TSOTF 464.28

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  • Balance
    • Thylacoleo - TLDR: still in a very strong place and very versatile as a creature. This patch will focus more on it's tankiness, how long it can climb for, and the impact of it's bleed effect.
      • Reduced bleed debuff scale from 2x to 1.25x
      • Reduced bleed amount from 5% of victim's health to 3% of victim's health (over the full duration).
      • Reduced health from 600 to 450.
      • Increased stamina cost required to climb from 20 to 40, and usage from 10 to 20.
      • Increased stamina cost required to wall jump from 10 to 20.
      • Introduced a stamina cost when latched to a wall, currently set to 6 stamina per second.
    • Rhino
    • Increased time it takes for Rhino to charge up by 15%
      • Reduced damage bonus from max charge by 15%
    • Archaeopteryx
      • Can no longer be tamed (we've added Parachutes)
    • Triceratops
      • Rivalry Buff
        • No longer provides health benefit as this was overriding health benefits from the Tier Buffs, causing Tamed Tiered Triceratops to have much less health than intended
        • Increased resistance bonus from 3% to 15%
        • Increased damage bonus from 15% to 25%
    • Carcharadontosaurus
      • Bloodrage
        • Reduced healing effectiveness by 50%
    • C4 - it's too powerful right now with not much counterplay, so we're introducing some changes to make it more counterplay friendly.
      • Enabled friendly-fire.
      • Reduced damage by 15%
      • When C4 has been attached to a dino, the HUD will display for both enemies and allies.
    • Fire - TLDR: Too strong, needs to come down a bit.
      • Fire Bow
        • Reduced debuff health drained per second from 8% to 2.4% (before taking into account fire resistance on some creatures)
        • Increased max damage per second clamp from 100 to 135(so that fire arrows are still more effective versus high health targets (some wilds, bosses, insta-T3s) but less effective versus regular tamed dinos (regular T3/2/1/0/players)
        • Decreased duration of fire debuff from 6 seconds to 5 seconds.
        • Ammo crafting requirements adjusted
          • Propellant increased from 1 to 3
      • Dragon
        • Reduced fire attacks health drain from 10% to 7.5%
        • Increased fire attacks stamina cost by 50%
        • Reduced Dragon flame breath damage per hit by 30%
      • Flamethrower
        • Reduced cannister ammunition from 200 to 150
        • Reduced max cannister ammo capacity to 5
        • Only available in red crates
        • Ammo Crafting Requirements adjusted
          • Hide requirement increased from 10 to 12
          • Propellant increased from 30 to 40
    • Bosses - TLDR: Giving bosses more specific roles in teams 
      • Dragon
        • Now plays sleeping animation when unconscious
        • Reduced health by 20%
        • No longer gets winded at 30% Stamina (preventing run and other things)
        • Reduced stamina regen
        • Increased base stamina by 50 to 600.
        • Now vulnerable to the on-fire debuff from flame attacks
      • Megapithecus
        • Increased health by 12.5%
        • No longer gets winded at 30% Stamina (preventing run and other things)
        • Reduced stamina regen
        • Reduced impulse from melee attack by 20%
        • Increase melee attack damage by 10%
        • Now vulnerable to the on-fire debuff from flame attacks
      • Broodmother
        • Reduced maximum amount of Spiders spawnable to 18
        • Reduced maximum amount of Spiders spawnable at one time to 6
        • Increased stats of Spider spawns significantly
        • Now vulnerable to the on-fire debuff from flame attacks
    • Piranhas
      • Now provide 3 tokens on kill
    • Pike
      • Melee attacks destroy stones doesn't seem to be working, investigating a bug.
    • Spear
      • Melee attacks destroy stones
  • Initial implementation of Parachute
    • Can only carry 2 at a time
    • Not craftable, only lootable from drops. Blue crates and above.
    • Start the game with 1
    • Currently slotted in the consumable slice with Bloodpack
    • Can be activated and deactivated by pressing Jump twice, when in the fall state.
