Hey folks, With the month coming to a close, I'm happy to share what I've been cooking for the last few weeks:
Bug Fixes:
Fixed an issue with Several loot items displaying a placeholder loot text instead of their actual data.
Gameplay:
Fatigue effects now display alongside other abnormality effects.
A playtester requested this one, I hadn't thought much on it but I could see an entire avenue of moves or loot that capitalize on fatigue effects, which means it'd be good to keep track of that stat.
The Hive Mind fight has been updated - functionally it is the same as how it was before, however the way the phase of the fight (transitioning from closed to opened) is facilitated has been updated to no longer rely on Mutation.
I found mutation was both being used to do too many things and was not clear in how it could be interacted with - the very first fight teaches you to focus down a mutated enemy to stop a powerful attack, the Mangler fight works to teach much the same - mutation is dangerous if ignored. Then the Hive Mind comes along and has an impossible to stop mutated state, what is that telling people? By facilitating phase changes in this new way, the enemies are able to swap out their base character with a different one - this means I can keep "mutated" statuses for the actions that CAN be interrupted, and phase changes can be added for the behavioral factors that shouldn't be. This also means I can add more mutated states to enemies, and have more moves spread out across different phases.
Art I completed 3 sets of animations: Set 1: Terratumor's Mutated State
You may remember Terratumor from the update back in october, it's designed after a teratoma, mixed with a weed and acid reflex. It'll focus on buffing its allies and attacking when left unguarded.
Set 2: Appendindex's Idle State
Set 3: Appendindex's Second Phase Idle State
The Appendindex is a bit layered, it's designed around the appendix, inflammation, and rupturing as well as an idea of a finger made of torso pieces pulled apart and fused together - It's the primary attacker and damage-threat for the boss fight.
The animation sets have been added to the game files, but the Terratumor boss is still not accessible just yet. My goal is to get that fully implemented during the next month.
Hey folks, With the month coming to a close, I'm happy to share what I've been cooking for the last few weeks:
Bug Fixes:
Fixed an issue with Several loot items displaying a placeholder loot text instead of their actual data.
Gameplay:
Fatigue effects now display alongside other abnormality effects.
A playtester requested this one, I hadn't thought much on it but I could see an entire avenue of moves or loot that capitalize on fatigue effects, which means it'd be good to keep track of that stat.
The Hive Mind fight has been updated - functionally it is the same as how it was before, however the way the phase of the fight (transitioning from closed to opened) is facilitated has been updated to no longer rely on Mutation.
I found mutation was both being used to do too many things and was not clear in how it could be interacted with - the very first fight teaches you to focus down a mutated enemy to stop a powerful attack, the Mangler fight works to teach much the same - mutation is dangerous if ignored. Then the Hive Mind comes along and has an impossible to stop mutated state, what is that telling people? By facilitating phase changes in this new way, the enemies are able to swap out their base character with a different one - this means I can keep "mutated" statuses for the actions that CAN be interrupted, and phase changes can be added for the behavioral factors that shouldn't be. This also means I can add more mutated states to enemies, and have more moves spread out across different phases.
Art I completed 3 sets of animations: Set 1: Terratumor's Mutated State
You may remember Terratumor from the update back in october, it's designed after a teratoma, mixed with a weed and acid reflex. It'll focus on buffing its allies and attacking when left unguarded.
Set 2: Appendindex's Idle State
Set 3: Appendindex's Second Phase Idle State
The Appendindex is a bit layered, it's designed around the appendix, inflammation, and rupturing as well as an idea of a finger made of torso pieces pulled apart and fused together - It's the primary attacker and damage-threat for the boss fight.
The animation sets have been added to the game files, but the Terratumor boss is still not accessible just yet. My goal is to get that fully implemented during the next month.
This hotfix for Starground addresses a couple of minor issues with modding, crafting buildings, dungeons, and more. Thanks to those who found bugs!
Additions
Added a starting room for dungeons
Added lights to braziers
Fixes
Fixed an issue where player inventories would be duplicated on load. Games saved since 11.1 will stop duplicating after being loaded and resaved one or two times. (thanks Duckerdoo!)
Fixed an issue where using the starlauncher on multiplayer would not dismount players from skateboards (thanks Duckerdoo!)
Fixed an issue where the create command did not work with multiplayer
Fixed an issue where recipe selection messed up item slots, and could cause synchronization issues with multiplayer (thanks Duckerdoo!)
