ARK: Survival Evolved

ARK: Survival Evolved

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The Hunted - Guide and Customization
By Olympia
This is a guide intended to help get players started using and customizing The Hunted, whether you are playing solo or online with friends. It will continue to be updated over time with more information.

If you are interested in joining the Discord, click here[discord.gg] to join. There, you can usually get your questions answered quickly by one of our "Good People" members or moderators. If you have bugs to report, suggestions to offer, or just want to see what other servers are running the mod, the discord group has you covered for all of that!
   
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Server Settings Directions
The Hunted makes many changes to Ark systems to create a more immersive and challenging game to play. There are also a number of server settings (that also works for single player) that come with the mod, so that you can tweak it to your play preference.

This section is divided into three parts. The first are all settings that come with The Hunted. This list expands often with each update and I do my best to integrate options that the community requests. So please join our discord[discord.gg] if you have ideas or INI requests!

The Hunted Specific Adjustments
  • Single Player Directions: You must first locate your GameUserSettings.ini file. This is usually at the following location: "Steam\SteamApps\common\ARK\ShooterGame\Saved\Config\WindowsNoEditor\"

    Still not sure how to get there? Check out this YouTube video tutorial.

  • Server Admins: All of the following settings must go in your GameUserSettings.ini file.
Whether you are a server admin or playing single-player, you have to add [TheHunted] at the bottom of the file and add any settings you want to change under that. Again, you do not need to add these settings unless you want to change them.
Using other Mods with The Hunted
Naturally, there are always questions about compatibility with other mods. This section will cover a basic overview of The Hunted as a mod, a list of mods that are known to not work with it, and mods that are highly recommended to be used in conjunction with The Hunted.

Core Mod - Must be Loaded First
The Hunted is referred to as a Core Mod (this is not the same thing as a total conversion like Primitive Plus). A Core Mod must always be loaded first to function correctly. In single-player, this means The Hunted shows up at the top of your mod list while setting up your game. If running a server, it must be the first mod code listed in your mod list.

There are no exceptions to this requirement. The mod breaks if you do not load it first. And no, there is no creative setup you can do to get around this. Trust me.

Highly Recommended Mods
There are some mods that are highly encouraged to be used in conjunction with The Hunted. These mods either add an extra layer of immersion to gameplay or they help address some exploits that crafty players may use, such as leap-frog deaths to steal an egg or back-door death jumps to restore max health.

    • This is a phenomenal mod that has adjustable penalties for players when they die in-game. It can range from minor inconveniences that discourage death leap-frogging, to serious penalties, such as draining you of XP for each death (my personal favorite).
    • I recommend setting Break Items to Yes as a minor penalty.
    • If you want to prevent players from stealing eggs, dying, running, grabbing the egg, dying, and doing it all over again, set Destroy Inventory to Yes.
    • If you are particularly cruel like the mod developer, and really want to make death terrifying, set a Lost XP Multiplier to 0.1 to 0.2!
    • I don't recommend Hardcore Mode, as the Hunted is already very difficult to start, and can quickly become a really frustrating experience.

    • There are a few different human NPC mods out there. This one is our personal favorite, runs relatively smooth, and has a lot of configuration options.
    • I do tend to turn down the amount of harvest amounts tamed NPCs can get, as that can sometimes bypass the difficulty of the Hunted in getting food and resources. On my personal server, I have HarvestDamage=1.
    • I also recommend disabling their NPC Loot or creating your own Loot Array, as you can often raid their homes for an insane resource dump that can really lead to unbalanced situations.

    • An absolutely essential mod for anyone who loves to micromanage their server biomes, including resources and dino spawns.
    • Also can really help for those maps that don't have reliable access to certain resources, like salt or sulfur.

    • Highly recommened for server managers to keep an eye on spawn rates.
    • Players have a habit of claiming "nothing is spawning" and that only spinos and sarcos are showing up on the beach. This is almost always false. This mod helps server managers field those complaints.
    • It also has the added benefit of being helpful when there are overspawn issues. Is your server experiencing crashes? This mod can help figure out if it is due to an overspawn. This isn't always due to The Hunted, but could also be from a map update or another mod. Very handy to have!
    • Obviously, I suggest making this feature inaccessible for your players. Use the AdminOnly=True setting.

