- New Planet: Farmer Planet! Hope you like our new design. 😉
- Thanks for your feedback 🙏
Folks! We really do need your support to survive and make great games. This is only possible with your support. So, if you like this project please leave positive review on Steam which will trigger the algorithm to show this game to more people.
Fix a bug with item not stacking Add 161 New items Add new item Replaced dropped bag with a box Add 151 new UI for food nad water Add New Wooden Barrel Add New ConcreteMixer Add New Chemical Add New Storage Box a Freight Add New TV Add New Wooden Beehive Add New Barrel Add New Old Stove Add 2 new Effects for the camea when you press Num 1 or 2 https://youtu.be/Ik8NOOL-bvg
We have prepared another patch with bug fixes and minor changes.
New:
Now, when a faction dialog appears, the main interface buttons are locked, and it is mandatory to select the acquaintance option.
Violated obligations affect clan loyalty only for 50 turns; previously, they reduced it indefinitely and it could not be fixed.
The amount of income received for clan loot now depends on the era and has been significantly increased. It was 50 gold for the first era, now it’s 500 gold; 1000 for the second; 2000 for the third; and 3000 for the fourth.
The loyalty factor for capturing a clan now lasts 50 turns instead of 100.
If a Right of Free Pass contract is in place, you can pass your units through units of another faction with which you have this contract.
When attacking without a declaration of war, reputation will be deducted by -5 each turn, instead of -10 as before.
Reconfiguration of resources used in weapons. Phosphorus can be used more actively.
During trade, you can only exchange sciences with the faction which you have a science contract with.
Improved combat AI.
Fixed:
Fixed the blocker that occurs when trying to build a city on a hex with an altar.
It is now impossible to place a capsule on a hex with an altar.
An error in which a window appeared after clicking on an altar when selecting hexes for a capsule.
Pressing Enter, while the notification box is open, wound end the turn.
Inability to upgrade a district after making changes to the construction queue.
Now All-Mind will not give new conditions after a victory.
Construction progress is no longer displayed on the next district if it fails to build due to the lack of population.
Bug that caused the relationship between the selected entity and the hovered-over entity to not be shown sometimes.
It is now impossible to use tooltip actions while a faction dialog is displayed.
Also fixed a number of other minor bugs.
We are working on another big update that will include changes based on your feedback. Thank you for playing Revival, leaving feedback, and sharing your playthrough experience.
Weapons Reworked how shotguns deal damage. We want to make the shotguns more consistent and actually viable to use in close range fights Increased minimum ammo for Italian Shotgun and M1 garand Fixed Italian Shotgun starting with one less ammo than expected Changed the damage for MP’s to be more viable for close-mid range
Custom Games Added versions to custom game session for the case that people have different client versions Added support for players leaving in custom games Added Custom Game Titles
Crash Fixed crash when force closing during active HTTP Request
Map Fixed some bugs in the new Map Added a new area to the new Map
Server Fixed a bug where the server session would time out when online for too long
Misc Fixed issue where the playtest timer was shown incorrectly due to timestamp construction Fixed issue where a softban (eg 3 days for text chat abuse) would result in the game closing instead of showing that you are banned Fixed showing a custom game that has finished in Warm Up forever Fixed some tutorial bugs Increased max concurrent http request for high peak Fixed a bug that deleted permanent leaderboard entries after 1 Day Removed logs for clients Made local shield break animation bigger Adjusted post match xp calculation Improved Client Anti Cheat checks performance Fixed case where Anti Cheat crashes were incorrectly detected by the Crash Reporter Set category of mini royale friends always to Playing. We can’t query the presence for those friends and offline is misleading. Upgraded Server Version Exposed server hz in the performance stats to let the client see when the server struggles Fixed bug where legs would rotate 180 degree when jumping and strafing Increased grenade range & damage a bit Added reload button to friends list as sometimes newly added friends would not show up instantly Fixed case where EOS backend failure would prevent users from logging in on a server You can now see your detailed XP Breakdown in the Game Summary You are now rated in casual mode. We don’t use this data yet, but it could be used for SBMM to prevent fresh players being stomped by experienced players.
