- Magnfiying Glass now displays creature Torpor stats (on Wild creatures too).
- Tribe Alliances now disabled in Offline Raid mode (too complex to determine if anyone in an Alliance is around), C4/Traps can no longer be placed near Offline-Raid Protected Structures, and Offline-Raid mode now forces all Structures to be Lockable so that players can "Lock" Crop Plots to prevent their turrets from being disabled.
- New Server Option: "?PreventTribeAlliances=true" to prevent tribe alliances
- Engagement with Wild Naturally-Fleeing & Small creatures (tiny bugs etc) no longer trigger combat music - Tamed Dinos that are following a submerged allied Target will not attempt to float to the surface of the water, but rather will attempt to stay at the depth of their allied Target. (helpful when deliberately going deep-diving your tamed land Dinos). However, Dinos that are capable of suffocating will try to surface if they are out of Oxygen regardless!
- Vaults can no longer be dropped onto saddle platforms
- Transfer-All/Drop-All methods now only drop/transfer what is currently disabled in the inventory, respecting any filters/folders you may have active (so for example, if you're within a folder, it will only transfer those items, or if you have a text filter active, etc).
- Fixed an issue where pillars were not being calculated correctly as foundations when building pillars downwards
- Massive +33% rendering gains with any translucent rendering (particles, greenhouse windows, etc). Yay for eliminating unnecessary SceneColor resolves!
[MORE NOTES TO COME]
People were talking in chat about the bolded part just a couple of hours ago
Finally you can go diving with your Spinos or Beavers or whatever!
I went around to a bunch of people's places the other day when the list was mentioned and people gave coordinates. You all are some crazy good builders. Bird Herd's place especially.
My favorite though, is Turambar's here, just south of the Blue Obelisk.
If only I could do so much in such a purposefully small space. I love it.
+2
KalnaurI See Rain . . .Centralia, WARegistered Userregular
I really should get around and see everyone else's bases. I've really only seen Oli's, Suti's, and Beorn's.
I make art things! deviantART:Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
I went around to a bunch of people's places the other day when the list was mentioned and people gave coordinates. You all are some crazy good builders. Bird Herd's place especially.
My favorite though, is Turambar's here, just south of the Blue Obelisk.
If only I could do so much in such a purposefully small space. I love it.
Thanks, I wanted to keep it small and cozy
(The tree is essential)
After some redecorating I've been able to fit a fabricator, a generator and two fridges inside, so I have the necessities
My only issues atm are that I'm defenseless against alphas and that my yard is running out of room for all the dinos I'm taming
I see your photos pre-date Paracer Deterrent Wall mk IV. Some day I will successfully log in and not have 6 paracers stuck at the bottom of that ramp even if I have to raise those damn walls all the way to the top of the cliff face.
Here I was hoping for an honorable mention! I'm glad the judges liked my cliffside bedrooms! Tried hard to put one of the little conic roofs on the internal staircase but three would snap and the fourth just refused to, after tearing off the third floor and rebuilding it about 4 times I just put in a rooftop terrace instead. Kinda made me sad we didn't have the landscaping mod, would be nice with some greenery. I might slap down a couple small crop plots with tintoberries or something, see if it fakes looking like a potted plant
Aistan/Olivie, you appear to have clipped through the floor of your base into the water and drowned, I put your stuff on Olive the T-rex.
Hooray!
That's several floors I would have had to have fallen through. Also why I put the important stuff in chests before I leave. Thanks.
That's why I always log out over a floor. Even in the base screenshot above where I'm out cold by the fireplace that's over the thin strip of actual solid surface on that cliff. It really makes me sad the game works that way currently, I really wanted to build a base on pillars over the swamp, but it's just not safe to log out there without resorting to foolishness like logging out on top of a fabricator.
there is a level 135 Alpha Rex if anyone is feeling lucky, currently at 63.1, 33.9 which is down on a small island hugging the cave-wall in the *bottom* lake under the Floating island...
It was doing roughly 123 damage (in the pop up thingy) to my Quetz which has a 57.5 armour saddle, for reference.
- Game.INI values to scale the the 5 kinds of XP earned: Generic (automatic over time), Crafting, Harvesting, Killing, and SpecialEvents: "KillXPMultiplier","HarvestXPMultiplier","CraftXPMultiplier","GenericXPMultiplier","SpecialXPMultiplier" (all 1.0 by default) - Tamed & Wild Gigas Damage reduced by 50%, Wild Giga HP reduced by 40%, Tamed Giga Run Speed reduced by 30%, Tamed Giga HP reduced by 25%, Giga Stamina Increased by 30%
- Tamed Ptero Damage reduced by 30%
- Fixed a rare PhysX crash that would bring down servers on occasion. Seemingly free of any more PhysX-crashes now!