    • Grapple Hook has been moved to the same slice as Crossbow and Slingshot
  • Rocket Launcher
    • Now does friendly fire
  • Improvised Explosive Device
    • Now does friendly fire
  • Quality of Life Changes
    • Keybinds on new TSOTF keys.
    • Total match time remaining on HUD
    • Only display in-world POIs that are under 2000metres
    • Optimised mini map, compass, on-screen text, and in-world POI UI/HUDs.
    • Convert to tokens now has a confirmation prompt
  • Bug & Exploit fixes
    • Fixed an exploit that allowed players to get tokens easily
    • Fixed an exploit that allowed players to have the lobby protection buff outside the lobby
    • Some possessed creatures were not getting their movement state related benefits when being possessed, this is now fixed.
      • Including but not limited to: Rhino, Direbear, and Terrorbird.
    • C4 kills now count towards the tribe/player kills
    • Painting is no longer off-set by 1. This will break all existing TSOTF paintings, but paintings from ARK: Survival Evolved will display the correct colours again.
    • Fixed a bug where if a creature took too much damage too quickly or from a multiplier, it would instantly die rather than going unconscious.
  • TSOTF Billboards
    • Champions are now highlighted in green upon victory
    • Tribe flag now shows on billboards
    • Hair styles, beard styles, hair colour, and beard colour now display on the bill boards.
  • Design Changes:
    • Experience
      • Increased the total amount of experience a dino can get from a single kill by 2x.
      • When your dinos are at max experience points and kill a creature, the experience points earned will be shared with nearby ally creatures.
      • Bosses do not share experience points with creatures.
      • Creatures that are defaulted to T3 will provide 4k experience upon death, remember that the maximum amount of experience any single creature can earn is based on their drag weight*2, so to get maximum effiency, killing a T3 with a T3 and having allies nearby for it to be shared.
    • Ring of Death
      • After 600 seconds, the Ring of the Death will close even further during the End Battle.
      • The final ring of death stage, End Battle, no longer provides stamina regeneration for being outside of it
      • Removed some not so great mountain based potential end points for the ROD
    • Taming
      • Eliminated additional cost for taming Tier 0 creatures
    • Tier Creature Gameplay Changes
      • Killing
        • Tiered creature now provides 30% of it's total experience points to the killer (or shared to nearby allies if that creature is T3)
        • You are also provided with addtional token
          • Tier 1 kills provide 50 tokens + default token reward
          • Tier 2 kills provide 75 tokens + default token reward
          • Tier 3 kills provide 100 tokens + default token reward
        • Similarly to Tier 0 creatures, killing your own tame does not provide any additional benefit.
        • Default Tier 3 creatures and Bosses will cost their default amount/are unchanged.
      • Taming
        • You can now re-tame Tiered dinos for a token cost. Experience points and tiers are retained.
          • Tier 1 tames cost (Default tame cost*2) + 50
          • Tier 2 tames cost (Default tame cost*3.5) + 75
          • Tier 3 tames cost (Default tame cost*5) + 100
  • Configs:
    • GameUserSettings.ini
[ServerSettings]
RiderDinoCollision=false // Defaulted to false. We're still tinkering with how we want collision to work. This is a new config that has been added to the game mode to minimize some pain of creatures stacking together when having follow armies, therefore making them easier to kill -- however this also means that they won't follow as easily due to having collision with their allies -- hence why we're tinkering to find the best/optimal way. For now we are not planning on enabling this on our official servers. If enabled the following occurs:
  • Ridden and Possessed creatures can go through corpses, unconscious creatures, and ally tames
  • AI driven creatures (so commander mode, unridden, and unpossessed) cannot go through ally tames
  • AI driven creatures (so commander mode, unridden, and unpossessed) can go through sleeping creatures and corpses.
bFilterTribeNames=True // Filters out tribe names based on the badwords/goodwords list.
bFilterCharacterNames=True // Filters out character names based on the bad words/good words list.
bFilterChat=true // Filters out character names based on the bad word/good words list
BadWordListURL="URL GOES HERE" // for hosting your own bad words list
BadWordWhiteListURL="URLGOESHERE" // for hosting your own good words list