    • Such a beautiful mod! My personal favorite for buildings.
    • I tend to disable almost every structure (Wood, Stone, Metal) type except Thatch on my server.
    • Since your building tier is gated by the crafting station, I then set the Settler (wood equivalent) to unlock at Level 20, Villager (stone equivalent) to unlock at Level 40, and Keep (metal equivalent) to unlock at Level 60. This tends to smooth out the transition between the different tiers and make bases vulnerable for the majority of the game, since many dinos can damage stone.

Other Compatible Mods
Despite being a core mod, The Hunted can be compatible with most mods on the Workshop, especially if those mods have custom ini options that can tweak mod features to be more in line with the Hunted.

  • Immersive Taming: This works for the most part, but you need to set it so that only babies can be tamed. Many of the wandering adult dinos are coded differently than the babies, which allows for the enhanced AI and behavior, so they shouldn't be tamed. There have also been some reported issues with baits not working properly, particularly with those requiring tributes.
  • Dino Hunger Meter: This works as intended, which can help reduce carnivores from rampaging about. However, it does have some strange side-effects, like allowing you to walk right up to a carnivore after they've eaten.
  • Structures +: This exceptionally popular and amazing mod is compatible! I'd recommend disabling the S+ versions of the Campfire, Cooking Pot, and Composting Bin, as the Hunted changes those structures. I'd also recommend disabling the Hatchery and Nanny, as it can sometimes hatch eggs that requiring a Living Nest.

  • Any mods that add new weapons or items, like Ecos mod packs, are generally compatible. There may be some balancing issues that server admins may want to consider.
  • Any mods that affect Aberration or Gensis content are generally safe, including dino remaps, as long as the mod is not a core mod.
  • Any mods that touch fantasy creatures, including Wyverns, Unicorns, Griffins, etc. are usually safe, as The Hunted does not yet touch them.
  • Map mods generally work fine, as long as they use vanilla spawners. Some maps that use custom spawners, however, may need some tweaking. However, if you use custom maps with the Simple Spawners mod, you can essentially get the Hunted to work on any map.

Incompatible Mods
There are a number of mods, however, that do not work well with the Hunted or break one or both mods altogether.

  • Jack and Jill: This is a core mod and will not work with The Hunted. Trying to install this mod with the Hunted will often result in really wacky stats that often require a complete wipe to get rid of.
  • Kraken's Better Dinos: This is an amazing, QoL mod that also adds a lot of functions to vanilla dinos. It's incredibly well organized and built. If you ultimately do not use The Hunted, I highly recommend checking it out. It was my original source of inspiration when I first started modding! However, the two are not compatible at all.
  • Primitive Plus: This is a total conversion.
  • Transcendence: Beautiful mod, wonderful mod author, superb ideas. I wish the two mods were compatible. Unfortunately, they're not.

  • Any mods that change or remap dinos, such as those that give new skins to dinos or enhance their abilities, are not compatible.
  • Any mods that modify the player character pawn, such as Jack and Jill, is incompatible. Hair mods are hit or miss. Depending on how the mod author has set up their hair mod, it can work. I suggest testing any combos like that out first.
"Stacking" Mods with The Hunted
This comes up again and again and again. "Can I use stacking mods, where I can have a stack of 1 billion meat?"

NO!

In fact, STOP using stacking mods. They were once necessary, but no longer. There are server settings that do the job of what stacking mods once did. They're obsolete. Stop subscribing to them. They break mods all over the place, not just The Hunted. And no, there are no clever workarounds. You're not going to outsmart the engine. Stacking mods, even what appear to be really trivial ones, will break The Hunted, along with a lot of mods out there on the Workshop.
The Hunted INI Settings - Part 1 (Babies, Stats, and General)
[TheHunted]
EnableBabyLevelLimit=1

  • Allows you to change the Level 1 limit for eggs and curious babies.
  • By default, all babies and wild fertilized eggs will begin the game at Level 1. This is to increase the importance of raising and protecting your mount, rather than just going out and getting another one at a higher level.
  • Setting this to 0 will instead randomize the starting level of wild eggs and babies based on your server difficulty settings.
  • Setting it to any other number between 2 and 150 will set the level of all wild babies to that number. For example, setting to 20 will make it so that all wild babies and eggs spawn in at level 20. Some servers like to experiment with this, as it adds some randomization to the process of wild dino stats (which are what get inherited by any children). If you set this higher than 1, I'd recommend not going over 20, otherwise you may throw the intended feel of the mod off.

