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Dreadcthulhu

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Posts posted by Dreadcthulhu

  1. One thing that should be noted is that the actual limit for mutations in a stat will be 254 levels on official, since the mutation counter is separate and will almost always be starting at zero when you start mutating. (The exception would be if you started mutating with a wild baby that had a mutation, then you start with 2 levels) - odd numbers of mutation levels simply are not possible.

    Also, since the mutation levels are separate, its going be possible to make creatures that are stronger than the ASE versions were; any of the single stat creatures, like stegos for health or gigas for melee will now be able to have 254 mutation levels + 50 or so base levels in their key stat, and still be under the level 362 hatch sweet spot.  Perhaps that will lead to devs rebalancing those creatures, making mutation levels give less of a boost to the stat. 

  2. The mutation counter and the actual mutated stats are separate things.  The mutation counter always gets passed on, but the new mutated stat has a 55% chance of being inherited.  The patrilineal counter is always the fathers pat & mat added up, likewise the matrilineal is the mother's pat & mat added together. Plus it goes up by one when a new mutation occurs.  

  3. All of the old maps are included with the purchase of ASA, though it looks like they will have optional extras you can buy, like the wild west themed adventure pack for Scorched they mentioned.  New, official maps will likely cost money, and some of the "premium" paid mods they plan on introducing will likely be maps.  

  4. Base movement speed has been raised noticably; that makes avoiding early game threats pretty easy if you maintain even a mild amount of situational awareness.  There is also always herbivore Island that you can raft or swim too that is super safe & has everything to get you up to flak & basic firearms.   

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  5.  

    17 hours ago, ancojo said:

    I'll start by mentioning that out of the 6 mutation points he gets for the 3 mutations, 3 go into the stat the other 3 go into colours.

    First off, you have a bit of a misunderstanding of how mutations work.  A mutation does three things to a baby game - it raises the level of the baby's mutation stat by two levels (this is new for ASA, in ASE it raised a base stat level by two), changes a random color region, and ticks the mutation counter up by one (either on pat or mat side, depending on what tame triggered the mutation).  In that video he showed 3 mutations on the melee stat, which is why the melee stat showed 6 mutation levels, there were 3 color changes, and 3 mutations on the counter in the ancestry. 

    Secondly, mutation levels act like base levels, in that they add fixed amounts to a stat.  They are not percentages of the base stat.  It looks like they have set dire wolves to gain 5.3 percentile points per mutation level.  Thus since each mutation bumps the mutation stat count by 2, you get 11.6 percentile points added.  Starting with higher level creatures will not change how much melee a mutation adds.  

    Interestingly, it would appear that they have set mutation melee levels for wolves to be slightly higher than the base levels, which add 5%, though that could be an artifact of how the melee stat gets a bonus based on taming effectiveness (with bred tames getting that bonus as if they had 100 % TE), someone else will have to tease that out.  The mutation health levels do seem to be adding the same amount of health as base levels.  

    Edit - I noticed a minor math error I made - instead of 5.3 percentile points per melee level it should be 5.8 percentile points.  

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  6. So my understanding is that some unofficial console servers used berry bush seeds as an in game currency, since it was in the game files but otherwise unused, correct?  And people are concerned about being able to do the same on ASA?  Well, even if they took the bush berries out, the console version will support mods.  It looks like the Steam version of ASE has several currency/trading shop mods, so I am sure someone will make a dino dollar (sauropod shekel? yuty yuan?  pelagornis pound?) mod you can use on your server.  

  7. No, there would be no base smashing.  After a server update the server cluster ID for the console servers and the PC servers would be changed to the same ID, so you could transfer your character over to previously PC only server (and PC players could then transfer over to the formerly console only server) just like any other server transfer.  

  8. 1 hour ago, nStuffleupagus said:

    Like how they released Ascended on the PC and plan to release on PS next month because they are “working out some bugs” ß surprising. So basically allowing PC to pillar every server before we can even join. Just normal WC stuff. 

     

     

    The devs have specifically addressed this concern; console players will have their own separate server cluster for the first few months, then the console cluster will be merged with the PC cluster. 

  9. Personally, I think they should go with more rolling wipes; we all know everyone wants to play on a new map when it first drops, meaning lots of servers for that map are required, but other older maps end up being empty.  It would be better to periodically shut done low population servers, with say a months notice (and use the in game messaging, not just post on website/social media), and condense down less played maps, similar to how legacy condensed down, to free up servers for the hot new map.  Losing your base is annoying, but if you have your character, best gear, and tames moved over it is not a big deal.  Maybe even stuff like better dino upload mgt, like an "upload all tames" (at least for PVE) function could be added, to make moving easier, along with longer time allowed in upload, going to say 2 weeks instead of 24 hr when server migrations are happening.

