ARK: Survival Evolved - ARK: Survival Evolved


An Important Message from Studio Wildcard Co-Founders Jesse and Jeremy

#Discussions_QuoteBlock_Author
The upcoming Genesis expansion adds a lot of innovative and fun new features to ARK and is our most complex expansion pack to date, with a completely new mission system that dramatically changes the way you can play ARK. As a team we have decided that an extra month of polish and balancing is needed to deliver an awesome experience to everyone on launch day, so our anticipated simultaneous release for all platforms will be late January 2020. Meanwhile, we will continue to create fun new events and updates for ARK, including today as we launch Fear Evolved 3, and with the extra time we plan to add mouse-and-keyboard support on consoles this year as well as working on some surprises for the entire community at our biggest-ever Winter Wonderland event in December!

Fear Evolved 3 Event



We are excited to bring you the third annual Fear Evolved, bigger and better than before!  The blood-moon, DodoWyvern, DodoRex, have made a return to ARK from October 22nd to November 5th!  Find tombstones to and gather what you need to craft spooky skins or hunt down the elusive DoDoWyvern - the choice is up to you.  For those who have experienced Fear Evolved before, we've added some new tricks and treats to ensure Fear Evolved maintains its legacy as a community favorite.

Event Rates

2X Breeding (mating interval, egg hatch speed, and maturation)
2X Player XP
2X Harvesting

Wild Creature Event Colors
Dino Light Orange Dino Light Red Dino Dark Orange Dino Dark Red DragonBase0 DragonBase1 Dino Dark Purple Dino Light Brown Dino Dark Brown Dino Light Green Dino Light Grey Dino Darker Grey Dino Light Blue Dino Dark Yellow DragonFire NearBlack

NEW Event Items
Jack O'Lantern Mask Hockey Mask Headless Neck stump Halloween-inspired Dino Colorization Candy  Panic Emote Spooky Dance Emote Zombie Emote



Prior Event Creatures
DodoRex Zomdodo Dodo Wyvern Skeletal Giganotosaurus Skeletal Quetzal Skeletal Jerboa Bone Fire Wyvern Zombie Fire Wyvern Zombie Lightning Wyvern Zombie Poison Wyvern Skeletal Bronto Skeletal Stego Skeletal Trike Skeletal Raptor Skeletal Rex Skeletal Carnotaurus

Prior Event Items
Pumpkin Stolen Headstone Scarecrow

Prior Event Skins
DodoWyvern Mask Skin Clown Mask Skin Vampire Eyes Skin Werewolf Mask Skin Giganotosaurus Bone Costume Jerboa Bone Costume Quetzalcoatlus Bone Costume Wyvern Bone Costume DodoRex Mask Skin Carno Bone Costume Rex Bone Costume Raptor Bone Costume Bronto Bone Costume Trike Bone Costume Stego Bone Costume Witch Hat Skin Dino Witch Hat Skin

We hope the community enjoys Fear Evolved 3 and we look forward to bringing you more exciting events like Turkey Trials and Winter Wonderland!

Until next time!

Twitter: twitter.com/survivetheark
Facebook: facebook.com/survivetheark
Reddit: reddit.com/r/playark
Instagram: instagram.com/survivetheark
Twitch: twitch.tv/survivetheark
Steam: steamcommunity.com/app/346110
Youtube: youtube.com/survivetheark
Conqueror's Blade - MUTE
An unknown power has bled through a rift from another world and into this one. Two mysterious doors lie before you, warlords, and a choice to be made. In accordance with the ancient traditions of Samhain, will the door you choose lead to a ghoulish trick, or a tasty treat?

In celebration of Halloween, for a limited time you can choose a door from our Trick or Treat page to grab a spooky freebie for your Conqueror’s Blade account! The doors hold an otherworldly power that must be recharged: you can click on one of the doors once every day (Resets 2am CEST/ 1am CET) to claim special in-game rewards, including the Dark Reaper and Desert Master Collector’s Packs, Premium Account time, plus Bronze, Silver, and XP!

TRICK OR TREAT?


Grab your treats from October 22, 2019 until November 5, 2019 at 22:00 CET, at which time the doors will vanish from our realm. Don’t miss out!

The Halloween festivities are only just beginning in Conqueror’s Blade! We’ll have even more ghastly surprises to announce soon, so keep a watchful eye out for more news...
Elite Dangerous - Will Flanagan
Greetings Commanders,

Following the launch of the September Update last month, we’d like to provide you all with an update on our plans for Elite Dangerous.

