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	<id>https://wiki.beastsofbermuda.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolf13Ninja</id>
	<title>Beasts of Bermuda - User contributions [en]</title>
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	<updated>2026-10-30T13:29:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Food&amp;diff=822</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Food&amp;diff=822"/>
		<updated>2018-10-05T19:48:30Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: /* Sources of Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Meat.JPG|right|thumb|100px|border|Food UI for Carnivores]]&lt;br /&gt;
[[File:Fish.JPG|right|thumb|100px|border|Food UI for Piscivores]]&lt;br /&gt;
[[File:Leaves.JPG|right|thumb|100px|border|Food UI for Herbivores]]&lt;br /&gt;
&lt;br /&gt;
Food is a resource that must be filled to avoid [[Death|death]] due to starvation.  Food, like [[Thirst|thirst]], is a resource that decays exponentially.  This means that the fuller on food the player is, the faster the food will decay.  Given the many effects hunger has, it is definitely in a player's interest to keep their food high, even if it means eating more.  This also allows a player to last on little food for a while before the full effects of starvation begin to happen.  Once a player has 0 food, the creature they are playing as will begin rapidly losing [[Health|HP]].  From 100%, most creatures can last 33 minutes without eating.&lt;br /&gt;
&lt;br /&gt;
Most creatures in Beasts of Bermuda have 100 food, though there are a couple exceptions.  The [[Apatosaurus]] and [[Mosasaurus]] both have 150 food.  It is possible to exceed 100 food.  In order to do so, a player must continue eating while they are full on food.  If this is done, however, they will become [[Weight Gain|overweight]].  The maximum fill past the full point is 30%.&lt;br /&gt;
&lt;br /&gt;
== Sources of Food ==&lt;br /&gt;
Different creatures obtain food in different ways.  There are three different means by which a player can obtain food, only some of which may be valid at any given period of time.&lt;br /&gt;
* [[Foliage System|Plants]] will grant food upon consumption for [[Herbivorous Creatures|herbivores]].&lt;br /&gt;
* [[Fish]] grant significantly more food if a creature has the [[Piscivorous Creatures|piscivorous]] trait.  Herbivores cannot consume fish at all.  Most carnivores will struggle to catch any fish due to the mechanics of [[Swimming|swimming]] being very difficult for them.&lt;br /&gt;
* [[Carnivorous Creatures|Carnivores]] can eat [[Carcass|carcassess]] in order to satisfy their food requirement.  These drop from any creature when they die, and [[Size|larger]] creatures will drop larger carcasses with more food.&lt;br /&gt;
&lt;br /&gt;
== Effects of Hunger ==&lt;br /&gt;
&lt;br /&gt;
* Food level is one of three components used to compute the rate a player gains [[Survival Points|points]], the other two being [[Comfort|comfort]] and [[Thirst|thirst]].  Having yourself better-fed will lead to a much faster rate of gaining points.&lt;br /&gt;
* If in need of recovering [[Health|HP]], one who is well fed will recover significantly faster than a player who is on the brink of starvation.  Even if food value is not down to 0 yet, a combination of low food, thirst, and comfort will cause HP to decay rather than heal over time.&lt;br /&gt;
* Keeping yourself well-fed will increase the rate at which a player's [[Stamina|stamina]] recharges by 15%, whereas being at or near a state of starvation will decrease a player's stamina recharge rate by 15%.&lt;br /&gt;
* Keeping yourself well-fed will increase the rate at which a player's [[Ability|ability power]] recharges by 15%, whereas being at or near a state of starvation will decrease a player's stamina recharge rate by 15%.&lt;br /&gt;
* Well-fed players will heal more rapidly from [[Injury|injuries]].&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Carrying_Mechanic&amp;diff=794</id>
		<title>Carrying Mechanic</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Carrying_Mechanic&amp;diff=794"/>
		<updated>2018-10-05T02:01:17Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The carrying mechanic allows a creature to carry objects with them, such as [[Carcass|carcasses]], ferns, [[comfort]] crystals, and comfort flowers.&lt;br /&gt;
&lt;br /&gt;
Depending on the carnivore's size, a carnivore may rip off a piece of meat from a carcass when it activates the carry mechanic.&lt;br /&gt;
&lt;br /&gt;
Each object has a carry weight, which slows down a creature over time.&lt;br /&gt;
&lt;br /&gt;
