Our Tender Loving Care 3 update approaches on November 7th and, aside from the dedicated reworks of the Stego and Mammoth, we’ve added a bunch of Quality of Life changes to make your time on the ARK more enjoyable.
We’re particularly excited about introducing insect and wyvern breeding to the game and look forward to players getting their new breedlines goin!. We’re aware these creatures may need some balance once breedlines get underway and we’ll monitor and adjust as necessary.
New Breedable Creatures
The insects and creatures that can now be bred are: Spider, Onyc, Moth, Scorpion, Arthropluera, Mantis and the mighty Wyverns!
The new (Wyvern are unchanged) hatching/gestation and maturation times are as follows:
Spider
Egg Hatch Time: 1 hour and 25 minutes (Matches Pachy)
Total Maturation Time: 1 day, 1 hour, and 1 minute (Matches Dimorph)
Bat
Total Gestation Time: 3 hours and 58 minutes (Matches Procoptodon)
Total Maturation Time: 1day, 4 hours, and 3 minutes (Matches Kairuku)
Moth
Egg Hatch Time: 1 hour and 30 minutes (Matches Kairuku)
Total Maturation Time: 1 day, 6 hours, and 51 minutes (Matches Pegomastax)
Scorpion
Egg Hatch Time: 1 hour and 59 minutes (Matches Raptor)
Total Maturation Time: 1 day, 13 hours, and 12 minutes (Matches Raptor)
Arthropluera
Egg Hatch Time: 2 hours and 29 minutes (Matches Sarco)
Total Maturation Time: 2 days, 3 hours, and 26 minutes (Matches Stego)
Mantis
Egg Hatch Time: 2 hours and 46 minutes (Matches Stego)
Total Maturation Time: 2 days, 6 hours, and 27 minutes (Matches Tapejara)
Creature Quality of Life Changes
In addition to insect breeding, we went back and showed some love to a few of ARK's well-known inhabitants.
Giganotosaurus
Reduced maturation time by approximately 15% (Total growth is around 10~ days)
Diplocaulus
Increased base health by 33% (from 190 to 250.3)
Increased movement speed when ridden by 25%
Thylacoleo
Added a (slow draining) bleed to its basic attack
Megachelon
Reduced depth requirement for breeding so that it can be bred on other maps
Wyvern
Wyverns are now breedable (Zombie Wyverns cannot be bred)
Slight stat rebalance now that they’re breedable and to bring them in line with Crystal Wyverns
Megalodon
Reduced gestation/aging times to match Megaloceros
Pack Bonus: Damage Reduction and Damage Increase per pack member within range
Added a bleed to its basic attack
Jerboa
Increase base weight capacity from 55 to 120 (Matches Bulbdog)
Ankylosaurus
Increase metal weight reduction by 10% (from total reduction of 75% to 85%)
Doedicurus
You can now turn when rolling with a Doed (similarly to the Genesis Race Mission)
Basilisk
Now has eyes
New Feature: Taming HUD
Use the interactive taming HUD to monitor your unconscious wild tamable creatures. Keep track of the following:
Creature's Gender and Level
Taming and Unconscious Progress
Taming Effectiveness
Current Health and Food status.
Distance from your location
An option to track specific creatures via in-world waypoints (which can be hovered for an over-screen overlay displaying additional information).
Boss Element Reward Increase
We’ve decided to increase the Boss Element reward on some maps to bring the Ele more into line with where we’re at with new expansions.
Element reward from The Island bosses has been increased by 100%
Element reward from The Center bosses has been increased by 100%
Element reward from Scorched Earth has been increased by 50%
New Feature: Turret Radius Settings
A quick and easy way to update the settings of your nearby turrets within a radius. It’s set to currently match the Official Server Turret Limit radius, but players can also toggle viewing the radius on/off. The current functionality it supports is as follows:
The ability to set a pin code to all turrets in range
The ability to copy settings to all turrets in range
The ability to copy settings to pin code-selected turrets in range
The settings which can be copied are: power state, range, targeting, warning
We are anxious to get these community requests and quality of life improvements into your hands! The Tender Loving Care 3 update launches on November 7th on all platforms! We realize the TLC patch releasing at the same time as Extra Life is less than ideal for players. To compensate, we'll be extending the duration of the Extra Life boosted rates so everyone can enjoy the boost!
