Added new crew AI QoL upgrade to automatically reprint at specified stat levels gained
Crew mastery tool tip had some useful information added
Reactor Overdrive tier up passive multiplier reverted to 10x from 20x to reduce runaway scaling at high tiers (OD tiers are still more powerful than they were before last patch, you should only really notice this change late R2 or R3)
Reactor Overdrive tier bonuses for warp and reactor increased slightly
Reactor Overdrive will no longer lose active charge on a save and load
Normal enemy scaling reduced sector 86+
Extra multiplier added to shard drops on Reinforce when you've already completed them.
The next power rework patch (v0.1.4) has been tested on experimental and all changes have been confirmed to go live. This update is largely comprised of many small changes, in addition to back-end improvements or reworks in preparation for Multiplayer. (v0.1.5)
NOTE: While many of the new features in v0.1.4 have been tested, some may require further testing. Expect a follow-up patch early next week to address any remaining bugs or balancing issues.
Below is a compiled list of all changes throughout the experimental phase on the changes that have made it in for v0.1.4 live. Next weeks patch will tie up some of the changes mentioned here, as they require a larger testing audience to obtain good data and feedback on them.
New Additions:
Complete refactor of the power and heat system. Power only affects defenses, while heat only affects logistics. This will heavily affect how the game is played, so I am looking for feedback on it!
New generator mechanics. Now requires either resources or a resource node to produce power.
Removed collection mode and collector drones from the game, in place of having cargo drones unlocked from the get-go, and improving the overall control-flow of the game. This change is not final, and I'll be looking at feedback from it very closely.
New UI designs for many of the interface elements that were out-of-date due to the power rework. Should improve overall clarity and readability on many of the interface panels.
The ability to repair entities with one button press, in exchange for resources.
Two new music tracks for the in-game OST, Gridspace & Horizons.
New menu music track for the menu, with a new menu scene for power rework.
Complete new heat tree, including new heat levels 11 - 15 that add more challenge with new units later in the game. (NOTE: Some of these units are currently not finished)
New tutorial screen, and the ability to replay tutorials through the pause menu
New material for drone route previewing to enhance clarity at a longer distance
New construction sound effect that plays when a building is placed
A variety of other smaller changes to certain notification windows, to again help with the actual information being presented to you due to things happening in-game.
Quality of Life:
Multiple hotbars, and the ability to quick scroll through them using left-control.
New entity tooltip panel that shows info without needing to click on the entity.
Quick-edit keybind that enables the ability to edit certain entities in one click.
Defenses and reclaimers will now auto-reconstruct themselves if they get blown up.
Holding shift to move faster will also increase the speed of camera scrolling.
A variety of smaller QOL improvements to the overall control-flow of the game.
Balance Changes:
Majorly buffed all turret stats, in turn for not being able to build as many now.
Improved the default drone speed and storage, to help with early-game automation.
Increased the cost of many of the earlier research techs, as well as the actual cost to build them after unlocking them. These changes were made in correlation to the power rework.
Lowered the health pool of larger units signficantly (dropships & spectors)
Lowered the power cost of many defensive structures
Various tweaks to resource costs for certain buildings that were too expensive
Lowered cargo drone cost from 50 gold to 20 gold
Increased cargo drone speed from 35m/s to 45m/s
A variety of smaller balance changes to improve the overall flow of the game.
Final heat values are still being tested and balanced, but will be in next weeks build
Bug Fixes:
Fixed an issue with power generators disappearing after reloading a save
Fixed cargo drones deploying to previous routes after the route was changed.
Fixed cargo drones being able to deliver to buildings of different factions
Fixed region boosters causing negative values on certain multipliers
Fixed Quantum Decryptors causing all sorts of strange artifacts when activating
Fixed burners miscalculating power values when being deleted
Fixed an issue with the new research complete event that was causing labs to disappear when finishing a research tech due to an unassigned variable in the interface component.
Fixed entity tooltip not disappearing when hovering over blueprints
Fixed old tutorial showing up when disabled
Fixed labs causing a "Bug Reported" error when certain resources were put in them.
Fixed cargo drones sometimes going to the wrong target after being object pooled.
Many smaller bugs have been fixed from the core system improvements listed below.
Core Tech:
Refactored the screen activity detection for entities, which now calculates screen space orientation during setup. This will fix instances where on-screen entities would simulate as off-screen entities.
Completely changed the way gamemodes are handled. Everything now runs through a central scene which is constructed based on the provided modes data, instead of having separate scenes for each mode. This may cause short-term issues with creative while the kinks are worked out, but will enable extensive support for custom gamemodes in the future.
New backend stat system for handling entity stats that will open the door for levels and upgrades in the future, as well as improve the reliability and accessibility of stats in the game now.
Multiple refactors to many of the manager scripts, that should help to improve their overall reliability and help support the new content coming in v0.2.0, which will have new unique mechanics to it.