The carry mechanic is activated by double tapping the [[Use|use key]] next to something that can be carried.&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Carcass&amp;diff=793</id>
		<title>Carcass</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Carcass&amp;diff=793"/>
		<updated>2018-10-05T01:56:39Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Carcasses.jpg|right|thumb|400px|border|A Carcass]]&lt;br /&gt;
&lt;br /&gt;
Carcasses are the primary source of [[Food|food]] for [[Carnivorous Creatures|carnivorous creatures]].  Whenever a player or an [[AI]] creature dies, it will drop a carcass where it last was before its [[Death|death]].  The only creatures that do not drop a carcass upon death are [[Fish|fish]].  In order to eat a carcass, a player must be near it, point their camera at the carcass, and hold the [[Use|use key]].  The carcass, as its eaten, will gradually flatten in size until it is exhausted.  A player can tell how old a carcass is by how flat it appears to be.  While eating the carcass, the player's creature plays a continuous eating animation.  [[Size|Larger creatures]] consume carcasses faster.  &lt;br /&gt;
&lt;br /&gt;
Carcasses come in a wide variety of sizes, dependent entirely upon the [[Size|size]] of the creature that created the carcass.  Larger creatures create larger carcasses, in direct proportion to their size stat.  Carcasses decay at a rate of 3% per minute, lasting about 33 minutes in total before disappearing entirely.&lt;br /&gt;
&lt;br /&gt;
Carcasses that are spawned underwater are consumable by [[Aquatic Creatures|aquatic creatures]].  [[Terrestrial Creatures|Terrestrial creatures]], however, will not be able to access them unless the waterline recedes due to [[Tidal System|tides]], [[Weather|receding storm surges]], or drinking of a potentially blocking [[Freshwater Lakes|freshwater body]].&lt;br /&gt;
&lt;br /&gt;
There is an administrator [[Console Commands|console command]] to remove all carcasses of the [[Maps|map]] should players wish to brawl it out and easily clean up their mess afterwards without a server restart.  This command is:&lt;br /&gt;
&lt;br /&gt;
 RemoveAllCarcasses&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Flying_Creatures&amp;diff=791</id>
		<title>Flying Creatures</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Flying_Creatures&amp;diff=791"/>
		<updated>2018-10-05T01:41:22Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: /* Takeoff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pteranodon_Flight2.JPG|right|thumb|400px|border|A Pteranodon wearing the Coastal Skin]]&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda contains, currently, only one creature capable of flight.  This is the [[Pteranodon]].  &lt;br /&gt;
&lt;br /&gt;
Flying creatures are typically highly adept flyers, but perform poorly when maneuvering on land.&lt;br /&gt;
&lt;br /&gt;
Flying creatures have very poor [[Weather Resistance|weather resistance]], and must be particularly wary of [[Weather|stormy weather]].    &lt;br /&gt;
&lt;br /&gt;
== Takeoff ==&lt;br /&gt;
&lt;br /&gt;
In order to take off, a player must press the spacebar button.  If the player is taking off in a location surrounded by obstructions such as rocks or trees, it is highly likely they will crash into these objects and end up back on the ground again.  Takeoff takes 35 [[Stamina|stamina]], so it cannot be spammed too frequently.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
The Pteranodon's flight was inspired greatly by the Primal Carnage Pteranodon due to its control and capability in a combat scenario.  &lt;br /&gt;
&lt;br /&gt;
As a player maneuvers and takes turns, the sharpness of these turns will increase to the point where they can twirl, or nearly hover in place.  This mechanic was greatly inspired by the PC Pteranodon's capabilities to do just this.  It allows a player to hover, or wait for the opportune strike moment.&lt;br /&gt;
&lt;br /&gt;
As a player continues to dive, they will accumulate what is referred to as dive boost.  Dive boost is a speed boost that becomes progressively greater the longer the player has been diving.  This allows flyers to build up to significant speeds if they wish.&lt;br /&gt;
&lt;br /&gt;
Speed dictates the rate at which a flyer can adjust their pitch angle.  The faster a player is going, the more difficult it will be for them to adjust their pitch angle. &lt;br /&gt;
&lt;br /&gt;
Speed dictates how much damage the [[Pteranodon]] will do with its [[Bites|peck]] attack.  It will do a lot more damage if the player has gained significant amounts of dive boost.&lt;br /&gt;
&lt;br /&gt;