Firstly, thank you for all of your feedback on the September Update, which you've shared with us on the forums, across social media, on livestreams and through the Issue Tracker. There is no doubt that, in addition to the new features, the September Update introduced a number of issues and bugs which caused a lot of frustration. We are really sorry for these issues. We realise that some of the issues had an impact on your ability to enjoy Elite Dangerous. The team have been working hard to address the most critical issues and have already released a series of patches and updates to bring those fixes in as quickly as possible.

However, we know there's more to be done. You've asked for more focus on existing bug/fixes and issues, and for the community to be better integrated into the development process and testing for these upcoming updates.

In order to improve your overall experience, we have decided to refocus our efforts on addressing key issues and bugs. Since the launch of the September Update, we've been taking a deeper look at our internal development roadmap, the way in which we utilise public betas, and the content of our next updates.

Here is a summary of our plans:
  • From now and into next year (2020), the updates will focus almost exclusively on addressing recent and longstanding issues, including those reported in the Issue Tracker, ultimately making the game better.
  • We are expecting to have a series of these updates, which will be rolled out (approximately) every three to four months.
  • Each update will also include a public beta that will run prior to the update's release, with a dedicated time to address major issues that appear.
  • The first of these updates will have its public beta in December, with an expectation that the launch will be early in 2020.
As a result of our updated plans, we have made the difficult decision to defer the release of Fleet Carriers. We are now planning for Fleet Carriers to be released in an update in the second quarter of 2020, rather than in December 2019 as previously stated. This will grant us additional time to refine the feature as well as focusing time on addressing existing reported issues. It will also ensure the state of the game is in a better position to introduce Fleet Carriers, that will provide Commanders even more opportunities to interact with the Milky Way. We understand that this delay will be disappointing for some players, but do know that this decision is one that we do not take lightly, and is made with the best interests of the community and game at heart.

Ultimately, we are confident that this will improve the Elite Dangerous experience for all our players.

The team have been hard at work on the next major milestone, which you may remember we mentioned back in March as our next major paid addition to the game. They’re making fantastic progress and on schedule for release by the end of next year. We are very excited to show you what we’ve been working on. However, we can only announce the content when it’s at the right stage of development, we estimate this will be ready to talk about at some time in summer 2020, after the Fleet Carriers update. We appreciate there is a bit of a wait, but we want to make sure it is ready to be shown before making our full official announcement to the world.

We would like to take this opportunity to thank you for your ongoing and continued support and for helping give us the feedback, steer and insight to make decisions that will benefit the entire community and for your continued passion and dedication.



Dream Of Mirror Online - Zen_Dragoon
Weekly Maintenance will begin approximately at 12:00 PM EDT. We will notify players once maintenance has concluded.
DOOM Eternal - jasonBethesda


Returning after 22 years since its original release, the cult classic DOOM 64 is coming to Steam on March 20, 2020. Pre-order DOOM Eternal before March 20, 2020 and you’ll also receive DOOM 64 as a free digital download when DOOM Eternal launches!

Fight through demonic hordes, hunt down the Mother of Demons, and stop Hell's invasion as you battle through more than 30 action-packed levels. Be on the lookout for classic weapons and secrets to help you put an end to the demonic threat.

Join the Slayers Club, the official DOOM fan club, at SlayersClub.com for exclusive rewards.

Watch the new DOOM 64 Trailer now!

Oct 22, 2019
Deck of Ashes - Ashedrew


Now we are holding a creative competition with the opportunity to get a merch with the Deck of Ashes logo:
https://steamcommunity.com/games/1016730/announcements/detail/1607146545965085446

Hi everyone, folks!

We continue to prepare our game for the upcoming major Halloween update coming next week.

A number of the following bugs have been fixed:
  • The unclickable button "delete" when trying to remove the consumable item from the inventory was fixed;
  • The process of playing animations, sounds and effects has been changed when a large number of cards are get discarded;
  • A bug when the Merchant's "Upgrades" button did not always work was fixed;
  • A critical strike from burning no longer kills any enemy instantly;
  • The mistake that got the "Ancient Manuscripts" cards into the common cauldron was fixed;
  • A bug when the Strength parameter did not affect the second triggering of the "Knife Impact" card was fixed;
  • A gamepad-related errors have been fixed.
We are on social media:
FACEBOOK - fresh content everyday!
DISCORD - discuss your deck with the community
INSTAGRAM - plenty of animated monsters :)
TWITTER - stay in touch with us!
Beyond a Steel Sky - Catherine at Revolution
Hello everyone!

At EGX London last week we had our first hands on demo for Beyond a Steel Sky available for you all to play. We had such a blast, and the feedback couldn't have been better - a shame it all had to come to an end!
For those of you who came along to play, we really hope enjoyed it! For those of you who couldn't make it, there'll be other opportunities soon!