Before we get to this update's changelog, we have a very special music feature offering for you, from the one and only iNi, the composer of INCISION's OST. Enjoy the full playlist of the Episode 2 music, right here and on YouTube:
And now, on to the...
Changelog:
Changes:
Episode E2M1 has been split into 2 seperate levels: Harvest Vivarium and Parasitic Relations.
Parasitic Relations has been updated with new area.
New level E2M3 has been added "Death-Filth Medicine"
New enemies appeared - Sympaths, Flocks and The Favoured.
Alt-Fire for Jawbreaker added.
Level Select screens now have corresponding backgrounds.
New Enemies now can spawn in Randomizer.
E1M4 level secrets updated and fixed.
Min. projectile speed set to 100%.
Tweaks for Feral Armament bossfight.
Multiple cosmetic fixes and additions like growth parts of level bleeding on hit.
Known issues:
E2M3 music has a *very rare* chance of not playing in properly. If the music does not start playing immediately in the very first room, restart the level. Otherwise music will play out of order and may sound very odd.
Health count does not update during slow motion after losing a life.
"Use" hand very rarely remains on screen. Workaround is to look at an usable button again.
In E1M4 "Filth Pit" music may rarely stop permanently.
Finger Trees, the fifth project of BRYGUYSTUDIOS will be releasing this month, very soon. After it is released further updates for the project are planned to continue to expand what has been created so far. I hope everyone enjoys the story and the project. More experiences are planned in the future. This game has come a long way. Please feel free to find BRYGUYSTUDIOS on YouTube as I have begun releasing small videos about the games: https://www.youtube.com/@bryguystudios
Servers for Midair 2 Playtest are live until early morning Tuesday NA, December 19th (~6 am EST)
We are extending Playtest this weekend to include Monday! We found a bunch of users were, for one reason or another, missing out on weekend availability. In light of this, we felt it was best to extend :)
Not quite enough for a patch notes this week, but here's the changes we've got for this weekend:
Outpost biome change, relight, post and fog.
Exhumed, Minora and Ingo very mild Post updates with LUT and chromatic aberration.
Let us know what you think. This is part of a bigger process of giving our most-played maps a bit of a refresh, as can be seen in recent changes to: CTF-Brynhildr, CTF-Elite, CTF-TwilightGrove, TDM-Blitz, TDM-Nightward, and TDM-SunsetYolandi.
Mods can completely overhaul the look, animation, or sounds of any object in the game.
To install a mod, simply drop an .oxz file into your mods folder. Multiple mods can be installed together by putting multiple files in there (but if they overlap in terms of which objects they change, one of the mods will override the other according to some kind of mysterious filesystem ordering).
When you launch the game client again, your mods will be loaded. Note that they don't change the game content permanently. Simply remove a mod file from the mods folder and re-launch the game client---the game will go back to normal.
Mods can be made using the Editor, which is now included on Steam. No programming required.
To make a mod, in the Editor, use the Objects tab to edit various objects. Be sure to use the "Replace" button when saving them inside the Editor. You can also use the Anim tab to edit animations. I'm pretty sure that live sound recording isn't working in Windows, but you can experiment with it.
If you want to add new sprites, you can import them using the Sprites tab. Note that you will need to change settings/editorImportPath.ini to the location of the sprite sheet that you want to import. Sprites should be on white backgrounds with black outlines (though you can get fuzzy edges by also importing a separate Line Import layer). I draw the sprites in the game on paper and scan them in, and my scanner puts the scanned page in default.png in my home directory, so that's why the import path is set the way that it is by default.
After you get your objects looking the way that you want them to look (remembering to Replace existing objects, not add new ones---your edited objects should appear mixed into the list on the Object Picker, not at the top of the list), you're ready to export them as a bundle. Use the Export tab to pick a set of objects. Give it a name Tag, then press the Export button to save the bundle. Look in your exports folder for your exported bundles.
Note that any mods in your mods folder will be loaded into the editor for further editing and exporting. You actually need to load each modded object in the Editor and press Replace at least once before trying to export them. Whatever is actually saved on disk is what's exported (the live RAM-only data is only temporary, and not saved on disk by default).
However, whatever changes you actually make while creating mods are permanent in your game data folder. It's usually a good idea to make a working copy of the game data when modding. Just copy your OneLife folder somewhere else, and run EditOneLife from inside that copied folder.
Deck the halls with boughs of holly! Winter Wonderland will be making a triumphant return with new presents and goodies for ARK survivors. The epic winter-themed holiday event begins on December 21, 2023 will be live until January 7, 2024 on Official Servers.
RaptorClaus will be sailing across the star-filled night sky in his sleigh, dropping off presents filled with high-end loot as well as Mistletoe, and Coal for those naughty Survivors. You'll be able to catch RaptorClaus flying across the skies at midnight (game time) on all maps.
