Console players, get ready to level up your modding game. Premium mods are finally landing on Xbox and PlayStation at the end of April! Modding has always been a huge part of what makes ARK so awesome, and that community creativity has kept the game fresh for years. Between new worlds like Svartalfheim Premium and new creatures like Additions Ascended: Anomalocaris, there is plenty of amazing content to dive into. Keep your eyes peeled for more details on the rollout!
Although the Dear Jane event for ARK: The Animated Series just wrapped up on Official Servers, the international release for ARK: The Animated Series is just around the corner on April the 19th! Follow 21st century paleontologist Helena Walker as she finds herself resurrected on a mysterious primeval island populated by prehistoric beasts. Watch on Paramount+!
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!
New month - new month's results! Here are the latest Dixotomia VR development notes 📝
Game Design
April was rich in new systems for our project! Enemy spamming system The essence is to create a challenge for the player, in which he takes turns eliminating waves of enemies eager to destroy him. The system can contain several modes: Mode 1. Spavn opponents after the last opponent is eliminated. at the same points; Mode 2. Spavn opponents after the destruction of the last enemy, in other points; Mode 3. Spar opponents on a timer, in the same points; Mode 4. Spavn opponents on a timer in new points; Which mode would be the most interesting? Dialog System The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it! For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!
Dialog System The very thing that all decent games have, but it is not as easy to implement as it seems! And we, as self-respecting developers, are obliged to add it! For greater immersion in the game world, interaction with it and obtaining key game items, the hero will have to actively communicate with non-player characters!
Additional bot behavior traits To make the combat system more interesting, we (or rather our game designer) decided to add unique traits for enemy mobs. Now for more details: we have added a system for detecting hiding places. Bots can analyze the space around them and find the best position to attack. They can also run between shelters, sit in ambush and throw a grenade if the fight is delayed. The system is quite well optimized and does not cause frame sag. So far the change has affected only shooters, but we are working on other bots too. In particular, an update on the boss will be released soon. These features are designed to diversify the battle, create a more dynamic environment on the battlefield, well, and of course, complicate the life of the player (: Destructible Objects and Interactions Since we still respect ourselves and the player, the game must have exploding barrels (not bayan, but the base!), well, and similar objects. Again, so that life does not seem like honey! Throwing objects of the environment In addition to interacting with exploding objects, decided to add objects of the environment, which can be thrown at opponents! More variety on the battlefield!
3D и Level Design
Worked on the audio component! Now such events as hitting the shield, shield explosion, various swings are accompanied by very atmospheric sounds. But let's skip the details of such unnoticeable, at first glance, but not very important changes, as the elaboration of light and sound on the locations, and go straight to the more beautiful part! Screenshots of improved locations We continued working on the location "Factory", we have already finished all geometry and all modular objects. This month we will do texturing and assembling of the location and its surroundings (wait for juicy screenshots), but for now so: Created new environment items, conveyor belt for the new location "Factory": Showcases for Vivien Tower. There was an idea to make them destructible during the boss battle, but so far this feature is only on the pencil: And a juicy holographic table to go with it: All in all, it's been an interesting and busy month, the work is boiling 🔥 And we're still waiting for your feedback on the game, any feedback is important for us and will help us to make the game better! See you soon!
"Good evening, Ladies and Gentlemen. We're coming to you with a Special News Bulletin. Reliable sources report that Cyberlinxxx, the adult cyberpunk visual novel is now available in a bundle with an eye-pleasing feature. The developer added a whopping 242 images big big-sized artwork bonus content. With a wide variety of wallpapers and pin-ups, there's no doubt that it will satisfy everyone interested in Arriaka's many flavors.
The last patch also includes further minor changes and the developer hopes he fixed the darn achievement "Technical difficulty" this time. No rest for the wicked, right people? I'm excited to visit Megacity Arriaka in the Cyberlinxxx - Upgrade Edition. I can't wait to get home and play that sexy visual novel.
Leaving you into a wonderful weekend, your Caramella Creamz."
Custom bots now show up in the tournament's winner podium CCW Arms (aka hammers) now deal damage Tilted spinners, along with any weapons with custom orientations such as sideways verticals and horizontal arms are now supported You can now import .bot's easily in the workshop without the need of going to the game's bot folder Naming discrepancies in .bot files are automatically handled when importing from workshop Deleting bots is now possible within the game Weird glitching effect on wheel rims has now been fixed (please child the rims accordingly) Tie's in tournaments are now *impossible*, meaning a winner will be chosen at random and the tournament won't bug out Most arenas have been fixed in order to prevent bots from glitching through the ceiling The game is now fully integrated with Discord's Rich Presence, meaning it is an official game on Discord! Fixed a few other bugs along with some performance fixes
- added a pet - fixed crash caused by obtaining cosmetics sometimes - fixed visual error with tony's b skin - added option to rebuild save data from steam achievements in the cheat menu
Thanks to our Twitter friends for the suggestions about our game. Thanks to them, we have fixed the following issues:
-Integration options for FPS optimization VSync -120fps- 60fps -Correction in the clues of the final puzzle -Simple loading screen -Restructuring of the options screen
Welcome starchasers! This is our first hotfix since launch, mainly meant to address a lot of priority reported issues. Not all of the issues people have come to me with were able to be fixed in the current timeframe, but rest assured you can expect another patch on Monday that should be pretty comprehensive. This will include a lot of keybind issues, primarily.
