TSOTF 468.1

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  • Balance
    • Supply Crate Loot Pass
      • With the addition of a bunch of new items, it's become increasingly rare to get some of the others. So we plan to do a quick pass on crates to get them into a better place
    • Arrows
      • Adjusted hitbox collision to make them more reliable on servers (similar to original SOTF)
      • Projectile is destroyed on impact
    • Player Characters
      • Increased collision versus projectile attacks to make them more likely to hit (similar to original SOTF)
    • Harpoon
      • Increase damage by 30%
      • Significantly reduced ammo crafting costs
    • Bear Trap
      • Decrease trap activation timer to 5 seconds
    • Rocket Launcher
      • Reduce Rocket Launcher Projectile Gravity to near zero
      • Increase Rocket Projector Velocity by 150%
    • Triceratops - We want it to have more of a role as a fighting/bruiser type herbivore and a choice versus some of the later game carnos
      • Increased health by 100%
      • Increased melee damage by 10%
      • Increased maximum ram damage by 20%
      • Increased stamina by 50%
      • Reduced maximum speed by 5%
    • Kentrosaurus
      • Increased health by 15%
    • Drag Weight Changes
      • Drag Weight affects how much EXP a creature needs to level, how much it costs to tame, how much it costs to heal, and how many tokens it provides on death
        • Carcha drag weight reduced to 750
        • Giga drag weight reduced to 750
        • Titanosaur drag weight reduced to 850
        • Bronto drag weight reduced to 650
        • Kapro drag weight reduced to 250
        • Gallimimus drag weight reduced to 200
        • Procoptodon drag weight reduced to 250
        • Tricaratops drag weight increased to 400
        • Spino drag weight increased to 575
    • Experience shared by T3 creatures has been increased to 75% (previously was 50%)
  • Design Changes
    • Spending tokens to level creatures
    • In the current game, no matter what creature you had, it would always cost the same amount of tokens to level them. This was an intentional part of the design for launch, so that we could prevent power-leveling. However, with the addition of shared EXP, we've more or less introduced that as a factor, so we wanted to rework the tokens-for-exp costs so that they better reflect the Dino's drag weight (GENERALLY a good metric for identifying how strong a creature is).
      • To go from T0 to T1:
      • To go from T1 to T2: 
      • To go from T2 to T3: 
        • This change means that it would be easier to spend tokens to level up a Raptor for example, when compared to a Rex. Under the previous settings, all creatures required 1200 tokens to level up. With this change, a Raptor requires 204 Tokens for T3, whereas a Rex would require 1320. 
  • Instant Tier 3 Creature Changes
    • Giga, Carcha, and Titanosaur have been balanced so that they start off in the match as T0, just like every other regular tame. This means that they'll be less strong when encountering them in the wild and will be easier to tame, however will require more of an investment to achieve their end game strength. This does bring into question the strength of Bosses with this change and we'll be evaluating that as we move forward with this patch, making changes as necessary. Our goal still intends for bosses to be an additional to an arsenal as opposed to the main component. We were struggling to find a place for insta-T3 creatures that weren't bosses without them being too strong, or ultimately underwhelming. Plus we felt that it was a confusing mechanic because they are acquired the same way as regular tames. 
    • Tier 2 and 3 Re-tame cost adjustments
      • We felt that acquiring T2 and T3 tames was too little of a token investment versus leveling a fresh one. We do want it to be cheaper because it takes an investment to kill one of these creatures, but it was skewed too much towards it being easy. We have adjusted the calculation as such:
        • Tier 2
        • Tier 3
    • Rewards for killing tamed creatures
      • With all the other changes being made around tokens from re-taming to spending for EXP, we felt it was necessary to also adjust the rewards for killing tamed creatures.
    • Looting Changes
      • When a player or dino (tamed or wild) kills another player, the dead player's loot will fall onto the ground into a loot cache - so you'll have the choice of looting it (this also solved a problem we were experiencing where loot was duplicating from player deaths, a previous issue where deaths by unridden creatures (wild or tamed) were not providing player rewards, and an issue where players did not realise they were receiving loot from enemy players after killing them.
      • Loot bags will immediately vanish when harvested
      • Players will still automatically loot resources after killing wild/untamed dinos
      • No resources are going to be provided when an unridden creature (tamed or wild) has killed a wild/untamed dino.
  • Bug Fixes and Quality of Life
    • Bear Trap
      • Cleaned up placement visuals
      • You now get the correct item when looting it.
    • Shields are now automatically replenished and equipping when looting bags from dead players
  • Configs:

GameUserSettings.ini

[TSOTF]
TamedDinoDamageAgainstPlayer=1.0 // multiplier for tamed creatures damage against player's specifically -- set to 0.5 on Official Servers
WildDinoDamageAgainstPlayer=1.0 // multiplier for tamed creatures damage against player's specifically -- set to 0.85 on Official Servers