Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/29/2017 in all areas

  1. Today, ARK: Survival Evolved has made its transition from an Early Access title to a full Digital and Retail release. As a studio, we are incredibly excited about reaching this milestone. It has been a challenging and emotional experience for everyone a part of the ARK world; we're overjoyed about finally being able to hold the complete ARK disc, and want to thank each one of you for joining us on this journey. ARK started out as a very ambitious project, in terms of scope of content, features, and the story. It was no secret that we were in for an adventure with what we were hoping to achieve alongside the community. It started out as a basic open-world survival game, with one ARK, one boss, about 30 creatures, and approximately a bazillion bugs give or take. It was hard to say where the game would lead us, regarding its story, and its development. Those of you who were with us for the Early Access launch had many questions about how the world came to be, why you were here, and where we were going. Today, you can begin to discover the answer to those questions. Over the past 26 months, the game has undergone massive improvements thanks to feedback from the community. We now launch with four ARKs - including the Norse & Scottish Highland-Inspired "Ragnarok" -, five bosses, over one hundred creatures to tame and encounter, the inclusion of the Primitive+ alternate game mode & Procedural ARKs, hundreds of mods, total User Interface overhauls, general performance enhancements, bug fixes, quality of life improvements, countless additional gameplay plus story elements, and... a toilet. With the “1.0” release version, you can experience the full story of ARK: Survival Evolved! Can you make it to the heart of the ARK and discover the shocking secret that lies buried within? While it may seem strange for a survival game to have a “single player” mode with an “ending”, we’re happy that surviving the ARK provides a measure of closure should you seek it, while also pointing the way to what comes next. Rest assured this complete version of the game will still be receiving regular updates, and this is not the end of the ARK saga, but only the beginning of the next phase, for great adventures and awe-inspiring new experiences are just around the corner… It won't be long before we add two new members to our ever growing family of critters (with the Otter joining us today on PC, with the Phoenix and additional Tek Gear coming later this week!), as well as items, additional gameplay elements and more. ARK has only just scratched the surface, and there is a long future ahead, survivors everywhere will get to experience something out of this world. Early Access hasn't been an easy or straightforward process; there is no established guidebook or instructions on how to take a game from early access, and into the full digital and physical retail release. You could say that we now understand why so few have done it. Having the community by our side, through thick and thin has been a key component to achieving this milestone. Sometimes we've made mistakes, and have had different opinions, but we truly appreciate each and every one of you. Your feedback, ideas, support, and passion through our Early Access journey have been vital to the development of the game and will continue to be invaluable to us. The community has undoubtedly influenced ARK for the better and contributed to its success and the landmark of reaching full digital and retail release. We encourage everyone who has ever wanted to ride a T-Rex, soar across the skies on the back of a Pteranodon, fish from their boat as the evening sun fades over the horizon, or explore the deepest caverns to encounter terrifying extinct predators, to join us in the living, dynamic world that is ARK: Survival Evolved. Whether online or off, solo or in a large tribe, we think that everyone will find something special to discover on the ARK and make it their home. Stay tuned for updates on the relaunch of our Official Server Network on our social media channels (@survivetheark), and watch this space over the course of this week for lots more exciting ARK news, hint hint! See you there!
    19 points
  2. Hey, Survivors! As we enter the final hours before launch, we just wanted to get some vital information out to you! Day One Patch! The Day One patch will be set live across all platforms at approximately 8-9AM EST and should show up on all consoles within the hour. This update will include Ragnarok for console, as well as the End Boss content accessed through the Tek Cave for all platforms. The update size for console will be approximately 26gb for Xbox. We do not have a number for PS4 yet, but PS4 patches are usually smaller in size due to the different method patches are submitted. New ARK Servers! The Official Server Network for PC will be going offline at 2 AM EST, and The Official Server Network for Consoles will be offline at Midnight EST. There will be at least an 8-hour blackout across all platforms where no Officials are online. After this blackout period, we will launch the new Official Servers, as well as the remaining Legacy servers. Over the course of the 24-hours following this, more servers will come online. For ARKs launch, we plan on providing new Official Servers for the following games mode: Regular/Vanilla, Non-TEK, Primitive+, Hardcore, Isolated Clusters, NoTaming, Extinction Servers and ORP. With the bulk of the servers being focused on the vanilla game mode (Both PVP and PVE), and smaller amounts of niche servers which could be increased based on player demand. The primitive game mode will be removed in favour of the Non-TEK Tier Servers. PC Asian/China Servers! The current Isolated PC PvP Asian Servers we have on our Official Network is hosted and provided by Snail Games. They have decided that with the launch, they will be taking down their legacy PvP Servers and relaunching them as part of the new Official Network. These servers will be included in our CrossARK Cluster, and therefore will be transferable to and from as opposed to being an isolated region. ARK Legacy Save Files! Later this week, we will have both our PS4 and PC Legacy Save Files available to use. PS4 is expected to be here sometime tomorrow and will be accessible via hosting with Nitrado. Due to sensitive information contained in the save files, it is required to be accessed and hosted through a licensed third-party. Xbox saves will become available when rentable servers are available in September. It's going to be an exciting 24 hours! We hope you enjoy all the new content; we're super stoked to be launching Ragnarok on console and best of luck in the claim for land on the new servers!
    12 points
  3. Today, ARK: Survival Evolved has made its transition from an Early Access title to a full Digital and Retail release. As a studio, we are incredibly excited about reaching this milestone. It has been a challenging and emotional experience for everyone a part of the ARK world; we're overjoyed about finally being able to hold the complete ARK disc, and want to thank each one of you for joining us on this journey. ARK started out as a very ambitious project, in terms of scope of content, features, and the story. It was no secret that we were in for an adventure with what we were hoping to achieve alongside the community. It started out as a basic open-world survival game, with one ARK, one boss, about 30 creatures, and approximately a bazillion bugs give or take. It was hard to say where the game would lead us, regarding its story, and its development. Those of you who were with us for the Early Access launch had many questions about how the world came to be, why you were here, and where we were going. Today, you can begin to discover the answer to those questions. Over the past 26 months, the game has undergone massive improvements thanks to feedback from the community. We now launch with four ARKs - including the Norse & Scottish Highland-Inspired "Ragnarok" -, five bosses, over one hundred creatures to tame and encounter, the inclusion of the Primitive+ alternate game mode & Procedural ARKs, hundreds of mods, total User Interface overhauls, general performance enhancements, bug fixes, quality of life improvements, countless additional gameplay plus story elements, and... a toilet. With the “1.0” release version, you can experience the full story of ARK: Survival Evolved! Can you make it to the heart of the ARK and discover the shocking secret that lies buried within? While it may seem strange for a survival game to have a “single player” mode with an “ending”, we’re happy that surviving the ARK provides a measure of closure should you seek it, while also pointing the way to what comes next. Rest assured this complete version of the game will still be receiving regular updates, and this is not the end of the ARK saga, but only the beginning of the next phase, for great adventures and awe-inspiring new experiences are just around the corner… It won't be long before we add two new members to our ever growing family of critters (with the Otter joining us today on PC, with the Phoenix and additional Tek Gear coming later this week!), as well as items, additional gameplay elements and more. ARK has only just scratched the surface, and there is a long future ahead, survivors everywhere will get to experience something out of this world. Early Access hasn't been an easy or straightforward process; there is no established guidebook or instructions on how to take a game from early access, and into the full digital and physical retail release. You could say that we now understand why so few have done it. Having the community by our side, through thick and thin has been a key component to achieving this milestone. Sometimes we've made mistakes, and have had different opinions, but we truly appreciate each and every one of you. Your feedback, ideas, support, and passion through our Early Access journey have been vital to the development of the game and will continue to be invaluable to us. The community has undoubtedly influenced ARK for the better and contributed to its success and the landmark of reaching full digital and retail release. We encourage everyone who has ever wanted to ride a T-Rex, soar across the skies on the back of a Pteranodon, fish from their boat as the evening sun fades over the horizon, or explore the deepest caverns to encounter terrifying extinct predators, to join us in the living, dynamic world that is ARK: Survival Evolved. Whether online or off, solo or in a large tribe, we think that everyone will find something special to discover on the ARK and make it their home. Stay tuned for updates on the relaunch of our Official Server Network on our social media channels (@survivetheark), and watch this space over the course of this week for lots more exciting ARK news, hint hint! See you there! View full article
    2 points
  4. all servers will be rolling out soon! Unfortunately there were some unforeseen technical issues which requires a hotfix update. Cert is pushing through and servers will be down for what should be a brief time during the update which should be......aww fk it! I'm making meth!
    2 points
  5. Did somebody say.... THUNDERFURY, BLESSED BLADE OF THE WINDSEEKER?
    2 points
  6. Thanks Fingle! Had to edit, spelling check on aisle 3!
    2 points
  7. CONGRATS EVERYONE!!!! Well deserved!! If you're on the fence about this game, don't be. I run small 15-20 lan parties and everyone that has tried it loved it. "Stay tuned for updates on the relaunch of our Official Server Network on our social media channels (@survivetheark), and watch this space over the course of this week for lots more exciting ARK news, hint hint!" I see what you did there!!! Niiiicccccceeeee
    2 points
  8. Come on guys you have to be kinda laughing at this point right? If you think WC does anything "on time" then you have a limitless amount of faith and my kudos to you. I would have liked to hop on before work but whatever I'll play when I get home....if the network is back up by then.
    2 points
  9. @Jat You just broke my heart with the news that we won't have access to the save files without paying a subscription. I just wanted to have the dinosaurs I invested real-world time into breeding available on a private server. But first it was impossible to transfer from Official to Unofficial, and now you're telling me I can only have them if I pay a continuing subscription for them? Will I at least be able to transfer from the paid unofficial server to my own unpaid unofficial server, so I don't have to KEEP paying Nitrado for a service I neither need nor want? I have a computer ready to run a server, all the settings tailored to my preferences, I just can't get the dinos over there. Is my only option really to cheat-spawn new dinos (without the mutation stats the old ones had), cheat them to the colors the old ones had, and pretend that they're the same? If that's the case, I really wish you'd told us that up front, so I wouldn't have spent the last two weeks maintaining dinosaurs I erroneously thought I'd get save files for. You get to make whatever decisions you want, but I wish you'd be honest with us about what those were going to be so we could plan accordingly. I'd rather be disappointed and move on than have my hopes crushed and be more disappointed in the end. Especially since I could have moved things to a Legacy server that will survive the release, if you'd alerted us what "we will make the save files available" was really going to mean more than 3 hours before their server got destroyed.
    2 points
  10. On one hand, I'm seriously annoyed that I can't play tonight with my friends. I wanted an otter so badly. I wanted to check out the new map. I don't mind starting over. I've recently had to do it on my Center and Scorched servers because I stopped playing the game for several months and everything I had was looted or trashed the instant the timers were up. On the other, I'm so amused that people actually thought that this 8 hour times frame was a solid thing. Those of us who've been playing this "unofficial release" should really know better than to think WC has their stuff together enough to have a smooth launch day. And we also should know better than to think they'd actually keep us in the loop with any problems and delays. It's WildCard, guys. We know how unreliable they are by now.
    1 point
  11. @Jat @Jen the updated time has come and gone again. A lot of us took off work etc. Can we please get a real timeframe? Not an optimistic one, a real one. Tomorrow? Next week? Not at all? We are all sitting here refreshing browsers.
    1 point
  12. this is pathetic... i can't believe anyone is defending them. all wildcard has done for two years is disappoint people... they need to learn to NOT set expectations they can't meet. they only make it worse for themselves when they keep lying to us. i seriously wish they would sell this IP to a damn competent dev so that this game can reach its full potential. this is the best idea for a game i've seen for a while, but wildcard are embarrassingly bad... they are such amateurs. i've tried getting friends into this game and they all get turned off by wild card
    1 point
  13. Really wild card this game should have been up and running by now. It's 730pm now.when games come out like black ops or anything they are up and ready so when ppl buy the game they can play it and not wait for the dam company to figure out what the hell they're doing. Wild card your doing an awesome job lol......
    1 point
  14. Wow. So happy I could trust Wild Card on making things happen.
    1 point
  15. It was awesome taking the day off work to have them fulfill every bit of criticism I've made about them. Awesome job communicating to the players too, who have sat in front of an empty screen all day. It'd be one thing if this was beta, but it's release day and you've fallen flat on your face here.
    1 point
  16. its funny to see the progression of the tone of the comments on this announcement. First its all congrats whoot now its OFF WITH THEIR HEADS lol.
    1 point
  17. Everyone who bought the game on "Launch Day" or before should get the season pass including all future paid DLC for free in compensation for failing the community on Day Zero............
    1 point
  18. Dev said on twitter around 2pm console servers will be up in about 5 hours, which means sometime in November/December in ark time.
    1 point
  19. Dear wildcard, You've created a masterpiece piece however you fail time and time again to deliver as promised. Im a network admin who supports 500,000 users in a 5 billion dollar industry, perhaps my technical expertise could be of use? I don't see how 2 years in the making could lead to such a flop on launch day. Sincerely dissapointed, Dan
    1 point
  20. How do I use admin commands on the Xbox one now I don't see the option like I used to please answer me fast because I need it for my server I'm trying to run!
    1 point
  21. I wonder if they will start using their own forum for communication with their playerbase. It felt like it was too much to ask from them. But I'm grateful for one thingtho. The end of "this is Early Access" excuses.
    1 point
  22. Would be great if they would give updates!!!!
    1 point
  23. What i really want to know is, have you solved the issue with people pillaring the living crap out of everything to hog it all? It would be REAL nice if you did.
    1 point
  24. Some updates about the time schedule would be nice. I would like to restart on a fresh server, so far I'm sitting here, doing nothing and starring on an anounced time in the past. If you guys have problems bringing servers online the players should know. Communication is everything.
    1 point
  25. Please give us an update as to the status of what's going on? You brought down console servers at midnight and PC servers at 2 am. The servers should have been ready for deployment at 8 and 9 am respectively like you had stated. Now it's almost 12 pm on launch day and the servers are still not deployed? Don't give a timeline or deadline that you physically cannot keep. Or at least let us know what is going on.
    1 point
  26. The Ragnarok devs are a separate entity from WildCard and they're still working hard at the map. Brilliant job so far though.
    1 point
  27. Yep exactly! And it's lost revenue too. Because people who may have been willing to buy the 'season pass' may not trust reliability now. People who were already frustrated at having their EA stuff basically ruined but willing to restart today and get a head start by taking the day off, this may be their final straw. And word of mouth means SO much in games. But oh well! I'll cross my fingers this is a turning point for them. Enjoy Ragnarok when it's up! Looks amazing
    1 point
  28. Congrats!!! I'm so happy this didn't end up being another sad early access story. And thanks for the best game ever
    1 point
  29. I got the billy madison reference
    1 point
  30. Gotcha didn't think about that
    1 point
  31. Do a hard reset once the scorched update is finished. With the xbox on press and hold the power button until it turns off... will take about a minute to reboot, but when you start ark again it should prompt you for the second update.
    1 point
  32. Here is a little Comic to enjoy, made for launch day. It combines the long process feeling of the game in Panel 1, with some humor, fun, and celebration in the rest. Something fun for the special day / occasion :3 The Apes will do the talking. Quality probably not as good since it had to be downsized to meet upload limit.
    1 point
  33. ok so look it up because i'd like to know if they don't launch till say 8 pm is that still approximately? how long is approximately that's not a real measure of time. people have a right to complain/ whine when they where told a time and it's not up at that time. if you went to a car wash and they said your car will be ready in approximately an hour how long past that hour are you going to wait before you complain?
    1 point
  34. Congrats on the full release and launch tribemate and i have been there since summer 2015
    1 point
  35. yeah i saw someone downloading it in a discord, big update though, will take a while
    1 point
  36. Feels like the beginning of the end for the early acceses players
    1 point
  37. Probably should have waited till servers were up and working, but I guess premature celebration is in order.
    1 point
  38. He shoots, he scores!!!!!!!!! You speak the truth SIr
    1 point
  39. The game has been in development for over two years. People like you, have far too high of an expectation when buying games in Early Access/Game Preview. You treat it as a finished product and you have a sense of self entitlement that is off the charts. All you do is making demands for yourselves on behalf of everyone, when in truth, you only care about your own needs and wants. With 30 days to move, you have plenty of time. If this was ANY other developer, you wouldn't even get a day, you'd get nothing, except a game where 100% of the content gets wiped. Care? Why on earth would i care about stuff i've gathered, built and tamed during Alpha and Beta in a game that has been in development for the past two years and four months? Clearly you and everyone else who complain about this never bothered reading the EULA/TOS when buying the game. They are not obligated to keep any servers running, and may terminate their servers, and services, without warning. People did get a warning. Your arguments, like the rest of this vocal minority's arguments, are moot, at best.
    1 point
  40. 8am is in 1hr 20mins from now.
    1 point
  41. I just love how almost all the regular and vanilla servers are getting wiped and you are adding again regular and vanilla servers. These servers are dead because people are sick of getting raided from tribes from other servers. Just add cross ark and Extinction servers you are just wasting your money on more dead servers.
    1 point
  42. May the quickest to build & tame, win!
    1 point
  43. I was about to buy Ark because of the Primitive servers Now it's gone... I'm not interested into modern technologies in Ark... What's the point of the dinos if we have firearms/explosives ? I've been waiting for this day, and then, there is this sad news... so disappointed
    1 point
  44. I think they might have been trying to say that Primitive is very different to just a 'Non-TEK' server, so in effect they've killed off the Primitive game mode on official servers (unless any are to remain on Legacy, of course). I'm not sure why WC decided to go down this route (although I can guess), I'd have personally thought a couple of Primitive and this new 'Non-TEK' format could live alongside each other...