But I'm getting ahead of myself. Let's get into our current patch notes.
KNOWN ISSUES:
Some keybinds are missing in the controls menu and binding certain keys (such as escape) can cause issues.
Abyssdrive coloring won't save sometimes.
Several random missions may not complete properly.
Saves loaded in-space won't properly update random missions.
Out of system waypoints for specific objects aren't functional. Waypointing to a system directly IS functional.
Some scannable items in quests persist.
Killing certain storms won't count as progress towards specific storm-chased-based chapters.
NEW FEATURES:
You can now delete saves in the saving menu.
Mouse buttons other than mouse buttons 1 and 2 can now be mapped to actions.
Missiles now take into account your current velocity when firing.
New positioning for the Transfer All button when trading in a ship. It can all transfer all your cargo BACK to your original ship.
CHANGES AND REBALANCES:
Hardpoints have gotten some major upgrades. In addition to them having higher health, repairing your hull will also repair your hardpoints and reactivate them.
NPC missiles were far too fast. As a result, most missiles fired by NPCs have been slowed significantly, allowing you time to shoot them down or asking your Autoturret to shoot them down.
We've rebalanced energy mechanics a bit to slow down your energy charge rate. This makes the skill for that much more useful while still allowing you to fire for a decent time.
FIXES
Fixed a major issue where manual docking wasn't enabled by default and automatic docking wouldn't let you go through gates. By default now, automatic docking must always be turned on due to its vast inferiority over manual docking.
While cleaning up the... stuff they found inside the Littlefish, Hat and the Idolsmashers accidentally flipped the "Hardpoints have no health" switch in the cockpit of said ship. I went back and switched it back on. Now the Littlefish's gun ports aren't made out of kitten whispers and butter dreams.
Fixed issues where respeccing your character would give you extra skill points. For those who received them, have fun you overpowered bastards, you cards you.
You can now reset your reputation with Vauldwin law enforcement aboard Kaisus Circle.
Several unintended audio files that remained have been stripped out.
You can now partially loot cargoboxes that have commodities inside them.
Fixed (hopefully) cargo duplication issues when trading in ships.
Fixed several stations in Ballden Space where you'd fall through the floor.
Baton, Broken, now properly awards Amesten's freighter at the end.
Made the instructions in "To Catch A Smuggler" clearer.
Removed some additional placeholder audio.
Expanded the area you need to enter before the Yeahtier will begin moving in "The Battle that Always Will Be".
Taking a train to a station other than UHC-46 will now make "Off-Track" properly complete.
Comprehensive fixes for the in-game radio. Unfortunately, MP3 support isn't on the table (thanks Unity!) but we fixed a bunch of loading errors related to it and updated the guide as to what formats and rates are valid to get Underspace to acknowledge your tunes.
Loading a save that was saved in cockpit mode now doesn't disappearate your ship.
Lowered the sound of scanning pings and fixed issue where sound settings wouldn't change their volume level.
NPCs squadmates on lanelines can no longer ram you up. At least, not lethally.
Rewrote some of the in-game manuals to contain more comprehensive information.
Basic functionality for the search menu has been restored on the navmap and typing names into the searchbar won't cause menus to open.
Fixed issues where cargo construction missions gave you too little loot to complete them.
Texture quality option has been removed. A deep dive revealed it did Croft-all for performance while also making the game look significantly worse. We'll give you something neater in return, don't worry.
Fixed issues where fighter spawns in some missions wouldn't progress the mission.
UPCOMING FEATURES AND CHANGES:
While you're here, I'll share a few smaller things being worked on that'll be upcoming with some of the later patches this month. This doesn't cover the BIG update roadmaps, just some neat features in the pipeline. This includes:
Greatly expanded tutorials for aspects of the game, including covering equipment, menus, etc.
Improved feedback on items when they become available to be crafted.
New UI elements such as dialogue history and being able to read scanned data entries from your main UI.
New menu options for things such as text speed, allowing alternate inputs to control the throttle, and more.
New graphical options to help with optimization.
New ways to sell, acquire and utilize both your scanned data and learn about in-game locations.
This update makes some very important changes to the new stats and rankings system. Previously if a player left the game before it was over there was no "game over" calculations on that account when the server sends final stats after the final round. This means you could leave in the middle of a game and neither receive a loss nor a win since you weren't there for the end of the game. However for a competitive system to function correctly we need to penalize players that try to leave "competitive mode" early before the game is over. Therefore we now find all players from the stats history of the current game that are no longer connected to the server and put a game loss on their account for leaving early.
We plan to add a popup message in the next update when quitting the match early if the server is in "competitive mode" along with a "competitive timeout" so players are aware of this penalty when trying to quit back to the main menu. Note that a player can re-join a match before it is over to prevent receiving any penalty and complete the game as normal.
The update also fixes an issue with the bomb icon indicator when someone has picked up the bomb. This icon would not display on the player after the round was over as all the other diamonds do, which should now be corrected. Finally an issue has been addressed in the bullet tracing system that prevented the physics types of surfaces on dynamic meshes from being known on impact. This was causing "purple impacts" to display on certain physics-enabled objects such as weapons players drop of they die.