Official Server Maintenance and Infrastructure Upgrade
Next week on Tuesday/Wednesday the 27th/28th, we plan to upgrade our Server Transfer infrastructure. The intent behind these upgrades is to resolve problems with character loss, player timeout, latency, and failure to download or upload player data at times.
We've recently put a lot of time into refining the transfer logic, and combined with the hardware upgrades; we should see some significant improvements with our Official Servers. Our goal is to get these upgrades to you as soon as possible, particularly before our Extra Life weekend, where we expect a lot of player transfer footprint to take place so that our servers and transfers are running as smoothly as possible.
We anticipate that the TRANSFER downtime could last up to 24 hours, and this could be simultaneously on PC, Xbox, and PS4 or take place one after the other. We will provide a more specific timeline of when this update will take place per platform early next week.
EVO Event: Fear Evolved
Survivors on all platforms will be receiving a special Evolution Event perk this weekend! It will be active from Thursday the 22nd of Oct at 4 PM EST until Friday the 6th of Nov at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes:
We have been very busy and have been working on a bunch of things in-game, refining the old stuff and implementing new features. Check out what we’ve been working on below:
Task Priority and Chaining
Tasks can be prioritized and chained manually by right-clicking on things. This was requested by a lot of players, so we’ve implemented it! Right-clicking on anything that has a job attached to it can be prioritized now. This is very useful for micromanagement and making certain tasks finish in the order you want.
Villager Mood
We’ve added more mood modifiers and better logic for the way they are processed. Several new mood effectors have been added to the game, along with the effector types.
Proximity effectors: when villagers get near an object, an effector can be bestowed upon them. For example: if a villager goes near a dead body, it will create a negative mood effector. As situations and options evolve in our game, so will the behavior of this effector
Production effectors. A villager will get a certain effector when producing something from a certain material. For example: if a villager is producing meat from a human carcass they will get a nasty mood effector
Backstories/backgrounds/perks can now have a list of effectors that are always affecting that villager, and a list of forbidden effectors. For example: backstories/backgrounds/perks tied to drinking will bump up drinking priority above all other leisure activities. Also, we can forbid an ascetic perk villager from getting negative mood modifiers when eating bad food and good modifiers when eating lavish food
Build Feedback
We’ve introduced different colored blueprints along with feedback on why they appear. You asked for this too, but we expanded on some of the ideas:
Red blueprints are used as an indicator when something can’t be built along with the feedback on why it happened
Buildings are now marked in the orange exclamation mark color when they are not reachable or the player does not have enough resources for them to be built. Clicking on the building in the selection screen layer shows the info on why it cannot be built
Replacement buildings are now marked yellow and can be seen through buildings when being placed (to more easily understand what’s happening)
Beams now give feedback when you try to place them between two walls that are more than 12 grid spaces apart
Socketable buildings give feedback when they can’t be placed somewhere and why
Stairs also give better feedback on why they can't be placed somewhere
Added clear point where a roof should have support to be placed with a message showing up
Stockpile Filters
We’ve added more categories for stockpile filters, along with features that will give you more control in managing these categories.
New categories are Quality and Durability, also additional stockpile options are in the Copy/Paste settings, Global priority
Stockpiles can now have filters for hitpoints and quality. Roughly said, this will help villagers take bad gear/stuff to a separate stockpile from raiders and good gear to another one
Assign panel is turned into Manage panel
Beyond the name change, we’ve also implemented more functions on this one. Its main purpose is to make things happen automatically and have the player manually change things if necessary. You want your villagers to auto equip weapons, shields, and other stuff based on some parameters that you’ve made? You’ll do it here, long live automation!
Introducing religion
We’ve introduced religion as an activity for your villagers. There is going to be a need for religious constructions that influences the mood of villagers, it will also grant them buffs if the stat is satisfied.
