Game will now create save backups when a new version is detected Fixed bug with entering Barracks through backdoor Clicking on an empty held slot will allow you to reserve the slot for a specific item Armory and Witch’s Hut chests are now connected to forging and brewing
We are thrilled to announce the release of our latest update for Alvara, bringing a multitude of new features and improvements to enhance your gaming experience. Here is a detailed overview of the main changes:
World
Vendor Price Variation: You will now observe price fluctuations at vendors, adding a more realistic economic dimension to your adventure.
Zhân's Book: An explanatory text will appear when you acquire your first Zhân's Book, encouraging you to delve into its reading to uncover all its secrets.
Added Tutorial: To help new players familiarize themselves with the game's mechanics, we have integrated a comprehensive tutorial.
New Cinematic for Old Bazzya: Discover a brand-new cinematic featuring Old Bazzya, enriching the story and immersion.
And Now, Expanded LORE: New writings and statues further enrich the history of Alvara, immersing players in an even richer and more captivating universe.
Combat
Blinking Icon in the Action Order Bar: Easily visualize the next turn of the selected target with a blinking icon.
New Specialty Attacks: Each character now has a new specialty attack from the start of the game, offering more strategies right away. New Combat System:
Attack Synergy: Combine attacks to trigger powerful, coordinated effects.
Fatigue Management: Take your characters' fatigue into account to optimize your combat strategies.
Menu
Reorganization of Menu Pages: Enjoy more intuitive navigation thanks to a reorganization of the menu pages.
Redesigned Encyclopedia: A new design for the encyclopedia with more extensive and numerous texts, facilitating access to information and enriching your understanding of Alvara's world.
We hope these additions and improvements make your adventure even more exciting and immersive. Thank you for your continued support and valuable feedback. Get ready to rediscover Alvara in a new light!
With the launch of the Center Map just around the corner on June 4th, we wanted to share some insight about the Shastasauraus and how its design evolved during the development process. The Shasta, and namely its saddle, is one of the more ambitious designs we’ve done, and the team really enjoyed the challenge!
Two key areas we had to resolve related to making sure the Saddle actually functioned like a submarine (i.e. keeping water out while the creature moves, etc.) and how players and creatures moved inside of the sub itself. The first challenge required both a shift in the overall design of the saddle and a tech solution, as we learned pretty quickly that having it on top of the creature wasn’t going to be viable, so we had to redesign it to be under the Shasta instead. This change allowed us to ensure that we could keep the water outside of the saddle at all times and also eliminated the edge cases relating to the submarine being partially submerged. Tackling player and creature movement was purely a technology-driven solution, we rewrote some of the basing code – the logic that relates to what characters are standing (based) on – of Unreal when in different physics modes like falling and jumping, essentially creating a new basing system specifically when based inside of the new saddle.
This was definitely one of the more challenging creatures we've designed, so please excuse us for geeking out a little bit! So now you’ve heard the ins and outs of how we tamed the mighty Shastasaurus and its sub-aquatic saddle, it’s your turn next! We can't wait to see you all cruising the seas in Shasta-style on June 4.
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!
Dive into the depths of ARK with the incredible new Livyatan mod! Available now on Steam and Xbox and coming to Playstation (with the launch of Premium Mods).
Unleash the Livyatan: This massive toothed whale is a force to be reckoned with. We'll cover its unique abilities, from bone-crushing bites to sonic blasts, and how to make the most of them in battle.
Master the Sound Pad: Taming a Livyatan is no easy task, but we'll guide you through the minigames and sound waves needed to win its trust. Get ready for a symphony of survival!
Craft and Conquer: Explore the custom crafting mechanics and build powerful saddles, weapons, and armor to make your Livyatan unstoppable. Prepare for epic underwater battles!
Face the Alpha Livyatan: Gather your Dino army and dive into the depths to face the ultimate challenge: the Alpha Livyatan boss. Claim valuable resources and unlock advanced technology!