Fixed an issue where the blacklist button on Movers would not sync on multiplayer, and players could not see each other changing it (thanks simonthegarnish!)
Fixed an issue where boss doors would not turn red for clients
Fixed an issue where dungeon doors on multiplayer were not updating (thanks simonthegarnish!)
Modding
Added a signal that emits an ID for when an item is consumed by a player
Added the add_player_ui() function in ModAPI to instantiate scenes into player UI
Fixed an issue where loader.gd in mods would run after resource table defaults are configured
Added in a dungeon room dictionary for modding. This allows you to specify a loot table ID for dungeon rooms, making dungeons way more moddable. Similarly, all dungeon rooms are now inside of loot tables.
Survival takes a sharp turn this week as the community-voted winner sinks its claws into the spotlight! With its lightning speed and razor-sharp instincts, this prehistoric predator is set to shake up the ARK in ways we can’t wait to dive into! Meanwhile, on the LiveOps front, we’ve been kept on our toes. We’ll break it all down, along with the steps we’re taking to keep things running as smoothly as possible.
With over 32k votes, Megaraptor will be the new creature added to Valguero for ARK: Survival Ascended. We are looking forward to sharing its concept and dossier in the weeks to come!
If you are interested in seeing exactly how the voting went, check it out here.
* Note that we'll be reading through these threads and using them as inspiration for how the creature will be designed; aspects suggested may change.
Our hosting providers are facing a severe, ongoing DDoS attack, which has caused recent outages, including those over the past 48 hours. We're actively working with our partners to mitigate the issue, but as with these types of attacks, we don’t yet have an estimated resolution.
While our partners work on it, we've taken steps to protect player progress:
Increased the upload timer to 72 hours (and we’ll extend it further if needed).
Temporarily disabled decay timers to prevent loss of player progress.
Taken certain regions offline to protect player data when necessary.
Extending the time onExpire Servers to give everyone a chance to retrieve their characters and items. Once things are more stable, we’ll announce a date—don’t worry, you’ll get plenty of notice.
We're closely monitoring mitigation efforts with our partners, but please keep in mind that the situation may continue to evolve.
We’ll be holding on running an EVO event this week in light of the instability–we’ll look to do something nice for players in that regard when this is all resolved.
Thanks for your patience and support while we work through this!
Download & play new custom content created by players, including new maps, creatures, items, and game modes, through a dedicated new Mod-browser 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!
Creator: Etholdir Etholdir guides you a tour of his beautiful gardens on Astraeos!
YOUTUBE URL
Creator: JoeLaFritt_ *international corner* JoeLaFritt has a helpful guide to help you start right on the mod ARK Descended! JoeLaFritt te guide afin de t'aider à partir du bon pied sur le mod ARK Descended!
YOUTUBE URL
Amidst the barren earth... by @ewo_zaur
Federation airborne by @TekARK_01
Fan Art by ._rosiiee_.
Mae-chan by @cat22nyaa
My fav yuty by widetyranitar
Fan Art by akeunyub
They're so silly and I needed to doodle by savvytabby
Hi Navigators, we want to give a special shoutouts to the winners and participants to our reddit spray contest. It honestly blew us away how many talented creators we have. We will host these events more often going forward!
Spot a developer while playing Splitgate 2 (you can’t miss ‘em with their flaming disco ball heads!), take them out, and earn rewards! There are three Dev Killer skins up for grabs, one for each of our three factions, so be sure to take out a dev playing Aeros, Meridian, and Sabrask to unlock them all.
The devs will be out in force between 10AM PT and 2PM PT on Saturday, March 1, so don’t miss your best chance to unlock all three Dev Killer skins before the Open Alpha weekend concludes.
Community Challenge: Hunt the Devs Screenshot & Video Contest
In Discord, share a screenshot wearing a Dev Killer skin with your username clearly visible and we’ll be giving away Steam Gift Cards at random throughout the Discord event.
Post videos of your best Dev kills in the designated channel and we’ll be giving away Steam Gift Cards to the most upvoted clips:
First Place: $100
Second Place: $50
Third Place: $25
Video submission winners will be selected on Monday, March 3 and prizes will be distributed within 24 hours.
Play the Splitgate 2 Open Alpha available on PC and next gen consoles through March 2.