Hello agents, it's spring time here and what better way to celebrate than with a new update! We've been hard at work on some new content for you to sink your teeth into as well as a bunch of tweaks to how characters see and move within the game world.
Happy spring hunting agents!
8d9b39de changes:
Added a new map, Tower! (Surely this will be a simple mission, right?)
Added a new pred enemy, the Maned Wolf! (Find them within the new map.)
Added foliage to some maps. It's spring!
Added a new visibility indicator to the HUD.
Visibility is now in discrete levels. From 1x to 4x. Sprinting while holding someone gives you max visibility. Having larger balls permanently increases your visibility.
There is now a small buffer before NPCs begin to notice you. This prevents the audio/VFX "tickling" that happens when just briefly being visible.
Minimum and maximum detection time for NPCs has been drastically shortened. To help overcome the buffer, and to make them more predictable.
NPC count has been reduced for most maps because they are now much better at seeing the player
Characters now face where they're sprinting rather than where they're looking.
Moved the Player's spawn on City, and made the objective more obvious with some lighting.
Fixed audio VFX from not spawning due to not being included in the build.
Loading a level quickly renders 60 frames of various locations to reduce stutter while playing.
Characters now lean into which way they're moving. This negatively affects FPS mode a bit, but overall feels worth it.
Jumping no longer temporarily breaks NPC pathfinding.
NPCs will now turn left and right while searching for the player.
Fixed a few cases where NPCs would get softlocked trying to path to an unreachable area. (Staying at a high alert level.)
Fixed issue with splurting inside of objects causing clipping.
Fixed a bunch of broken NPC idle/sit stations on most maps
We know that some of you will be disappointed in the NPC count reduction and while we are still figuring out how to maximize the fun, we're hopeful this can be addressed in a future update.
We can't see anything but pitch black from our development dungeon... but let's call it spring anyway!
As testing continues, your feedback and reactions have been our biggest source of inspiration in setting goals for REMORE.
In our previous Dev Notes, we've been deep diving into specific topics and providing detailed introductions, so it's been difficult to showcase some of the smaller changes we've made in response to player feedback...
For example, the changes to the Main Dock UI that we introduced last week were driven by player feedback that the pixelated font was hard to read, and there are quite a few elements that we're changing to address that.
That's why this week's theme is "Your Voice Echoes in the Dark," and we're taking a quick look at some of the upcoming changes that are a direct result of your feedback.
Here are just a few examples but stay tuned for more updates in the near future!
Added Weapon Swapping - We'll be adding a more intuitive and convenient way to swap weapons (based Early Access feedback).
In the EA version, you could "always swap all weapons in your inventory", which many people found unintuitive.
We're changing the system so that all characters can pre-equip up to 2 Gear sets (Loadouts) in camp, and swap between these two sets via the “Swap Weapons” feature.
There are many additional changes to weapons on top of this, but more on that later!
Gamepad Support - We're working on a UI tailored for gamepads (accepting feedback on our first demo)
For the Early Access version, the focus was to establish a keyboard/mouse-centric UI, but as we revamped the UI, we realized that if we didn't take this opportunity to consider pads, it would be impossible to put them in the future.
For now, this is only supported within the battle stages, but we're rethinking the overall UI design to make the game entirely playable with a pad.
We'll have more to say about this in a future UI Dev Note!
4 New Characters Coming Soon: Battle Nun, Jester, Mercenary, and Inquisitor (based on feedback from the first demo)
While the notes so far have focused on "diversifying the map," we're also working on game-build modifications that will allow for a larger number of characters beyond the initial three classes.
We'll have more on the new characters themselves soon, but here's a sneak peek at the concept art for the new "Mercenary" character!
HP recovery rules will change: HP will be restored fully after each stage (based on Early Access feedback)
In the Early Access version, HP damage taken by players was "cumulative," meaning that it was not automatically recovered except in special ways, such as by consuming food.
While we felt this was in keeping with the overall theme of the game, we had an issue with first-time players starting the next stage with too little HP, making the stage "practically impossible to clear".
Also, the penalty for taking damage is so high that it makes the game more passive overall, so after some deliberation, we decided to recover HP to full after every stage.