There's a brontosaurus near my base. I thought it was out of reach of everything, but that bronto neck has me re-evaluating. Regardless, the whole house will be made of stone, and I've got to tear down my cliff house ASAP, because the bronto is at the top of the cliff...
- Game.INI values to scale the the 5 kinds of XP earned: Generic (automatic over time), Crafting, Harvesting, Killing, and SpecialEvents: "KillXPMultiplier","HarvestXPMultiplier","CraftXPMultiplier","GenericXPMultiplier","SpecialXPMultiplier" (all 1.0 by default) - Tamed & Wild Gigas Damage reduced by 50%, Wild Giga HP reduced by 40%, Tamed Giga Run Speed reduced by 30%, Tamed Giga HP reduced by 25%, Giga Stamina Increased by 30%
- Tamed Ptero Damage reduced by 30%
- Fixed a rare PhysX crash that would bring down servers on occasion. Seemingly free of any more PhysX-crashes now!
Giga nerf, woop woop!
That is the OTHER thing I was waiting for.
It had become apparent that Giga, while meeting it's goal of being scary, had been in need of some adjustment. A challenge is one thing. An unkillable monster is another.
I'm betting there will be more changes. I would like to see wild Giga speed severely reduced as well.
-edit-
I'm still not sure I feel comfortable enough about these changes to re-enable Giga without some sort of updated spawn area for our map.
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
This is awesome as well. Gigas weren't that fun to run around on because of how quickly they lose stamina.
Now they just need to make Gigas take reduced fall damage or something along those lines. Gigas like to go all Evel Knievel over the smallest declines, and then land and take a bunch of damage and get enraged.
It would make sense to cap the number of wild gigas that can exist at any given time. Otherwise, if any particular spawn has a 99% change to give a dodo and 1% chance to give a giga, every time you kill a dodo you're rolling the die on a giga. Then when the giga spawns, you run away and go somewhere else to kill dodos again.
Full notes for the patch that, in theory, comes out late tonight.
Upcoming Version: v243, ETA: June 22
- New Creature: Titanosaurus!
- New Item: Gas Mask!
- New Item: Herbivore "TastyCakes"
- New Item: Chain Bola Ammo for Ballista Turret!
- New Structure: Retractable Rope Ladders!
- New Structure: Tree Sap Taps!
- New Structures: Wood and Metal Tree Platforms!
- New Mechanic: Custom Tripwire Alarm Notifications via SurviveTheArk.com (E-mail and Forum). Optionally Tribes can post to arbritrary URL, if they have a custom system! Now if someone's raiding your base, you can get on top of it!
- Breeding Mechanics Phase 3: Random Mutations and Family Trees
- Biome Update: Snow Extension & New Redwood Forests (this is a major environmental overhaul!)
- Ruins & Explorer Notes
- GroundClutter effect extended 50% further and +20% more GPU efficiency
- Approximate +5% GPU performance improvement related to more efficient foliage culling
- Approximate +10% Server CPU gains related to more network multi-threading
- Added option to disable Inventory Sounds. Yeah
- Balled Doed's are no longer invincible to Tamed Dino melee attacks -- now just very, very resistant to them.
- Magnfiying Glass now displays creature Torpor stats (on Wild creatures too).
- Tribe Alliances now disabled in Offline Raid mode (too complex to determine if anyone in an Alliance is around), C4/Traps can no longer be placed near Offline-Raid Protected Structures, and Offline-Raid mode now forces all Structures to be Lockable so that players can "Lock" Crop Plots to prevent their turrets from being disabled.
- New Server Option: "?PreventTribeAlliances=true" to prevent tribe alliances
- Engagement with Wild Naturally-Fleeing & Small creatures (tiny bugs etc) no longer trigger combat music
- Tamed Dinos that are following a submerged allied Target will not attempt to float to the surface of the water, but rather will attempt to stay at the depth of their allied Target. (helpful when deliberately going deep-diving your tamed land Dinos). However, Dinos that are capable of suffocating will try to surface if they are out of Oxygen regardless!
- Vaults can no longer be dropped onto saddle platforms
- Transfer-All/Drop-All methods now only drop/transfer what is currently disabled in the inventory, respecting any filters/folders you may have active (so for example, if you're within a folder, it will only transfer those items, or if you have a text filter active, etc).