Conquest servers are being introduced to ARK: Survival Ascended by Snail Games. Conquest is a new PvP player experience for PC players which focuses on large-scale PvP while avoiding the problem of mega tribes. Increased rates will allow tribes to set up and establish themselves quickly and enable them to rebuild after potential losses instead of being wiped completely. The official date will be announced soon, so stay tuned! If you need any support during the Conquest season, join the Conquest Enforcement's Discord.
5x XP, Harvesting, Taming, and Breeding (imprint, maturation, hatch/gestation)
0.5x Mating Interval
Tribes are set to 50 players max
Tribe alliances are allowed
Servers have a maximum player count of 75
More details to come!
On April 8th, we deployed a new type of server across the network (for the various game types) that we refer to as "Expire" (which is what you can search for in the session filter).
These servers will be online until 10 am PST / 1 pm EST on June 1st. We're preemptively using our allocation for The Center to host some additional sessions that players can travel onto to farm, tame, and experience the Scorched Earth Gameplay. The same transfer restrictions apply in that you are only able to download your character, but you can freely take anything off. This is to help reduce load off some of the other servers, or provide players an option for those who just want to jump onto Scorched Earth temporarily.
Please note that these servers will no longer exist after 10 am PST / 1 pm EST on June 1st, so if you intend to use them, remember to transfer your items/creatures/characters off before that date, as nothing will be saved beyond that time period.
For the full list of the Expire servers, click here. ARKpocalypse servers have been wiped today! What are ARKpocalypse servers?
ARKpocalypse are monthly-wipe servers with higher than usual rates.
Next wipe: June 21st, 2024
You can join them by searching in the server browser! Happy Surviving! This weekend, the Official Network will be receiving bonus rates! It will be active until Tuesday, May 28.
PVP/PVE: 2x Harvesting, Taming, and Experience, and Breeding
Small Tribes: 4.5x Harvesting, Taming, and Experience + 4x Breeding
ARKpocalypse: 5x Harvesting, Taming and Experience, and Breeding
I made this Imgur album to showcase some of Genome Guardian's coolest turrets! Also QoL changes and bug fixes.
CHANGES:
The names of Modes, Turrets & Perks are no longer hidden until unlocked in the CHECKLIST. The CHECKLIST still won't tell you any more details about them, but you'll at least know how to get things if you know what they're called from outside the game (ex. hearing about a cool turret in an update and wanting to b-line towards unlocking it).
A setting has been added that makes the heat circle follow your crosshair!
(turret) Jester: More jestery 🃏
(turret) Surge: Redesign.
FIXES:
The newly-added heat circle shadow would always end up being enabled when you start a run.
The perk unlocked for firing for 120s without stopping can actually be unlocked now.
The perk unlocked by having 30 turrets unlocked can actually be unlocked now.
Bounce projectiles were getting a speed boost when they hit things at an angle, which was never intended.
Hello and welcome to our fourth devlog for Red Dust Colony.
A fair number of things happened since I last wrote. Crafting, cooking, and processing have been finalized, the storage system has been expanded to allow liquids and items can now decay over time. Colonists use food trays when eating and prefer to find a place to sit if possible. The build menu has been overhauled and plants now have had the last mechanics implemented. Art is also ready for a few new buildings. These are all just surface-level changes, with a lot of technical improvements underneath. Today, I'll go over these changes and walk you through them.
Crafting, Cooking, Processing
Crafting stations have been one of the few things that were implemented in the game early on. Colonists have been able to turn items into other items since before they even had models and were mere capsules moving around. This however, also means that this particular system has been through a lot of changes over time, with most of the game evolving around it. Because of this, it also broke a lot. Having been implemented before any testing was added, it often took a long time to even notice there was an issue with it. As we're reaching to publish a demo, this needed to be resolved. Everything here has been cleaned up, and comprehensive testing has been added.
Crafting tables can now be configured to craft X amount of a recipe, or just to ensure that X amount of items are available.
Some of them require an initial setup and then they'll run on their own while others need a colonist working at all times.
