Consolidating all my posts in this thread, with a couple new ones:
Rattus caniniformus "Wolf Rats"
Wild: The ever adaptable common rat has always faired well in harsh environments, and this truly shines through in Aberration. Lacking larger competition, they evolved into cunning, ferocious, and alarmingly agile predators, utilizing their powerful jaws to swiftly bring down their prey.
Tamed: When tamed, these slinking monsters are excellent companions. Their powerful incisors bypass most armors, and while it rapidly tires them to do so they are capable of climbing most walls. Agile, fast, and ferocious fighters, few animals to strike with the shocking swiftness of the wolf rats. However, their comparatively frail build leaves them considerably more delicate than their surface world analogues.
The wolf rats would be a new, small rideable predator in the caverns. They would be acquired at roughly the same point as a raptor, however their climbing ability allows them to prove somewhat more useful in the more vertically oriented world. However, unlike other climbers, it rapidly exhausts their stamina. Their bites ignore most armor, and their attack speed is extremely fast. They have poor carry weight, and fairly low health. They're fast, they're scrappy, and they can breed like, well, rats.
Gigantophis garstini "Mega Pythons"
Wild: Far more conventional serpents than the unusual Titanoboa of other regions, Gigantophis is very similar to modern pythons albeit on a massive scale. Gigantophis is fairly slow, yet relentless and incredibly physically powerful, easily crushing most available prey.
Tamed: Lacking the poison immunity of Titanoboa, Gigantophis can be tamed more conventionally. When tamed, it can restrain many animals within it's incredibly powerful coils. While physically far stronger than it's cousin, it's sluggishness limits it's utility.
The Gigantophis can function as a sort of living chain bola on larger animals while functioning more similarly to the Tuso on smaller ones. It is immensely physically powerful, but is unrideable and extremely slow.
Inostrancevia alexandri "Gorgons"
Wild: One of the apex predators of the underground, their resiliency during the end of the Permian has well adapted them to this new hardship. Nearly identical to their fossil counterparts, Gorgons are short tempered, fast, and incredibly powerful. Solitary animals, they subdue their prey by brutally charging into them.
Tamed: Gorgons gain a buff when in solitude, unlike most other animals. While they are somewhat cumbersome animals, a lone gorgon in full charge is an extremely formidable animal.
As stated, Gorgons solitary nature gives them a buff only when alone (not counting their rider), and they are the only gendered animals to lack a mate boost. Instead, they get the "Loner" status when sufficiently seperated from other tames. "Loner" provides an incredible buff nearly entirely across the board at the expense of requiring you to go into combat without support. The Gorgon is capable of tackling into prey and pinning it once it has a full charge meter, similarly to the Thyla yet including larger animals like Stegos.
Blattella gigax "Giant Roaches"
Wild: Cockroaches the size of a cow, these animals are actually remarkably docile and flee from predators when given the chance. Immune to radiation, poison, fire, electricity, etc, these insects are totally immune to any debilitating status effects and are capable of climbing most walls, eating anything remotely edible, and even flight. Extremely slow, poorly coordinated flight, but just enough for these giants to escape more earthbound dangers.
Tamed: Their resiliency, comparative agility, and respectable weight capacity makes them extremely useful in any early to mid game caravan or small exploration party. However, their incredibly weak attacks necessitates an escort to ensure truly safe passage.
The game definitely needs roaches in some capacity, and this map is perfect for such a notoriously radiation resistant animal. When I say that it is capable of flight, I do want to emphasize that compared to the roaches, the Lymantria is a fighter jet.
Chlamydosaurus velodromeus "Frillies"
Wild: These extremely skittish massive lizards are one of the fastest ways to travel through these regions. Swift, powerful runners and jumpers easily capable of carrying a rider and three passengers, they are physically resilient but combatively nearly useless. However, utilizing their frill in combination with an ear splitting shriek, they can frighten off most threats.
Tamed: An excellent means for a crew of people to traverse this environment in relative safety and speed, or for a single rider to take advantage of it's respectable carrying capacity. It possesses the same intimidation ability as the Yuti, however it lacks the complimentary buff roar and is also drastically less capable in a physical conflict, relying far more on bark than bite.
I thought it would be really interesting to give another animal the intimidation ability, but to be far more reliant on it. Frillies can be used in PvP but in a far more support oriented role. Their multi person saddle with a well equipped crew can make them quite dangerous, but the animal itself has very low damage despite being roughly the size of a Carno.
Moderately fast on the ground and in the air, Dsungaripterus is a surly scavenger common to the grasslands and rocky regions. Capable of either galloping away into the underbrush or flying onto higher terrain, Dsungas are able to avoid most larger predators to gain access to fresh kills. Though they are able to fly, they do not excel at it and primarily utilize flight only in a dire emergency as it rapidly drains their stamina. When confronted by smaller rivals a Dsunga is capable of defending itself with alarmingly strong jaws and is also capable of vomiting its rancid stomach contents to blind attackers.
The idea here is to introduce a lower tier flier at the Pteranodon's current level, and bump the Ptera up to level 40 or 45. The Dsunga is more capable of defending itself on the ground, serves as an introduction to flight, while also being one of the very small number of ranged creatures. In terms of health, melee, and weight it would be roughly comparable to a Raptor, with much lower ground speed and more diverse utility.
An extremely fast, extremely aggressive flying carnivore that, while significantly smaller that the gentle Quetzalcoatlus, frequently preys upon them. Ornithocheirus's razor sharp teeth and shocking speed make it a devastating aerial hunter, though its lower health compared to bulkier, terrestrial carnivores tends to limit its interactions with them to a mutual avoidance. The Ornithocheirus's slender hindlimbs and delicate feet prevent it from carrying other animals, and its specialization for speed comes at the cost of its carry capacity.