- Fixed an issue where pillars were not being calculated correctly as foundations when building pillars downwards
- Massive +33% rendering gains with any translucent rendering (particles, greenhouse windows, etc). Yay for eliminating unnecessary SceneColor resolves!
- Game.INI values to scale the the 5 kinds of XP earned: Generic (automatic over time), Crafting, Harvesting, Killing, and SpecialEvents: "KillXPMultiplier","HarvestXPMultiplier","CraftXPMultiplier","GenericXPMultiplier","SpecialXPMultiplier" (all 1.0 by default)
- Tamed & Wild Gigas Damage reduced by 50%, Wild Giga HP reduced by 40%, Tamed Giga Run Speed reduced by 30%, Tamed Giga HP reduced by 25%, Giga Stamina Increased by 30%
- Tamed Ptero Damage reduced by 30%
- Fixed a rare PhysX crash that would bring down servers on occasion. Seemingly free of any more PhysX-crashes now!
[MORE NOTES TO COME]
MuddBudd on
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
The server is coming online now. Here's a rundown of things that changed.
-My admin mod remains uninstalled because the dude still hasn't fixed it... think that's going to be gone for good. I can make do with the console commands and such.
-Difficulty increased to 5, which makes wild dinos cap out at 150
-Taming and breeding modifiers are now set to 5x to match the new higher levels
-XP is now back at 3x.
-Anyone can interact with a baby dino after the initial imprinting. I am still trying to figure out how the other settings work, there's not a lot of data on what exactly they change.
-RPG stats are on for the next week until the next event begins. Please try it out and tell me if you like it or hate it.
-In my infinite mercy, I have boosted tamed dino damage multipliers by an additional 33% over the post-nerf defaults. This should hopefully make combat a bit less grindy without making tamed dinos completely overpowered. This is the only change to dino stats.
So the taming and breeding multipliers are at 5 now , does that mean taming speed and consumption speed are both 5? And all three breeding multipliers are 5? I'm configuring dododex on my phone.
The server is coming online now. Here's a rundown of things that changed.
-My admin mod remains uninstalled because the dude still hasn't fixed it... think that's going to be gone for good. I can make do with the console commands and such.
-Difficulty increased to 5, which makes wild dinos cap out at 150
-Taming and breeding modifiers are now set to 5x to match the new higher levels
-XP is now back at 3x.
-Anyone can interact with a baby dino after the initial imprinting. I am still trying to figure out how the other settings work, there's not a lot of data on what exactly they change.
-RPG stats are on for the next week until the next event begins. Please try it out and tell me if you like it or hate it.
-In my infinite mercy, I have boosted tamed dino damage multipliers by an additional 33% over the post-nerf defaults. This should hopefully make combat a bit less grindy without making tamed dinos completely overpowered. This is the only change to dino stats.
So the taming and breeding multipliers are at 5 now , does that mean taming speed and consumption speed are both 5? And all three breeding multipliers are 5? I'm configuring dododex on my phone.
Full notes for the patch that, in theory, comes out late tonight.
When they posted about the update to the biome wall yesterday they said that whoever lived in the affected area would have until midnight EST to relocate
So I just ran into an issue with breeding/imprinting. I'm not sure if it's the rates we have set or if I just had back luck, or what.
I raised a spino today, hatched it this morning and it started with a ~3 hour timer for its first imprinting session. Hit that, percentage went up, next imprinting session ~3 hours later. Hit that one, same thing, then the next. Now he's at 84% imprinting, one more will push it to 100%. Only, he turns into an adult when there's 7 minutes left on the imprinting timer. It was literally impossible for me to hit 100% despite having done all the imprints as soon as they were available.
I'm not sure how to mitigate this in future, or if it would even happen again since maybe the timers are randomly selected from a potential range and I just had bad luck.
So I just ran into an issue with breeding/imprinting. I'm not sure if it's the rates we have set or if I just had back luck, or what.
I raised a spino today, hatched it this morning and it started with a ~3 hour timer for its first imprinting session. Hit that, percentage went up, next imprinting session ~3 hours later. Hit that one, same thing, then the next. Now he's at 84% imprinting, one more will push it to 100%. Only, he turns into an adult when there's 7 minutes left on the imprinting timer. It was literally impossible for me to hit 100% despite having done all the imprints as soon as they were available.
I'm not sure how to mitigate this in future, or if it would even happen again since maybe the timers are randomly selected from a potential range and I just had bad luck.
This is apparently an issue with Giga too, possibly all the larger dinos. Our rates are set to the defaults atm.
