Over the past few weeks we have been focusing our efforts on a new RPG element for the game, which is the trait and instincts system. Unlike skills where players would need to manually allocate a skill point every time the dinosaur levels up, traits and instincts will have to be earned and they will be allocated automatically when you earn them. Each trait and instinct have different ways of earning and will give out different effects, for example, a certain trait is earned by doing activities during the night, some requires the player to hunt certain dinosaurs, etc.
Due to the sheer number of things, it’s a bit difficult for us to list every detail that have been added for this system, because of this, we are going to just list out the general outline of this element and let you find out for yourselves in the game.
A bit of side note before we get into the general list of things, with the addition of traits and instincts to the game, we have decided to remove the class system for each dinosaur. We do this because the current functionality has enabled players to earn their way to become whichever class they choose to be based on their playstyle. We feel this is much less restrictive compared to the old method where the dinosaur class has been pre-determined in the character selection.
• Added instincts and traits, two instincts and five traits for each playable campaign dinosaurs. Each instinct and trait have different effects and different methods of earning.
• Added new instincts and traits UI to the skills menu to help players keep track of their progression and help explain the different effects and earning methods of each instinct and trait.
• Class system removed. Class is now earned through instincts and traits based on the player’s playstyle.
• Highly toxic edible resources will deplete its nutrition when eaten.
Much of this functionality is still early and will be balanced later on.[/i]