    1 point
  45. The OP Anarki is my tribemate. So i spent the first 5 seconds figuring out why i couldn't move. He had filled my inventory with junk so i was encumbered. After filling his sleeping body with the same junk I decided to be productive and tamed 2 lvl 140 spinos and a 150 rex. Also raised 3 bears and hatched a lvl 252 ptera that got a mutation in stamina.
    1 point
  46. v223.4 Unversioned Hotfix: Fixed another way the server could crash on data load if mod items were removed. * Protected against a crash involving improperly setup zone spawns affecting some Mod maps such as 'Shigo Islands' v223.3 * Fixed a crash that could occur when initializing inventories if previously active item Mods have been disabled/removed v223.2 Unversioned Client Hotfixes: Fixed particle fx not appearing on junction boxes after reloading save games in singleplayer. Fixed issue with spawn points not aligning to minimap on custom levels that had altered minimscap scales. * Organic Polymer now spoils after 30 minutes, can only be stacked to 10, and clamped "overdamage" on the harvesting of Organic Polymer. It now also kills humans if they eat it, a primitive form of cyanide pill (don't worry, an actual concealed pill item will be forthcoming v223.1 * Fixed Bear Traps not immobilizing characters * Fixed PvE Item Containers not locking after server reload (this fix is retroactive) * Fixed too-high rate of knocked-out torpor recovery on Angler * Fixed possibility of Alpha Creature "glows" not appearing * Optimized Server logic related to PvE Tribe Wars * Reduced Organic Polymer yield from Kairu Clubbing by 40% * Increased Minigun Turret Damage by 90% v223.0 Unversioned Hotfix: Disabled LODBias console command for Skeletal Meshes. Is not supported and causes rendering problems. * New Creatures: Kairuku & Angler Fish! * New Structures, Catapult, Minigun Turret * Creature "Fur" pass * Tiered Server Admin, Wildcard Admin, & Tribe Admin Nametag Icons * PvE "Tribe Warfare" option (capability for Tribes to officially declare war on each other for mutually-agreed-upon period of time). This is enabled by default. To disable it, add: WindowsServer\Game.ini (or LinuxServer) [/script/shootergame.shootergamemode] bPvEAllowTribeWar=false If you want Tribes to be able to cancel an agreed-upon war before it has actually started (default not allowed), then you can also add into that INI: bPvEAllowTribeWarCancel=true v222.9 * Fixed issue with player harvesting at low-ish server FPS (please update unofficial servers accordingly) * Fixed issue with foliage potentially respawning over structures/dinos and destroying them (it appears) v222.8 * A Giganotosaurus entering 'Rage' via damage also instantly enrages any nearby allied Giganotosaurus' * Fixed bug that was making Giganotosaurus' invincible during their 'Rage' mode * Reduced 400MB of Texture Memory, woot * Ended some remaining 'Fear Evolved' bits (Obelisk Colors, Bone Alpha Dinos -- all of your costumes/hats already earned are kept, of course!) * Fixed IK issue with dinosuar's legs getting "stuck" underneath floors * Fixed a case where Dinos could deal damage faster than normal * Sword and Shield Durabilities increased by 60% v222.7 * More Streaming Performance / Framerate Improvements * Fixed Lock-All PvE Tribute Terminals being Locked * Giganotosaurus Rage Mode will no longer target other Giganotosaurus' on the same team * Fixed rare server-side crash associated with level streaming * Steam 'Big Picture' now Defaults to FullscreenWindowed Mode * Steam Controller 'Big Picture' Text Input Entry v222.6 Unversioned Hotfix: Holding [E] from accessing the Activation Wheel to open Inventory Menu will no longer cause the Inventory Menu to instantly close. * Fixed inability for flyers to drop carried 'mounted' dinosaurs if they became dismounted while carried * Fixed case where giganotosaurus could still stand on rafts/platform structures * On servers with "ForceAllStructureLocking" (PvE etc), such structures are now locked by default * Fixed a potential client crash with the new optimized occlusion system * Fixed a number of issues with networking pre-placed characters and structures i.e. pertinent to ARK: Pirate World * Total Conversion Dedicated Servers launched via the in-game menu will now correctly launch with their Total Conversion ID * Option for Total Conversions to only list specific level filenames in the play game menu, not all levels. Since potentially a TC will include its own maps, or may not work with generic custom maps. * Option for Total Conversion to only list specific Mod ID's, since often most Mods will not work properly with a TC. * Option for Total Conversions to default to "unofficial" server list rather than Official Server list (defaults to TRUE, since only SotF is a TC that uses Official Servers currently) v222.5 * Giganotosaurus Tamed Damage & HP reduced by 40% (in v223.0 we will rebalance this further to scale more by level) * Giganotosaurus can no longer stand on rafts or flyer platforms * Giganotosaurus Rage reduction-over-time reduced by 40% (in effect making it easier to Rage) * Giganotosaurus Tamed (non-Baby) Food Consumption rate increased by 6x * Made Baby Giganotosaurus' cuter * In PvP, "Enemy Structure Demolish/Claim Time" is no longer displayed on the HUD until you are able to actually claim (as it allowed identification of enemy Tribe offline-time) * Halloween Structures (Placeable Jack-o-Lanterns, Scarecrows, etc) removed from Inventories unless ?AllowDeprecatedStructures=true commandline is used) * On Primitive Servers, Giganotosaurus Damage reduced by 60% more and HP reduced by 30% more v222.4 * Fixed a potential server startup crash case and a potential issue involving Dinosaur data networking v222.3 Unversioned Hotfix Removed "Shockprod" item from media, isn't ready yet Unversioned Hotfix: Fixed erroneous Inventory keypress closures. Fixed crash some people were getting with an old TheIsland_Seasonal sublevel hanging around. * Approx 15-20% gpu perf gain in heavily foliaged areas in most cases. (Latest NVIDIA driver is recommended!) * TPV Shield size no longer scales with hand size * Fixed a potential case where you couldn't "Hide Sail" on Rafts * Servers that update to this will no longer have Halloween Structures, as intended. Servers that want to keep the Halloween Structures around for a while are welcome to do with by using the ?AllowDeprecatedStructures=true commandline (note you need to use this before relaunching your server with this update otherwise the structures will be destroyed). * Fixed issue with disappearing projectiles on very, very large maps (I'm lookin' at you "ARK Pirate World" Total Conversion!) * Improved Giganotosaurus swim speed (doubled) and made it properly swim up to waterline to avoid drowning * Added Server Config value for BabyFoodConsumptionRate: WindowsServer\Game.ini (or LinuxServer) [/script/shootergame.shootergamemode] BabyFoodConsumptionSpeedMultiplier=1.0 You can set it lower along with a low 'BabyMatureSpeedMultiplier' if you want your sever's dino babies to be more like.... real babies? v222.2 * Fixed missing engrams on players (requires server update) * Fixed character off-hand equipment slot not being visible on Inventory Menu when viewing storage boxes, etc v222.1 * Fixed missing engrams on structures * Fixed missing DodoRex mask (if anyone lost it on an Unofficial server running v222.0, have an admin give you one with: giveitemnum 437) * Fixed a startup crash that could occur if using AutoDestroyOldStructuresMultiplier v222.0 * New Dino: Giganotosaurus! * New Items: Metal Sword, Wood Shield, Metal Shield, Riot Shield * 'Soap' Item to remove Structure/Item dyes. (Craft at Cooking Pot: Water, 3 Polymer, 2 Oil ) * Crop Plots can now be placed on platform saddles, including Plant Species X * You can now Mount your DodoRex Mask on the Trophy Wall-Mount to show off your elite badassery * Key Lighting Memory & cpu performance optimizations. * In a Tribe, players can no longer "pick up" structures that they do not have Demolish rights for * Fixed a bug with 'Personally-Owned, Admin-Only Demolish' Structure Tribe Governance setting where non-Admins could Demolish Structures that were built before the settings were applied * Stone Behemoth Gate Crafting moved to Smithy and crafting cost reduced * Added a Server Option for cooldown period on structure repair from the last time damaged. Set to 180 seconds by default. INI ShooterGameMode StructureDamageRepairCooldown=0 to disable it. * Server Option to allow Locking All Item Containers and enabled it on our PvE servers. commandline ?ForceAllStructureLocking=true to enable it * Server Option to allow Auto-Destroying Structures after sufficient "no nearby Tribe" time has passed (defined as a multiplier of the Allow Claim period). Useful for servers to clear off abandoned structures automatically over time if they wish. commandline ?AutoDestroyOldStructuresMultiplier=1.0 to enable it * You can now press [F] or [E] to close Inventory, more convenient sometimes then Escape when rapidly doing Inventory work. v221.3 * Substantially reduced level-streaming memory overhead, and massively improved garbage collection efficiency (70% reduction in garbage collection time), improving framerate and reducing stalls. v220.2 * Saved about 600 MB of video memory in some circumstances * Reduced level streaming stalls! (PhysX thread lock) * Fixed issue where player could become un-topor-able * Improved DodoRex AI * Fixed a case where DodoRex and Zomdodos could become despawned * Fixed a case where player could become no-clipped * Double-Tap-Use to throw Mounted Creature (Monkey/Dimo), for real! v221.1 * Fixed Trophy Wall-Mount Engram not being Craftable (requires server update) * Fixed crafting reqs of Stone Gates to be more reasonable (requires server update) v220.0 * ARK: Fear Evolved (event) ** Re-Themed ARK, with shorter days / longer nights, colder temperature, scary creatures above-ground ** DodoRex & ZombieDodo Army, DodoRex Mask Skin & Achievement ** Placeable "Carveable" Jackolanterns, Gravestones, & Scarecrows ** Bone Dino Costumes ** Tameable Bat & Spider, Ride-able Spider ** Witch Hat Skin for Survivors & Dinos ** Rare Jack-o-Lantern Items from Supply Drops that give Free ARK Game codes to share with your friends (Official Servers Only ) ** More * New Items: Apex-Kill Trophy Wall-Mounts, Artifact Pedestals * Instrument (War Drum) playing is now locally-timed, so there isn't a latency when you're hitting the beats online * Double-Tap 'Use' key to throw shoulder-mounted Dino * Fixed issue where Dinos could spawn or get stuck outside the map boundaries * You can no "Replace" structures even when at the Max Structure Limit for an area * Added "Take All From Folder" button to remote inventories. Soon will add whole-Folder Drag & Drop. * Mammal Gestation Progress now saves for real! * Garbage Collection Performance & Texture Streaming Optimizations v220.4 * Improved performance painting the WarMap * Max Height Players can now use War Drums, and increased War Drum volume * Mammal Gestation Progress now saves * Fixed newborn Direwolf HP and Food * Fixed Megaloceros & Mammoth gestation times * C4 can now be placed on areas that already have max structures (server-side update) * Fixed some map areas that were deleting water dinos * Flying dinos can no longer get stuck outside world bounds * Shoulder-mounted Dinos are not allowed to Mate anymore * Reduced Baby Food Consumption rate by ~50% -- thanks for bearing with us to refine it * Fixed Scorpion dismounting position to avoid getting stuck on the Scorpion * Fixed issue with being teleported to center-of-the-map sometimes when 'unsitting' * Railings can now snap onto each other to make taller railings or cages, and you can now shoot thru their holes * Test for fixing PvE Dino Spawns * Fix for colorizing structures such as Storage Boxes * Fixed a case where standing on opening ceiling doors could cause your movement to become... whacky... * You can now press "T" when hovering over any item in the Inventory Menu to transfer that item to/from remote inventory. Also you can then hold Shift to transfer half a sack, or Ctrl to transfer a single item in a stack. v220.1 * You can drag a Dyed Paintbrush onto your Character preview in Inventory to Paint yourself * Changed Mating Intervals to from 18h-48h range rather than 1h-3h range (later will refine per creature) * Restored Baby (Newborn) Food Consumption to original +250% value v220.0 * Mammal Pregnancy & Flyer creature Breeding * Babies now have 10% chance of twins, 2% chance of triplets! (may vary this by creature later). All twins/triplets are genetically identical, not fraternal. * New Structure: Mountable War Drums, use the 0-4 hotkeys for different drum strokes (the first of various instruments! -- first Survivors to send us a cool Drum group symphony youtube video will get some kudos! * New Structure: Paintable Wall-Mounted "War Map" * New Structures: 'Railings' Structure set * Fixed hop-onto-raft Raft networking issue * Fixed issue with server Dino depopulation (tamed Dinos and lonely structures counting against zone respawns, mostly on PvE. should also help Quetz spawns, etc.) * Fixed SotF reconnection bug * Iimproved "invisible structures around you" issue by prioritizing the networking of nearby structures higher than far-away structures * Carnotaurus are now breedable * Fixed issue where new fertilized Eggs dropped onto the ground would not be interactable on clients * You can now pickup Sabers with Argentavis * Foliage fillrate performance optimization v219.7 * Fixed teleporting issue with unboarding ballistas. * Improved Spectator view attaching to Dinosaurs. * Hooks for 'Survival of the Fittest' features v219.6 * Fixed teleporting issue with climbing ladders. Recommend that servers update if they are running prior versions! * Fixed issue rotating placing structures with Gamepad. * Fixed camera transition when exiting ballista v219.5 * Fixed collision check issue when unsitting from a bench/chair * Made unsitting from a bench/chair look much smoother, with camera transition and no falling * Fixed collision issue climbing onto Rafts from water * Fixed collision issue exiting climbing up-and-over ladders where sometimes you could fall back down * Raised Official Server Tame caps v219.4 (Server-Side fixes) * Fixed a bug where Babies were consuming Food from their Inventory much faster than they should have been. (They were considering their max maturation Food-limit for purposes of "being full", rather than their "age-scaled" food-limit. This was causing them to always be "hungry" and want to consume food every "tick", rather than gradually over a far longer period of time. Thank you sharp-eyed Redditors for identifying this, and our apologies for the bug!!) * Also reduced generally Baby Food consume rate scaling by 40%, and increased maturation speed by 30% * Changed mating range to use the visual mesh bounds rather than the 'capsule' bounds, resulting in more effective mating range for larger dinos v219.3 * Fixed issue with Knocked-Out state after fast travel (thank you Steam user "Itsr2ghgaming"!!!) * Unconscious or ridden or encumbered dinos can no longer mate * Baby Dino Food consumption rate decreased by 60% and Baby maturation speed doubled (thus an effective 80% overall Food reduction to mature) * "Baby" phase specifically (<10% matured) will no longer consume food from Feeding Troughs, only their own Inventories * Fertilized Eggs will no longer fall thru floors when re-entering an area etc * Fixed issue with camera getting stuck in 3rd person when your chair/bench is destroyed while sitting on it * Fixed a case where Babies could lay Eggs * Fixed frozen/glitched dino animations in various Mods/TC's v219.2 * Fixed server physx performance bug. Major server CPU gains, recommend immediate install on all servers. v219.0 Unversioned Hotfix (Server & Client): Fixed floating swamp water area. Unversioned Hotfix (Client): Fixed UI crash when looking at a Raft. * Fixed durability per shot on Tranq rifle * Non-Platform (regular) Quetz Saddle * Sit on chairs & benches * Mosasaurus: Terror of the Deep! * Creature Breeding & Babies First Pass! Yes, they grow dynamically in real-time! * Characters no longer bunny-hop when swimming up from the water surface * Engrams now longer count against maximum inventory item limit * Shotgun damage increased by 40% for Primitive Shotgun, 30% for Machined Shotgun * Dinos can no longer damage structures through underside of ceilings * Changed savedata loading code to support super-large saves. * Antispeedhack now has a commandline bias you can use on your server (can cause more rubberbanding on laggy players). Defaults to 1.0, you can launch with it such as: -speedhackbias=0.25f * Tranq Darts reduced crafting cost to 1 rifle bullet, 2 metal ingots, 3 narcotics, and buffed tranq dart Torpidity by 20% * Fixed misc level bugs, including bad physics zones, non-buildable submerged ice caves, unreachable supply drops etc New Server Game.ini configurable values: [/script/shootergame.shootergamemode] MatingIntervalMultiplier=1.0 EggHatchSpeedMultiplier=1.0 BabyMatureSpeedMultiplier=1.0 v218.8 * Fixed issue of carried creature's dynamic inventory weight not adding to the flyer's weight v218.7 * Shotgun base damage increased by approximately 30% * Player engrams no longer count towards "max" inventory items * Dinos can no longer damage structures thru "underneath" ceiling pieces * Getting stuck under terrain will once again properly teleport you back above the terrain * Shotgun networking further changed: clients will need to update to have working shotguns on Official Servers specifically v218.6 * Fixed the global limit on # of Platforms-with-Structures being incremented by Rafts, which are not supposed to use the global limit * Fixed a client-side PhysX crash v218.5 * Fixed Turrets' Quetz targeting when you have Quetz Structure-Armor around body. Head will be shot. * Dead insects now stop animating if you enter the area after they're killed * Fixed a case where you could get stuck on the painting templates save/load screens * Fixed Server Direct Connection (from Steam/Browser such as ARKServers.net ) logic to not fail, and also fixed a crash if direct-joining a server fails * Improved how shotguns are networked * Anti speedhack detection is now enabled by default -- to disable it, use the server commandline "-noantispeedhack" * Server player-move-physics optimization is now enabled by default (improves perf) -- to disable it, use the server commandline "-nocombineclientmoves" * Reduced Damage of Guns & Projectiles onto Arg/Ptero by 25% (3.x multiplier rather than 4.x multuplier) v218.4 * Fixed client side issue where clients wouldn't see other players "Wake up" from sleeping state v218.3 * Quetz platforms now include the weight of all pawns based on them, including the inherent pawn carry weight, causing encumbrance when carrying very large dinos. * Raised Max KillZ being too low causing some characters to die on a high-flying Quetz platform * Fixed Quetz damage / warpaint overlay * Tranq Dart Torpidity effect increased by 100% * Improved walking on dynamic platforms, Quetz, Raft, etc * Poison Grenades add 25% more Torpor and have 20% more AoE * Beezlebufo fall damage speed threshold raised to avoid taking damage on long jumps * Alpha Dinos can no longer be picked up * Quetz