We've made some big changes to the stat system, the overall context of combat, and the "armor" associated with it, but more on that later!
This week's changes are just the tip of the iceberg. Stay tuned for more brutal and intimidating changes to REMORE, that all came from your feedback!
Survivors, once again, thank you for your support and enthusiasm for our game!
We're working hard to keep up with your expectations and create new experiences that are worthy of the time you've invested in our development.
The transformation of REMORE continues. Let’s venture on!
Getting ready for the up coming random demo. I am working on bringing more randomization to Maze creation. It not full game update do to having some new bugs with the game. You can try it out by going to the game Library page then go to setting and properties under beta select test branch.
We're thrilled to announce that we'll be bringing a taste of the popular Garuga123 mod ARK: Additions directly into the base game. These creatures may see some tweaks along the way for balance and design, but one thing's for sure: they are coming, and they are ready to shake things up!
Get ready to encounter new formidable creatures from Garuga, starting with the vicious Ceratosaurus. Prepare to have your skills put to the test, because these beasts won't go down without a fight!
Lurking in the untamed jungles and sprawling grasslands, the Ceratosaurus is an aggressive predator adorned with venom-laced spines. Their attacks cause victims to erupt in bursts of blood, a sight for sore eyes (or a tactical advantage for a clever Survivor!). If you can harness this power, tamed Ceratosaurus will unleash healing bursts that revitalize themselves and your fellow carnivores. These swift creatures make for some of the fastest mounts you'll find.
Keep up with the development on ARK:Additions in Garuga's Discord!
This is just the first of Garuga's fearsome creatures from ARK: Additions that we plan to introduce to ARK: Survival Ascended. We expect to launch this new creature by mid-May so get ready, sharpen those spears, and prepare to conquer this fantastic beast! Next week, we will be revealing the second creature that will be released simultaneously with Ceratosaurus!
As we draw closer to the release of Premium Mods on console (currently going through cert), we have some updates based on feedback we’ve received from the community regarding how Unofficial Servers that used Premium Mods felt like they were too restrictive. This was definitely not the intention of the system and with our partners, Overwolf, we aim to resolve this as soon as we can. So here’s the plan:
This summer we’re going to give UGC Creators the capability to remove the server-join restrictions on their Premium Mods. Essentially, we’re giving them the ability to create an “Unrestricted Premium Mod”.
What this means is that, they’ll be able to create a new type of paid mod, which can be hosted on a server that does not prevent you from joining it if you do not own the mod. Instead, Creators can determine how they want to control access to the content of the mod. For example, if there’s an Unrestricted Premium Mod that adds a new set of weapons, the creator can prevent people from specifically crafting or using the weapons, or other gameplay aspects rather than preventing people from joining servers hosting it, as it currently does.
Additionally, this system will also allow Creators to make some aspects of their mod disregard ownership so even if you do not own the mod, you can still get some of the gameplay changes.
We believe this flexibility will allow both Creators to balance out the features in the mod, as well as ensure that they can be hosted on Unofficial Servers without preventing restriction. A huge thank you to the ARK community, your feedback is invaluable as we shape the future landscape for modding!
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: The Handyman builds Learn how to construct The Handyman's hatchery that is both efficient and stylish!
Creator: Crazy of the game *international corner* This French film takes place over the entire history of Scorched Earth with the characters, Helena, Rockwell, Raia and John. (with English subtitles!)
Part 6 of Drawing Every Dino Dossier by cascadingcaramel
Unka bob by gman2006
Fire Wyvern by strandedandstoopid
Really proud of these last couple drawings of Scorched Earth! by @CharliSpirit
Locke and his family thriving in the years after the story by @TekARK_01
Mei, Xiao, and Shi running through the Luminous Marshlands! by @ewo_zaur
There will be more updates in the next couple months. Also a roadmap is coming this month!
Quality of Life
-When a boss spawns, it will now spawn on the map and chase you down, making it much more clear what is happening. (In previous versions you would just be teleported to the boss's pre-battle screen, which could be confusing.) -A notification was added for when a player tries to play a card they don't have enough energy for. -The process of searching for cards in your deck (via certain effects) has had some interface improvements to make things more clear.