Storage, liquids and decay
Similarly to crafting, storage has also been around from the start. After all, in order to perform crafting, the required items need to exist somewhere. Even if items are left on the ground, they still need to be available for pickup and that makes them form a temporary "storage". Up until now though, the item storage building would always allow all types of items without any limits. Here, we've added traits to the items to allow filtering. This means that liquids now can only be stored in their own storage container and refrigerators can no longer host solar cells and mechanical parts.
Speaking of refrigerators, their purpose is to slow food spoilage and for this, item decay was implemented. Items decay at individual rates when left outside the base or outside of storage containers, and food containers modify these rates to various degrees.
Eating behavior
When hungry or during the lunch break, colonists will look for some available food, go take it and then if a table and seating is available they'll go eat there. From a gameplay point of view, this has been working for a while, but now the visuals correctly reflect this behavior.
Transport System changes Since items now decay, this also means that items can essentially be removed from the game at any time and the transportation system needs to account for this. This is especially complex because item transportation can involve multiple pickup and drop-off locations in a single transport. For example, a single colonist can pick items up from multiple storage containers and then deliver them to multiple buildings that need them, like crafting tables and oxygen diffusers.
Destroying any storage or canceling any construction project at any time was working fine, but with item decay, individual items can be destroyed, adding an extra level of complexity. I'm glad to say, this is all working fine now, with tests covering a lot of cases in this area.
Lights and plants
Up until now, plants were just growing regardless of the lighting conditions and this is something that I was really keen to get around to resolve. As I've showcased before, the light system has a bit of richness to it, allowing a combination of both directional lights(the sun) and artificial light which spreads around the base using tiles. We also allow artificial lights to be colored and be adjusted as the game runs. This means that when multiple lights of different colors are next to each other, the end result tends to look white/neutral. This actually works and looks pretty good but for plant lights, I wanted them to have that ultraviolet feel. Placing a grow light in a room that was already lit by regular lights didn't have much of an effect visually and while graphics are not that important at the moment, good user experience ranks high. To fix this, a new light layer was added to the system, made specifically for lights with gameplay relevance.
I hope you've enjoyed reading about the development of Red Dust Colony and we'll see you next time.
If you'd like to keep up with the development of our game, we have a Discord server where we share our journey: https://discord.com/invite/3wj5RAyprc
We heard feedback about some players finding the game hard, some finding it easy. We decided to implement a difficulty system. Game is intended to be played on Normal mode, but depending on your experience, choose Easy or Hard modes.
In the future we will also add an "Extreme" mode to this.
We have 120+ items with their artworks now in the game.
Patch Notes for Dice & Fold
Visual Effects (VFX) Updates:
Added VFX for the following characters and roles:
Guard
Treasurer
Shopkeeper
Trader
Savant
Blood Mage
Enchanter
Missionary
Wizard
Sculptor
Knight
Gladiator
Rogue
Wanderer
Archeologist
Spy
Improved and reworked Craftsman VFX.
Fixed various VFX issues and enhanced existing effects.
New Features and Improvements:
Implemented new skill VFX for several characters, including:
Knight
Rogue
Gladiator
Sculptor
Added new enemy selection indicators.
Added skill VFX for Gladiator and Sculptor.
Implemented item effects for various items:
Flute
Battle Axe
Templar's Helmet
Exile's Fan
Midas' Gloves
Pickpocket's Fake Stone
Rod Of Want
Beetle of Odds
Forlorn's Crown
Forlorn's Mask
Forlorn's Cuirass
Forlorn's Crossbow
Balancing and Gameplay Adjustments:
Synced new monsters and balanced existing monsters and heroes.
Adjusted monster and hero stats for better gameplay balance.
Fixed the initial states for trinket slots and hero selection panel.
Revised and updated the special abilities for several characters, including:
Blood Mage
Peasant
Knight
Paladin
Seer
Craftsman
Made Wizard, Missionary, Knight, Gladiator, and Sculptor available in beta.
UI and Localization:
Updated UI for better readability and localization.
Added localized text for various UI elements, tooltips, and messages.
Fixed localization issues for multiple languages, including Turkish.
Added support for additional languages.
Implemented tooltip messages for unlocked heroes and items.
Improved the display of item names on victory and defeat panels.
Bug Fixes:
Fixed various SFX issues.