reduced damage by 33% and damage scaling by 20% * Fixed a case where Player disconnected from the server could become unsleeped * Fixed standing on Rafts * Spectator Player List now can sort by Player or Tribe and also Search by Player or Tribe * Fixed Dino XP level #, extra 0 * New server option defaulting disallowed, Quetz platforms will not allow any non-allied dino to base on them when they are flying. If you want your server to allow non-allied dinos to be able to stand on the Quetz platforms: Game.ini bFlyerPlatformAllowUnalignedDinoBasing=true v218.2 * Fixed Mac issues with 'El Capitan' OS (thank you Steam Users "Brefin" and "Kyr" for your help in solving it!!!) v218.1 * Fixed a savegame loading crash v218.0 * Quetzalcoatlus & Flying Platform Saddle. (Airship?!) * Option to Remove the default "sail" from the Raft * Machined Sniper Rifle * Tranq Darts * You can now lock and/or pincode Elevators * Sarcos now swim in shallow swamp water, making them speedy deadly creatures in the swamp * Improved server perf by 15% using server-side movement optimization * When aggro'ed, flyers no longer wander to a random point before attacking * Swapped Fria Curry/Calien Soup Food-Water buff effects, as originally intended * Server Admins can now set in their Game.ini: CropGrowthSpeedMultiplier=1 LayEggIntervalMultiplier=1 PoopIntervalMultiplier=1 CropDecaySpeedMultiplier=1 * Reduced rubber-banding and camera-flickering when moving upon a platform saddle. * Raised Player and Dino Level Caps by +3 each * Holo Scope can now be equipped on the Fabricated Pistol * SotF Enhancements: Immediate Warpaints (freepainting doesn't require any items), Six Player Tribes, Megapithecus, Broodmother! v217.2 * Fixed respawn rate & yield rate on Species X wild plants * Fixed dino-player pushing through walls case * Fixed inability to climb ladders at some angles * Reduced effectiveness of primitive club on players by 10% * Increased poison grenade gas duration and effectiveness by 15% * Female Megaloceros don't grow horns anymore in singleplayer * Sloped Roofs now count for "indoors" insulation calculation v217.1 * Fixed bug with "Rain" & "Snow" visuals only ever appearing once * Fixed RCON performance issue on Linux/Windows (we think * Re-enabled 'Raw Socket' support on Linux/Windows Servers (use at your own risk, we believe there are stability issues with raw sockets but some hosts seem to like them v217.0 * Hornless female Megaloceros added (25% faster but no attacks since no horns) * Inventory Quality of Life: You can now sort inventory lists by various methods, and also text-search them dynamically. * Craftable Consumable Bug Repellent. Yes! * Poison Gas Grenade *cough cough cough* * Primitive Club (great for conking people on the head and knocking them out, regardless of armor) * Overstocked Snow Metal Rocks now yield Metal Ore at the same approximate rate as "Rich Mountain" Metal Rocks * Trophy System (including the SotF Trophies!!!) * Foliage fillrate performance optimization * About +25%-30% server CPU performance gain due to Spatial Octree optimization * You can now double-click an Engram to Learn It * Engram Window automatically opens after applying all available Level Ups (will make it an option) * Radios no longer take over Tribe Chat. Tribe Chat always functions as normal on its own "Channel". * Inventory Slot counter * Jerky crafting time reduced by 33% * Fixed aquatic creatures following targets across water zones * Fixed pop-in of underwater rock/canyon meshes * Server VAC enabled! Auto Banhammmmerrr Go! * Furniture and Gravestones are now dye-able * Fixed snow-cave blockage, and ice mini cave o' doom killin' dinos/teleportin v216.3 [Unversioned Hotfixes] * Fixed funky shadow casting from foliage destruction-meshes * Fixed whacky bendy plant wind animation v216.3 * Added a function necessary for Servers hosting 'Survival of the Fittest' Total Conversion. If you want to host SotF 4.0, you should upgrade your Server to 216.2. (Clients don't need to). 216.2: * More server crash protection v216.1 * Fixed a couple server crashes * Re-added missing "Small Crop Plot" Engram * Improved Stag jump animation * Fixed an NPC Spawn Zone that had improper spawning configuration * Official Servers: Relaunching with -ForceRespawnDinos to destroy all wild creatures to flush out NPC's to new Biome configurations. (this will only destroy wild creatures that are NOT currently being tamed * Dimorph Kibble is now cookable from Dimorph Eggs * Fixed issue with not being able to climb ladders on certain platform structures/rafts * Fixed Mac rendering issue in Snow Biome (black screen) v216.0 Server Admin Note: Server Admins may wish to run ONCE with -ForceRespawnDinos, which will destroy all Wild Dinos at startup and respawn them all from the current ARK biome values. This will get you a more clean immediate existance of the correct species in Snow, Swamp, etc. * Server Admin Note: One-Time Auto-Structure Demolish on Swamp and Snow Zones: To do this, which you can only execute once after updating to v216, run your server or game with this commandline: -StructureDestructionTag=DestroySwampSnowStructures * Fixed Dino unboarding offset * Fixed a case where you could push your character through structures * Fixed a ladder issue * Fixed issue with Turrets mounted on Rafts/Dinos not being able to hit targets reliably when shooting down * Fixed some Admin Manager SteamID's display on Mac * Fixed SotF crash * Whitelisted Admins are now allowed to join full games and they also don't count towards the player limit * Fixed double hud overlays when in spectator mode and showing long-range HUDs and near HUDs * Fixed issue with client & server steep slope climbing desynchronization when riding a Tamed Dino * Fixed issue with invisible weapon in hand after loading singleplayer game * Fixed water tanks not giving resources when demolished * Human and Dino Level Caps Raised +5 each * Swamp and Snow Biomes! * Beezlebufo * Direwolf * Megaloceros * Fur Gear Set * Dimorphodons now lay eggs * Added some initial furniture structures: Wooden Chair, Wooden Bench, Simple Gravestone * Fixed issue where dinos wouldn't follow an ally target a moving platform structure * Fixed IK issue where dinos legs could latch onto surfaces above them * Fixed issue where Total Conversion custom Maps weren't listed in the Host Session UI Server Admin Note: We are currently investigating performance and stability issues that appear to be related to use of "Raw UDP Sockets" server connection mode. We have thus disabled Raw Sockets Mode on our Official Servers until we have resolved those issues, and we suggest that 3rd party server hosts and admins do the same (namely, don't use bRawSockets commandline, which will instead fallback to Steam P2P API). v215.4 * Fixed more server crash cases! v215.3 * Fixed another potential Server crash upon loading a savegame v215.1 * Fixed PvP Decay Timer starting at 0 * Fixed several kinds of Server crashes v215.0 * Carryable and Hawk-Style Throwable Dimorphodon (attacks whomever you throw it at * Paraceratherium & accompanying Platform Saddle * Wall-mounted paintable canvas * Structure Auto-Decay Enabled on Official PvP servers * (Non-Platform-Mounted) Ballistas can no longer be placed near enemy foundations, and their damage has been reduced by 50% relative to structures, range reduced by 20%. They also no longer damage Plant Species X. * Fixed incorrect Female pose when mounted on Ballista Turret * Dev Kit: Mod authors can now custom-script their own new "Use Menu" options, with networking and saving of values, as well as override/remove any existing "Use Menu" options as they see fit. This will let them make much more powerful in-world items and character interactions * Saddled Dinos can now accept SCUBA gear, equipments etc into their Inventories * Fixed extra conflicting Input binding for flyers * Fixed Shoulder-Mounted Dimos and almost certainly Monkeys disappearing randomish * Players can no longer get stuck in an inputless state if reconnecting when mounted on a dino * Fixed a bug with losing collision if you were knocked unconscious while being carried by a flyer * Reduced Crop Plot Fertilizer consumption rate by another 50% * Fixed a crash related to new Dev Kit features (ModifyStatusComponent, etc) v214.4 * Fixed some client-side crashes * Fixed Oculus VR stereoscopic depth v214.3 Note: these are server-side changes for the most part, so any servers that want these fixes will need to update to 214.3! * Trilobites move again * Fixed status exploit with Fast Travel * Changed flyer underground check to be a teleport rather than a kill, in case we have some underground area volumes still to beef up v214.2 * Unversioned Hotfix: Fixed a server crash: "ShooterGameServer.exe!UObjectPropertyBase::Identical()" * Ballistas now do no damage at all to Auto Turrets * Ballista damage vs stone structures reduced by 40% * Singleplayer Ballista Bolts now only give you 1 bolt * Fixed aquatic creatures getting into "falling" physics when knocked unconscious underwater * Elevators can now be built on ceilings, within bases, etc. * Fixed Stuck-Underground-Flyer Kill check * Elevator movements now only get obstructed by static world geometry, not structures or characters * All SCUBA gear pieces are now properly dye-able, male and female * PvP Respawn timer is not used anymore in PvE games or in singleplayer mode v214.0 * Fixed Oculus Rift VR support <grumbles something about updated Oculus SDK/> * New Feature: Custom Inventory Folders, on any Inventory. ASK AND YE SHALL RECEIVE! <3 * New Structures: Powered Elevator Structures * New Structures: Controllable Primitive Harpoon Ballista to place on structures and on the backs of your dinos (which damage stone structures at primitive tech level!) * New Item: Plesiosaurus Platform Saddle! It's time to build your dino submarine bases, survivors! * Fixed grabbing onto / climbing ladders while underwater * Fixed getting tossed off by flyers if they had previously run out of Stamina even after landing * Activated Forges/Production Inventories now continue to consume resources after game reload * Personally owned buildings/dinos now transfer to offline players if kicked from Tribe * Flyers can no longer hold onto players when landed, nor drop them through the ground * Fixed Tribe issue with same-named Tribes causing members to get kicked * Fixed Flyers sliding on ground when Encumbered * Mods/TC's now have the option of FORCING more server PhysX Substeps, mostly useful for accurate Vehicle Physics (recommend 6 substeps & 0.03333 deltatime). See PrimalGameData.OverrideServerPhysXSubsteps and PrimalGameData.OverrideServerPhysXDeltaTime * Wild Flyers will no longer get stuck on water and drown -- they'll fly out of water properly and head back towards landmass when necessary * Fixed a savegame corruption case with large savegames: this is experimental, so try with "-noninlinesaveload" if you have any saves that don't load. We'll formally roll this loader change out in a subsequent patch after we're 100% certain it has no side effects. * Dropped Eggs are no longer invisible after loading a singleplayer game * Optimized server ragdoll behaviors/perf, and fixed a nasty client physx perf bug (well of despair perf problem) * 25% more max structures per dynamic platform by default. for realz! * Fixed up the physics of the flyer Air-Brake, ("Prone" binding, default [X]) * Fixed issue with firing rockets and other weapon projectiles not using accurate collision detection Updated Primitive Server Values / Items / Engrams here:http://steamcommunity.com/app/346110/discussions/10/535150948605081777/ v213.1 * Fixed wrong-rotated Flyers (upside down etc) * Can now summon Broodmother Tribute again * Fixed endlessly running-in-place dinos * Fixed dinos and players falling through ground on Low-Memory mode * Fixed (it seems) disappearing Monkeys * Official servers switched to Raw UDP sockets for increased perf v213.0 * Turrets no longer (fruitlessly) attempt to shoot rafts, they'll shoot the driver of the raft if they have line-of-sight * Water dinos now correctly Follow rafts (or you when you're driving the raft) * Flyers are now allowed to have riders while walking on the ground. Yay * Fixed client invisible flyers on saddle-platforms * Fixed wrong-rotated structure placements (campfires, etc) on saddle platforms * Fixed crash when loading a save with platforms/saddles that have structures removed by a mod * Option for server hosts to use direct UDP socket connections rather than Steam P2P, for significantly increased server network performance and stability! To enable direct UDP sockets mode on your dedicated server (for slightly increased networking performance & more optimized bandwidth utilization and potentially better long-term stability), use commandline option "?bRawSockets" (on Windows or Linux) -- you'll need to manually open ports 7777 & 7778 if you do so in order for your server to accept connections. * Reduced Ptero Barrel Roll damage by 33% and increased its stamina cost by 90% * Personally-Owned Tribe Governments will no longer allow Replacing Structures that the user is not authorized to Demolish * Increased default max # of structures per dynamic platform (Saddle Platforms, Rafts) by 25% * SCUBA Pants hypothermal stat now works when riding dinos * Plant Species X now don't automatically reactivate after loading savegame if you have them Sleeping * Fixed an issue with Electric Generators not linking to Electric Wires properly if they were placed after the Electric Wires, and thus unable to supply power outlets. (requires rebuilding them if you have any exhibiting this behavior) * Current Character Stats no longer reset after a Fast Travel * Spike Blockades can no longer be used to break falldamage * Dragonfire now damages flyers * Transponders & C4 now attach properly to Platform Saddled Dinos & Rafts * Improved Dimorphodon collision box * Flyers now remember their flying/walking state properly across save games (i.e. they don't fall out of the air anymore after load) * Raft movements no longer get blocked/rubberbanded by dinos that are standing on them * Fixed issue of Dinos not appearing in their correct location on Rafts/Platforms if you unmounted them when on a Raft/Platform * Host Session UI no longer clamps the numeric values by sliders (i.e. you can input beyond-range values into the text boxes and they'll hold) * Fixed Titanboas falling thru the air aboveground into Caves blow v212.1 Note: Server Admins can change the maximum number of platformed-creatures/rafts allowed on the ARK (a potential performance cost) via this commandline option: "MaxPlatformSaddleStructureLimit=Number" (or in [ServerSettings] of their GameUserSettings.ini) 212.1: Fixed -SM4/Extreme Low Memory Mode crashes with Plant Species X / Raft. * Changed network protocol back to "SteamP2P", which includes automatic port forwarding, until we introduce an option for servers to dynamically optionally use straight UDP protocol (increased network performance). v211.0 * Fixed issue with Flyers potentially disappearing/sinking into water * Fixed various Raft exploits... * Fixed shouldered Monkey scaling issue * Fixed swimmers/flyers taking damage when the server gets stalled (during a save, etc) * Fixed issue where Flyers couldn't drop someone or attack after carrying them * Fixed ragdolls possibly falling thru the floor when players die by hitting the ground from a large height * Fixed Dino Inverse Kinematics getting bonkers wonky at low Server FPS * Fixed the last (hopefully!) issue that could make Shouldered Monkeys disappear * Added a [ServerSettings] server option "?PerPlatformMaxStructuresMultiplier=1.0" that can be used to increase the limit of structures on dynamic platforms. Beware, increasing this value could affect server performance! * Page-Scrolled Chatbox will now stay scrolled even if new chat messages arrive * Structures placed on dynamic platforms (Saddle/Raft) no longer have a "Max Height Above World" limit (i.e. allows building on Rafts over deep sea). v210.3 * Fixed (client-side) Dinos appearing to fall through Structures v210.2 * Fixed a case where Raft structures could get loaded rotated 'incorrectly'. (server-side fix) v210.1 * Fixed a painting crash * Fixed a crash loading certain savegames ("Raptor Animation" crash) v210.0 * Fixed Dinos getting detached and warped when riding on bronto platform saddles / rafts (i.e. disappearing Dinos), and some visual issues on clients * Fixed some bugs with painting (striped tigers, and some dye stacks not getting used), and loading painting templates is now about 10x faster * Reduced some network bandwidth usage * Fixed scale of structures on Rafts/Dino Platforms. v209.4 * Dinos & Players can no longer get pushed/dragge through structures / fall-through when on moving platforms (Rafts/Bronto Saddles etc) * Player Data and Tribe Data are automatically backed-up and restored to avoid potential for corruption. * You can no longer upload and download Dragons via the Obelisk * Raft collision improved (easier to climb up on), and jump rafts fixed * Slightly Floating characters on Rafts fixed * Admin "GiveColors #" command (w/o the "cheat" prefix), where # is quantity, to give yourself all color dyes, useful for testing the awesome new painting conversion tools (http://www.ark-survival.net/en/image-to-board-sign-pnt-converter/ http://steamcommunity.com/sharedfiles/filedetails/?id=518906272 http://steamcommunity.com/sharedfiles/filedetails/?id=518296250) -- now every Tribe needs custom logos on their flags/signs, pronto!! v209.3 * Client-side Fix for invisible players on ladder!!!!!!!!! v209.2 * Client-side Fix for ladder climbing crash & incorrect ladder physics (falling off ladder etc) v209.1 * Fixed Raft HP not being networked to Clients * Fixed some Ladder physics-networking issues for smoother climbing * Fixed a case where you could appear detached from your Dino when riding it v209.0 * Pachy will now collide with each other, and their torpor inducement has been buffed about 20% * You can now paint doors again * Compass is now oriented properly when riding a Dino * Rafts can't starve anymore * AI Dinos won't try to harvest unharvestable resources anymore (i.e. too-large rocks etc) * User Config values shouldn't get clobbered anymore * Respawning at Beds on loaded Raft/Platforms will no longer result in spawning at origin * Invisible dinos on Rafts/Platforms should be resolved * Crash callstacks are now written to text file on disk for better reporting (you can grab them off your remote dedicated server's hard drive, etc) * Bronto Rider Platform Driver position is now correct across save-games * Fixed a case where Dinos couldn't harvest resources when attacking * Fixed a Weapon Ammo issue * Fixed Flyers attachment standing on Rafts/Platforms * Eliminated the extra forward-walking on ground of Tamed Flyers after they land * Fixed Rafts super-bobbing and flying off into space * Fixed Rafts/Brontos getting stuck on their own structures, they can now always move properly. * Added a MaxKillZ as a failsafe in case anyone gets stranded in-orbit (will still resolve any such cases individually) * Fixed inability to Claim dinos that had transponders on them * Made Ladders not prevent movement (allow collide-and-slide) if they're not attached to a moving platform (helps resolve some cases of stuck-on-ladders) * Applying Painting