The maximum angle at which a player can climb into the sky while flying is dictated by speed.  The faster a player is going, the more vertical their ascent can be.  A flyer who has gained a significant amount of dive boost will be capable of near vertical ascent, whereas one who is merely gliding will only be capable of meager ascent angles.&lt;br /&gt;
&lt;br /&gt;
Sprinting while in the sky increases speed, allowing a greater ascent angle.  The greater the ascent angle while going upwards, the more rapidly a flyer will consume [[Stamina|stamina]].  Flyers use and regain stamina significantly faster than other animals.&lt;br /&gt;
&lt;br /&gt;
== Crashing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pteranodon_Crash.JPG|right|thumb|400px|border|Pteranodon crashing onto a rock]]&lt;br /&gt;
&lt;br /&gt;
Flying creatures are often fragile.  They take injury damage when hit by any source of damage, regardless of whether or not it hits the wing, head, legs, or torso.  Hitting obstructions such as walls, cliffs, trees, and rocks while airborne will result in a [[Tripping|crash]], in which the player loses complete control of their flyer as it falls out of the sky.  A crash will result in significant [[Injury|injury damage]].  The faster the player was going upon impact, the more severe the injury and [[Damage|damage]] accrued during the impact.  The player will regain control of their flyer once it hits the ground and comes to rest.  It is very easy to die by sufficiently hard impacts.&lt;br /&gt;
&lt;br /&gt;
== Landing ==&lt;br /&gt;
&lt;br /&gt;
In order to land safely, the player has two options.  The first method of landing is simple and intuitive.  A player must simply come into contact with a suitable surface.  If the speed in which they are flying is slow enough, they will land safely.  If they are going to fast or if the place in which they are trying to land is unsuitable for a landing, they will crash instead, taking injury damage or potentially dying.  Unsuitable locations are any location in which the slope of the terrain or object is too steep.  Trying to land on a nearly vertical cliff face will result in a crash, for example.&lt;br /&gt;
&lt;br /&gt;
The second way to land a flyer is to get close to the ground or to any suitable surface and hold the [[Use|use]] keybind.  This will cause the flyer to force-land itself any time it detects a suitable surface.  If it cannot find a suitable surface, the player will not land, but they also will not crash.  This allows players to attempt to land on particularly precarious surfaces such as the tops of rocks, pinnacles, or trees, without suffering flyer crashes due to the game being finicky on landing in these difficult areas.&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Comfort&amp;diff=789</id>
		<title>Comfort</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Comfort&amp;diff=789"/>
		<updated>2018-10-05T01:19:31Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: /* Sources of Comfort Gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Comfort is a major survival resource in Beasts of Bermuda.  In the [[User Inteface|UI]], it is represented by the color of the silhouette of the creature you are playing as, in the bottom-right corner.  Red represents severe discomfort.  Blue represents having very high comfort.  It ranges in-between through oranges and yellows.  By default, a player's comfort will be 50% full, and this residing point can only semi-permanently be shifted by the influence of [[Comfort Bias|comfort bias]].  Comfort has a tremendous influence on the health of the creature a player is playing.  It has many benefits, and a lack thereof has many drawbacks.  &lt;br /&gt;
&lt;br /&gt;
[[File:ComfortDeath.jpg|right|thumb|400px|border|Death due to Extreme Stress]]&lt;br /&gt;
&lt;br /&gt;
* Comfort influences the rate at which a player [[Health|heals]].  High comfort will provide a significant boost towards healing rate, whereas low comfort will cause the player's health to decay.  It is possible to die from lack of comfort, justified as extreme stress.&lt;br /&gt;
* Comfort influences the rate at which a player accumulates [[Survival Points|points]].  High comfort can significantly increase the rate at which these points accumulate.  While this score is currently just for bragging rights, future development will likely yield cosmetic rewards and achievements for high scoring players.&lt;br /&gt;
* Comfort influences the rate at which a player's [[Stamina|stamina]] regenerates.  High comfort provides a mild boost to stamina gain, and low comfort will slightly hinder stamina gain.&lt;br /&gt;
