Patch v258 finds its way harpooning onto the ARK with an entire boatload worth of content! It'll introduce five new creatures to the game, a new way of travel in the form of a gas-powered motorboat, an interactive toilet for when you just can't hold it in anymore, a harpoon gun for all your under the sea adventures, and not to forget; two new hairstyles, optimisations, and a greater Achievement set!
With this update, ARK: Survival Evolved has officially released 100 creatures to the base game, not including bosses, events, or specialised variants! Now let's say hello to our new friends!
Hyaenodon dirus, a carnivore most often found across the mountains and tundras in packs of 3 to 6. The Hyaenodon is a very intelligent predator. Before engaging, it determines if the payoff for a fight is worth the risk of injury. Hyaenodon often prefers not to fight unless there is already weakened prey or a fresh carcass nearby.
Despite being too small to ride, Hyaenodon are still popular pets. Their intelligence means they train well, and their natural pack mentality makes them excellent hunting dogs. Their ability to quickly recover health by consuming raw flesh off the bone ensures they can take punishment yet continue to fight, and they can efficiently preserve meat in specially-crafted saddle-bags.
Megatherium formipavor is one of the larger mammals on the Island. Despite primarily being a herbivore, a typical Megatherium is very intent on consuming the Island’s many insects. It is particularly adept at removing their insides without damaging much of the shell, maximizing extraction of chitin. The otherwise slow and peaceful Megatherium becomes faster and aggressive in the presence of these creatures.
Megalania muruspede is found throughout the Island’s complicated cave networks. Reaching up to three meters long, it can traverse vertically up cave walls with little difficulty thanks to its powerful claws. Like other Varanidae, Megalania is a venomous creature. Its poison is slow-acting but will drain the victim’s effective strength and health until death unless cured by a rare antidote.
The rare ability of Megalania to effortlessly climb sheer environmental walls makes it a highly sought-after mount. While it is by no means the fastest, strongest, or toughest mount, the manner in which it can effortlessly scale mountains, clamber up barricades, hide in trees or upside-down, ensures it will always have a place in any tribe’s stables!
Hesperornis avenatantes is a medium-sized, fish-eating bird, common in the rivers and lakes of the island. It would be about two-thirds the height of a human if it stood tall, but it rarely does. Hesperornis spends most of its time gliding along the surface of the water, where it is much more maneuverable. It can easily hunt down fish and other small water-dwelling creatures. Hesperornis is primarily kept for the eggs it produces after consuming much fish. Every so often it will lay a golden egg which tribes often desire for the dietary needs of their tames, as it has proven to greatly assist in the training of all creatures, especially those which are too small to be ridden.
Yutyrannus saevus is believed to be related to the Tyrannosaurus rex, but it is noticeably different upon first glance. Feathered creatures are not necessarily viewed as dangerous predators in the same light as other theropods. It is also the only creature I’ve seen to consistently induce a state of panic in opponents with its roar. Upon hearing it, most creatures in the area will flee for safety.
A domesticated Yutyrannus can be a powerful offensive or defensive addition to war parties.Yutyrannus can be trained to develop a confidence-boosting Battle-Cry which counteracts enemy attempts to induce fear, while also bolstering the resolve of allies, and may even draw wild Carnotaurus to its aid.
There's still more to come! In ARK update v258, Survivors have become more civilized and have managed to invent their own version of indoor plumbing. Survivors can now go to the toilet when their characters are ready to defecate, and by doing so they'll get a special 'refreshing' buff which will grant them an experience boost!
Plus, with all the dangers and terrors that have recently become apparent in our seas, Survivors can now craft a Harpoon gun which can be used for all your under the sea adventures!
As well as a new speedy gas-powered Motorboat!
...there's so much in this patch that we haven't gone through yet! In addition to everything above, here are the rest of the notes:
- Brand new Achievements with cosmetic, emotes, and hairstyle rewards for obtaining them! - More UI overhauls! - New Hairstyle and Facial Hair! - New Explorer Notes! - A major Primitive+ update: Patch Notes!
On Friday we will be releasing 1.2! This will include the magic species' weapons as well as completing the magic species' load out with a new Large mob, Mini Boss, and Main Boss. As Well as a new armor set.
We will also be addressing some bugs and balancing that players have been experiencing.
The Ember Saga: A New Fire - Forthright Entertainment
Hello, Ember fans!
Well, there are a few obvious changes that have happened, but we are pleased to announce that the entire system has been completely redone and works so well. We are excited to get your feedback on the new gameplay and direction!
Our change log only covers some of the changes, but there is one MAJOR thing to note. This completely resets the game. You will have to start over from the beginning, but don't worry. There is a lot of new content even at the start. Our team has been working really hard to make sure this game is not an amazing story with amazing characters, but we have taken to heart all the positive and negative feedback from our players. If you run into any bugs now, at the main menu you will find which beta build you are currently playing, enabling us to eliminate these bugs even quicker!