Templates no longer can consume the durability non-paintbrush items * Reduced Assault Rifle Per-Shot Durability cost by 50% * Removed the "Buggy" (heh heh) Vehicle from the build for now until we resolve the stability of multiple asynchronous PhysX substeps v208.3 * Fixed "Survival of the Fittest" Server crash * Fixed inaccuracy on clients display of "Repair" cost (where it would show tooltip for a Structure as needing repair but it wouldn't actually need repair). v208.1 * Fixed Submersible Rafts * Fixed Rafts that would end up underground at 50,50 (this should also retroactively fix any which had that occur) * Fixed Ladder funkyness underground * Fixed being teleported by flyer carrying you onto a platform saddle * Fixed platform-saddled structure spawn VFX erroneously playing when first coming into view on a client * Fixed case where Pachy could send you flying verrrry high if knocked you unconscious * Fixed Crop Plot Fertilizer to be properly consumed all the way to zero and destroyed. * You no longer get booted from the driver seat of a Raft when there are structures near/on it. v208.0 * Fixed some server crashes * Fixed issue with wall signs & activated powered electronics not attaching to platform structures * Fixed Brontos/Rafts getting pushed by structures built onto the them * Fixed invisible character materials after equipping armor in singleplayer/local play * Wild Dinos (i.e. Sharks etc) will no longer attack rafts * Fixed a save-painting crash * Fixed platform-attached climbing ladder funkyness * Fixed Torch/Fire Lights not being attached correctly on moving platforms * Rafts physics no longer get stuck underwater at low server fps * Platform saddles can no longer be colorized when structures are already placed on them (for now). * Fixed a client case where all saddle-platform structures could be detached depending on network payload order * You can no longer spawn at platform-saddled beds/sleeping-bags that are "thru"/near enemy structures * Brontos can now properly climb ramps / base on structures again * Rafts/Buggies (vehicles) no longer show "Feeding Trough" icon v207.0 * Driveable Dune Buggy Modding example (we'll let modders have the first crack at vehicles with this example Gonna be interesting (also available for server admins to spawn for experiments, and so is the Dragon) cheat spawnactor "Blueprint'/Game/PrimalEarth/Dinos/Dragon/Dragon_Character_BP.Dragon_Character_BP'" 1 1 1 cheat giveitem "Blueprint'/Game/PrimalEarth/Vehicles/VH_Buggy/Blueprint/PrimalItemVHBuggy.PrimalItemVHBuggy'" 1 1 false -- for proper driving physics on dedicated servers, highly recommend that server admins who use the Buggy run their server with INI change: "steamapps\common\ARK\Projects\ShooterGame\Saved\Config\WindowsServer\Engine.ini" [/script/engine.physicssettings] Server_MaxSubsteps=5 * New Creature: Pachycephalosaurus! * New Item: Water Raft! * New Item: Scuba Pants, providing excellent hypothermic insulation, but only when in water. * New Item: Craftable "Amnesiac Soup" that resets all of your Engrams and Skill Points! * Paintings / Warpaints can now be saved, loaded, and shared! (they require the corresponding indicated amount of paint to apply, of course!) -- can someone make a Bitmap to ARKPaint converter now? * Human and Dino Warpaint * Collidable Saddle Platform & Build-on-Saddles: make your big ♥♥♥ brontos and plesios into mobile bases, build just about anything up from them! Build ladders to climb up onto them, whatever -- the possibilities are nearly endless!!! We originally were gonna limit it to sleeping bags and turrets, but let's just go all-out and make it work with everything, like so. Note: Plesio platform-saddle coming in future update v208. * Scuba Torso Top included in Tank Item * Auto Anti Hack Banning (Speed currently, Aimbotting coming shortly): experimental server commandline option -antispeedhack * Ogg Music now plays on Mac and Linux (main menu, loading, spawning, etc) * New ServerSettings "DisablePvEGamma=true" option now prevents gamma changes in PvE * DestroyWildDinos cheat command, instantly destroys all Wild Dinos. Useful if you want to force repopulation of the ARK... sounds apocalyptic. Similarly, DestroyStructures * When placing a FenceFoundation/Wall/DoorFrame/GateFrame, you can now press the Use-Key to rotate them 180 degrees when snapped (i.e. to "flip" them) * Eliminated Server lag/stalling associated with clients that have poor connections getting a BUNCH of structures sent to them all at once * There's now an on-screen overhead icon when a Dino of yours is in range of one of your Troughs. * You can now place crop-plots on Structures * You can now name Refrigerators... Maltheus * 50% of the Inventory weight of a Monkey on your shoulder is now put on you * Rocket Launcher no longer consumes 2 ammo per shot; only 1 ammo per shot now. * There are various new craftable dye colors including Cyan * Fixed Claiming of dinos on PvE! (thankfully the timers are saved, was just an input issue) * Custom Chat bindings now work properly when menus are open * Fixed UI crash associated with "blueprint skins" * Server admins can now ban via SteamID when a player isn't currently connected New Primitive Server INI: http://pastebin.com/RSscMfB7 v206.2 * Fixed rain vfx particles staying on, becoming detached, not disabling , etc * Linux Voice Chat should now work * Fixed potential server crash * Fixed client crash with translated options UI * Existing Structures can now always be "Replaced" even if they are considered "in range" of an enemy structure v206.0 * Added Server PvP Auto Demolish options and PvE Auto Dino Unclaim options GameUserSettings.ini [ServerSettings] PvPStructureDecay=true DisableDinoDecayPvE=false PvEDinoDecayPeriodMultiplier=1.0 (or the commandline ?PvPStructureDecay=true, etc) * Added option for unofficial Servers to have all admin commands logged to chat, to help Admin trustworthiness. Clients can see whether the servers have this setting enabled in the Pause menu. ?AdminLogging=true or GameUserSettings.ini [ServerSettings] AdminLogging=true * Significantly reduced Dino system memory overhead -- but the further fix of 50% memory reductions will come in subsequent update. * Extinction of the "Extinction Event" Servers * Session List now filters out Workshop mod games that are on incompatible Workshop mod version * Eliminated repeated "Installing Mod..." blips when at the main menu * New "Low Quality VFX" option makes rain and underwater cheaper. Will link up more effects in the future. * Fixed some incorrect structure damage type settings on metal/stone roofs/slopes * Fixed a case where you could get insta-killed when dismounting from your creature such as the Gigantopithecus * Dev Kit: Added capability for Total Conversions to use inherited PrimalGameData to stay in sync with live game. * Dev Kit: ALL editable variables are now automatically read/write exposed to Blueprint. Unlimited Power!!!! v205.3 * 'Unnatural Selection' Tournament Build! * Optionally launch with ?EnableDeathTeamSpectator=true (or EnableDeathTeamSpectator in [ServerSettings] of INI) to allow non-admin SotF players to spectate attached to only their own living team members after death. * Fixed disappearing thrown Monkeys (we think) v205.2 * Argentavis/birds client-side landing is back to how to used to be. -- client-side only input change, you don't need to relaunch your servers. * Doedicurus can roll again now -- client-side only input change, you don't need to relaunch your servers. v205.0 * Fixed a server crash on startup (unversioned hotfix) * "Survival of the Fittest: Unnatural Selection" (Game Mode, Tournament... Ride the Dragon and Dominate the ARK!) * Survival of the Fittest servers can launch with "-gameplaylogging" commandline option to output a dated log file to \Saved folder, which will contain a timestamped kill & winners log listing steam id, steam name, character name, etc. Handy for automatic Tournament records... * ARK Server Manager & ARK Remote now support Remote Management/Mod Installation of Linux Servers! http://steamcommunity.com/app/346110/discussions/10/530649887219814834/ v204.1 * Fixed bug that was detaching carried Monkey on clients * Fixed randomish missing mod engrams * Fixed overspawning plesios in mods * Fixed (likely) bug that was causing some players to be invisible for the host on non-dedicated sessions v204.0 * New Creature: Mesopithecus! This little buddy can ride on your shoulder and help you out of all sorts of scraps... * New Item: Primitive Smoke Grenades! * Angled Roofs for Thatch/Wood/Stone/Metal tilesets! Courtesy of MechanizedIT, thank you, you're the best!! * Max Tamed Dino cap on Official Servers properly raised to 5500 * Species X Plants will now auto-heal properly, phew! * Folders on Engrams list stay visible correctly when re-opening Crafting Menu * Creating a Tribe while Taming a Dino no longer loses the Tame * Sarco buff: faster run speed, much faster mounted turn rate, higher tamed damage scaling * Fixed bug with limiting NPC's when using certain mods (i.e. bug would cause huge # of Plesios underwater) * Gigantopithecus can now manually harvest fiber v203.2 * 203.2: Fixed client-side memory leak! (also helps perf!) * 203.1: Gates & Gate Foundations no longer get destroyed when attached to fence foundations (fence foundations are considered valid support for them now). * Falling vaults don't float on wires anymore and they can fall multiple times now * Sotf notifications now show up to 4 tribesmates on the tribe eliminated notification, if a sotf server is set to allow 4-player tribes. * Defaulted max tamed dinos to 5000 up from 3700 * Blueprint cost overrides now are used correctly for reals. * Spraygun now uses paint up properly * Ptero now drops its carried character if it barrel rolls * Now craft-all is limited to 100 iterations to avoid craft-all spam stalls. convenient enough for now * A dino that was ridden will now take fall damage once if it was unboarded in mid-air. * Door interaction shouldn't get stuck anymore on client * Player-level-up multipliers are now used properly when respawning * Ptero don't allow barrelrolling when encumbered * Torpored doedicurus will now exit ball-state properly * Glasses now correctly placed on doedicurus * All mammoth attacks now will harvest properly * Fixed a rare server crash involving pickupable structures (sleeping bags, turrets, etc) * Support for Giant Moon Meteor Extinction Event! v202.2 * Putting Canteens/Waterskins into taps connected directly to intakes now properly refills them, doesn't break them anymore. Sorry about that! * Total Conversions are now listed at the bottom of the sessions list when not in a TC * Failure to join a TC (such as SotF) no longer results in two overlapping popups * Fixed a crash that some singleplayers were getting after a load * Fixed another game-load crash case (associated with some Doedicurus functionality) v202.0 * New Creature: Doedicurus! * New Item: Primitive Organic Automated Turret * New Item: Automatic Spray-Paint 'Gun' * Do a Barrell Roll! Ptero's can now unleash a devastating Barrell Roll Attack+Speed-Boost with the Crouch button ([C] by default) * Servers can now edit a multiplier for player and dino level-upgrade amounts per-stat (and also different numbers in the case of wild dinos). * Prevent-Friendly-Fire option for PvE servers WindowsServer\Game.ini (or LinuxServer) [/script/shootergame.shootergamemode] bPvEDisableFriendlyFire=true * Shooting arrows/projectiles at unconscious tiny dinos now actually hits them properly * Fixed aiming of character weapon shooting when carried by a Flyer (previously was very difficult to hit stuff due to a bug) * Added server option to disable "Friendly Fire" (among tribesmates/tribesdinos/tribesstructures) on PvE * Whistles and other attached sounds now play properly when riding dinos * Emotes now work properly when riding dinos * Fixed another exploit involving players getting under the terrain, and if you do get under the terrain somehow you will be teleported back above it. * You can now attach electric generators to electric cables after placing cables, they will snap accordingly * Fixed an exploit where filled water containers could be used forever in recipes that require a filled water container * Fixed an exploit where you could fill water canteens/jars up fully at a watertank even if you did not have enough water to do so (essentially allowing you to infinitely generate water). * Fixed issues where you could erroneously create floating structures using fence foundations + pillars * The destruction time of eggs on the ground is now the same for all eggs, 30 min * Radio Engram exists again * Gigantopithecus now requires Survivor Level 40 to Tame. This is a stopgap for the eventual introduction of a non-violent Taming Skill. v201.5 * Floating-To-Valhalla Ragdolls fixed * Improved death-momentum calculation for ragdolls * Fixed inability to place C4's after placing rotational actors, or to place them on certain walls * Fixed singleplayer/local disappearing structure object visuals (campfires, preserving bins etc) v201.4 * You can no longer escape a bear trap by climbing a ladder * You can no longer paint/deface another team's structures in PvE * AutoTurrets will now shoot at Prone players * Gigantopithecus properly gains food when fed during Tame (this was likely making Taming much more difficult as if he drops below 40% Food he'll rapidly lose Tame Affinity) * Dolphins can be tamed again * cheat GiveAllStructure: gives every structure that's connected to the current chain to you. * cheat SetTargetPlayerBodyVal int (0-30), float (0-1): changes a character's body scaling for that region * cheat SetTargetPlayerColorVal int (0-2), float (0-1): changes a character's body color for that region v201.3 * Fixed a server crash v201.2 * Fixed issue with 'Survival of the Fittest' server player counts being incorrect after match reset. * IED's don't use demolition explosion type anymore, as they were not intended to. (effectively cuts their damage against structures by about 60%). They are anti-personnel/defensive. * Cut taming time on Gigantopithecus by about 25% and he won't stay aggro'd forever now either. * Scuba tank now slowly recovers your stamina if you are not moving in water. v201.1 * Reduced Gigantopithecus natural aggro range by 20%, and it'll no longer target wild animals -- only nosy humans/tamed animals. Also, its aggro will no longer reset its waking tame. Note that ANY damage resets the progress of a non-violent tame! * Fixed SCUBA Goggles scaling/offset not matching heads * Made multiplayer session list instantly cancel the join if you are not able to join for some reason, rather than making you wait for the time-out. * Fixed interpolation of character when mounting/dismounting dino v201.0 * New Dino: Gigantopithecus: Your autonomous Fiber-gathering, helmet-wearing, human-tossing buddy-for-life! http://steamcommunity.com/sharedfiles/filedetails/?id=501481622 http://steamcommunity.com/sharedfiles/filedetails/?id=501509447 * New Items: SCUBA Gear set. Heck yeah! * Fixed a bug where mateboost was breaking after a dropping a dino... and other bad things were happening due to that too :-P * Titanboas now drop eggs Titanboa kibble is for Gigantopithecus, Dodo Kibble is now for Ptera * Max Player level raised to 80 and max player XP raised to 185,000 * Various improvements to the Dye UI layout and flow (you can now switch dyes dynamically when dying items, etc) * AZERTY/Slovak Keyboard bindings now work * _THE_ TRIBE BUG IS FIXED! No more randomly messed-up Tribes!!!! (going forward * We now support global, dynamic Official Server bans. So please please don't use hacks, or we'll have to find out, and then we will have to ban... . Also, player run servers will have the option of using our global ban list, or pointing to any online ban list that they want. That goes in your server's GameUserSettings.ini: [ServerSettings] BanListURL="http://playark.com/banlist.txt" * ARK Server Manager now works remotely and can install/manage Mods/Maps/TC's remotely * New option to use toggle-talk instead of push-to-talk * Being Kicked from a session during connection (including Bans) no longer results in you getting stuck a loading screen. Now you'll actually get back to the main menu with correct message. * Fixed a SpawnEgg() load crash some people were getting * Added a server-configurable chat spam interval * Fixed an issue with destroying wires causing destroying of attached objects * Fixed a color modifier brightness exploit * Fixed issue with not getting more Jerky created from Preserving Bin if you already have Jerky+Meat in it * Lazarus Chowder now lasts 10 min instead of 15 min v200.2 v200.3 - 200.5: Server-only native fixes for 'Survival of the Fittest' Tribe issues. * "Survival of the Fittest" Officials are now difficulty 1.0, not 4.0 -- haha * You no longer lose your character visual customization if you reconnect -- ouch now we need some "Plastic Surgeon" capability to help anyone who lose their beautiful distinct looks! Admins will get that this weekend, and on Official we'll handle it with our admins for anyone who was affected in this round. * Tranq arrows no longer have a torpidity multiplier of 2000 -- d'oh internal testing value! * Fixed bug where u could use a timing exploit to fire rockets without consuming ammo! Thank you Steam User "Kiwi"!!! * Doubling the number of official SotF servers * Approx 2 hour rollback since we did a hard-exit of the servers with no warning when we noticed the appearance-smooshing bug, don't wanna leave anyone hanging in a bad spot. * In-Progress SotF sessions are currently hidden from the session list until we have better booting notification for being unable to join them (Depending on the server configuration). You can still rejoin in-progress SotF sessions from your "My Survivors" tab, or directly via the Steam Client. Some useful spectator keys: Hold H to show scoreboard Ctrl-K to permanently toggle scoreboard Ctrl-N for player list Ctrl-M to show floating huds for ALL players in the world (useful to know where they're all at but can be spammy) Ctrl-P to show floatinh huds for just nearby players Backspace toggle hud for beauty shots Shift speed movement Ctrl slow movement mouse wheel alter fly speed left click attack to player spacebar detach from player v200.0 * "Survival of the Fittest" and "Total Conversion" Support, finally! Here are instructions on how to host your own SotF server, and the various new INI/commandline values:http://steamcommunity.com/app/346110/discussions/10/530649887204866610/ * Re-Fertilizer now acts upon an area, not on a single foliage * Warning time on turrets is no longer used when targeting grenades/rockets * Supply Crates that don't move and have no loot (due to no items generated) no longer appear on primitive servers, etc * Fixed a bug where getting picked-up while climbing a ladder would teleport you when dropped * Fixed Preverving Bin bug with consuming items and not giving you jerky * Super ARK Server Management Tool! manage all your mods visually, install new mods and total conversions, update mods, manage all server settings visually, connect to RCON, and soon enough do this all remotely!http://steamcommunity.com/app/346110/discussions/10/530649887208240167/ v196.2 * Fixed client-side crash with Flare projectiles v196.1 * Flare projectiles now disappear properly