* Comfort influences the rate at which a player's [[Ability|ability power]] regenerates.  High comfort provides a mild boost to ability power gain, and low comfort will slightly hinder ability power gain.&lt;br /&gt;
* A creature high in comfort will recover from [[Injury|injuries]] more swiftly than a stressed, uncomfortable creature.&lt;br /&gt;
* Extraordinarily comfortable creatures may receive special perks in the future.&lt;br /&gt;
[[File:UnhappyRaptor.JPG|x100px|border|]] [[File:MediumRaptor.JPG|x100px|border|]] [[File:HappyRaptor.JPG|x100px|border|]]&lt;br /&gt;
&lt;br /&gt;
== Sources of Comfort Gain ==&lt;br /&gt;
* Proximity to other friendly players will increase your comfort.  Being closer together will increase comfort more than being spread apart.&lt;br /&gt;
** As a [[Carnivorous Creatures|carnivore]], you can  gain comfort for being in close proximity to your own kind or by eating comfort crystals or comfort flowers.&lt;br /&gt;
** As a [[Herbivorous Creatures|herbivore]], you can gain comfort for being in close proximity to any other herbivore, or by eating comfort crystals or comfort flowers.  Certain creatures will grant more comfort to you than others.  Most notably, the [[Apatosaurus]] grants significant comfort to its [[Groups|herd]] members.&lt;br /&gt;
** Formation of [[Friends and Enemies|friendships]] with other players will significantly increase the comfort bonus one gets from being in close proximity to the other player.&lt;br /&gt;
* [[Foliage System|Comfort granting plants]] will yield positive comfort over a duration of time, called [[Comfort Bias|comfort bias]].  These plants provide a long-term comfort bonus.  The bonus slowly decays over a long period of time, so these flowers are a very beneficial way to increase comfort.&lt;br /&gt;
* There may be other mysterious ways to add to a player's comfort as well.&lt;br /&gt;
&lt;br /&gt;
== Sources of Comfort Loss ==&lt;br /&gt;
* Just as being close to friendly players grants comfort, being close to hostile players will lower comfort.  Just as a creature in a real-world scenario may find stress in being in close presence with its predator, so do creatures in Beasts of Bermuda.&lt;br /&gt;
** As a [[Carnivorous Creatures|carnivore]], being in close in proximity to any creature not of your own kind will decrease comfort.  Larger creatures sharply reduce comfort, whereas smaller ones provide more meager comfort loss.&lt;br /&gt;
** As a [[Herbivorous Creatures|herbivore]], being in close proximity to any carnivore will decrease comfort.  Larger creatures sharply reduce comfort, whereas smaller ones provide meager comfort loss.&lt;br /&gt;
*[[Weather|Stormy weather]] will reduce comfort, sometimes significantly.  [[Weather Resistance|Weather resistance]] can aid in mitigating the negative effects storms have on comfort.  Being [[Weight Gain|overweight]] also mitigates comfort loss from stormy weather.  Taking shelter in [[Dungeons|caves and temples]] will allow a player to take refuge from the negative comfort effects of stormy weather.&lt;br /&gt;
*[[Ocean|Deep saltwater]] will sharply reduce comfort if you are playing as a [[Terrestrial Creatures|terrestrial creature]].  [https://en.wikipedia.org/wiki/Thalassophobia Thalassophobia] is strong in Beasts of Bermuda, for [[Aquatic Creatures|good reason]].&lt;br /&gt;
* Just as terrestrial creatures lose comfort sharply while in deep saltwater, [[Aquatic Creatures|aquatic creatures]] sharply lose comfort while on land, in a [[Beaching|beached]] state.&lt;br /&gt;
* Creatures without the [[Piscivorous Creatures|piscivorous]] trait will lose [[Comfort Bias|comfort bias]] when consuming fish.&lt;br /&gt;
&lt;br /&gt;
Sources of comfort gain or loss gradually influence comfort to rise or fall, exponentially approaching a steady-state value that is the sum of all positive and negative comfort sources.  For example, let's say the player's comfort is being influenced by the following nearby environmental factors: &lt;br /&gt;
&lt;br /&gt;
There is a gentle rainstorm, reducing the player's comfort by -15.&lt;br /&gt;
There is a nearby herd member, increasing the player's comfort by 20.&lt;br /&gt;
The player has recently consumed enough [[Foliage System|comfort flowers]] to increase their [[Comfort Bias|comfort bias]] by 7.&lt;br /&gt;
&lt;br /&gt;
The player's comfort will, over time, approach the value 50-15+20+7=62.  The closer to 62 this player's comfort gets, the slower it will continue to approach 62.  If external factors that influence comfort change, the player's comfort will approach and drift towards a new steady-state value.&lt;br /&gt;
&lt;br /&gt;