I am planning to make it a lot more reasonable but I need to calculate out what exactly changes to the settings will do.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Yeah how much imprinting you get from each cuddle is dependent on how long the maturation time is and how often you are able to cuddle. So for this one since it was every 3-4 hours I got about 28% each time, making it so i'd only need four to hit 100%. If it became more frequent i'd get a lesser percentage each time, so I could still be unlucky and roll the higher time range on a few of them and miss out on 100% again. Or if it became less frequent maybe i'd only need one to hit 100%, but whoops rolled the high range and so that time is actually longer than it takes them to mature.
Kind of a weird implementation of the system, having it be a random range of times, allowing for the possibility of it being impossible.
I did find some spreadsheets tonight with numbers, but I don't think I can do anything to fix the less than 100% problem. It's always a chance depending on the random time between interactions.
There's no plan, there's no race to be run
The harder the rain, honey, the sweeter the sun.
Everytime I see a video of Ark, I start pricing out video cards.
I have stage 1 of my mountaintop base nearly done. Then I can dismantle my cliff base, and maybe start working on some farming and a new dino pen. I should also tame a carnivore, and maybe a pteranodon...
According to the patch notes it seems like Titanosaurs are only temporary tames
You have to enable a server setting to allow them to eat, so I assume they slowly starve after being tamed
No one seems to know how long they last yet, with a lot of guesses being thrown around
Also, on TheIsland there can only be 3 Titanosaurs at one time, which includes tamed ones
I guess they won't be enabled on TheCenter until the redwood biome patch?
In other news, Breeding Mechanics phase 3 didn't make it in this patch, so no mutations and family trees just yet
So, let's talk irrigation. I have a stream running through the bottom of my base, and I need to bring it up to the top of my base, where my gardens will be. The total height run is like, 20 to 25 walls.
1) Is there a height limit, or run limit for stone pipes?
2) Can pipes be broken by tamed dinos walking over them?
3) Can pipes run through air, or do they have to be along a wall or floor?
1. not that I've found, my stack is higher than that
2. nope. wild dinos attacking can break them tho
3. they can go through the air with the greatest of ease
+2
KalnaurI See Rain . . .Centralia, WARegistered Userregular
As an addendum, most wild dinos cannot break metal pipes, but can break the stone versions with great ease.
I make art things! deviantART:Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
So, let's talk irrigation. I have a stream running through the bottom of my base, and I need to bring it up to the top of my base, where my gardens will be. The total height run is like, 20 to 25 walls.
1) Is there a height limit, or run limit for stone pipes?
2) Can pipes be broken by tamed dinos walking over them?
3) Can pipes run through air, or do they have to be along a wall or floor?
1) As far as i know there isn't a height limit on stone pipes (upto the building limit)
2) No, tamed dino's can't damage your own buildings, or any buildings at all on a PVE server.
3) Pipes can run in the air, they don't need to be along a wall or floor.
edit: Why you do dis to me, forums?! so much for page refresh...
As for that Titanosaur... hahahaha i hope someone is online when it eventually starves to death to collect that now useless saddle! that shit is expensive.
Heroth on
+2
KalnaurI See Rain . . .Centralia, WARegistered Userregular
Or just enable it to be fed so it doesn't starve because that's a fucking stupid mechanic.
I make art things! deviantART:Kalnaur ::: Origin: Kalnaur ::: UPlay: Kalnaur
Posts
People were talking in chat about the bolded part just a couple of hours ago
Finally you can go diving with your Spinos or Beavers or whatever!
My favorite though, is Turambar's here, just south of the Blue Obelisk.
If only I could do so much in such a purposefully small space. I love it.
The harder the rain, honey, the sweeter the sun.
Thanks, I wanted to keep it small and cozy
(The tree is essential)
After some redecorating I've been able to fit a fabricator, a generator and two fridges inside, so I have the necessities
My only issues atm are that I'm defenseless against alphas and that my yard is running out of room for all the dinos I'm taming
The harder the rain, honey, the sweeter the sun.
Here I was hoping for an honorable mention! I'm glad the judges liked my cliffside bedrooms! Tried hard to put one of the little conic roofs on the internal staircase but three would snap and the fourth just refused to, after tearing off the third floor and rebuilding it about 4 times I just put in a rooftop terrace instead. Kinda made me sad we didn't have the landscaping mod, would be nice with some greenery. I might slap down a couple small crop plots with tintoberries or something, see if it fakes looking like a potted plant
Hooray!
That's several floors I would have had to have fallen through. Also why I put the important stuff in chests before I leave. Thanks.