on clients * PvE servers that allow cave building will no longer lose cave structures upon restart * "5555" Taming Speed Multiplier in "Host Game" menu is fixed v196.0 * Added "Re-Fertilizer" item craftable at the Compost Bin which can be used over ground to re-grow depleted foliage over time even if it's close to structures (avoids the structure distance check, though wont' regrow if it's stuck 'within' a structure). EngramEntry_MiracleGro_C * Added adjustable "Tethering" distance for non-dedicated multiplayer sessions (maximum distance from Host player), adjustable in the Host UI * Alpha predators damage vs Stone structures reduced by 80% * Alpha predators now tend to only appear inland / in mountainous regions * Alpha predators natural targeting range reduced by 40%, easier to deliberately avoid or escape from. * Alpha predators now ALWAYS Survivor drop inventories when killed. (i.e. Carno and Rex) * Added option to disable specific Alpha predators ("NPC Replacements") on custom servers. This can also be used to disable any specific NPC, or replace the spawns of a particular NPC with that of a different NPC. \Config\WindowsServer\Game.ini [/script/shootergame.shootergamemode] NPCReplacements=(FromClassName="MegaRaptor_Character_BP_C",ToClassName="Dodo_Character_BP_C") NPCReplacements=(FromClassName="MegaRex_Character_BP_C",ToClassName="") * Custom servers can now specify "ResourceNoReplenishRadiusStructures" & "ResourceNoReplenishRadiusPlayers" multipliers, if they wish to allow resources to regrow closer or farther away from players & structures. \Config\WindowsServer\Game.ini [/script/shootergame.shootergamemode] ResourceNoReplenishRadiusPlayers=1 ResourceNoReplenishRadiusStructures=1 * Auto Turrets now target & shoot down enemy grenades AND rockets -- ooo yeah (and any bullet weapon can shoot grenades & rockets to explode them now * Replacing Structures doesn't do obstruction checks anymore (no more failures to replace) * PvP servers have an optional +1 minute additonal respawn that doubles each time if you are killed by a team within 5 minutes of your previous death to that team (timer indicated on Spawn UI). Is enabled in pvp by default, and on all the official pvp servers. Helps prevent PvO ammo-wasting of auto turrets by repeatedly throwing sacrificial players at them. \Config\WindowsServer\Game.ini [/script/shootergame.shootergamemode] bIncreasePvPRespawnInterval = true; IncreasePvPRespawnIntervalCheckPeriod=300; IncreasePvPRespawnIntervalMultiplier=2; IncreasePvPRespawnIntervalBaseAmount=60; * Only melee damage onto spikewalls causes return-damage now (i.e. shooting spikewall with rocket launcher won't hurt you anymore) * Spectators are no longer booted after idle period, and enabling spectator after death now clears death postprocess effects, and spectating after death gets proper view-location networking now * Alpha Predator buffs are now cleared upon Alpha Predator death * Added admin command to force-join a tribe by looking at anything the tribe owns, and force-promote yourself in a tribe, and take over founder role of a tribe cheat ForcePlayerToJoinTargetTribe PlayerID (0 for you) (that will put you/playerID into the tribe of whatever you're pointing at, if it's a tribe structure/character) cheat MakeTribeAdmin cheat MakeTribeFounder cheat RemoveTribeAdmin * Improved server perf, and fixed some server crash cases * Admin-Only-Access doors (and their doorframes) can no longer be demolished or Replaced by non-Admin tribe members regardless of Governance settings * Server INI's option to switch from PvE to PvP mode at pre-specified in-game times OR a pre-specified real-world (server-side) times! \Config\WindowsServer\Game.ini [/script/shootergame.shootergamemode] bAutoPvETimer=true bAutoPvEUseSystemTime=true or false AutoPvEStartTimeSeconds=0 to 86400 AutoPvEStopTimeSeconds=0 to 86400 if you don't usesystemtime, it'll use the in-game world time otherwise it'll use the computer's time. you can make start time > or < than stop time, dpeending n what you want to do for example, pve starttime of 2:00 and stoptime 23:00 (convereted into seconds of course) would have pve exist from 2am to 11pm whereas pve starttime of 23:00 and stoptime of 2:00 would have pve exist only from 11pm to 2am (and thusly, pvp from 2am to 11pm) also if you have bAutoPveTimer set to true, you can see the current in the Player hud with H it'll say it next to the current time. v195.2 Server-side Only Hotfix: * You can no longer upload or download Forcetamed creatures via ARK Tribute (Obelisks) that are not actually Tame-able. (i.e. Alpha predators) * Admin Forcetamed creatures that are not actually Tame-able are automatically destroyed upon map reloading. (i.e. Alpha predators) v195.1 Unversioned Client Hotfix: Spawn BG music no longer erroneously plays forever when fast-travelling. * Alpha predators no longer damage metal structures, only stone structures as intended. * Can no longer pick up Alpha Raptors using flyers. * Alpha predators now consume corpses properly. * Alpha predators attacks no longer damage riders directly. (now is consistent with regular dino attacks) v195.0 * Fixed the networking of new-character configuration to the server. Alas this required a new Major version update as it is a networking signature change :-P Note: You will need to re-search for your Favorite/My Survivors Official Servers once! (the IP addresses have changed due to Server Relocation) v194.0 * Moving most servers to new faster host! Better official server framerates, woot! * Activating the Flare Gun when riding a Dino will now automatically shoot the Flare upwards * Your selected Survivor Spawn Region is now remembered when reconnecting your client * Server Admins can now disable Taming on a per-Dino basis via their config * PvE server admins can now enable building in Caves via their config * Gendered Tamed Dinos will only drop Eggs if Mate-Boosted now, and only Female Dinos lay eggs now * Alpha predators now give 4x the regular amount of resources and nothing but prime meat! * Added Alpha versions of Carnotaurus and Utahraptor -- they buff less than the Alpha Rex, however. * Fix for one last case of possibly erroneously entering Spectator mode * Picking up your own Tamed Dinos' eggs no longer aggros Wild Dinos of that species * Titanboa now has damage overlay * Sarco tail has proper IK again * Barricades (Metal and Wooden) can now be painted * You can now eat/drink when caught in a Bear Trap * Can no longer ride a dino that is snared in a Bear Trap... gotta free it first. * You can no longer mount a dino if you're snared in a Bear Trap * Harvested resources now properly respawn in singleplayer/non-dedicated host! * Alpha Dinos now damage stone structures New Server's "GameUserSettings.ini" values: //to allow building in caves [ServerSettings] AllowCaveBuildingPvE=true or ?AllowCaveBuildingPvE=true And in Server's "Game.ini", to prevent Taming of specific Dino's: [/script/shootergame.shootergamemode] PreventDinoTameClassNames="Argent_Character_BP_C" PreventDinoTameClassNames="Ptero_Character_BP_C" //etc etc -- all dino classnames are in the ARK Dev Kit, maybe someone can put them on the ARK Wiki v193.1 * Fixed an issue where clients might sometimes not get the Spawn menu if dying very soon after connecting to an online session. Servers do not need to update to get this fix, is purely a client-side change. v193.0 * SERVER LAG ("MEGA STALLS") FIX!! * New Items: Small and Large Bear Traps, for locking players and dinos in their tracks! * New Structure: Stone Behemoth Gate * New rare "Alpha" T-Rex can be found that is bigger and meaner than the regular T-Rex with distinct color schema, gives a unique cosmetic (and a ton of XP and resources) if you defeat it. It also buffs the resistance and damage of nearby carnis around it due to its Alpha-pack dominating status. You can't tame it... yet... but we'd like feedback on whether the community would be interested in more of this direction. * Tamed Dinos now lay Eggs over time without having to leave them alone i.e. they now do it in real-time and you can watch them... o_O * New Door option: "Admin-Only access", which can be combined with PIN coding and Locking. Allows only Admins free access to the door in Tribe-shared environments, everyone else in the Tribe has to either enter PIN code or be locked-out. We recommend combining this with the new "Admin-Only Demolish" Governance option for Shared Structures, otherwise Tribe Members can just Demolish their way into your secret Admin Rooms anyway * Admins can now "Demote" other admins from within the Tribe Manager (you can not Demote the Founder, so he/she is the ultimate arbiter of justice!). Please use this power wisely! * You can no longer damage Tamed dinos thru Walls/Structures (prevents cheaping out people's dinos from outside their bases) * Fixed bug where clients sometimes couldn't see the equipped items/saddles on characters * Aquatic dinos swimming against water surface is now perfectly smooth, doesn't result in a hard-stop of your character anymore. * Added the rest of the Dino Damage overlays * Dealt with the Trilobites' resources: they now clamp resource harvest amounts (no overdamage.. we need to ween off that ;), they only yield pearls and oil rarely, and they are significantly less common in the shallows. * Misc Spectator mode improvements (alphabetical player list, no longer considered "idle" for kicking, fixed sometimes getting into spectator mode when not desired, etc) * Canteens are no longer consumed when making soups * New Tribe Governance Option for Structures: Tribe Owned, Admin-Only Demolish * You can now properly enter spectator mode after dying without getting stuck at a black screen * More dino blood overlays, & option to disable Dino blood overlays * Stone harvesting settings are back at +75%. An underlying change with the harvesting system had inadvertently affected them, thanks for the reports * Fixed various server crashes * ARK Tribute (Obelisk) Item Transfer disabled on Official Servers for now, was unbalancing to PvP, needs further design work. * Dedicated servers can now optionally load custom maps via ModID diectly , rather than having to specify the map name directly, using this syntax: ShooterGameServer.exe -MapModID=485317707?GameModIds=487516323,487516324,487516325 (where the MapModID is the Steam Workshop FileID of your custom map, and the GameModIds are the Id's of the stacked mods you wish to use, in order) NEW ENGRAMS FOR YOUR CUSTOM SERVER GAME.INI's: EngramEntry_StoneGateway_Large EngramEntry_StoneGateLarge EngramEntry_BearTrap_Large EngramEntry_BearTrap v192.0 * Fixed Function and Middle Mouse Wheel keybindings work again * Sickle now yields 3x the amount of Fiber it was previously harvesting per stroke. * Various Spectator Camera and control improvements * Canteen can now be properly filled up at a Water Tap. * Primitive Servers now have the missing engrams: Feeding Trough and Sickle * Lots more Dino Damage overlays (almost all of them), and now properly dissolves away * Fixed a bug that was causing hitchy startup/loading on Mac/Linux and memory spikes on some dedicated servers * Reduced aggressive immediate dino repopulation to avoid server lag spikes * Players should not randomly become spectators anymore v191.0 ARK Items and Engrams Indices v191: http://imgur.com/HMIigNT,ACuXtwT#0 v191.1 Hotfix: Windows controller support (Xbox 360 controller etc) works properly again. * New Creature: Trilobite, your new favorite renewable source of Chitin, Silica, and Oil * New Metal Sickle weapon for harvesting Fiber from seed-plants * New Modern Polymer Canteen Item stores up to 300 water and uses 100 per sip. (and is lighter than jars) * Max Number of Tamed Dinos on the ARK is now server-customizable value, and bumped up the default by 1000. To adjust this, use the ?MaxTamedDinos=4000 commandline argument, or add MaxTamedDinos=4000 to your ServerSettings in your GameUserSettings.ini! * Improved loading speed, RAM usage, and streaming performance * Redone painting UI to allow switching colors and re-dying brushes from directly within the painting UI * Water Jars can now be used twice, with 100 water restored per sip * Fixed exploit that could push characters through walls in edge case * PvE can no longer add or demolish transponders on non-ally Tamed Dinos or Players. * Lots more Admin UI functionality and commands, you'll find them listed on the updated Admin UI * Smoother multiplayer character interpolation, jitters eliminated * Mac Gamepad input fixes. You can get a "driver" for Xbox 360 gamepad on Mac OS here: https://github.com/d235j/360Controller/releases/tag/v0.14-unofficial * Compound Bow has 5x more effective durability, less camera shake when pulled * Admin Spectator camera (and an extra password you can use for anyone to access spectator mode) + spectator-controls UI To use the admin spectator, any admin can just use: cheat enablespectator stopspectating will always take you out of spectator. Note that being a Spectator destroys your own player character, you will respawn when leaving spectator mode. To use non-admin spectator, the server must specify a spectator password like so in the GameUserSettings.ini: [ServerSettings] SpectatorPassword=mypassword or via commandline ?SpectatorPassword=mypassword Then any client can use this console command: requestspectator mypassword and stopspectating Note that the game will remember your spectating state even after you restore save data and/or reconnect, so that you can permanently stay in spectator mode on a server if you wish. Some spectator controls: Ctrl-M: Toggle floating player huds for the entire map (helpful to spot where everyone is) Ctrl-P: Toggle Only Show Nearby Floating Huds Ctrl-N to display a list of players to jump to Left click to attach to the player in front of you Left Click and Right Click to cycle attached player Spacebar to detach Shift to Fly Fast Ctrl to Fly Slow Mousewheel to adjust fly speed Shift + f1-f10 to save camera positions, and f1-f10 to teleport to them v190.0 v190.01 Hotfix: Linux now has full gamepad support for standard gamepads and Steam Controller. Mac has mostly working gamepad support, but can benefit from some buttons being remapped. You can get a "driver" for Xbox 360 gamepad on Mac OS here:https://github.com/d235j/360Controller/releases/tag/v0.14-unofficial Unversioned Hotfix: Linux Dedicated server "player respawn/fast-travel" crash fixed * Increased Max Player level to 74, and Max Dino level to 50 * Added new music to character creation UI * Fixed some missing FPV melee animation hit notifications, fixed damage type on slingshot melee (was applying too much torpor) * Raised minimum wooden bow damage for shortest-pulled arrows to 50%, up from 25% * Added Dino Hurt-Damage Blood overlay (various dinos get bloodier as they take more damage to help visually indicate their health) * Tribes have a new governance option as to whether only Admins can Unclaim Tribe Dinos * Tribe name uniqueness on a server is now enforced (going forwards) * +75% stone harvesting from stone sources * Compound Bow & Armor-and-Hide Piercing Metal Arrows * Linux Controller Support (Mac coming soon!): for your Steam Controllers! What's that you say? You don't have a Steam Controller yet?! Oh ok, it'll also work with regular controllers * Increase to 4.0 Difficulty on Official Server Network (and increase of difficulty cap to 4.0) * Fixed Dinos (Scorp, Anky, etc) getting stuck on Server when swimming and attacking (rubber banding) * Finally bonus items on respawn * Fixed some minor exploits * Added Mate-Boosted icon * Stackable Mod support! This allows multiple mods to be used together and combine their changes -- works with existing mods too! and you can use Mods on custom maps now. To Use Stackable Mods from the in-game menu, simply goto the "Host Game" menu and then select a map, and a list of mods to stack. The top mod will take priority (i.e. is most likely to fully work), and any secondary mods will attempt to add items and other overrides, they may or may not work depending on what those mods actually do (most mods that add items will work as secondary mods... whereas you'll likely want to use any major rebalancing mod as your "base" mod :). We'll continue to add more functionality for what Stacked Mods can do, so stay tuned! To specify stacked mods for dedicated server commandline, you first need to manually install the Mods by copying over the Mod files, then specify Steam Published File ID's in your Server's GameUserSettings.ini like so (and just load the map via commandline): ActiveMods=487516323,485734065 Or use a Commandline to launch it like this: ShooterGameServer.exe /Game/Mods/485317707/halo?listen?GameModIds=222SomeMod222,333Shield333 (the left-most ID is the top mod) (where "halo", for example, is the map included with Mod: The Silent Cartographer Also one neato thing: the clients don't need to have ANY of the mods installed when they connect to the server. They'll actually dynamically automatically download them all, one-by-one, install them, and then finishing connecting! * ARK Dev Kit: Better mod features to add engrams to structures and remap items v189.1 * Fixed Meganeura (Dragonfly) Dossier Icon * Eliminated Non-Dedicated Session Passwords. They're not properly supported by Steam, so instead we've added an option for "Private" sessions, which don't appear on the public Session List, and your friends can simply join those directly via the Steam Overlay (Invite or "Join Game"). * Fixed a crash when loading certain Mods * Fixed Mac/Linux clients to not attempt reinstalling Mods over again upon each launch. v189.0 * New Creature: Meganeura (Dragonfly) * New Structure: Dino Feeding Trough! * More loading speed improvements: 60%+ on the maps and in-game streaming speed (this involved reformatting how much of the game-content data was packed, hence the ~2GB update!) * Server Admins now have a command "ServerChatToPlayer" to send direct chat messages to playername, rather than steamid (use "ServerChatTo" to send to steamid) * Custom servers INI can now scale globally the spoiling times of perishables, as well as scale the global decomposition time of items and bodies on the ground, respectively. Set these to larger than 0 values, in your server's Game.ini : [/script/shootergame.shootergamemode] GlobalSpoilingTimeMultiplier=0 GlobalItemDecompositionTimeMultiplier=0 GlobalCorpseDecompositionTimeMultiplier=0 * Custom servers INI can now scale on a per-resource type basis the amount of resources harvested. In your server's Game.ini, for example: [/script/shootergame.shootergamemode] HarvestResourceItemAmountClassMultipliers=(ClassName="PrimalItemResource_Thatch_C",Multiplier=2.0) HarvestResourceItemAmountClassMultipliers=(ClassName="PrimalItemResource_Stone_C",Multiplier=4.0) * Custom servers INI can now override the Max XP cap of players & dino characters, respectively. Set these to larger than 0 values, in your server's Game.ini : [/script/shootergame.shootergamemode] OverrideMaxExperiencePointsPlayer=0 OverrideMaxExperiencePointsDino=0 * Bonus Items are now properly given upon respawn again (a bug was causing them to only be given when you examined an Obelisk Terminal Inventory). Edit: Ah nope, still requires accessing an Obelisk Terminal to get those bonus items. Will fix properly shortly! * Fixed a bug with the Flying Titanomyrma that was causing