This is a small patch to fix, change, and add a bit of QOL additions.
I apologize for the daily micro patches, I know some people prefer large weekly patches, and we will move back to that style soon. Right now I just want to push forward as many things that improve the experience as possible.
This patch = Ver 1.1 (on main menu)
Changes
Several small typos, and language changes. Anything that was found as well a a few issues such as "Hype - xx%" confusing people that it was negative due to the -. This has been changed to "hype: xx%" as well as colored green to clearly show its positive. Several other small things like this was addressed. Thank you to everyone who has helped on this side of the game.
Dev HUD for crating games has had the "Engine Power Required" and the "Total Tech Required" added to that HUD. Now one you chose a game size you will see the requirements, this will help people avoid starting any game that is far beyond what there studio is capable of yet.
DLC and Console Ports have been fixed. These were giving incorrect amounts of $ due to only using the units sold, not units * price. This is now accurately being calculated and you should see massive improvements in these features.
Delay improvements. Now when you begin a delay a small text will appear under the hype meter that shows you "Design or Tech Goal: xxxx". This should help all the old forgetful people out there like me. Now you should know if you want to add programs use skills or whatever necessary to hit that perfect balance.
Total games made milestones were fixed. These milestones were not firing as intended they now fire when you cross 10 / 50 games made.
Money exploit. One terrible mistake was found in the refresh available staff members. I forgot to check the Is_reduction switch on the function which meant instead of costing you $50k each click it was giving you $50k. Huge props to Abracadralicious from the GDM discord. Even though you are beating me on the leader boards, with all the feedback and help you have given me I forgive you :).
Weather sounds have been reduced to 50% volume. This should bring them more in-line with the other SFX allowing you to not have them dominate your ears compared to bubbles etc.
That is it for now folks, I gotta get back in there and try to get first place. Thank you for your support, and please dont hesitate to come to the discord and tell me what you think would improve the game.
*Massively simplified beat editor menu *Beat editor menu is now more responsive --General changes to a beat are applied instantly instead of requiring an extra button press *You can now override beat size and mashers in-game *RMB now closes currently opened Beat Editor to speed up workflow
Welcome Sonatians. The upcoming patch contains a considerable adjustment to shield-stealing. Here’s what you need to know.
Stealing vs. Healing
Something we’ve struggled with since we released the new Shield Monkey class is the balance between stealing shields and healing. We envisioned shield-stealing as something that healers would do to supplement their regeneration, but this hasn’t proven to be very popular. On the flip side, “draintank” Shield Monkeys who use stealing as an all-in-one tank-healer-DPS mode proved to be much more powerful than we had envisioned. Eventually, we realized that it all comes down to resource use. Healing an ally or stealing shields with the main focus of healing yourself are just not as valuable as “draintanking,” which allows the player to deal substantial damage while tanking and healing themselves all at once. This realization led us to the following two concrete positions:
Shield-stealing should cost more energy than healing with the same weapon.
Shield-stealing should heal the user considerably, even if they aren’t specialized for DPS.
After playtesting with a few helpful Paxian Disciples, we arrived at the following implementation. Shield Monkeys now receive 3 units of healing for every 1 unit of shield-stealing damage they deal. Shield stealing now costs 2.75x the firing energy of healing.
This change may end up buffing or nerfing your Shield Monkey setup, depending on how you play. Here’s the breakdown on that:
If you play a Shield Monkey who focuses on shield regeneration, this change won’t affect your setup at all. You may even find it useful to steal shields now and then.
If you play a Shield Monkey who sometimes steals shields to stay alive, this change is a buff to your setup. You may be able to re-gear toward more HPS since you’ll receive more healing whenever you steal shields.
If you play a Shield Monkey who focuses on dealing damage with shield-stealing, this change is a nerf to your setup. You will probably experience lower uptime on stealing since it costs a lot more energy to do so. Moreover, you will receive more healing when you do steal, making it harder to keep some empty space in your shield bank.
If you’re anything like me, you are probably curious to know a few more details behind this change to mechanics. Here’s how we’ve implemented the increased firing energy.
Transference weapons now operate at around 36% DPE when used for stealing shields.
The extra energy cost is extracted in a single chunk whenever you steal shields.
If your shield bank is near full or if your target is near death, the server automatically adjusts the amount of stealing damage and extracted energy to keep DPE constant, giving you a smooth gameplay experience.
If your energy bank is near empty, the server automatically reduces your stealing damage and extracted energy to keep DPE constant. Your rate of fire on an empty energy bank will be the same as it always was.
Weapon Stat Tweaks
There’s one other adjustment we want to make to healing, but it didn’t make the cutoff for this patch. Here’s what you can expect with the next patch (which will still hit before Universe Reset on June 26).
When it comes to transference weapons, we have tried our best to create a sandbox scenario with lots of interesting options. However, players have helped us realize that some of the options we’ve offered are a bit too wild and niche to provide competitive alternatives to the current meta. We believe the following stat tweaks should address the majority of these issues.
Low-tracking transference weapons have had their tracking increased (20º to 30º) and firing energy reduced in exchange for some weapon range.