  10. Well the devs did mention that the levels from mutations are not going to just add more wild levels (like existing mutations do), but instead have their own "multiplier", which I take to mean that mutations will be their own separate levels, adding a specific amount to a stat that can be different than a wild level. They also mentioned that these can be used to buff or nerf different creatures.  If they choose to make mutation levels for health & melee count less than a wild level for most combat creatures, then even maxed out creatures would be a lot less OP than they are now.  Will be interesting to see how it all works out.

  11. Something to consider with the creatures that would get way to over powered if you could mutation breed them (like super melee bomb griffons or high health rock elementals) is that the mutation system is being overhauled for ASA, and that mutations will apparently no longer give just plain wild levels but have their own "multiplier" (levels?) going on, so for those creatures it could be made that health mutations on rock elementals only give small amounts of health and so on.  

  12. Above post is correct, though note if you are using an incubator you can skip creating initial males & females with identical stats, and just start mutating with a male that has the best of the stat you plan to mutate and any random unmutated females.  The incubator lets you see the stat levels of the eggs directly, and also shows the parent's names.  If you name your male breeders after their key stat, it becomes trivial to see of a desired mutation has occured; i.e. if your male is named 40 H breeder, then you look for 42 health eggs, and just ignore all the other stats.   

  13. Gigas or carchas work fine, gigas being better since you won't be able to get a carchar's kill meter ramped up before the fight.  You will want several imprinted ones (assuming you do not have a super mutated one), the bear hits pretty hard. 

     Another option is to use a velonasaur; there are some ledges you can set your velo on before the fight, and then you can start the fight, desmondus/sinocrops/tek suit/grappling hook up to the velo, and start shooting.  Any high level tame will do, just make sure you stuff it with meat before the fight, it will take like 20 minutes of shooting.

  14. Boss arenas let you bring 20 tames in, and the fights themselves are balanced around that.  Tame yourself a good breeding pair of rexes or therizinos, and breed out at least 19 of them.  Feel free to raise up the baby raising speed on single player, no sense making things tedious for yourself.  Use the rexes or tickle chickens as your damage dealers, and either ride a yutyrannus for the courage roar buff, or ride a stego to prevent the nasty dismount attack, and bring a good shotgun.  Get a good breeding pair for those as well; in general any tame you plan on taking into a boss fight should be a bred & imprinted one, with parents safely back at base to replace losses.  

  15. When a mutation occurs, it does three things to the baby tame - it raises a stat by 2 levels, changes a color region, and bumps the mutation counter for the baby up by 1, on either the paternal or maternal side, depending on which parent triggered the mutation. Each parents has a separate chance of triggering a mutation if the parent has less than 20 mutations on its counter.

    That is why you want to use a line of mutated males, one per stat, and unmutated females.  That way you get a full 20 mutations in a stat before your mutation rate gets cut in half; note that since the females have no mutations, they can still keep triggering mutations in a stat up to the 254/255 stat cap.  

    The count itself is separate from the stats, and is always passed on, even if the stats are not.  The paternal count is simply the father's paternal + maternal counts added up, likewise the maternal counter is the mother's pat + mat counts added together.  That is why even if the father has the mutation on the maternal side of his counter, all his children will show that count on their paternal side.  

  16. Unless your mod changed something with mutations, you are just getting a run of bad luck.  I would look into that though, since 10 heath muts in a row is stupid rare.   Also, when you are doing mutations, it does not matter in the slightest which side (paternal or maternal) a mutation lands, since if you have your breeders set up correctly (unmutated females, one line of mutated males per stat) the count will get flipped to the paternal side in the next generation.  

     

    Also, when people say "perfect" initial breeders, they mean your starter breeders that all have identical stats & no mutations. So if your male has a melee mutation already, he is not a perfect one; however he is fine to be the start of your melee line.  When you want to start mutating health, it is best to start with a male that has zero mutations.  You can start your health line with a male that has 1 melee mutation on counter, it is just less than ideal since that means you will reach 20 on the counter faster and have your mutation rate get cut in half one mutation earlier.  

  17. That would be pretty cool, would need a better AI system for ocean creatures to be fun, right now pretty much every ocean creature in render goes straight into attacking you mode, and there are a lot less non-hostile creatures you can try to lead them into to get away than on land.  A little less aggression, a few more non-hostile tames, and maybe infighting among carnivores would help a ton.   Always seemed silly to me that wild sharks, mosas, pliesos, tusos, electric eals, etc would never fight each other, when on land it is common to see different carnivores fighting each; how many of us have found high level yutryannus only to watch them lose a fight to a big direwolf pack or the like?

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