Comfort will much more rapidly decay than increase.  The presence of a negative stressor will sharply and quickly reduce comfort, whereas the presence of beneficial sources of comfort gain will slowly bring comfort back up to a higher value.  One way players can more rapidly increase comfort lost from negative stressors such as a swim across the Ocean is to [[Resting|sit or rest]].&lt;br /&gt;
&lt;br /&gt;
Comfort is capped between 0 and 100.&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Main_Page&amp;diff=787</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Main_Page&amp;diff=787"/>
		<updated>2018-10-05T00:30:26Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: /* What is the Objective of Beasts of Bermuda? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IchthyGoodPicture.jpg|right|thumb|400px|border|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is Beasts of Bermuda? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda is a multiplayer game hosting large servers in which the player becomes a dinosaur or other prehistoric creature.  The player becomes part of a living, player-created ecosystem.  The ultimate objective is to survive on one of the islands within Bermuda, an enigmatic island chain constantly threatened by fierce storms and haunted by ancient beasts.  [[Food|Hunger]], [[Thirst|thirst]], [[Comfort|stress]], and predation constantly threaten your survival.&lt;br /&gt;
&lt;br /&gt;
== What is the Objective of Beasts of Bermuda? ==&lt;br /&gt;
&lt;br /&gt;
Currently our game only has three gamemodes. &lt;br /&gt;
&lt;br /&gt;
* Sandbox - In this mode, the player can select any creature to play as without cost or punishment for death.  In this mode, the objective is what you  make of it.  There are many different objectives players frequently take on, be it achieving a high score, taking down others in combat, exploring the map, or herding up and socializing.  This mode offers a relaxed atmosphere in which the player can do as they wish.  We've been discussing additional game modes due to interest and feedback among our community, and we have a few ideas we would like to implement.&lt;br /&gt;
&lt;br /&gt;
* Life-cycle - Gamemode in which the player starts as a juvenile of any species they wish and continues to grow, becoming more powerful over time in a multiplayer environment. Gradual [https://en.wikipedia.org/wiki/Ontogeny ontogeny] is also a feature under this category that adds to the realism aspect of growing from a juvenile to an adult; eventually, accompanying model changes differentiating younger members of different species from their older counterparts.  This mode is coupled with a [[Talent tree|talent]] or skillpoint-based system, in which the player becomes more powerful in ways they can choose. &lt;br /&gt;
&lt;br /&gt;
* Combat-based system - A player must successfully hunt and kill other players in order to gain points. Here, risk vs reward will very much be a factor as the larger the foe you down, the more reward you will gain.&lt;br /&gt;
&lt;br /&gt;
Regardless of the selected mode of play, many different challenges are always present on the islands of Bermuda that threaten survival.  One must find [[Food|food]] in order to survive.  Different animals the player can choose from have different means of obtaining food.  Some are [[Carnivorous Creatures|carnivores]], needing to hunt and eat other players to survive.  Other creatures are [[Herbivorous Creatures|herbivores]], and thus have a more peaceful means of eating.  [[Piscivorous Creatures|Piscivores]] are a mix, being capable of eating other players, or eating [[Fish|fish]] for survival.&lt;br /&gt;
&lt;br /&gt;
[[Thirst]] is another element of survival in Beasts of Bermuda.  A need as simple as visiting [[Freshwater Lakes|lakes]] can become very difficult under certain conditions.  Lakes can be drunk dry.  Due to depleting water sources and competition, the hunt for water may not be easy during certain times.  While not currently in-game, droughts are planned.&lt;br /&gt;
&lt;br /&gt;
[[Weather|Storms]] are a major threat to survival.  These events are much more than just graphics, as rain, wind, lightning, and surging seas can turn an island paradise into chaos.&lt;br /&gt;
&lt;br /&gt;
== Where is Beasts of Bermuda in its development? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda began development on January 16th, 2017.  Currently, the game offers a fully functional game world with many combat mechanics and map-based survival elements already in place.  Make no mistake, our game is still pre-release and is still very much under development.  Future development will likely focus on expanding our playable creature roster, improving the quality of our graphics, models, and general assets, and then implementing additional game modes beyond Free Roam.&lt;br /&gt;