Anti Cheat New Easy Anti Cheat Version Secured more code
We are working on server issues, and knew about most common bugs and problems:
1. Game not starting - > Just wait a bit. If you are using HDD, it will took time on first game load 2. Cant join server -> Wait for server hotfix 3. Very high ping -> Wait for our fixes, we are working on hotfix with player count bug 4. Low FPS -> Wait for hotfix
Hi all! It's come to my attention that the game the game was having issues with gamepad controls after the last update. I took a look at the code and I believe I've fixed it (but as always, please let me know in the forums if there's something more I didn't catch!)
Let's start with the bug fixes in this update:
fixed: on certain buttons, selecting them with the gamepad could double-invoke their methods, leading to errors (up to and including the game freezing).
fixed: when playing with gamepad, at the very start of battle, the selector was spawning in the very top-left of the map instead of over someone in the player's army.
fixed: actions bar button tooltips were displaying strangely in gamepad mode.
fixed: the virtual cursor was not visible when choosing between yes or no in any in-battle warning pop-up windows.
fixed: if an army in a battle was completely neutral by way of being allied to every other army, the game would treat them as having vanquished all enemies and immediately end the battle with them as the victor.
AI fix: the retreat AI algorithm was not accounting for area preference or patrol tags, causing characters with no usable skills to retreat without regard for the areas they were supposed to be moving towards.
fixed: mousing over a unit and then immediately mousing over the deployment window thereafter without ever mousing off the unit could cause the unit's mouseover tooltip to become "stuck" onscreen for a time.
fixed: it was possible for cavaliers to charge across a path with an elevation difference of 2 or greater, just so long as they effectively charged off of the cliff rather than up it.
fixed: in some circumstances, the game could save (and reload) past instances of generic templated units in a way that would reintroduce tags placed onto those unit types in past battles.
fixed: changes to the code made it so generalized character death barks could again get queued in addition to specific death-triggered dialogue for the same character.
fixed: bridges below the level of the terrain could cause the game to use the bridge's elevation instead of the ground's for purposes of calculating which spaces are moveable for a non-flying unit.
fixed: under some circumstances where the AI had a character move and use a non-turn-ending skill, the AI could queue up further actions for the character where they moved and used a skill, but then fail to execute the "actually moving" part, resulting in the character attacking outside their normal range.
fixed: proc gen battle map names were not being saved in the "battle start" save files used when restarting a battle, resulting in the map's internal file name displaying instead.
It's not just bug fixes; we also have some nice quality of life buffs (and AI improvements too)!
a longtime request is now working in-engine: you can now create a mid-battle save on the first turn of a fight, right after deployment!
the game now displays gameplay tips on the loading screen when transitioning scenes.
when playing with the gamepad, switching to the actions bar with 'X' now defaults to selecting the first available skill.
AI improvement: the AI now does a much better job of appropriately balancing the value of reaching a preferred area versus the value of moving toward a character it would like to attack (but cannot yet reach).
AI improvement: the AI now imposes a scoring penalty for any move that would take a character who is already inside their preferred area outside of that area.
AI improvement: reduced the minimum calculated value of usage before enemies will use items, avoiding situations where enemies won't use bandages even though it's optimal to do so.
AI improvement: AI-controlled units now value Defending status proportionally more as they become more injured, and more based on their ability to counterattack.