December 21st to January 7th
PVP/PVE: 1.5x Harvesting, Taming, and Experience + 1.5x Breeding
Small Tribes: 4x Harvesting, Taming, and Experience + 3.5x Breeding
ARKpocalypse: 4.5x Harvesting, Taming and Experience + 4.5x Breeding
RaptorClaus
Santa's Big Helper Yet - Drops Coal and Mistletoe. *NEW*
Abominable Snowman - Drops Coal and Mistletoe. *NEW*
Pegomastax Grouch- Drops Coal and Mistletoe. Steals Gift Boxes in return for a special reward. *NEW*
Wild Rideable Reindeer - Drops Coal and Mistletoe. Can be fed Rockarrot and ridden for additional drop amounts. *NEW*
*Event-specific recipes are now on the Smithy instead of the Cooking Pot
Full-body Krampus Costume Player Character Skin/Cosmetic *NEW*
Santa’s Workshop Smithy Structure Skin *NEW*
Festive Forge Structure Skin *NEW*
Coal
Festive Dino Candy
Gift Box
Holiday Lights
Holiday Stocking
Holiday Tree
Mistletoe
Snowman
Wreath
Lavender
Dino Light Purple
Dino Light Blue
DragonGreen0
ActualBlack
Cyan
DeepPink
Dino Dark Purple
Mint
Jade
PineGreen
SpruceGreen
DarkMagenta
Glacial
PowderBlue
Teal
DarkViolet
Red
Green
Light Grey
Light Red
Dark Red
Dino Light Red
Dino Light Green
Dino Medium Green
Dino Albino
NearWhite
Yellow
From the Main Menu, select the mod tab.
Search for Winter Wonderland in the ARK Mod list and Install it.
After it's installed, go back to your game setup screen and select 'Mod Settings'
You will see Winter Wonderland and any other mods you've downloaded in 'Available Mods'
Select Winter Wonderland and activate it.
If you would like to enable Winter Wonderland on your private servers, please the mod ID to your server command-line launch arguments (-mods=modID). No other changes should be necessary to activate the event. We'll share the mod ID in the patch notes when the event goes live.
Exciting news, survivors! We've heard your calls for Official ARK Merch over the years, and it's finally here! We're kicking things off with a few of our favorite items, but this is just the beginning! We're gearing up for more, and we want your input! Share your ideas, suggestions, and dreams for future merchandise, and get ready for community-voted plushies! Your creativity always fuels our creativity, so we can't wait to see your ideas!
Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-bowser directly within the game. Enjoy an endless stream of new ARK content as the creativity and talent of the community is fully unleashed for the first time across gaming platforms and stay tuned as we spotlight more Cross-Platform Mods each week!
ARK: Survival of the Fittest is will go live on December 21st for crossplay on PC, Xbox and PlayStation!
Re-evolved from the ground up with redesigned mechanics! ARK: The Survival of the Fittest pits up to 60 combatants against each other in a fast-paced, action-packed struggle for survival, where players are ultimately pushed into an epic final showdown leading their Dinosaur Armies into battle.
If you're unfamiliar with SOTF check out our older trailer from ASE to get an idea of the game mode. The trailer may contain outdated features but it should give you an idea of what the game mode is all about!
A few days remain until Turkey Trial leaves on Monday, December 18th! Make sure you don't miss it!
CurseForge is calling all ARK modders and game studios!
ARKathon is a massive ARK: Survival Ascended modding contest. Create and publish your best ARK: Survival Ascended mods for a chance to win big with $350,000 in rewards across two uniques tracks:
Modders Track:
Unleash your creativity to create new maps, skins, dinos, weapons and more.
Publish your mods cross-platform instantly
$50,000 worth of prizes
Studios Track:
It's time to dream big and aim high.
Curseforge is calling all studios to bring their own content and IP to ARK in the form of DLC-level premium mods
3 studios will win a $100,000 development grant each
Help us discover your talent by tagging your art with #ARKPhotoModeor #ARKFanart on social media!
Creator: Sanyxs feat. Haxeu Sanyxs and Haxeu team up to win the first-ever ARK: Survival of the Fittest game on ARK: Survival Ascended.
Creator: DocStenko Doc Stenko brings his mutated Megatherium army to defeat the Broodmother on all difficulty, proving once and for all that over-preparation is a valid strategy.
By the way, this is not a dinosaur either. by @falco_luna
Therizino by @kawarayane
Acrocanthosaurus by @cairoFifi
Roots by @WolfTek7
Carcharodontosaurus by @artofnezuyu
ARK illustration by @oititukumono
“Glowalotl” for #extralifedrawalong2023 by @Snudoo1
Had some fun with photo mode today by @MarniiMods
Deinotherium pog by donnsensei
Argentavis going on a night flight by @Cthulh0opsVP