That's why I always log out over a floor. Even in the base screenshot above where I'm out cold by the fireplace that's over the thin strip of actual solid surface on that cliff. It really makes me sad the game works that way currently, I really wanted to build a base on pillars over the swamp, but it's just not safe to log out there without resorting to foolishness like logging out on top of a fabricator.
It was doing roughly 123 damage (in the pop up thingy) to my Quetz which has a 57.5 armour saddle, for reference.
Giga nerf, woop woop!
That is the OTHER thing I was waiting for.
It had become apparent that Giga, while meeting it's goal of being scary, had been in need of some adjustment. A challenge is one thing. An unkillable monster is another.
I'm betting there will be more changes. I would like to see wild Giga speed severely reduced as well.
-edit-
I'm still not sure I feel comfortable enough about these changes to re-enable Giga without some sort of updated spawn area for our map.
The harder the rain, honey, the sweeter the sun.
This is awesome as well. Gigas weren't that fun to run around on because of how quickly they lose stamina.
Now they just need to make Gigas take reduced fall damage or something along those lines. Gigas like to go all Evel Knievel over the smallest declines, and then land and take a bunch of damage and get enraged.
The harder the rain, honey, the sweeter the sun.
So the taming and breeding multipliers are at 5 now , does that mean taming speed and consumption speed are both 5? And all three breeding multipliers are 5? I'm configuring dododex on my phone.
Food multiplier is still at the default of 1.
MatingIntervalMultiplier=0.20 (IE 5x)
EggHatchSpeedMultiplier=5.0
BabyMatureSpeedMultiplier=5.0
TamingSpeedMultiplier=5
The harder the rain, honey, the sweeter the sun.
When they posted about the update to the biome wall yesterday they said that whoever lived in the affected area would have until midnight EST to relocate
So the patch is later than that at least
http://steamcommunity.com/app/346110/discussions/0/351660338683373806/
Sounds like they are aiming for 1-2am patch, so I will try to get the server updated in the morning.
The harder the rain, honey, the sweeter the sun.
Ooh, the tree fortress in the second and fifth screen look really cool
I raised a spino today, hatched it this morning and it started with a ~3 hour timer for its first imprinting session. Hit that, percentage went up, next imprinting session ~3 hours later. Hit that one, same thing, then the next. Now he's at 84% imprinting, one more will push it to 100%. Only, he turns into an adult when there's 7 minutes left on the imprinting timer. It was literally impossible for me to hit 100% despite having done all the imprints as soon as they were available.
I'm not sure how to mitigate this in future, or if it would even happen again since maybe the timers are randomly selected from a potential range and I just had bad luck.
This is apparently an issue with Giga too, possibly all the larger dinos. Our rates are set to the defaults atm.
I am planning to make it a lot more reasonable but I need to calculate out what exactly changes to the settings will do.
The harder the rain, honey, the sweeter the sun.
Or are the imprinting intervals tied to maturation speed, so it's an issue no matter the multiplier?
It scales with maturation time, so you can get unlucky.
I don't want to have to log in every 3-4 hours anyway so I am going to find a way people can imprint just a couple times a day for the longer dinos.
The harder the rain, honey, the sweeter the sun.
Kind of a weird implementation of the system, having it be a random range of times, allowing for the possibility of it being impossible.
The harder the rain, honey, the sweeter the sun.
I have stage 1 of my mountaintop base nearly done. Then I can dismantle my cliff base, and maybe start working on some farming and a new dino pen. I should also tame a carnivore, and maybe a pteranodon...
You have to enable a server setting to allow them to eat, so I assume they slowly starve after being tamed
No one seems to know how long they last yet, with a lot of guesses being thrown around
Also, on TheIsland there can only be 3 Titanosaurs at one time, which includes tamed ones
I guess they won't be enabled on TheCenter until the redwood biome patch?
In other news, Breeding Mechanics phase 3 didn't make it in this patch, so no mutations and family trees just yet
That's...really odd. Aren't they going to take a lot of effort to tame?
1) Is there a height limit, or run limit for stone pipes?
2) Can pipes be broken by tamed dinos walking over them?
3) Can pipes run through air, or do they have to be along a wall or floor?
2. nope. wild dinos attacking can break them tho
3. they can go through the air with the greatest of ease
1) As far as i know there isn't a height limit on stone pipes (upto the building limit)
2) No, tamed dino's can't damage your own buildings, or any buildings at all on a PVE server.
3) Pipes can run in the air, they don't need to be along a wall or floor.
edit: Why you do dis to me, forums?! so much for page refresh...
As for that Titanosaur... hahahaha i hope someone is online when it eventually starves to death to collect that now useless saddle! that shit is expensive.
The harder the rain, honey, the sweeter the sun.