Villagers can be aligned as Pagans or as Christians, and if they have their Religion Alignment more towards the middle of the bar they will need to pray less
We’ve added to new buildings villagers can pray to - a wooden Pagan shrine and a Christian shrine
Villagers will go and pray at shrines when their religious activity drops under a certain threshold
Villagers with higher Christian or Pagan alignment will lose the need for religious activity faster
We also have an update on the development of the game for you. We are approaching the end of a very strange 2020, and lots of events happened this year that we did not foresee. We know some of you have been asking if we plan to launch the game into Early Access this year, so we thought now would be a good time to let you know that we won’t be launching this year. However, we will have some pretty exciting Going Medieval related things happening from early 2021 that we cannot wait to share with you!
In the meantime while you wait for Going Medieval to be released, we suggest you head over to our Discord Server and experience an awesome meta-game based on Going Medieval! You can do this by firstly going to the #choose-a-side channel and pick your loyalty. Then you can head on into the #bot-commands channel start the meta-game!
Thank you all so much for your continued love and support for the game. We have much more news to come via our dev blogs, social channels and Discord - so stay tuned! Talk to you soon!
Balance Cost 3 units are too strong and efficient compared to 1 and 2 cost units. We nerfed them by lowering their Health and Defense in order to decrease survival rate. - Arcangel: Defense 2 --> 1 - Dwarf Cannoneer: Health 23 --> 21 - Goblin Alchemist: Health 21-->19 - Jinn: Defense 2-->1 - Mother Golem: Health 28-->26 - Musician: Health 23-->21 - Necromancer: Health 18-->17 - Orc Spearman: Defense 2 --> 1 - Poisoner: Defense 2-->1, Health 28-->26 - Poseidon: Defense 3-->2 - Snow Cameleon: Health 24-->23 - War Machine: Health 24 --> 22
Localization - Updated Russian localization for several words.
Bug Fix - Fixed the damage texts of units continuing to be displayed in battle.
The team has been busy adding in new features. None of these were on our original roadmap for FGU, so this is exciting.
In this video:
Measuring on maps - using a hex grid and overland measurement that are different than the standard 5' per square
Asset window updates with better paging, no more scrolling, image previews and image import to campaign
Map Fx Layer Parameters and Layer Masks - now you can make it raining outside and stay nice and dry inside your little cave or castle.
Digital Tabletop Fest Going on Now Take advantage of big discounts across much of our catalog. The sale is running through October 26.
If you know anyone else looking to try out Fantasy Grounds Unity, you can get that now for 10% off.
Early Access/Beta Ending Soon We will be leaving Early Access during the first week of November. At this point, the program is running great and we don't expect any more critical updates. We will, as always, continue to evolve the program over time and add even more features.
It’s been an interesting few months. I officially completed development of TDC:P1 and began the beta testing phase. With nearly 30 beta testers onboard I’ve received tons of helpful bug reports and feedback. I’m so grateful for all the awesome beta testers! You guys rock!
Originally I had the game slated for a Fall 2020 release, but with much hesitation and deliberation I’ve decided that just isn’t an option. I hate to postpone the release any further, but at this point I’ve come up with a list of reasons why it needs to be.
REASON 1: It’s just not ready.
The game still needs a few more coats of polish before I will feel comfortable releasing it. Although my testers have told me it’s pretty damn polished already for a game in its first round of testing there are still plenty of things that need tweaking, weather it be from a players perspective or my own, I just need to work on it a little longer.
REASON 2: The timing isn’t right.
They say timing is everything, and in the world of indie games truer words were never spoken. I’ve done a boatload of research on the subject to pinpoint the best time of the year to release an indie and all signs point to January/February. That’s right, the coldest, most dreadful months of the year are actually the best months for indies, some of the most successful indie games of all time were released during these months and here is why.
November/December is a terrible time to release an indie, and the reason is most of the highly anticipated AAA games come out during this time to capitalize on the holiday selling season. Nobody wants to compete with the hottest AAA games.
Another prominent reason is people have pretty much spent all their money by January, but may still be looking to play a new game. This is where indies thrive. As most indies are priced at $30 or less it only makes sense that they sell better during this time while AAA are priced at $60 plus.
The competition is light this time of year, I released my first game Barter Empire on Steam in February, 2015 and it did modestly well, selling nearly 1000 copies in the first 24 hours. So the early in the year notion is already proven for me.
REASON 3: It’s my birthday!
Okay, this wasn’t a deciding factor, but my birthday falls on the same day as the release. What better gift to myself than the launch of my game?
REASON 4: More hype.