them to be very difficult to hit * Linux Dedi Server should now be able to load Mods without crashing * Dimorphodons don't lay Pteranodon eggs anymore * Non-Dedi Multiplayer Sessions always has player list visible in Pause menu * Non-Dedi Multiplayer Sessions always displays Player Join & Leave messages * Turret now uses correct weak-metal structure damgetype (was using wood structure type by accident) v188.22 * You can now properly see the Non-Dedicated Multiplayer Sessions within the "Non-Dedicated Multiplayer Session" filter type * Non-Dedicated Multiplayer Session Hosts no longer require opening ports! It now uses automatic Steam NAT Traversal! Note that you will not be able to see Non-Dedicated Multiplayer Sessions from prior to v188.21, so please update to this version if you want to play a Non-Dedicated Multiplayer Session with your friends. v188.2 * Dinos that are pushed into world geomtry (moved inside stones etc) are now killed after a period of time. Don't try to hide dinos there, it's not legit * Removed the unnecessary word "Quantity" from the "Craft All" button * Transponders no longer disappear if your body is destroyed and you have a loot bag so that u can find your bag -- they then attach to your loot bag. (if that's destroyed, however, then bye bye transponder) * "Stay All" Whistle ("U" by default) now only affects things following YOU or the Dino that you're riding. (so if you have a team with other dinos following other team members, it won't stop those other dinos) * Defaulted the loading speed improvements, shipped the prebuilt load cache, and made it used by default. Loading & streaming speed gains of 70-80% on PrimalGameData... still have to do the maps though * Turrets require power again * Fixed turret shooting logic bug that was causing incorrect turret fire rate (or was causing them to not fire at all), and fixed aiming logic to not fire if it doesn't have a clean shot -- turrets should be pretty badass killing machines now, shouldn't have any direct exploits remaining. v188.1 * Reduced Ant (Titanomyrma) aggro radius by 30% * Turrets no longer will target you through corpses, and they no longer have any friendly fire * Repairing structures now only takes half as much resources as before (as further incentive to Repair rather than Replace). * Crop plots can now be placed on very uneven ground * Phiomia can now poop * Mate-boosted Tamed Dinos now have 2x chance of producing eggs * Eliminated remaining server-side memory leak * ~70% faster loading speed option. Choose "Experiment Fast Load Cache" launch option (use add "-usecache" to your launch commandline manually). After the first & second times that you start the game & load will be still be slow, but the third time onwards will be fast. This is testing a new caching method. If it works well, will then ship with the prebuilt cached files so that it'll always be fast even first-time, and we'll do this for all the maps as well. * Non-Dedicated Host Session: for small groups to play cooperatively -- you use singleplayer saves with this mode, seamlessly! If you're looking to join such a session, you'll find these sessions listed in the "Non-Dedicated Session" filter type on the Session List UI. Or join using your Friends list, or the LAN list, if it's a LAN game. Note that Non-Dedicated Hosting uses your SINGLEPLAYER saved world/character, so you can seamlessly switch between Hosting and playing Singleplayer . Also, everyone but the Host is restricted to playing within a ~200 meter radius around the Host (it's primarily for Coop-only play). For the time being, this is necessary to preserve Host performance & system memory. * Placeable Structures (boxes, beds, signs, etc) will no longer be destroyed when replacing the underlying structure beneath them. Note this will only work properly on NEWLY placed objects (newly placed boxes, beds, signs, etc). Objects placed before v188.1 will still be destroyed when the underlying structure is replaced. * Vaults once again properly drop if the floor underneath them is destroyed * Fortitude stat now has 1.5x the insulating effect as previously * Cooked Prime Meat will no longer be eaten before Raw Meat by Tamed Dinos * There is now a repair-cost tooltip when you hover over the "Repair Structure" option, indicating the material cost to fully repair the structure * Added Tribe Name to Death Recap (so that u can know what Tribe to seek unholy revengeance upon) * Fixed an issue in singleplayer games where you could remain sleeping forever! (sleeping beauty) * PvP Cave damage multiplier (default 6x) now functions in underwater caves as well v188.0 Note: For ARK Server Admins, v188 will upon first launch overwrite your server's "ARK\ShooterGame\Saved\Config\LinuxOrWindowsServer\GameUserSettings.ini". This was an unintended side effect of modifying the Default INI that it derives from, but sadly we can't revert the change. So you can restore your server's previous GameUserSettings INI values after updating if you wish. We'll make sure that this INI overwrite doesn't happen again, however. Thank you very much ARK Server admins! * New Structure: "Single Panel Flag" which is a simple flag that has one solid panel canvas, handy for custom painting onto. * Massive performance improvement to structural integrity calculation (namely, less lag/stalls on the server when destroying/replacing pieces of large connected structures) * Bronto now likes a certain Kibble * Eggs are about 50% more common to find * Eggs now last for 30 min on ground (prev was 20 min) * Ant (Titanomyrma) will not follow you into Water anymore. Land insects don't like water * Fixed a bug with structure limits (PhysX overlap limit was being exceeded), and reset the default value to 6000 (should cover even the biggest current bases that we've seen on Official Servers). The new configurable/commandline value is: NewMaxStructuresInRange=6000 * Swimming backwards on a dino no longer desyncs with the server * Tamed Scorp shouldn't drown anymore. In fact various tamed dinos that were not swimming to the surface should now try to stay on the surface when not being ridden. * Fixed pop-in of underwater cave meshes * Per-Pixel Sign painting, with real-time multiplayer simultaneous painting: please don't draw offensive things! <3 Like so: Luv u Garry! <3 * Electronic Animal Trackers: track your dinos, track wild dinos, track enemy dinos (or players), put on one yourself and don't lose your corpse!! <ShamWow!> * Throwable Torches v187.22 * Uploading/Downloading Items to ARK Tribute Inventory now works in singleplayer v187.21 * Tribe/Player names with emoji strings in them will no longer cause parsing-spam in the chat text * Splitting/Merging stacks of items within your Inventory no longer causes "Removed/Added" Item notifications v187.2 * Turrets random aim spread reduced by 85% * Turrets will no longer target carried/dragged characters if they're being carried/dragged by your team * Ants (Titanomyrma) damage reduced by 25% and health reduced by 35%/40% (soldier/drone) * Fixed a bug where Inventory Bags dropped by destroyed structures had infinite life (now have 15 minute timeout) * Improved look of Grill and Stone structures slightly (not finished) v187.1 * Fixed a rare server-side Inventory crash v187.0 Note: for custom Primitive Servers, there is a new Game.ini here:http://pastebin.com/cA9rMxz2 Also going forward have changed the format to be future-proofed and will post a future-proofed INI later, and this will be the last time the Game.ini has to be updated * Titanomyrmas: designed to ruin your sunday picnics! * Dimorphodons: designed to harass other dino riders! * Crossbow: use underwater to ping sharks from a distance! * Machined Shotgun: less powerful than primtiive, but more shots before reload and tighter spread! * Redesigned the look of the Stone Tier to look much nicer * Double the number of dyes. You want Pink? You got Pink! * You can no longer level up sleeping allies (so mean) * Approximate +25% Dedicated Server performance gain... PHYSX rewrite!!!!! >:-P -- and nice client performance gain in dense cities as well! * Keypads now work in densely packed bases (was a "too-many-overlaps" issue) * Fix for Server memory leak * Fixed case of "invisible until you move" Structures on Client * Fixed losing Oxygen when swimming at water surface * You can unwire and rewrire placed traps -- while leaving them placed and remembering what they were wired to -- making it easier to leave your own base after setting traps up (we don't want to make traps completely ignore you when wired, however, to avoid the incentive to turn your base into a zone of infinite numbers of traps) * Scorpions/Carrion eaters will now prefer to eat spoiled meat rather than raw meat after being Tamed * The massive spam of "item removed etc" notification texts when viewing a dino's inventory is now fixed * Stimberry consumption now reduces Food on Tamed dinos * You can no longer build for 30 seconds in the immediate damage radius where a structure has been destroyed by an enemy team (helps sieges play out more naturally) * There's now an "attack that" whistle which will send all dinos in a nearby radius to attack the specific target you're pointing at -- this works very nicely with the Spyglass * In PvP, structures within caves/cave-entrances now take 6x damage (server modifiable setting) (steamapps\common\ARK\Projects\ShooterGame\Saved\Config\WindowsServer\Game.ini) PvPZoneStructureDamageMultiplier=6.0 * Auto Turrets track about 3x as fast, to be more effective * Only Female Dinos lay eggs now -- it had to happen * Fixed Saber gender bits -- heh, "fixed" * Industrial Grill now consumes gas properly, and has more-final model * You can now drink by pressing E when just standing in water, if there's nothing else to activate. You don't have to be immersed anymore. * You can now light standing torches in shallow water * The approximate area of Spawn regions are now indicated when select a character spawn region * Increased max tripwire connection distance by 50% * Completely revamped stone structure visuals, for the better * Custom servers can now specify whether they want downloadable individually: characters, items, dinos ?PreventDownloadSurvivors=false?PreventDownloadItems=false?PreventDownloadDinos=false * Grenade damage is reduced by 33% generally and an additional 33% vs dinos (so about -45% in total vs dinos) * New Game.ini options: [/script/shootergame.shootergamemode] bOnlyAllowSpecifiedEngrams=true/false Defaults false. If true, any Engram not explicitly specified in the EngramsOverride list will be Hidden. Useful for maintaining primitive servers even as we add new Engrams in Updates. Also: OverrideNamedEngramEntries=(EngramClassName="EngramEntry_AlarmTrap_C",EngramHidden=true,EngramPointsCost=3,EngramLevelRequirement=2,RemoveEngramPreReq=false) For example. Lets you specify an Engram by classname so that it's guaranteed to work even if Engram indices change in the future -- is guaranteed to be permanent. You can get all the classnames from the ARK Dev Kit. v186.3 * Fixed a server-side Inventory crash -- thank you for the help, players of Official PvE 36! v186.2 * Fixed an issue with server auto-save/auto-backup periods greater than 60 minutes, phew * After being successfully Tamed, Tamed Dinos will now bias towards consuming the least-nutritious food in their inventory (that is still edible by them). Thus for example a carnivore will eat all inferior Raw Meats before eating Prime Meat within its Inventory, making it more viable to store high quality food on your Dinos over lengthier periods of time for the long haul. * Put all meats taming speeds/values exactly where they originally were. Made Kibbles 40% faster for Taming than Raw Meat ever was, and it's got SUPER AFFINITY (if you use the right kind of Kibble for your Dino -- for example Raw Prime Meat may net you a 70% effective tame now, whereas using the right Kibble can get you close to 100%!). May continue to buff Kibble, but let's take it one step at a time with seeing how useful it is now * Fixed an issue replicating network data on Structures (Sign strings, etc) * Fixed a general issue placing structures (mortar and pestle, crop plot, etc) * Metal Water Tank is now buildable again ;-P * Fixed a client connection Timeout case * Fixed edge case where players weren't quite recovering enough Oxygen when popping head above water at lower server FPS v186.1 * You can place the Preserving Bin again * Allied Dinos are now immune to your Gas Traps * Made Eggs about 200% more likely to be found, and they now last for 8 days in regular inventory, rather than 2 -- store them in a Fridge to keep them nearly forever * Rebalanced some taming speeds: Raw Prime Meat is 70% as fast as it was originally, and appropriate Kibble is now as fast as Raw Prime Meat originally was. (non-Prime meats are the same speed as originally, as is the non-nutritious Cooked Prime Meat) * Fixed a server inventory-related crash with the Multi-Grill * Disallowed engrams/items are now automatically destroyed on primitive servers (or any server which uses a custom item list), retroactively. Primitive Servers online again. * Updated & posted new Server Game.ini for Primitive Servers to correspond to new Engram layout. In the future, we will change this to name-based list rather than indexed list, so it will not become outdated again. v186.0 * Missed This: Raw Prime Meat is now 1/3rd as fast as it was previously to tame (it's equivalent to Raw Meat) -- but same Affinity. Kibble is 1/2 as fast as Raw Prime Meat was previously to tame. We will be adjusting these back to more-or-less their previous speeds in our next major Update. * Fixed the Enchanted Lake Of Wonders... well, the lake that was missing water physics, more specifically * You can now equip the Spyglass while riding on a dino. Note that doing so will always zoom-in with it (since we don't want to steal the Right Mouse Button input); simply unequip it to stop zooming. * Hopeful fix for players/dinos after load falling thru floors * Server Hosts can now configure per-DinoClass Wild & Tamed Health and Damage Multipliers in their INI (nerf those flyers in Primitive!), and these apply dynamically. * Fixed water tank water not saving properly * Fixed tamed dino level bonuses not holding when taming across save games, and speed getting messed up, and Auto XP not applying * Fixed an infinite-oxygen-underwater exploit. * Fixed a case where by swimming at a certain angle you could almost completely avoid losing stamina * Attacking when in water while riding no longer causes a movement de-sync * Fixed amphibious stamina recovery while in water, now it's very fast as intended. * Dino Stats are now retained properly when uploading/downloading across maps * Fixed a bug where Wild Dinos were not naturally recovering their Torpor over time * Max Level increased by 4 for Players and Dinos * Configurable Low/Medium/Far Targeting & Wander Range for Pets * Omni Electric Lamp * Reinforced Ceiling-Door and Reinforced Window-Door * Industrial Multi-Grill! * Two new tripwire traps:audio alarm and gas bomb! * Audio-Alarm Away & Offline raiding notifications, Phase 1! * Eggs for all animals and circle-of-life 'Taming Efficiency' boosting per-dino Egg-Kibbles! * Customizable Bandwidth setting for players to choose a bandwidth appropriate to their own connection. Can further improve structure-streaming speed, if you have sufficient bandwidth to handle it as a client. (Can also eliminate any remaining DC's if you reduce it and you're on a lower bandwidth connection.) * Improved AMD Shadow flickering fix * Destroying a Behemoth Gate Frame will now also destroy the Behemoth Gate within it * Current Day # & Time is now displayed on the Spawn/Character Creation UI ARK Dev Kit Changes: * Mods can now add engrams and items without having to override the Master Item List or the Engram List -- they can simply Add Engrams using the "Additional Engrams" array, can also remap existing Engrams to new classes using the "Remap Engrams" array, and items don't have to be in the Master Item List to be used anymore -- if they're referenced, they just will naturally get used (and consequently, existing saved items in people's save files will not get messed up anymore!) * Mods that change the player class now still get armor attached properly 185.62 185.64 Hotfix: Fixed bug where players could place floating structures is 185.63 Hotfix: AutoSavePeriodMinutes works again, thanks for the report * Increased timeout on clients to reduce DC's from server * Fixed an issue with server saving that could cause mass DC's * Made client movement on structures much better in sync with the server (requires server update), and fixed wrong-rotation of characters when walking on certain structures * Fixed duplicate lines of chat returned in RCON "getchat" command 185.5 Unversioned Hotfix: Fixed a Client startup crash, Fixed LinusServer startup crash - Official Servers Upgraded to Difficulty 3.0 - About +30% server performance gain - Fixed the fix: Max height of structures above the ground is now 25,000 units. Previously was 15,000 units. Thank you 185.4 - Approximate 10% Dedicated Server Performance gain - Approximate 80% faster savegame load speed :-D - Fix for AMD GPU shadow flickering (partial... can still flicker but far less frequently. full fix is coming this weekend) - Eliminated issue where large amounts of structures could cause client disconnection or bandwidth starvation (mega lag) - Reduced client hitching around large structures - Improved client physx performance onto large structures - Mods will now load properly on clients launched with commandlines (such as -nomansky) - Mods will now download dynamically upon connection even if you connect to a server directly thru the Steam Client - Fixed some more Admin UI crashes - Chat can now be retrieved in RCON -- you just have to use the RCON command "getchat" to return the latest chat buffer. You can use the "serverchat blah blah" or "broadcast blah blah" commands to send chat/popup messages out via RCON. - Max height of structures above the ground is now 25,000 units. Previously was 15,000 units. Thank you http://steamcommunity.com/app/346110/discussions/0/530646715642581647/ 185.3 * Fixed various mods crashing -- any which used custom Materials, such as Apako Island. * Improved speed of background loading core game data while at main menu * Fixed a Chatbox crash * Eliminated some Snapshot_16 "permanent" hangs if banned or missing communication from server during connection * Server Passwords now appear as Asteriks' in Admin Managment UI (soon you'll be able to change this dynamically via the UI), and "message-of-the-day changing in the UI" crash is fixed 185.2 Server-side vaults that are lowered due to destroyed foundations now retain their pin-code/lock settings. 