This would come alongside an alteration to the Quetz, emphasizing its utility as a support creature. Nerfing the Quetzal's melee and health would limit its usage as a war bird, while keeping or upping the weight, allowing players to pump movement speed, and carrying larger animals would still allow it to remain incredibly *useful*. The Ornithocheirus would take over as a more specialized type of war bird, doing much more damage per attack but also being significantly more delicate. Wild Ornithocheirus would also make the skies far more dangerous, and prevent fliers from being the 100% safe route that they've always been to this point. In addition, this would replace the Quetzal's place at level 60, bumping the basic Quetzal saddle to 65 or 70.
One part honey badger, one part kingsnake
Wild: Neither common nor particularly rare, the Ceratosaurus is a savagely specialized inhabitant of the swamps and redwoods. While significantly smaller than many of the other carnivores, the Ceratosaur's comparatively robust build, thick hide, and massive dentition allow it to prey nearly exclusively on its rival predators. The Ceratosaur's nearly saber-length teeth enable it to inflict devastating injuries for its size, while it's own, armored back makes it alarmingly resilient. Similar to the Giganotosaurus, the Ceratosaur will also become enraged if seriously injured, or suitably provoked. However, it shows little reaction to smaller animals or herbivores beyond a moderate sense of territoriality. Domesticated: As a mount, the Ceratosaur's comparatively low stamina, sluggish speed, and mediocre weight capacity make it of little use outside of combat. However, as a combative mount the Ceratosaur's ferocity allows it to slug it out with many tribes more common war beasts, easily capable to fit well above it's weight class. It should be noted however that the Ceratosaur's long teeth are too fragile to damage most structures, and it gains no advantages fighting creatures outside of its distinctive specialty. There are rumors that some tribes have controlled the Ceratosaur's rage into a kamikaze-style berserker frenzy.
The idea here is that, by default, the Ceratosaur would have a slight damage multiplier against other large carnivores (say, Megalosaur and up) which could be improved selectively per level up similarly to the Moschop's harvesting ability. Also, Ceratosaurus is a classic, visually distinctive dinosaur that I can definitely imagine angrily sulking around Ark's maps ;).
------------------------- Dinopithecus saboteurus
Wild: Wild Dinopithecus live as fairly ordinary baboons, if larger than their modern relatives. They primarily keep themselves safe from the more dangerous predators of the island by living in large, watchful social groups, either retreating to the trees or mounting a more violent defense depending on the threat. Highly loyal to each other, attacking any one member will bring the entire troop to the individual's aid. Attacking them is strongly not recommended, though fortunately they usually keep to themselves.
Domesticated: Not terribly strong, poor gatherers, and a limited carrying capacity all seem like damning traits for the Dinopithecus, if it weren't for their unique ability. With their remarkable climbing skills, they are capable of clinging to the saddles of a rival and tearing it to shreds with their massive canine teeth. They do not attack the rider or the mount directly, and do poorly in direct combat, but a troop of Dinopithecus on your side can very easily turn the tide of a battle by destroying the opponent's saddles right from under them.
Ophiophagus imperator (Snake Eating Emperor or Imperial Cobra)
Wild: An incredibly rare apex predator, the Imperial Cobra is primarily limited range due to its extremely specific wild diet: Titanoboas. A strict ophidiophage, the Imperial Cobra is actually less aggressive to humans than its smaller relative/food source, however when provoked it proves to be a far deadlier opponent. Unlike the Titanoboa's torpor inducing venom, that of the Imperial Cobra is incredibly lethal to even the largest animals, rapidly inflicting crippling tissue damage unless countered with a difficult to produce antivenin. Their distinctive coloration and territorial display intimidates most potential threats, and if that doesn't, their venom does. When approached, they will rear up, display their hood, and hiss, which will inflict a similar fear effect to the Yutyrannus. When actually attacked, they strike.
Taming: As the Troodon, however you must sacrifice only Titanoboas. Higher level ones yield higher effectiveness. Due to the potency of the venom, taming them is deliberately tougher. While they can be picked up by a Quetz, they can also *bite* your Quetz. Come prepared. Similar to the Megatherium, Imperial Cobra's get a buff from killing Titanoboas or other cobras called "Snake King", where their melee is dramatically buffed. As a tame, they can be ridden and have pretty good melee damage in addition to their venom, but suffer from poor stats nearly everywhere else. They have much lower health than other end game tames, poor weight, and are pretty slow. They have a sprint, but it consumes stamina very quickly. All that said, their venom makes them *extremely* dangerous when they are able to enter battle, but they must be used strategically.
Palaeophis narcodontos (Torpor inducing Sea Serpent)
Wild: A fairly docile snake species, Palaeophis is roughly the same length as a Plesiosaur, though with obviously a far more slender build. Palaeophis is closely related to the terrestrial Titanoboa and must also be tamed with fertilized eggs, however it can be done as a more standard passive tame. Palaeophis only attacks when directly provoked, but when it does so it's venom inflicts a devastating amount of torpor, though comparatively little damage. Like the Basilosaur, it's a shallow water animal and takes damage in the deeper parts of the ocean.
Tamed: When ridden, the Palaeophis is the hands down best animal to use as a taming aid. Inflicting tremendous amounts of torpor, nearly all knock out tames go down fast with this animal's physically weak bite and potent venom. While fast in a sprint, the sea serpent's stamina drains rapidly, and it's far more frail than other oceanic predators. In a direct fight, Palaeophis dies quickly. Hit and run tactics are the modus operandi for utilizing Palaeophis successfully.