And finally, we have a lot of new tools and bug fixes for campaign creators:
added the missing army palettes from the original Telepath Tactics (Orange and Pink) into the engine.
the LevelUpArmy script action now works in cut scenes.
the game can now process custom strings used as part of a scene's display name.
new condition: Drop Items On Death. Lets you set a particular army to not drop items when a character in that army dies. Parameters: army number, drops items (boolean value--true by default).
new script action: StripItemsFromUnit. Removes all items from the named character's inventory and places them in a roster's reserve supplies.
new script action: AddNickname. Gives a character a new nickname to be used by a second character in dialogue. (To make it a nickname everyone uses, leave the Second Character Name parameter blank.) Parameters: Character Name, New Nickname, Second Character Name.
new script action: HideDialogueBox. Allows you to manually hide the dialogue box during dialogue.
new script action: ShowDialogueBox. Causes a hidden dialogue box to reappear.
new script action: HideActionsMenu. Allows you to manually hide the actions bar during battle.
new script action: ShowActionsMenu. Causes a hidden actions bar to reappear.
new script action: AddTriggerCharPortrait. Adds the portrait of whatever character triggered the dialogue, without regard to whether their name is used as speaker for the current branch. Has the same parameters as AddSpeakerPortrait.
new dialogue trigger type: OnSkillUsed. Triggers dialogue when a given skill is used. To satisfy the trigger, the skill usage must be effective in some way (i.e. not just attacking an ally or healing an enemy). Parameters: skill name, user army, and user name.
new tag: RemoveAll. This tells the game to remove all existing tags from the unit.
three new special string stats are supported for SetStringByStat: First Name, Last Name, and Nickname. (These are read-only, so don't try using them as a parameter with SetStat.)
added last name as a supported attribute value for the SetStringByNPC script action.
TargetPreference tags now support the use of custom string variables for their target name parameter.
updated in-game documentation for the IfBioDetail-type script actions and the -BIO:X- special character with the default bio detail types.
fixed: in-game documentation for the AddNPC script action was missing the tenth parameter, Blood Relative.
fixed: in-game documentation for the SetStringByNPC script action was missing blood relative among the supported attribute values listed.
fixed: getting a unit's load ID via the SetStringByStat script action would return an empty string for proc gen characters. (It now returns the unit's name, which can stand in for its load ID in virtually every use case.)
fixed: the Delete Row and Delete Column algorithms in the Map Editor were faulty, with their use potentially causing the game to lose track of where units should be until the map was reloaded.
fixed: in the Map Editor, adding a new column to the very rightmost edge of a map would secretly cause the game to add a second column, invisibly offsetting mouseover coordinates and making the selector appear in the wrong spot when mousing over units.
In celebration of today’s International release of ARK: THE ANIMATED SERIES, the "Dear Jane" event has received an extra-special update: Now, when survivors equip the Animated Series “Bob” costume, you'll hear Bob's voice (Karl Urban) reacting to gameplay actions and delivering witty quips when using emotes!
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!
Help us discover your talent by tagging your art with #ARKPhotoModeor #ARKFanart on social media!
Creator: Freyn To celebrate the end of the Dear Jane journey, Freyn created a comprehensive guide on how to find all the notes and unlock all the skins.
Creator: Skwirrelle Was the Morellatops merely a product of imagination, or could it have been a real-life creature waiting to be unearthed? Tune in to Skwirrelle's "Was It Real?" series and let's uncover the truth together.
The gladiatrix from the animated series! by laind003
ark snow owl by polarmolecule.art
OMG SPINACH HI!!!! by @naeriie
Two animals and one man surviving in the desert by @RISHICA123
Desert by hiimcat
My yutyrannus doodle by mimiksaur
Part 5 of drawing every Dino Dossier by cascadingcaramel
🗺️ New interactive map 🏝️ New District - Celestial Fernwood 🐭 New quest provider - Sparklepop 🪕 New character - "The Bard" 🐠 New Feature - "Fish Oven" 🎓 New Resident - Pippin, Island Guide 📜 New translations - Polish and Dutch ⚒️ General fixes and improvements
Very minor update today, at least as far as what most people will be able to notice. Support for other screen sizes is a tedious ongoing process, requiring attention to hundreds of micro segments of the game, but it's one of my main focuses right now alongside plot and art!
Changelog
+Added Ying's final sex scene image before the frenzy
*Minor performance improvements for the interaction bar
*Changes regarding increasing support for various screen sizes, although at this point very few differences may be noticeable