Hype is an important factor to maximize the most sales. Look at Cyberpunk 2077, the game was first announced 7 years ago… 7 FREAKING YEARS AGO!!! You don’t get much more time than that to create hype, and it is arguably the most talked about game of the year. It’s been delayed several times and for good reason. Of course my game will never achieve that level of hype, but with more time I can focus on PR.
OFFICIAL LAUNCH DATE: January 22, 2021.
So there it is. A January 22, 2021 release may not make sense at first, but it does once it is broken down.
Thanks to everyone who has followed the progress so far and wishlisted the game. Now it’s time to get back to work.
Adam Gibson Developer of The Detective Chapters: Part One Wishlist on Steam
We would like to start off by thanking the community for embracing our Venture Valley Early Access game build. It has been great to see how many people have downloaded and played our game across all platforms in just one week.
However, during this time, we’ve discovered a server bug and would like to make some small adjustments to gameplay to make it the best experience possible. While this is happening, please understand if your game crashes during this process. We know that this can be bothersome, but know the changes will be worth the wait! We'll post on this board as soon as the new build is working, and appreciate your patience and understanding.
Happy halloween! Come and play Chaos Party with your friend and have a good time!
Added Halloween doodles on MainMenu. Added a holloween styled dynamic player appearance free to pick!
Fixed a bug that gravity bullet will block bullets from machine gun before the black hole explodes.
We prepare to update a network lobby room to replace the random match system. There will be map info, game mode info and ping number besides host name and player number, which is necessary for the next update of new maps, new game mode and content from workshop.
Walls and Fences can be placed on the very edge of the world.
Bug Fixes:
Fixed a crash that sometimes occurs when your character is in the caves.
Fixed pathfinding for retrofitted areas in cave worlds
Fixed Traps and Bird Traps not being unusable after being sprung.
Fixed Lunar Spore being triggered by nightmare creatures
Fixed enlightenment area on the lunar island
Fixed various bugs with Wurt’s Sinker skin.
Fixed missing inventory/crafting skins icons.
Fixed ghost Walter eyes.
Fixed Clean Sweeper on broken walls.
Players can no longer give the Moon Rock Idol to the Celestial Portal while mounted (doing so caused the player to become invisible)
Fixed being unable to plant things while Bulbous Lightbugs are around you.
Fixed things being able to steal the Opal Gems from the Archive Switch.
Fixed being unable to attack for a bit after getting hit.
Fixed a retrofitting crash that would occur if you lacked space to retrofit astral markers.
Fixed hovertexts persisting after clicking the world save slot.
Fixed all worlds that had caves enabled having all mods disabled.
If you experience this problem, you can run the command ShardSaveGameIndex:RerunSlotConversion(slot) replacing the word slot with the slot number of that world.
The slot number of the world can be found by hovering over the folder icon on the world select screen.
Our latest game Fibby.io has exited closed beta and is now available to play at https://fibby.io
Fibby is a party game where even if you tell the truth, nobody will believe you. It plays over voice chat and you can play with anyone you send the lobby link.
Have fun.
P.S.
Fixed twitch integration Fixed snap joke breaking input Removed level "Don't Let Go" because unity is an inconsistent piece of crap that bugs it out
Added Halloween items and decorations for a limited time Added inventory filtering by item type Added autosave during prison escape Added tutorial for using Spider Bots as bombs Changed inventory menu to update faster Made lighting transitions happen instantaneous when first loading a game Fixed some cases of Spider Bots becoming invulnerable Fixed headlock being jittery when using a mouse Fixed some visible seams in the terrain Fixed the button icon for Quit to Main Menu showing on menus where you can't use it Fixed some of the button icons for the Map being hidden Fixed Spanish translations of the Hunter objectives having the wrong count Fixed shadows not affecting effects when the Visual FX Quality was set to High Updated Map to be slightly sharper Updated objectives for Sandwolf Bones to use the correct item name Changed the Resolution option named "Eye Texture Scaling" to "VR Resolution Scale" to clarify its use Changed the bird command target icons (the triangle over an enemy) hide themselves in cases where your bird isn't listening to your commands Removed the Beet from Asoka's store, the last place it existed in the game Fixed farmed Turnips not being whippable Other misc bug fixes