&lt;br /&gt;
As of October 4th, 2018, Beasts of Bermuda is still in a very early pre-release testing phase but has recently announced on their [https://store.steampowered.com/app/719890/Beasts_of_Bermuda/ steam page] that they hope to release the game in an early access state between late 2018 or early 2019. Also within their steam page, is their patch notes where you can read in detail what new mechanics have been implemented. The best way, however, to keep up with development is to join their discord here: https://discord.gg/KZKzGTT where you can ask the Devs in the appropriate channels about the current build of the game.&lt;br /&gt;
&lt;br /&gt;
== What creatures are planned to be playable? ==&lt;br /&gt;
&lt;br /&gt;
Currently, one can play as the following creatures in Beasts of Bermuda:&lt;br /&gt;
&lt;br /&gt;
* [[Acrocanthosaurus]]&lt;br /&gt;
* [[Apatosaurus]]&lt;br /&gt;
* [[Elasmosaurus]]&lt;br /&gt;
* [[Ichthyovenator]]&lt;br /&gt;
* [[Kronosaurus]]&lt;br /&gt;
* [[Lurdusaurus]]&lt;br /&gt;
* [[Megalosaurus]]&lt;br /&gt;
* [[Mosasaurus]]&lt;br /&gt;
* [[Oryctodromeus]]&lt;br /&gt;
* [[Pachycephalosaurus]]&lt;br /&gt;
* [[Parasaurolophus]]&lt;br /&gt;
* [[Pteranodon]]&lt;br /&gt;
* [[Saichania]]&lt;br /&gt;
* [[Tyannosaurus rex|Tyrannosaurus rex]]&lt;br /&gt;
* [[Utahraptor]]&lt;br /&gt;
* [[Velociraptor]]&lt;br /&gt;
&lt;br /&gt;
It is likely the following creatures will be playable due to our interest in expanding the niches available to players in Beasts of Bermuda.  Many of these animals are selected due to their unique niches or ability to utilize certain gameplay mechanics.  Many are [[Piscivorous Creatures|piscivores]], [[Aquatic Creatures|aquatics]], [[Flying Creatures|flying creatures]], or [[Semiaquatic Creatures|semiaquatic]] animals.&lt;br /&gt;
&lt;br /&gt;
'''Carnivores:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Carnotaurus&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Sarcosuchus, Deinosuchus, Purussaurus (SA)&amp;lt;br&amp;gt;&lt;br /&gt;
Nothosaurus (SA)&amp;lt;br&amp;gt;&lt;br /&gt;
Yangchuanosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Zupaysaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Suchomimus(SA)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Herbivores:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Amargasaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Edmontosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Polocanthus, Sauropelta, Edmontonia, Gastonia, Borealopelta, Antarctopelta&amp;lt;br&amp;gt;&lt;br /&gt;
Triceratops&amp;lt;br&amp;gt;&lt;br /&gt;
Stegosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Gallimimus/other ornithomimid&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Therizinosaurus, Deinocheirus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Aquatics:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Contectopalatus or other ‘small’ Ichthyosaur&amp;lt;br&amp;gt;&lt;br /&gt;
Dunkleosteus&amp;lt;br&amp;gt;&lt;br /&gt;
Temnodontosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Shastasaurus/Shonisaurus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Fliers:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Tapejara&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Hatzegopteryx, Quetzalcoatlus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Discussed creatures are animals that have been discussed to be added, but have not been confirmed and are less likely to be added. The developers hope to had at least two creatures of every type to the game. With the proper resources, some of these creatures may be added.&lt;br /&gt;
&lt;br /&gt;
Where the words (one of) appear, only one creature of that group will be added.&lt;br /&gt;
&lt;br /&gt;
The list of discussed creatures is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Carnivores:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Alioramus&amp;lt;br&amp;gt;&lt;br /&gt;
Cryolophosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Gorgosaurus/Albertosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Masiakasaurus (Possible SA)&amp;lt;br&amp;gt;&lt;br /&gt;
Majungasaurus and/or Ceratosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Spinosaurus (SA)&amp;lt;br&amp;gt;&lt;br /&gt;
Yutyrannus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Herbivores:'''&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Aralosaurus, Corythosaurus, Iguanodon, Ouranosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Centrosaurus, Einiosaurus, Monoclonius, Pachyrhinosaurus, Pentaceratops, Styracosaurus, Torosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