Amongst all the fun and excitement, Charles Cecil (the Director of Beyond a Steel Sky and co-founder of Revolution Software) also gave a talk about Redefining the Rules of Adventure Writing. Covering all of our games (Lure of the Temptress, Beneath a Steel Sky, the Broken Swords series) and our current work in Beyond a Steel Sky.
How better to learn about what goes into a classic Revolution Adventure game!

https://www.youtube.com/watch?v=y9igYz1lzv8

As always, if you want to keep up to date with the latest developments for Beyond a Steel Sky, then follow us on Twitter, Facebook, Instagram, and Discord - and adding the game to your wishlist doesn't hurt either!

Be Vigilant!
Dungeon Crowley - Chisas
We are implementing a new dungeons generation system that allows us to use level design techniques that normally aren't used in procedural scenarios, such as baked reflections, lightmaps and mesh-paint.

What do you think of how it looks?









This technique will also allow us to add enigmas to the scenarios. When playing a rogue-like,do you prefer having enigmas as bonus or as mandatory items to progress?
Wildermyth - Worldwalker Games
This is part 3 of a series where I'll teach you how to write and implement your own "main story" for Wildermyth.

Part 1
Part 2

Wildermyth is a mythmaking tactical RPG currently in beta. Our philosophy is to put as much storytelling power into your hands as possible, and part of that is exposing our tools so that you can craft your own stories inside the game.



That's our goal, anyway. The tools I'm going to show you today are under active development, but they work right now and they're only getting better. Some of this stuff is documented on the wiki, and some needs to be. If you decide to give this a shot, find me on Discord. We have a tools-and-modding channel just for this, and I'll be thrilled to answer your questions and help however I can.

How To: Create a Custom Monster in Wildermyth

You'll Need:
* Wildermyth Beta
* Java (64 bit) in order to run the dev tools (for now - we're working on this)
* A picture of a monster?


Step 1: Make a Plan

For this article I want to make a "corrupted forest guardian" to insert into our "Heart of the Forest" fight from part 2. You should be able to make your own unique monster by following the same basic process.

My corrupted guardian will use this art:



The monster image should be a square .png file, usually 512x512, or 1024 x1024 for larger monsters, and should be placed in the mod under /assets/figures/images/



I want the forest guardian to have a free attack based on Wild Grasp, that can pull heroes out of position, and a standard melee attack to follow up with. The gaurdian should have about 16 health, 2-3 armor, take up 2 tiles, and otherwise be a fairly standard mob.

Step 2: Create the monster
Run scratchpad, and go to Combat Lab.

Combat Lab is great for testing out monsters and combat abilities, because you can control both sides of the fight. Press F10 or click Content Editor to open up the editor view.



Make sure that the Heart of the Forest mod is enabled in the Mods control in the upper left.





Go to the Monsters view (Control+7). From here you can see all the monsters that are defined in the game. The best way to make a new monster is to base it on an existing monster. Let's start with the actual Forest Guardian.



On the very top row, to the right there are three buttons, Copy, Duplicate, and Delete. Click Duplicate.



That will bring up the New Monster dialog. Let's call it "hotf_corruptedGuardian." Make sure to save it to your mod, as well.



Go ahead and create it. It will be using the new ID, but otherwise it's a total copy of the old monster. Now we'll change the image to use our "corrupt" version. At the very bottom, expand the skin->0->image-> nodes.



click on the misc/forestGuardian line. That will bring up a big list on the left of all the "figure" images in the game. Use the box at the top left to search for our image by name:



Select it. The picture in the upper left should now show our version:



Step 3: Edit the Stats
You can edit the guardian's stats in the stats section by clicking on the values and entering new values.




press Enter to confirm. I'll edit the stats, set the scale to 1, and also enter a name and blurb:



Save your work! (Control+S)

Step 4: Make a new Ability
Next, I want to add a new ability, "grasping vines," based on the mystic "wild grasp" recipe. In the aspects section, let's add an entry called "monster_GraspingVines".




This aspect doesn't exist yet. That's ok, we're going to create it now. Head over to the Aspects view (Control+3) and find an aspect to duplicate. I'll use "drauven_stormsend", because it's a simple ability. Press the duplicate button



And fill out the New Aspect dialog. We'll use the exact name we entered before, "monster_GraspingVines". Make sure to save the aspect to your mod.



Edit the name and blurb to be more appropriate, and edit the effects->0 node to say "monster_GraspingVinesAbility". This is referring to the ability, which we're about to create.



Save your work! Now go to the Effects view (Control+2) and search for "mysticRecipeWildGrasp". This is the effect we're basing our new attack on. Find the duplicate button on the top line.



Click Duplicate to bring up the misleadingly named "New Event" dialog. Type "Grasping Vines" into the Long Name field, and use "monster_GraspingVinesAbility" for both the id and file.