We are excited to get your feedback on the title and look forward to delivering, even more, content in the days to come.
The Ember Saga Team.
New Intro New Title New Icons New Fonts Maps Redone Quests Added An Ocean of Forest Spitting Image The Grup Hunt Enemies Added Grup Enemy Skills added Slime Slash Draining Bite Poison Spores Debilitating Sting Empower Armor Crush Gameplay Changes All new skill system All new stat system States added
First of all, sorry for the delay! I usually try to push updates every two weeks but this one took much more than expected due to the complexity of some the new features that requiered significant changes behind the scenes. I plan to go back to biweekly updates from now on :)
Here is the list of changes, I hope you guys like it!
Physics grip - BETA!
The physics grip is now the default option in the game. You can still disable it in the options menu if you prefer the old grip, but eventually this will be the only option. Please let me know what you think!
Taunting!!! This is one of the most demanded features ever, you can finally taunt your enemies in the arena! (sorry it took so long!)
Increased the minimum speed required to damage an enemy. Slashing now requires a min speed of 500cm/s (from 200cm/s previously). Thrusting only requires 300cm/s. This and the physics grip behavior makes much more difficult to just wiggle the sword to kill enemies.
Modified weapons so they rotate around the hand. This makes the grip much smoother.
Added snap distance depending on weapon speed so the weapon does not get stuck behind the enemy shield during combat.
Disabled physics collision with weapons attached to the belt.
Fixed stabbing with the physics grip.
Sword white trails now appear at 600cm/s instead of 800, indicating when you are actually dealing damage to enemies. Red trail lowered to 950 from 1100.
Increased stiffness of shield and sword when parrying or blocking
Added Oculus Rift compatibility to the physics grip
Access through gates
You can now access the blood arena though the gates! I plan to add the rest of the scenes in the next updates (training arena, market, Colosseum). For now, you have menus at the gates (placeholder until full access to gates is available)
The option to go to the arena via menu is still going to be an option for those of you that prefer a faster route :)
Revamp of the trackpad movement system so you can walk through ramps (to the blood arena and the ones in the market).
Modified the crowd in the blood arena so there are less people watching (performance improved)
Changed lightning of lobby (new openings on the ceiling)
New "default difficulty" setting: this applies to the blood arena when you access through the gates.
Blood arena enemies are now tougher. They have 1/2 of regular hp instead of 1/3 hp in the previous update.
Food now stays within the fence in Day3
New sword clang sounds for low and high speed impacts when parrying
New sound when stopping a kick with the sword
New sound when parrying mummy attacks
Made impossible to stab with blunt weapons (e.g. mace or shields)
Removed validation to make sure player has weapons before starting the games, you can punch them now :)
Added another quiver in day 3
Disabled physics grip for arrows
The torch now deals 5 damage, you can take it with you to the blood arena.
Khopesh (available for 8000 gold at the market)
New Katana (available for 5000 gold at the market)
Added blood to remaining weapons (Gladius3, Axe and Spatha)
Added a new option in training to spawn only humans as you requested :). I will add this as a general option in the next update so you can also apply it to the blood arena.
Added a new option in training to customize which enemies will spawn
Barbarian animation is x25% faster
New die animation for the skeleton.
AI Aggressiveness is now proportional to difficulty level
Hero difficulty aggressiveness also increased
Fixed enemies getting stuck circling the player
Archer goes ragdoll immediately after killing them.
Fixed enemies snap damage.
Fixed Torch, Kopis, Celtic and knife attachment rotation
Fixed being able to go through walls in the lobby (You can still physically walk through them, I will fix that in a later update)
Fixed equipping the helmet on would leave the hand locked
Fixed weapons not going to training from armory (Spatha and spartan shield)
Fixed Swordmaster getting knocked down sometimes when he attacks into your shield with physics grip on.
Fixed Mace collider so it doesn't rotate forever
Fixed Spartan shield collision box to better fit the shield
Picking up food would lead to the hand being 'locked in' with an invisible item.
Fixed Axe not unlocking in training random mode
Fixed during the sword master phase, after the equipment is removed, you could still grab invisible items.
Fixed completing Day 3 would send the player to limbo.
Fixed flail being able to stab and getting stuck mid air with the physics grip
Fixed blood arena thinking player was still inside the forbidden area
Added extra blocking volume to the lobby floor so weapons don't fall through the floor
Fixed shield hand controller vibrating constantly when reaching the swordmaster phase.
Added extra controls to avoid crashes when using the bow in day 3.
Fixed helmets disappearing from the rack when grabbing them with the physics grip on.
Fixed horses making die sound when they are already dead.
Fixed spawned skeletons and mummies not matching with total number of mummies to kill.
Fixed some mummies disappearing from the sarcophagus
Fixed concurrency sound with crowd cheering
Added several controls to avoid crashes in day 3 using the bow.
Fixed barbarian sword texture in the lobby
As always, special thanks to all the amazing people in the discord channel that helped with the testing and feedback. Thank you so much guys! :)