an issue where an omniraptor pounces another omniraptor already pouncing, it will make the pounced omniraptor input locked until knocked off
Fixed patrol zones sometimes only showing for some group members
Fixed an issue where a latching player continues to see an eating/drinking loop of a player they’ve latched onto
Fixed chickens sometimes t-posing while stuck in place
Fixed deer making boar vocals from a far distance
Fixed an issue where if an elite fish is attacked while holding a player, the attacker dies and the swallowed player is sent to fish prison
Fixed pterodactylus AI immediately harassing a player after catching schooling fish
Fixed players escaping weight based grapple to pin by sitting and standing
Fixed grazing prompt vanishing immediately after appearing
Fixed players occasionally becoming permanently input locked while taking chunks from trees
Fixed scavenger AI spawning on ragdolls in water
Fixed debris continuing to spawn after a nest was completely built
Fixed an issue where publicly set eggs would sometimes not show to players waiting in the egg screen
Fixed an issue where scavengers would sometimes leave organs inside of a skeleton
Fixed a visual issue with organs inflating in size when scavengers eat a corpse
Fixed the gastrolith hint not disappearing when another hint appears
Fixed latched players being unable to be knocked off with collision or water
Fixed diabloceratops not entering spar mode when one hits the other to lock together
Fixed deinosuchus having a second speed boost when they lunge onto land
Fixed an issue where the cannibal coloration was not applying after relog
Fixed an issue with stegosaurus sometimes able to cancel power swing animation into a directional attack without spending stamina
Fixed foraged compsognathus spamming audio when they are dug up by the player
Fixed scavenger AI not despawning when they run off
Fixed psittacosaurus being able to carry ragdolls larger than itself
Fixed an issue where compsognathus would sometimes have difficulty dealing damage to the player
Fixed baby AI occasionally applying the same damage as adult AI
Fixed an input lockup for dilophosaurus when a hallucination kills an omniraptor that is latched onto that dilophosaurus
Fixed pouncers dying when they unlatch, if the player they are latched onto falls from a great height
Fixed an issue with carnivores stuttering when they attack while moving and carrying a ragdoll
Fixed maiasaura wallowing snapping into the standing animation
Fixed pterodactylus dealing damage to a player that has picked up a meat chunk that they dropped or was forced to be dropped
Fixed gallimimus corpses floating after death to return to their people
Fixed omniraptor being stuck in a sliding animation when dismounting from grapple
Fixed an issue where a player's status could be set as unknown despite safe logging
Fixed the floating beehive
Fixed waterfall attenuation
Fixed an issue where both parents could permanently lose access to the nest menu if one parent logs out or crashes
Fixed an issue where dying with a menu open prevented a player from being able to close the menu
Fixed an issue where being shoved by diabloceratops would often play the wrong shoved animation client side
Fixed carnivores pickup time sync
Fixed character turning affecting head rotation
Fixed knockdown not working properly from a spar push
Fixed diabloceratops sliding if it starts resting while blocking
Fixed animal AI not playing montages properly
Fixed dilophosaurus clone being invisible in certain situations
Fixed carry position for rabbit corpses
Fixed diabloceratops sometimes having its head angle break when locked in spar
Fixed corpse physics being reset when dragged
Fixed being able to turn while thrashing
Fixed consuming spar charges when thrashing in spar mode
Fixed being able to activate thrash during flip
Fixed being able to build nests on top of other nests
Fixed nests persisting after being abandoned by both parents
Fixed night vision exposure blinding players at night
Fixed psittacosaurus burrows spawning in the air
Fixed psittacosaurus burrows not being destroyed automatically
Fixed some foliage causing players to be knocked off during pounce latch
Fixed server list not updating on initial load sometimes
Fixed some issues regarding ESC menu, skin menu and settings menu
Fixed ceratosaurus directional bite applying bacteria even if it hit the target’s tail
Fixed cursor disappearing if closing settings after death
Fixed drink animation sometimes playing incorrectly after moving
Fixed being able to push into blocking dinosaurs when locked together
Fixed pteranodon uncrouching when pressing RMB
Fixed being unable to do certain actions for a short time after drinking
Fixed stegosaurus directional attack rotation
Fixed pounce latch mesh visually not working for the owner client
Fixed body opening animation not being replicated
Fixed stagger not moving the character
Fixed being able to skim while air braking
Fixed camera collision issues with buoys
Fixed an issue with ocean post processing adversely affecting performance near beaches and harbors
Fixed an issue with occlusion adversely affecting performance
Fixed players using vocals during grapple
Fixed animals not drying off from water when flying
Fixed foliage MetaSound array warning
Fixed manual fog overrides forcing fog levels to not properly raise
Fixed thermals and slipstreams not properly activating/deactivating
Fixed sanctuary mushrooms rotating when players removed a chunk
Fixed diabloceratops buck stamina ticking excessively
Fixed deinosuchus lunge preventing exit from water
Fixed lunge failing immediately after grabbing a target
Fixed small cracks in rivers
Fixed infinite fish schools
Fixed ceratosaurus vomit math reducing rotten by smaller amounts than intended
Fixed stamina usage in spar locked state
Fixed thrash being usable while being spar pushed
Fixed dinosaur orientation while spar pushed
Fixed animal corpses not decaying to rot
Fixed foliage audio playing while player is dead
Fixed fish occasionally spawning under landscape
Fixed fish swallow animation occasionally not playing
Fixed duplicate AI world spawner calls
Fixed dinosaur skin reflection issues
Fixed animation not playing correctly when canceling spar pushed state
Fixed ceratosaurus and deinosuchus inheriting cannibal mutation
Fixed anti cheat incorrectly kicking players during diabloceratops slide
Fixed fish school jumpers shifting height with followers
Fixed wrong animation played when spar pushed
Fixed sparring movement while holding objects
Fixed gallimimus graze and pack movement radius; look pose now oscillates
Prevented ceratopsian sprinting flip from being spammable
Fixed maiasaura bipedal 135° & 180° directional attack sound desync
Fixed master foliage volume and attenuation scaling
Fixed headtracking issue during skimming
Fixed pteranodon latching again immediately on takeoff if RMB was held
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Isle, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main The Isle statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.