185.1 Fixed C4 ammo problem. We recommend server admins upgrade their servers to v185.1 as soon as possible. Very sorry about that! 185.0 Unversioned Hotfix: Servers will no longer crash if admins use the "Refresh" button on the Server Admin UI. Note: You can now run Primitive Server using a "Mod" rather than an INI change. Details here. Now updated to work with ARK v188 (and fixed ;)! Using a new system, it will permanently work evermore for future ARK updates Install and run this mod to play on the ARK Island with only primitive-tier technology! Expect more Mods soon, from us and user Mod creators! Unversioned Hotfix: Fixed a client-side Foliage crash * RCON for Server Admins add these to your server commandline ?RCONEnabled=True?RCONPort=32330?ServerAdminPassword=123 (only need to specify a server admin password if you're not already doing so) Then you can run any console commands that you see in the in-game ShowMyAdminManager, some useful ones include for example: listplayers banplayer PlayerName unbanplayer PlayerName exit broadcast messageWhateverItIs Note we don't currently send all chat back out through RCON, but we should so you can expect that shortly. * Server Administration UI: To use this, use the console commands in-game: enablecheats AdminPassword then ShowMyAdminManager In there you'll see all of the server settings, stats, connected players, whitelist and ban list management, message of the day, and all of the executable console commands that you can run through the GUI (which are also runnable via RCON so it's a good way to learn the RCON commands!). * Removed caps for Play Local menu: you can now enter any values you like into the various options' text fields and they'll be saved/used properly. * Doubled the # of inventory slots in the fridge * Opening the In-Game Pause Menu in Singleplayer Mode now actually fully Pauses the game :) * Fixed collision on Stone Foundation/Ceiling so that you can properly fit through the Stone doorway in between them. * Fixed case where in-ground Pillars were not being considered "Foundations" * Air Conditioning units are 100% more powerful insulation and 100% more range * Fixed a bug with dinos that were in-taming process becoming super slow if tame process was finished after a reload * Now takes approx 3 grenades to bring down a spike wall, fixed the explosion damage multiplier on 'em to be consistent with all other metal structures * Ceiling replacement no longer becomes obstructed by objects on the ceiling * Reduced OP cat-tail foliage resource giving * ARK Dev Kit Game Data Override: Create your own survival game with total capability to override the core "gamedata" of ARK in your mod: everything can then be changed, from Engrams to Items to Character States to Dossiers. You don't even need to make a new map, you can just override all values/content on the existing ARK Island! * Mod makers can now override the minimap and spawn regions * Mods can now force the player to spawn-in rather than displaying the respawn map * Dev Kit has been updated with a "GenericMod" example that gives you a Primitive-Only ARK achieved through Modding rather than through INI -- which is way more powerful because then you can totally rebalance and change ANYTHING. 184.0 * Finally fixed the last erroneous "No Nearby Foundation" issue when trying to build walls etc. Thanks PhysX :-P * Metal Spike Walls now have correct structure damage type (weak metal rather than "wood"), and have correct scaled destruction mesh * The absolute max inventory limit of 200 items has been raised to 300, and is now respected to avoid losing items when transferring between inventories * Blueprints can no longer stack (wasn't intended to). any that are currently stacked will still be stacked, you won't lose any, but you can't re-stack them. * Players can now choose to display chat as "[CharacterName][TribeName]:Chat" (the new default) or [SteamName[CharacterName]:Chat" * Improved the look of Stone Materials underground, improved metal Materials * Added "Craft All" button that will craft-queue as many instances of a blueprint/engram as the inventory has resources for. * Minor client GPU performance improvement * 40second cooldown on bloodpack usage, 30 minute spoiling time time (in a fridge it's 100x of course) * Gates are now considered "core" structures and thus you can't build next to "enemy" gates anymore * You can, ahem, no longer pickup the Broodmother with flyers ;) 183.33 * Fixed a client-side issue with building in caves (wasn't letting clients do it in legit areas) 183.32 * Fixed a bug where some legit cave structures were getting destroyed via the new underground-exploit prevention logic (will go live on ARK Official Server Network tonight) * In PvE, Tamed Dinos will no longer attack other players' corpses/dino-corposes which they can not consume 183.31 * Fixed a client-side Crash with structure placing * Eliminated some false-positives with underground-structure exploit detection (Behemoth Gates, etc) 183.3 * You can no longer build underneath terrain except in caves, and all structures beneath terrain except in caves is automatically destroyed (Pillars are exempt from this rule). Thank you for the reports :) * Water Dinos no longer die when surfacing in underwater caves, yay! * Fixed an issue where dino attacks were not actually hitting various structure pieces to which they had valid line-of-sight. * In PvE, lit campfires no longer hurt other tribes' players/dinos. * Fixed a crash in in singleplayer mode caves * You can now properly close ceiling doors when on a ladder, just look up and press the Use key :) 183.2 * You can never beach-kill your water dinos anymore. Seriously, $200 to the first person who shows us beaching a tamed water dino on a v183.2 server (video ideally, with pause screen at some point to indicate server version -- our servers are still v183.0 :-) ) * Fixed a case where Flyers could spontaneously die and kill their rider :-P * You can now replace ceilings that have stuff placed on them without the "Obstruction" message * Fixed a slight edge case with stone walls where attacks could still get thru them * Minor client GPU perf gain 183.1 Unversioned Hotfix: Dedi servers no longer crash if admin runs the "cheat exit" command on them. And they'll thusly save-on-exit too :) Unversion Hotfix: Fixed a potential singleplayer PhysX crash. * Fixed servers and clients not being able to load into the world without existing savedata present * Fixed clients not seeing correct item counts on the Repair Cost tooltip when items are in a remote inventory 183.0 Unversioned Hotfix: * Fixed a server-side crash * Fixed case of clients unable to spawn in the online game / getting booted. Temporary solution before v183 until this new version is to TOTALLY delete your game directory and redownload the game (the issue is due to having some extra old map files in your Maps dir that need to be cleared out). v183 will ignore these however. Mega props to Steam User "crua9" for helping us to track this down! * Fixed some collision gaps in stone tier (dinos could hit thru them, etc) * Fixed a case where you could unprone into people's bases. * Added "Independence Fireworks" Skin for Flare Gun. Find it dropped from a variety of high-level dinos, and skin your Flares with this, to light up the night sky with a blazing fireworks display. Will only drop this weekend, so better stock up! * New Primitive-Only Official Servers! Only stuff available that you might actually find in caveman-era tech, for role-playing fun. PvP, PvE, and PvP Hardcore in North America, EU, and OC. If players like this and the servers get crowded, we can add more :) Server Admins can now explicitly remove items from the Supply Crate drops, to facilitate these primitive servers (a little later will expose the full loot tables for editing) We'll be providing the INI's used to setup these servers so that players can easily host their own Primitive-Era servers as they may wish. * Emote Wheel! 10 emotes for now Male and Female, along with two Emote Hotkey bindings. * Fixed Ichthyosaurus losing taming affinity too fast and not being feedable quickly enough * Fixed issue where swimming dinos were attempting to beach themselves to eat corpses :-P * Made dinos able to properly damage structures again, in many cases a trace check was failing causing them to not do damage * Dinos can no longer push you through structures ;) * Made high level supply crates more likely to give high-level items * Improved server perf Phase 1 * Hopeful fix for dinos appearing through floors when re-entering a zone or reloading a server * Added key for "Proximity Text Chat", to say something in text chat only within a short audible range (has a unique text chat color) * Improved visual look/materials of Stone Structures * Likely fix for case where Tribe data could be lost when reloading a server * Fixed a case where "Take All From Inventory" could lose items if it would make your own Inventory greater than 2x overweight. Now it'll stop if it reaches that. 182.1 * Fixed Stone wall collisions/height protruding through bases * Added Missing Stone tier icons * Limited overdamage (overharvest) of resources to 5x the total resource health, to avoid server lag giving hundreds of berries in one hit on a plant. * Increased resolution in stone tier textures * Stone dino gate is now colorizable 182.0 **Unversioned LinuxServer crash Hotfix posted!** * Approximate additional 10% GPU perf gain on Shader Model 4 pipeline specifically (it was doing a bunch of GPU work that was not applicable to SM4) * Full Stone Structure Tier! * Major client loading speed improvements * Environment foliage rendering performance improvement * Finally fixed the remaining Tamed-Megalodon/Swimmer beaching-death case -- thank you RightHand ;) * Fixed issue with flying dinos losing Oxygen when they got "near" the water surface * Auto-Turrets damage vs dinos increased by 3x * Ichthyosaurus can now fit thru dino gates * Crop plot yields increased 50% and max # of crop items on them increased by 300% * You can now drag item stacks that will make you overweight onto your inventory -- it will now only drag the portion of the stack that can fit in your inventory, rather than not allowing the drag operation at all. * Turret aim against big dinos (i.e. Rex) is now fixed * You can no longer "respawn" in Hardcore by reconnecting to server * HarvestHealthMultiplier should finally work on your custom servers :) * Linux client: fullscreen at non-native resolutions now scales properly * Restored the previous "overdamage" of Harvestable Resources, while we work in the coming days on a new balance for per-Dino Resource Harvesting multipliers -- unofficial servers can enable the limiting optionally with "ClampResourceHarvestDamage=true" * Fixed Shark spawn percentages (may take some time to have effects on existing servers, since the increased Shark population won't immediately despawn. Go Shark Hunting to clear 'em out ;). More Dolphins, and far less Sharks. * Fixed Linux Server socket termination crash -- thank you to Steam user 'Beast' for tracking it down :) * Fixed mod maps not automatically downloading when connecting to a server hosting a mod 181.2 * Fixed another server crash 181.1 * Fixed bug where amphibious dinosaurs were losing stamina in water (darn Mac/Linux compiler syntax issue) * Fixed only getting 1 Engram Point for Levels 65 & 66 (this is not retroactive, but we'll be implementing a respec option soon). * Fixed a server crash * Increase absolute player Max Inventory Weight to 2x your Max Weight stat, rather than 1.2x 181.0 * Clamped how much harvesting damage you can do to a resource to the remaining health of the resource (so that, for example, chomping a tiny dilo with little resource remaining in it with a massive T-Rex bit wouldn't give you way more meat than it could reasonably have had). This may have the effect of reducing harvesting amounts in some cases, but is a necessary fix to what was essentially an overflow bug. Will consider re-scaling harvesting amounts accordingly as we proceed. (sorry we forgot this note -- a lot of code gets written every day :) * Re-enabled Official ARK Server item uploads to Steam Inventory: had disabled it due to a dupe bug which is now fixed ;) * Official Servers are now upgraded to the equivalent of "2.0" difficulty, rather than 1.0 * Added two more player and dino levels, to get more engrams for the new goodies * Shader Model 4 (DX9, DX10) mode now looks a TON better, with proper light intensities, shadows and night lighting and dynamic lighting * NEW DINO: Plesiosaurus (with custom saddle!) * NEW DINO: Ichthyosaurus (with custom saddle!) * Players are no longer allowed to carry more than 20% over their maximum Inventory Weight, as this was otherwise exploitable when standing on Dinos. * AFK kick Timer at spawn/respawn screen: server configurable, default 40 minutes * Structure Paint effect looks much better and fully covers the surfaces * Preparation for tomorrow's Mac & Linux game releases :) * Removed Weight limits on Smithy, Fabricator, and any other Structures which accidentally still had them * configurable server auto save interval * pipes/cables are no longer considered "enemy" foundations that prevent building nearby * Obelisk terminals no longer get an auto-demolish timer * Sabertooth level-up damage scaling ramp reduced by 50% * In online PvP, use of sleeping bags now triggers cooldown to all your sleeping bags nearby. * Taming with Higher Taming Affinity now increases base level of dino up to 50% if 100% effectiveness, improving its base statistics (previously wasn't doing much, was only generally increasing their damage) * Added missing mammoth dossier * Using spyglass now shows Floating HUD of Dinos, Players, or Structures that you are _directly pointing at_, for long range reconnaissance * C4 can now be placed & detonated underwater * Buff timers no longer 'appear' to reset when you relogin * Dragging a body no longer removes your FPV hands (bug required players to manually switch to weapon and then back to hands to restore their hands :-P ) * Various minor bug fixes * Nonviolent Taming method for Ichthyosaurus (will follow-up with implementation for all Herbivores soon) 180.42 * Fixed black-top-of-screen when there's heavy Fog on "Low" postprocess settings. 180.41 * Freshly-installed Singleplayers no longer have zeroed-out Local/Host gameplay settings, and added "Reset To Defaults" for Local/Host gameplay settings. 180.40 * Stone Water Tank is now crafted by hand, not at the Smithy * Fixed an issue where various animations werent' updating out of view on clients (they were pausing) * Claiming a Dino now properly sets its new Personal Owner data * Hitting stuff with the Spyglass and Flaregun (which have no durability) is now akin to punching with your Fists (8 damage per hit and hurts you slightly) * Fixed issue where pillars were sometimes not being considered "foundations". (any pillars that have this "no nearby foundation" issue will need to be rebuilt on servers upgraded to 180.4 in order to be considered a foundation) * Fixed massive stall (4-8 seconds) associated with periodic garbage collection * Added custom saddles for Argentavis and Carbonemys * Spike blockades can no longer hurt you through walls * Made wild Megalodons charge speed slower * Reduced the length of the Ptero's grab animation * Fixed a case where you could get killed riding your flyer on certain slopes * Added a lot of missing environmental Ambient Sounds * HarvestAmountMultiplier and HarvestHealthMultiplier server settings now work * More GPU perf gains due to map optimization (approx +15% to +20%) and fixing a serious Sky perf issue * Fixed harvesting impact decals that weren't appearing * Exposed most current server settings to the Host Game UI * You can't mount dinos thru walls anymore * Building Walls can now be embedded in geometry more, providing more ways to place them 180.3 * +25% GPU Perf gains. Yes, we had the GPU's idling about 20-25% of the time due to a driver bug. You're gonna enjoy this :) 180.2 - You can now properly attach C4 to enemy structures again (and build tripwires nearby, etc) - Eliminated the last edge cases with inability to melee attack structures from certain angles. Was caused by fixes to not allow you to melee-hit players or structures through walls :) - Supply crates will no longer get stuck on Trees - Fixed case where Flyers will fall out of the air if saved in flying state - In PvE you can no longer steal food from strangers' crop plots (Tribe/Owner check) - Fixed floating hands outside of your dino after mounting :) 180.1 - Fix for Supply Crates sometimes spawning at the World Origin, which would likely also would mess up players' ability to move - Fixed inability to harvest certain resources - Fixed inability to find "nearby foundations" when building sometimes - Changed bullet/projectile damage multiplier on flyers to 4x rather than 6x - Unversioned Hotfix: Decreased Mountain & Underwater Crystal Resources amounts by 50% 180.0 - Flyers now take approximately 6x damage from bullets and ranged projectiles. - Fixed a missing value in thatch & wood structure settings, now effectively thatch and wood about 2.5x as resistant to damage as they were before. - Fixed Swimmers (i.e. Megalodon) and Flyers dive/climb speeds -- they no longer leave the "sprinting" speed when diving/climbing - Particle FX on activated structures now appear correctly after reloading in singleplayer - Water Taps connected directly to intakes now work - Stone wall is now colorizable - Wild AI Targeting Range on Megalodons is reduced by 50% - Added the unique Phiomia and Carnotaurus saddles - Can't build signs near enemy foundations anymore, was used to grief people by wedging them into their homes etc - Structures in PvE now have per-structure PvE allowed-demolish time, by default: 4 days for thatch/small utility structures, 8 days days for wood, 12 days for stone, and 16 days for metal - Fixed hidden player hands when wearing gloves while riding a dino in FPV - Explosions no longer damage structures thru walls/obstructions - PvE now shows a "Anyone Can Demolish" timer on structures - Can no longer... place sleeping bags/structures thru other player's/team's structures - Can no longer melee attack people thru walls - Can no longer place doors of multiple tiers over each other. - Massive async level load/unload hitching reductions - Fixed exploit with getting flyers underneath the World. If you do this, they will die. Also you can't pull-grab targets through the World either. - Four new "PvE Hardcore" servers for North America, Europe, and Oceania -- each. - Major map update: new resources (including summit and underwater Crystals), better visuals, better optimization, and WIP areas completed - Approximate 15-20% server and client CPU perf gain!!!! combination of link time code generation and opcode optimizations - 3GB+ RAM reduction for servers, ~1GB RAM+ reduction for clients. For serves over 50% memory savings!!!!!!!! Basically we've converted all our foliage structures to use data primitive types rather than "Objects" :) - PhysX Bug fix: no more super-slow servers - Client side GPU perf improvements: foliage batching rewrite - New Server gameplay options exposed to the Host Game UI - Fixed issue where foliage would sometimes respawn on your base or on your dinos - Can no longer damage players through walls with pikes/grenades etc - Can no longer strafe while prone - Can no longer pull characters through ground with flyers - Spear-killing a fish will now also instantly grab the fish so that you can stay out of the water - Flyers no longer get into a bad flying state when saved while flying (work-around before v180: whistle for them to follow you , then whistle for them to stop after they start flying) - Can no longer place structures if line of sight is broken by enemy structure - Stone wall properly colorizable - Crop plot saving issue fixed 179.5 - Fixed an item dupe issue... recommend server admins upgrade their servers to 179.5 at their opportunity :) 179.4 - Fixed Spawn Point UI issue, you can now always select spawn points properly :) - Fixed some sounds that lacked attenuation (harvest sound, etc) - Fixed simplified sky rendering, not all black anymore :) - Function Keys (F1-F12 etc) now work when bound to inputs 179.3 - Fixed issue where Taming-in-progress dinos had unconscious AI's after being loaded from save data 179.2 - Fixed a client and server-side crash involving foliage :) 179.0 - Only Wood, Thatch, and Stone required for Stone Walls/StoneFoundation now - Fixed problem connecting to various servers, was a silly data networking mismatch - Fixed issue with player growing... large... upon falling unconscious from dino such as Turtle (very amusing ;) - Spawn Point UI will no longer improperly list buttons for beds that are on cooldown - All pipes are now considered "foundation" and will not fall apart if a piece is destroyed - Server admins can now adjust the following values: * The Amount of overall dinos * The damage & resistance of tamed vs untamed dinos respectively * The relative weight of each dino species and maximum caps of each dino species per zone * The speed of taming * The speed of harvesting and a multiplier for how much resources are earned (overall, not per resource yet) * The amounts of player and dino stamina draining respectively * The amounts of player and dino food draining respectively * The amounts of player water draining * The speed of player and dino natural health recoveries * The time of Structure open-demolish on PvE (soon this will be per-structure class, but currently is global) 178.2 - Fixed size of new bookcase model ;) 178.1 - Fixed issue with player stats increasing upon rejoining the game (server-side fix). 