Resolved issues with dice slots for silenced enemies.
Fixed display issues in the inventory for specific items.
Corrected hero position offsets and run switcher functionality.
Addressed card back face shadow issues.
Fixed skill icon appearance and behavior for several characters.
Corrected item descriptions and effects.
Ensured correct behavior for various items and abilities, including:
Sage's Tea
Sunstone
Divorce Ring
Hydra's Heads
Reaper's Contract
Miscellaneous:
Added animation for randomly acquired items (work in progress).
Implemented new background and menu redesigns.
Updated credits and menu background.
Added new codex and updated item lists.
Improved victory screen and finetuned related elements.
Merged changes and synchronized with the master branch regularly.
This update brings a significant number of visual enhancements, gameplay improvements, bug fixes, and new features to enhance your experience in Dice & Fold. Enjoy the game and provide feedback through our community channels!
We are happy to release our first new addition to the roster! Leep O'Nardo joins the colony, and bring not only a unique twist to a new playable character, but TONS of new features. Read below for all the patch notes in v0.2!
Also, if you are enjoying the game, PLEASE leave a review! Our next goal is to hit 50 total and we can't do it without your help! Big thank you to those that have already taken the time to leave us a review!
EA 0.2 Patch Notes
Character Changes:
New Character: Leep O’Nardo!
Leep’s playstyle is drastically different from our other characters. He has +30% luck, and -20% everything else! His runs rely on good fortune to obtain rare chest, critical hits, items from acorn trees, etc. We really enjoyed playtesting him, and we hope you do too!
Mighty Green - Base speed increased by 20%.
Leaf Shuriken - Base damage increased by 10.
New Stats:
Acorn - Increases the maximum number of acorn trees that can spawn.
Critical Hit Chance - Chance to deal critical damage.
Critical Damage - Increases the amount of damage dealt on critical strikes.
With the addition of Critical Hit Chance, Luck has a lesser chance of causing a critical hit.
New Companion: Flealix!
Flealix is the owner of a small merchant booth (See Colony Changes) that will join the player in Arenas! Every so often Flealix will throw a useful item from his shop to the player!
Skill Changes:
New Active Skills
Decoy - Throw scarecrows to distract your foes!
Sunbeam - Rays of light randomly strike around the character.
Moonbeam - The glow of the moon strikes at the character’s location.
New Passive Skills
Nice Dice - Extra Rerolls.
Cast Out - Extra Cast Outs.
Acorn Tree - Increase the number of acorn trees in an Arena.
Strike - Crit Damage.
Precision - Crit Hit Chance.
Other Skill Changes:
Molt has been changed from an Active Skill to a Passive Skill.
Eruption’s weapon image has been updated to the correct color.
Fixed glitch where Atomic Seed could be obtained without Repel.
Reworked casting out skills so that players can pick a skill even after casting out a skill. However, if a player casts out all 3 skills on the upgrade menu, the game will resume without the player receiving a new skill.
Colony Changes:
Merchant - This new structure will let you purchase an item to take to an Arena and use when the player sees fit.
Villager House’s grid layout has been adjusted.
Luck, Critical Hit Chance, and Critical Damage have been added to Enrichment Level stats.
Cooldown removed from the Enrichment Level stats.
Colony Items Added:
Log Mailbox
Streetlight
Metal Bench
Axe in Stump
Trail Sign
Wide Stone Arch
Green Vending Machine
Leep Statues (Stone, Gold, Diamond, Ruby)
Haybale
Box Scarecrow
Scarecrow
Chunky Scarecrow
These new items can be obtained in various ways including the Carpenter Shop, leveling up skills, or obtaining true survivals at Leep!
Other Things:
Added a Starting and Ending Banner in the combat tutorial arena.
Tutorials can no longer be exited unless at the final slide.
* Color space changed to Gamma. Performance increase noticed especially with Tracers * Orbiter Gear Web Cam: Updated lights to be brighter * Click counter: Updated to use image based digits * ClockWidgetController: digit frames now update when color changed immediately, rather than on the minute change * Widget images updated for the store to reflect the styling features