Then press create. There's a fair number of changes to be made to this ability. Normally you'll iterate on this a fair bit, changing some things, testing them out, and adjusting. For now I'll just run you through all the changes I've decided to make. Some of this stuff might not make sense at first, so I'll list them one by one and explain them as I go. Also, I'm not gonna take a billion screenshots of this, sorry. But let me know if you'd like to see videos of this sort of stuff I guess?

name -> "Grasping Vines" - this is the name that shows on the Ability Button.
blurb -> "Thick vines shoot out to grab and draw in an enemy." - this shows up in the tooltip
info.aiPriority -> 2500 - this tells the AI to prioritize this over a regular attack (which is 2000).
info.tags -> null - this is not an interfusion recipe, just a basic ability
ability.cooldown -> oncePerTurn - we'll be making this a free action, so we need to put a cooldown on it or else the AI will just spam it.
targets[0].cost -> null - make it a free action
delete targets[1] (source) - in Wild Grasp, this would be the interfused plant, we don't need it. When we delete this, a lot of errors pop up. Cool! We'll need to fix all those...
targets[1](target).relativeTo -> self - find an enemy that's within range of self (not the scenery that we're not using)
targets[1](target).minRange -> 2.1 - don't pull an enemy who's already adjacent.
targets[2](sourceTile).relativeTo -> self - find targets nearby self.
outcomes[0] (AttackRoll).intermediateRole -> null - there's no intermediate role anymore, just a simple attack.
outcomes[0] (AttackRoll).particles[0].setPosition -> self - vine particles should originate at self.
outcomes[0] (AttackRoll).particles[1].setPosition2 -> self - vine particles should travel back to self.
outcomes[0] (AttackRoll).flankMarkOrigin -> self - controls where the flanking mark originates
outcomes[0] (AttackRoll).always -> null - we don't need to damage scenery
outcomes[0] (AttackRoll).onHit[0] (Damage) -> delete - we don't want to damage the foe, just pull them close.
targets[0].missionFeedback.orientTo -> target - self should orient towards the target of the attack when hovering, animating.


So now it should look something like this.



Let's save our work.

Step 5: Test it out!
Let's test it out. (Due to a bug, you may need to close Scratchpad and re-open it in order to refresh the data.) Head over to Combat Lab (press Esc to close the Editor.) Where it says "Farmer" in a dropdown in the upper left, pick our new monster:



Press F2 or click the button just below to spawn the monster on side B (the heroes are side A). The unit should show up. Click on it to select it. (in combat lab, use SHIFT+CLICK to select a unit on the other team from the one you have currently selected.)

You should be able to select Grasping Vines, and target as hero, and pull them over!


Sweeeeeeet!

Step 6: Set up difficulty levels
Let's open up Content Editor again (F10) and go back to the monsters tab (Control+7) and find our guy.

Monsters can have different stats and abilities depending on the difficulty level the player selects. The base stats we set before are for "George R. R. Martin" or "Hard" difficulty, and are the default vaules for other difficulties. To make our monster easier for "C.S. Lewis" players, let take a look at the "mods" section of the monster definition. If you expand those three mod nodes, you'll see one for C. S. Lewis (easy), One for J. K. Rowling (Medium), and one for Edgar Allen Poe (very hard). You can override stats for any of these, and you can see there are already entries that override the main attack of the guardian.

I'll set these up like so:



Step 7: Add the monster to a fight
Let's put our new monster into our fight so we can see how it feels. From Combat Lab, We'll hit the "back" button (lower left) to get back to the Lab Selector screen, and head over to "Site Lab"



We'll use the selector on the top right to find our fight.



And then down at the bottom where we spawn the Thrixl ambush, we'll add our monster by specifying the mosnter id.



And let's set "combatantCards" to false while we're here, so that we won't also spawn some random Thrixl.



Step 8: Playtest
Load up the game and choose the scenario from the New Battle menu (you have to be in dev mode to see this)




Start the scenario and play through. Our monster should spawn, and use its devastating wild grasp on us!



So, this is how we make new content for Wildermyth. Hopefully we've got your imagination started. The tools are still getting better, so let me know what you'd like to see improved. Our dream is for it to be a really powerful and flexible content creation tool. Thanks for reading!



Oct 22, 2019
Ghostory - JuGGie
- Halloween pumpkins added to all main menu backgrounds for the duration of the Halloween event
- Visual update - player will visibly open the backpack when taking stuff out of it
- Fixed objects moving in main menu when map is open and background is changed
- Level 23 - added a convenient lever and fixed visuals around the middle part
- Minor localization fixes in Spanish and German
...