178.0 - Official PvP servers one-time Clearance of all old unequipped items (with the exception of blueprints, eatables, notes, and quest items), to ensure fairness after Item Duplication bug exploit. Server admins can enforce this once if they run with this command argument (will only work ONCE on pre-update save games): ShooterGameServer.exe theisland?listen -ClearOldItems - Demolition Item Duplication bug fixed - Argentavis HP reduced by 30% - Notes now display the first 30 characters of written text as the title of the Note, once something is written on them - Plesiosaurus preparation... - C4's now attach properly to structures in some cases where they couldn't - Reduced probability of Spinosaurus spawns by 30% - Explosions now do +200% damage to dinos and +50% damage to players - Sarco and Turtle now dive/climb in water at properly quick speeds (making full use of their move speed) - Player-hosted servers can now maintain a whitelist of SteamID's who are admin cheat-authorized, and those accounts will automatically be able to use cheats without having to enter enablecheats. When utilizing this feature, no cheat password is utilized. - Compass Engram moved to level 10, & no longer requires Smithy (is hand-crafted) - There is now a dedicated keybind for accessing the whistle wheel, which will soon be expanded with emote animations - Sarco now swims up and down much faster - Dino Specs now allow painting all saddle color regions, and the specs look thicker - Steel Vault now has 50% more storage slots - Rex roar now has a large attenuation range - Rockets do about 50% more damage - Spinos no longer lay bronto eggs - Turtles now regen stamina in water - Fixed an exploit with accessing inventories over great distances - Spikewalls can no longer be built nearby enemy core structures - Fabricators, etc, now show craftable resource counts from their own Inventory even when they are not powered-on - "Your thing killed something" messages are now in yellow to avoid scaring you - Server perf resolved, finally! (and an overall perf benefit for everyone). Major PhysX system change. Expected gains of >33%+ on Server in some cases. - New Structure: Metal Water Tank, stores 500 water and is metal tier. - New Structures: Stone Walls/Fence Foundations (the first of a potential stone tier) - Fix for Engrams not appearing on characters in some cass - Notes can now be written at any time not just upon crafting - "All Passive" whistle - Vault now will drop rather than be destroyed if its floor is destroyed - You can now hurt your own unconsciously-taming Dinos in PvE - Fixed case of invisible campfires - Toggle key for Running - Cosmetics now all weigh 0 KG - Admin can now kick/ban/list players by SteamID - Major memory reduction on dedi server (multi-GB reduced) - Player-Hosted Server control of day-cycle length, and relative lengths of Day & Night respectively! Who wants a 24h real-time RP server? ME!!!!!!! - Player-server options for which engrams/blueprints are available on a server, how much they cost, what their level-requirements/pre-reqs are, how much XP is earned & level XP thresholds for players and dinos, and how much damage players & dinos & structures do & their resistances respectively. Your primitive-only worlds are now possible :) Info here: http://steamcommunity.com/app/346110/discussions/0/594821545178117961/ - Texture Resolution settings no longer affect Terrain geometry quality - You can now optionally specify administrators for a server by numeric SteamID, so that only certain specific steam users can have access to the admin commands, and these users do not have to enter an admin password - If there are multiple bed/sleeping bag points overlapping on the same area on the respawn UI, upon clicking one you will now get a popup list to choose between them more easily. 177.2 - Audio settings now load properly - Subscribed Steam Workshop Mods now refresh/update/download automatically in the Host Session UI - Fixed a potential server-side crash with dragging ragdolls - In PvE, knocked-out dinos are now damageable by the team that knocked them out (requires server update) 177.1 - Fixed the (likely) performance draining issue with dedicated server! 177.0 - You can now make the T-Rex ROAR!!! with alt fire. The first of many ;) - New Structure: Reinforced Steel Vault, for when you gotta store a crapton of items with maximum security - New Structure: Wood Spike Barricade, for when you just gotta build a quick defense on the cheap. - New structure: "Bookshelf" to store mass quantities of blueprints and notes and implants - Custom Skinned Mammoth Saddle & Sabertooth Saddles - Storage Boxes now only use slots, not weight - New Cosmetic: Dino Spectacles (Respawn to get them, or if necessary send them through the Steam Inventory using Obelisks) - Major improvement to asynchronous background streaming, resulting in smoother overall performance when moving through the environment - Can now adjust a setting for whether you want your dino to auto-collect inventory from things it kills - Locked Doors now always accessible by Tribemates (PIN-coded doors follow the governance setting) - fixed fall damage to never get a super high instantaneous velocity, is now time-based. - fixed water jar blueprint - Supply Drops now give crafted items again, albeit at adjusted rates - Tribe governance can now be reset - Flyers do 60% less damage to structures - Guns/explosives are 20% more effective against dinos - Doubled number of item slots on "Smithy", "Fabricator", etc - Flyer-carried characters are now dropped if line-of-sight is broken, can't go thru structures - Flyer-carried characters' inventory weights are now added to the carrying Flyer's inventory Weight 176.0 - Unversioned Update: Rewrote distance field shadowing for ~7 miliseconds per frame saved on Titan X. Should be significant for any other cards that have Distance Field Shadowing enabled. - Fixed remaining ladder climbing error - You can now walk all your dinos backwards - Removed the Dino Inventory Slot limits - Raised the dino fall damage velocity threshold by about 33% and decreased fall damage by 33% - Upped the Argentavis' Stamina by 150%, to better enable long-distance flight, it loses stamina when flying as the Ptera. - Blue Supply Crates that weren't appearing are fixed. - From the backs of dinos, only doors are now activatable. Otherwise [E] will dismount. - Drop-All no longer drops equipped items (dino saddles etc) 175.0: Note about fall damage: non-ridden, tamed dinos do not take fall damage. - Dino inventories now have limited slots (this was always intended, the value was just inputted incorrectly prior to now ;) - Argentavis can now also pickup characters, with a higher weight limit than Pteranodon - Nerdry Glasses and Rex Bone Helm are now paintable - Fixed bug where Tribe data could be lost or corrupted, and bug where players who left Tribe would still be considered as "in" the Tribe. - Majorly reduced stalls when streaming in new area zones - Added a radial "Whistle Wheel" that you can use to choose from among the many whistles now available. Access it optionally by briefly holding the "Whistle 'You Follow'" key! - Only female creatures can lay eggs now. I know, this makes me sad but it had to happen ;( - Added volume slider for voice chat - Eliminated delays upon Dino AI finding new targets, make the AI's snappier and more lifelike. Also made tamed Dinos cancel their current movement whenever they are given a new order/AI-state, making them more pro-active. - You can now open gates with the [E] / Use key when riding a Dino, without having to dismount - Tribe Governance Options. Tribe Manager now has "Government" options which can (currently) only be set upon creation of the Tribe. When you are invited to a Tribe, you can now view the Tribe's governance options in the Activation menu before deciding whether to join. If you wish to change this afterwards, Merge the Tribe into a new Tribe. - Server startup time dramatically reduced. - More efficient RAM usage of the TheIsland zones streaming - Improved perf on GPU particles - Dinos now take fall damage properly - Better dino following logic, and fixed a bug where following dinos weren't sprinting like they should have been - Oxygen Enhancing stew is now twice as powerful - Rockets now have gravity and drop over time, no more infinite range rocket shots - Crops now grow at 2x speed - High-level surface supply crates now only give blueprints, was too OP for them to give fully-crafted items - Piranhas now spawn in larget groups - Megalodons can't beach anymore - Fixed a server-side PhysX crash - New: Craftable Headlamp item - You can now access patch notes from within the game :) - Environmental Resources now replenish twice as quickly and less range required away from human structures - You can now 'Drop All Items' from remote inventories, which drops them onto the floor - You can now press 'D' when highlighting an item in Inventory to drop it, you can also press Ctrl-D-Num to instantly drop a slotbar item. Power-users!!!! - Behemoth gate can now be built on non-flat ground, and all dinos can now move through Dino Gate properly now. - Ladder Climbing can properly be activated from above in all cases now. - Added "Go Aggressive" and "Go Neutral" ranged whistle commands. "Go Neutral" also clears aggro, so is good for quickly recalling your dinos from an attack. - Flyers can now carry other dinos, as well as humans - New server browser that is more akin to Steam's server browser, allows asynchronous retrieving and filtering searching from among ALL servers, not just a handful. - In PvE you can now drag unconscious players who are logged-out. Necessary, for now, to prevent people from logging out within your base and thus permanently "occupying" your base. - You can now activate "wander" mode on tamed dinos, which will make them wander as they normally do in the Wild. Useful if you want mild hunting or just to have them feel more natural when penned-up (gotta have that Dodo farm naturalism). Coming soon: "Hunt-and-return radius" mode :) 174.31 - "EnablePvPGamma=true" server option will now work ;) - Added move-and-copy logic to saving to avoid any corruptions of save or tribe data - Fixed a stat math problem with Downloading Dinos via the Obelisks 174.3 - Gamma adjustment now disabled on PvP/Hardcore servers (by server-side default). Unofficial Servers can force allow gamma adjustment on PvP/Hardcore with this commandline/INI option: EnablePvPGamma=true - Replenishing times on all resources reduced by 40% (will replenish faster) 174.2 - Fixed Spinosaurus crash that was affecting Official Server 17 - Mounted Sabers can now jump -- is wicked cool to attack when doing this, increases forward momentum - Improved Tamed dino climbing, and following distances - Fixed main menu UI threading crash - Trikes now have 25 percent more hp and thirty percent more damage - Stegos buffed 10 percent more dmg and fifteen percent more HP - Increased brightness of night by 17% (where outside exposed to the moon. forests/shadowed areas are just as dark as they ever were ;) - Can no longer drag living unconscious players/dinos in PvE that aren't on your team. - Changed spear Weight to 3 (from 6) 174.11 - Lessened rate of torpidity recovery relative to max torpidity for wild unconscious dinos. This is a server-side change. Also increased speed recovery for Tamed Dinos! Win-Win! 174.1 - Fixed female Saber riding anims - Low chance to get metal from ALL non-metallic rocks, albeit more commonly from smooth river-rocks. And better with picks, of course. This will not take effect on Official Servers until they are upgraded to 174.1 overnight. - Reduced explosions damage onto metal structures by 50%. This will not take effect on Official Servers until they are upgraded to 174.1 overnight. - Increased piranha turn rate. 174.0 - Raised Max Player Level to 64, providing 120 additional Engram Points - Raised Max Tamed Dino Level Additions to 38 - Fix for Flyer Stamina. - Fix for Gas Consumption Rate. 30x improvement - Armor durability rebalancing. ~3x durability - Tripled the metal content of metal and rich-metal rocks - Re-added a small chance to get metal from river-rocks. Thanks for the feedback everyone, it makes sense to provide an alternate less-intense progression path ;) - Prevented tamed dinos from drowning so easily - Changed autodestruct in PvE structures to 18 days, and made it so that rather than automatically demolishing itself, the structure then gives the option for anyone to demolish it via radial menu. - Made Smithies and other containers automatically have the necessary engrams when new engrams are added, rather than having them be rebuilt - Made it clear via description that the Food Preservation Bin requires Sparkpowder to preserve food, and that it can also create Beef Jerky. - Added Option to disable Torpor screen flash (purple flash) - Dino Knocked-Out state will now hold until the Dino's Torpor reaches 0%, previously they could exit earlier. However, their Torpor will decrease more quickly based on how much their maximum Torpor level is -- so that higher-level Dinos are naturally more difficult to keep knocked-out. - Increased effectiveness of temperature insulation by 20% - Bronto saddle can now be equipped properly :) - Non-water Dinos will now attempt to swim to the surface and not drown :) - Fixed armor insulation values & UI display (wasn't displaying hyperthermic insulation properly): cloth now adds positive hyperthermic insulation, all other armors currently add negative hyperthermic insulation but now scaled more appropriately. Swimwear coming to add more positive hyperthermic insulation! - Fixed LOD's on dino gates and other assets - Mid-size dinos (less than Rex, such as Stego etc) now properly fit thru the Dino Gate. For large-tier dinos you need still a Mega Gate, of course. - Fixed crafting table requirements on a number of items, to now display their proper crafting table in the Engram UI (i.e. now it says that a Smithy is required to craft a Spinosaurus Saddle) - Adjusted Spawn Rates: Piranhas more common on insland lakes/rivers (they were missing primarily), Carnos less common everywhere, Spinos less common everywhere - Reduced Spino overland run & walk speeds by 25% - Fixed a bad damage multiplier for explosives on Wood structures (like several times too strong :-P) 173.0 - Spinosaurus! Fear the beast! - New Structures: Spike Wall (great for defending against incoming tribe dino attacks) and Food Preservation Bin items, and Beef Jerky!!! (Sparkpowder+Oil+Cooked Meat or Cooked Prime Meat+hour wait == SUPER LONG LASTING FOOOOOD!) - General GPU optimizations plus new graphics configuration options: Mesh LOD slider, High Quality Materials checkbox (disabling this and restarting will have tremendous perf savings at the cost of less detailed terrain materials), Subsurface Scattering Checkbox (disabling this will make plants and skin material look a little less good, but also save a lot of perf) - After login you now get a message indicating how you died if your character was killed when you were logged out (needs more details added) - Pteras now land better when out of stamina, won't eject you as soon - You and dinos can attack when no stamina now, however doing so will increase your torpidity - Slight purple overlay when torpidity is increasing - Spoiling timer exploits fixed - Various ways to teleport into people's houses seemingly fixed - Grenades rebalanced, ~60% damage reduction vs structures and now also require oil to craft - PvE structures that haven't had a Tribe/Creator nearby in one week are now auto demolished. Can be disabled on player-run servers. - Structure Limit now configurable for player-run servers - Non-Tribe Flyer Carrying now an option for PvE servers - Added Rich Metal and Regular Metal Mountain Rocks - Metal Tools' durabilities fixed - Character bodytype presets - "Find Mods" button added to Host Game Menu - Rare Limited-Edition Cosmetic Item Skin drops: Nerdry's Glasses (from the bellies of Dilo's) and Rex Bone Helmet - Land dinos now lose stamina when swimming while mounted, Amphibious dinos (turtle, sarco, etc) now regain stamina much more quickly in water - Unconscious dinos being tamed no longer can be harmed by non-tribe players in PvE - Fixed bug where Generator with cables attached could not get its inventory accessed - Tribe ID's and Player ID's are now guaranteed to be unique. Should eliminate future cases of player/tribe body snatchers. - Realtime time and current map now indicated on pause menu - Downloading mods at the Host Game screen now indicates download progress, mods that have been updated on Steam Workshop will now redownload - Broodmother will now give Dossier and Steam Achievement correctly when defeated - You can now set the temperature scale to Fahrenheit in the Options menu - Upped bullet damages by about 20% - Your current Biome/Temperature now updates correctly when riding a mount - "Transfer Tribe Ownership" button is now clickable properly - Base Carno damage buffed from 30 to 50, base Rex damage buffed from 50 to 80 - Rate of health recovery from mounts consuming corpses or trees is reduced (was previously essentially granting mounts nearly instant health recovery) New server commandline/INI options (GamerUserSettings.ini [ServerSettings] section or "?Option=Value" for commandline argument): bDisableStructureDecayPvE=false bAllowFlyerCarryPvE=false MaxStructuresInRange=1300
    1 point
This leaderboard is set to New York/GMT-04:00
×
×
  • Create New...