(One of) Dacentrurus, Kentrosaurus, Lexovisaurus, Tuojiangosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
Shunosaurus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Aquatics:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cretoxyrhina/Edestus/Helicoprion&amp;lt;br&amp;gt;&lt;br /&gt;
Dolichorhynchops&amp;lt;br&amp;gt;&lt;br /&gt;
Hybodus&amp;lt;br&amp;gt;&lt;br /&gt;
Hyneria (Limited SA)&amp;lt;br&amp;gt;&lt;br /&gt;
Megalodon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Fliers:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Dimorphodon&amp;lt;br&amp;gt;&lt;br /&gt;
Ikrandraco&lt;br /&gt;
&lt;br /&gt;
== What is unique about Beasts of Bermuda? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda offers the experience of playing in unique niches as aquatic, flight-based, or terrestrial creatures.  Piscivores offer a different lifestyle to traditional carnivores, the creatures of which are often very adept at [[Swimming|swimming]], even if also quite capable on land.&lt;br /&gt;
&lt;br /&gt;
It also offers unique map elements.  Whether you're exploring a cave while taking shelter from a [[Weather|storm]], watching the [[Tidal System|tide]] drop to safely cross to a new island, or migrating to avoid a [[Forest Fires|forest fire]] or depleted [[Freshwater Lakes|watering hole]], the map is always changing and the world is alive. &lt;br /&gt;
&lt;br /&gt;
The playable creatures in Beasts of Bermuda all have unique [[Abilities|abilities]] that differentiate them from others.  Some can [[Grabbing|grab]], others can [[Pouncing|pounce]] and latch.  Some can sense a weak opponent or warn a herd of a lurking predator, and others can climb to escape danger.  Every animal is different in Beasts of Bermuda, very much so, and a lot of effort has been put in to ensure every creature added fulfills a unique niche.&lt;br /&gt;
&lt;br /&gt;
A unique resource in the form of [[Comfort|comfort]] offers a totally new way to design mechanics and shape gameplay.  Carnivores in close proximity to herbivores will stress each other out, resulting in various gameplay disadvantages or even death should the stress become extreme.  Carnivores are only comforted by their own kind, becoming stressed in the prolonged presence of different species.  Map elements, in particular storms and massive storm surges, will also cause stress.  Maintaining a low level of stress (we call it comfort) is a major aspect of survival in Beasts of Bermuda.&lt;br /&gt;
&lt;br /&gt;
Beast of Bermuda also give players the ability to customize themselves, be it through skins or the talent mechanic, it'll be hard to get two dinos exactly alike.&lt;br /&gt;
&lt;br /&gt;
== Why does Beasts of Bermuda need Donations? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda needs funds to commission and contract professionals for services related to modeling, animating, sound creation, skin design, level design, and just overall improvements.  Up to this point, the game has been created by Predatoria and Vipe, two indie developers focused on the coding behind the game, with freelance contribution from several [[Contributors|contributors]].  Most of our current models are from asset stores and we want to replace them goal with professional models.  To bring our game to the next level of quality, we need to network with professionals in all departments of game design rather than just indefinitely coding more mechanics into the game, which requires funding neither of us can afford to do.&lt;br /&gt;
&lt;br /&gt;
Want to help donate? Here's the link to the GoFundMe:&lt;br /&gt;
&lt;br /&gt;
https://www.gofundme.com/beasts-of-bermuda&lt;br /&gt;
&lt;br /&gt;
If you'd liked to help out by using PayPal, which is preferred since there's less of a pay cut, here's the email address to send it to:&lt;br /&gt;
&lt;br /&gt;
mdweiss@ncsu.edu&lt;br /&gt;
&lt;br /&gt;
== Will Beasts of Bermuda have singleplayer support, or will it strictly be a multiplayer game? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda is being created as a multiplayer game.  If a player wishes to do so, they can host a server and play alone, but multiplayer play is strongly encouraged.&lt;br /&gt;
&lt;br /&gt;
== What platforms will Beasts of Bermuda be available on? ==&lt;br /&gt;
&lt;br /&gt;
Currently, Beasts of Bermuda only has Windows support as adding support for other operating systems is low on our priority list.  In the future, MAC and Linux support will be added as well.  Steam will be our method of distribution.  Beasts of Bermuda is a PC game and will not function on consoles.&lt;br /&gt;
&lt;br /&gt;