Mastery Changes:
(Mastery 3 and 4 have had some adjustments to give them a smoother difficulty transition from Masteries 1 and 2.)
-A few enemies were more difficult at Masteries 3 and 4 than they should have been (i.e. Gold Knight would get +8 health at Mastery 3 when he shouldn't have.) This has been fixed. -Previously at Mastery 4 there was a sharp increase in enemy spawn rate, and a sharp decrease in starting bloodrunes. These changes now happen incrementally from Masteries 4-8. (So Mastery 4 will not be such a huge jump upward in difficulty.)
Card Changes
-Element Cannon now deals 7 damage to the closest monster instead of destroying it. (Generally a buff because now it can hit Hulking enemies which are immune to "Destroy" effects.) -Element Cannon now has a Cancel button after you activate it if you change your mind about using it.
Miscellaneous Changes
-The time passed after a dungeon battle has been increased very slightly. -Bazaar artifacts you can't afford will now be tinted in red.
Enemy Changes
-Temple Guardian has had 1 additional Thorn Mage added to its monster deck. -Rock Pile is now more difficult at masteries less than 5. -Skulk's Bogle monster is now a 2/1 at Mastery 1 and 2 instead of a 3/1. -Skulk's enemies will now tell you how much of the resource you have left after they steal some from you. -Skulk was saying it stole 25 bloodrunes, but it actually stole 75. Changed both values to 50. -The Headhunters' Sylla's hp was increased by 1 at Masteries 1 and 2.
Notable bug fixes
-Fixed an issue with Chain Lightning where it was incorrectly shuffling the Spell Charcoals into your deck instead of putting them into your discard pile. -Enflame is now correctly able to damage Agile and Carapace enemies. -Fixed a bug where the arrow that guides you to a dungeon could sometimes get stuck pointing right. -Fixed a bug where the dungeon buff that reduced a card's cost to 0 wasn't working. -Fixed a bug where Enhance Magic's cost reduction effect wasn't doing anything. -Fixed a bug where the legendary Enchanted Bow artifact wasn't working with Fireball.
Minor Bug Fixes
-Fixed a bug where it was possible to activate a class skill while other actions were happening, which might cancel the skill activation. -Fixed a soft lock bug where Summon Artifact could be activated when you had no Permanent cards (it was counting Scheme cards as Permanent cards, then not letting you actually get them.) -Fixed a bug that could make some cards in your deck glow green right before the Zadeus battle. -Fixed a bug where when looking at the "Map" boss artifact, it would sometimes choose the map artifact as your final choice even though you were just trying to click the "See Dungeons" button. -Hopefully fixed an issue where Bazaars and Obelisks could spawn below the bottom of the map. -Fixed a bug where Thug, which steals Scrolls, was saying on hit that it steals Trade Resources (which no longer exist.) -Living Mountain will no longer warns of monsters in X turns when the monster deck is empty, since there won't be any more monsters. -The "Stash of Riches" artifact was still showing up as an unlockable in achievements even though the artifact doesn't exist anymore. Removed it. -Corrected the Trebuchet artifact's description to note that Siege has Enflame 4. -Fixed an issue where your artifacts and the day timer weren't showing up on some screens. -Fixed an issue where, when Wicker Man was in play, some direct damage cards would look like their damage was buffed by having purple text when the damage was not buffed. -Fixed a bug where The Headhunters' Sylla would be delayed in updating her attack value. -Fixed a bug where Freezing Breath's cost increase debuff wasn't working. -Since the Temple Guardian's Thorn Mages buff Sproutlings at end of turn, it wasn't adding that potential damage to the incoming damage counter. Now it does. -Fixed a bug where Summon Artifact was able to grab Scheme cards. -Hopefully fixed an extremely rare crash bug that could happen when playing Fireball. -Fixed an issue where the count of cards unlocked on the Achievements screen was off. -Fixed a bug where Summon Comet wasn't gaining life if you used it on the last monster. -Fix an issue where Silence didn't have a prompt telling you to click a monster. -Fixed a bug where the game would pop up the dialogue box to equip Wax Mask to The King's Banner, even though it couldn't be equipped because The King's Banner is a costless card.