"Dino subclasses can now simply have their own additional CharacterStatusComponent added onto the Components array. Just give the CharacterStatusComponent class that you want to take effect a higher “CharacterStatusComponentPriority” value, in the CharacterStatusComponent Blueprint. So this way you can make a “RaptorElite” which is a subclass of the standard Raptor, but uses its own “RaptorElite” character status component with unique values.
PrimalCharacter classes now have a default PrimalBuffs array that is added to them upon creation.
A level’s PrimalWorldSettings now has an array called NPCRandomSpawnClassWeights that lets you specify globally that a Dino should be replaced with a weighted array of possible dinos (used for the “rare” elite dino variants). We can and probably should also wrap this to PrimalGameData as well, but haven’t yet.
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Make sure to read the latest patch notes. They keep adding in more functionality for the mod, and this sometimes means that they do things differently (like spawning in the alpha’s)