Transference weapons with 45º tracking have also received reduced firing energy in exchange for weapon range.
All transference weapons have gained a little range (100-150) and reduced recoil time (3 seconds per shot at most).
Many Tech 22 transference weapons have been adjusted to offer more competitive alternatives to the Vaidaya Bhisajamzu.
We thank the players who have offered feedback on the balance of transference weapons and hope to hear your opinions on these changes!
The Studio Wildcard team is thrilled to finally complete the ARK saga with the release of ARK: Genesis Part 2. We've been watching, sharing, and enjoying the content you've been posting across social media platforms. We're already working through several tweaks and bug fixes based on player reports and feedback. We’ll keep you updated with the progress through our normal social channels.
Thanks to Ark’s passionate community and a love for new content that fits its mold, what were once straightforward plans have become so much more. Through in-game events, free DLC maps, and continued game updates, we’re also polishing, addressing player feedback and fixing issues to make it a better game for everyone.
So, what’s next? Not TEK, that's for sure 😏. As we look forward to a primarily primitive-themed ARK 2, we'll continue to provide meaningful updates and experiences to our ARK 1 survivors.
We’re forever grateful for our community which helps us grow, shape, and push the Ark franchise to new heights!
If you're on Twitter, make sure you're keeping an eye on #ARKGen2Plush hashtag. Some of our amazing community content creators will be handing out codes to redeem a free plushie!
ARK is on Sale!!
If you haven't had a chance to experience everything the ARK franchise has to offer, check out the ARK: Ultimate Survivor Edition. ARK: The Ultimate Survivor Edition includes ARK: Survival Evolved, along with these expansion packs: Scorched Earth, Aberration, Extinction, and Genesis Parts 1 & 2.
Creator: Sven P & Séfiro If you'd rather scout for potential base locations on Youtube, Sven P & Séfiro check out some of the prime real estate locations in Genesis 2. https://www.youtube.com/watch?v=CZU52amQjec
-Drops for Sandcrabs and Snakes -Fixed rotations of conveyors -Fixed Turrets and put them back in (you probably need to start a new save game for this) -More ramp/riser fixes but still not done -Scanning glow fix on various quality settings -Pick up item icon -UI fixes -Bug fixes
Alpha Version 0.3.6.4a • Fixed quest objectives not working correctly after saving and loading. • Fixed tents and storage containers disappearing after saving and loading. • Fixed items inside containers disappearing after opening and closing them, then opening and closing the player’s inventory with [Tab]. • Campfires at safe-camps now offer a source of light and heat. Can be used with sleeping bags to enable sleep. • Added tents to safe-camps which can be used to sleep in. • Fixed keyboard inputs not focusing on dialog and sleep UI correctly. • Disturbances caused by footsteps for walking and running have been halved. • Fixed being unable to add vertical foregrips to legendary UMPs. • Fixed attachments not affecting the weapon’s statistics. • Fixed attachments appearing offset in first person. • Increased light attenuation range of the flashlight considerably. • Fixed being able to clip the camera through Sheriff Sen’s house floor while swimming. • Traders now sell backpacks again. • Fixed being able to duplicate radio calls by pressing the button to answer multiple times. • Tentative fix for completed and failed quests causing issues with new quests of the same type being added. • Improved general neck-rotation when looking at players for NPCs
We're doing some Spring Cleaning! Here's a bundle of new features, rebalances, and bug fixes! Keep that feedback coming, Respondrs!
Rotate held objects with primary and secondary fire
Special Missions with clients now have extra clients that are not necessary for completion
Demolition Missions are now full of more explosives
New menu color scheme
First time user flow for selecting difficulty
Renamed Normal difficulty to Hard
Rebalanced the fire spread speed in multiplayer
Rebalance costs of some high end tools upgrades
Buffed several of the early game items to have more practical effect
Fixed a huge number of missing object and invisible wall bugs
Room render distance setting of high or unlimited should now result in level geometry always rendering (results in almost no pop-in or invisible walls/floors, at a slight performance cost)
Room render distance setting also now controls objects fading in and out at long ranges
Fix victims going invisible in some levels when carried outside
Improve performance in systems across the board
Motion bob reduction slider range adjusted, and now reduces axe motion bob.
Reduce amount of network traffic sent in most situations
Fix bouncy physics props sometimes damaging players
Fix multiline Japanese translations causing filling up entire screen
Adjust difficulty of various levels
Fix bathroom client animation desync (crawling to toilet)
Fix a variety of tool upgrades in multiplayer
Fix some issues with elevators not moving all players
Added health kits and adjusted laser speeds in Fyre Boss mission
Reduce how long laser damage prevents passive healing
Reduce maximum slowdown from jumping repeatedly or falling long distances
Fix jump slowdown reduction effect on equipment having the opposite of the intended effect
Water now visually updates more quickly
Fix inconsistencies in exit zones in various missions
Fix victims not moving down while crouching
Easy Mode and Fire Spread Multiplier no longer effect Demolition Mode fire spread speed