== When will Beasts of Bermuda be released? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda will most likely be released into EA (Early Access) in Late 2018 / Early 2019.&lt;br /&gt;
&lt;br /&gt;
== Will there be Steam achievements? ==&lt;br /&gt;
&lt;br /&gt;
Yes!  I absolutely plan for achievements to be part of the game!&lt;br /&gt;
&lt;br /&gt;
== How much will Beasts of Bermuda Cost? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda will very likely cost $20.00 and will be purchased on Steam.&lt;br /&gt;
&lt;br /&gt;
== How can I keep up with Beasts of Bermuda's development? ==&lt;br /&gt;
&lt;br /&gt;
The best way to keep up with development is to join our Discord, as sometimes I get lazy and don't update the website regularly.  Currently, most activity takes place here including links to our most recent test builds and patch notes.&lt;br /&gt;
Follow our progress here: https://discord.gg/PQ5fPNn&lt;br /&gt;
&lt;br /&gt;
We're are also on steam now! Go check us out and if you are interested in the game don't forget to add it to your wishlist to be notified on EA release. &lt;br /&gt;
Steam Page Link:&lt;br /&gt;
https://store.steampowered.com/app/719890/Beasts_of_Bermuda/&lt;br /&gt;
&lt;br /&gt;
== Can I play Beasts of Bermuda? ==&lt;br /&gt;
&lt;br /&gt;
Beasts of Bermuda is in its closed testing phase, if you wish to play the game, wait for it to release on steam! We're hoping to get there around December, 2018, or early 2019.&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.beastsofbermuda.com/index.php?title=Acrocanthosaurus&amp;diff=786</id>
		<title>Acrocanthosaurus</title>
		<link rel="alternate" type="text/html" href="https://wiki.beastsofbermuda.com/index.php?title=Acrocanthosaurus&amp;diff=786"/>
		<updated>2018-10-05T00:16:00Z</updated>

		<summary type="html">&lt;p&gt;Wolf13Ninja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AcroImage.jpg|right|thumb|400px|border|Acrocanthosaurus]]&lt;br /&gt;
&lt;br /&gt;
'''Species:''' A. atokensis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Time Period:''' Cretaceous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Length:''' 11.5 meters (38 feet)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weight:''' 6.2 tonnes (6.8 short tons)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Category:''' Carnivore&amp;lt;br&amp;gt;&lt;br /&gt;
'''Diet:''' Meat&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Acrocanthosaurus is a large, playable [[Carnivorous Creatures|carnivore]] in Beasts of Bermuda.  It is one of the slowest carnivores in the game, only being faster than the [[Semiaquatic Creatures|semiaquatic]] [[Ichthyovenator]]'s terrestrial movement speed.  It, however, has the highest damage output and strongest bite of any carnivore currently in-game.  It also has the highest [[Health|health]] and [[Size|size]].  The Acrocanthosaurus is a superb ambusher due to its high damage output.  It is the carnivore most capable of hunting the huge [[Apatosaurus]] and the swift [[Parasaurolophus]].&lt;br /&gt;
&lt;br /&gt;
Its attacks are fairly straightforward, possessing both a forwards-aimed and a downwards-aimed bites as its [[Primary Attack|primary]] and [[Secondary Attack|secondary]] attack.  &lt;br /&gt;
&lt;br /&gt;
Special Abilities: Acrocanthosaurus will be able to inflict terrible bleeding wounds on its opponents. Bleeding is a status effect that damages health, comfort and raises injury damage. This allows the Acrocanthosaurus to engage in persistence hunting, wearing its prey out over long distances while they succumb to blood loss. A skilled Acrocanthosaurus can fell even the largest of creatures, so long as they are not allowed to recuperate.&lt;br /&gt;
&lt;br /&gt;
Other facts: The Acrocanthosaurus will be the second strongest carnivore in the EA release, after the Tyrannosaurus. It makes up for the lack of power to Tyrannosaurus with superior speed, meaning it is able to pursue a wider variety of prey over long distances. &lt;br /&gt;
&lt;br /&gt;
The Acrocanthosaurus is capable of doing a small [[Jumping|jump]] that costs significant [[Stamina|stamina]].  It serves only the purpose of allowing the Acrocanthosaurus to avoid getting stuck on small ledges or rocks in certain areas, granting little other utility.&lt;br /&gt;
&lt;br /&gt;
The Acrocanthosaurus has a very mild amount of [[Weather Resistance|weather resistance]], and must take refuge from intense [[Weather|weather]].  &lt;br /&gt;
&lt;br /&gt;
It also has a fast metabolism, and must eat regularly to avoid [[Food|starvation]].&lt;/div&gt;</summary>
		<author><name>Wolf13Ninja</name></author>
		
	</entry>
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