BabyLevelMultiplier=1
  • You must also set EnableBabyLevelLimit=0 for this option to work as intended.
  • By default, this is set to be 1. If you also set EnableBabyLevelLimit=0, wild eggs and babies will spawn in at levels set by your server's difficulty level for all dinos. This ini adds an extra layer of control over the level of your server's wild eggs and babies specifically.
  • For example, if your difficulty value is set to 5.0, the maximum level your wild dinos will spawn in at will be 150. If your BabyLevelMultiplier is then set to 0.5, your babies and nests will spawn in at ranges from Level 1 to 75 (150 x 0.5 = 75), with lower levels more likely than higher levels. If your BabyLevelMultiplier is instead set to 0.1, your babies and nests will spawn in at ranges between Level 1 to 15 (150 x 0.1 = 15).

SpawnFieldDisruptorTimer=60
  • Allows you to set the timer in seconds of the initial Field Disruptor that makes you invisible to wild dinosaurs when you first spawn in or when you respawn.
  • Setting it to 1 essentially disables the buff.
  • Setting it to 0 will make the buff last forever (not recommended for obvious reasons).

EnableVanillaStaminaRegen=False
  • By default, all players will regain stamina significantly slower. This requires careful and strategic planning, encourages teamwork and the use of mounts, and greatly increases the utility of stimberries and stimulant. It is highly recommended you do not change this setting to get the mod's full effect as designed. However, it was made an option by popular request from the community.
  • By setting this to True, players will regain stamina at vanilla rates. You may need to respawn via bed fast-traveling in order for the change to take effect.

EnableVanillaStartingStats=False
  • By default, all players will now start with 50% reduced starting stats in health, stamina, oxygen, food, water, weight, and melee damage, 10% in crafting speed, and 100% in speed.
  • This will affect both new and established characters, although existing characters may need to respawn via bed fast-traveling in order for the buff to take effect, particularly in single-player or non-dedicated servers. A server restart should be enough to trigger the buff otherwise.
  • It is highly recommended that you do not adjust this setting to get the mod's full effect as designed. However, it was made an option by popular request from the community.
  • By setting this to True, players will start the game with unmodified, vanilla starting stats (100 in everything). This also allows you to use the vanilla PlayerBaseStatMultipliers server settings.
  • IMPORTANT: As an added step, you will also need to add the following multipliers to your Game.ini in order to level up at the vanilla rates (e.g. +10 health per level, +10% crafting speed). These are vanilla settings, so they must go under [/script/shootergame.shootergamemode] in your Game.ini NOT under [TheHunted] in your GameUserSettings.ini.

    PerLevelStatsMultiplier_Player[0]=0.5
    PerLevelStatsMultiplier_Player[1]=0.5
    PerLevelStatsMultiplier_Player[3]=0.5
    PerLevelStatsMultiplier_Player[4]=0.5
    PerLevelStatsMultiplier_Player[5]=0.5
    PerLevelStatsMultiplier_Player[7]=0.5
    PerLevelStatsMultiplier_Player[8]=0.5
    PerLevelStatsMultiplier_Player[11]=0.1

DisableBonfireBigDinoFlee=False
  • By default, even big dinos (e.g. Rex) will flee when a bonfire is lit near them. Setting this to True will disable the effect, making the bonfire fear affect only small to mid size dinos.

CampfireAttractRange=40000
  • The range at which predators will be attracted to your campfire, particularly when cooking meat. Default is set to 40,000, which should cover most dinos within render distance. If you do not want to use this feature, set to 1 to effectively disable it.

CookingPotAttractRange=50000
  • The range at which predators will be attracted to your campfire, particularly when cooking meat. Default is set to 50,000, which should cover all dinos within render distance. If you do not want to use this feature, set to 1 to effectively disable it.

TorchAttractRange=20000
  • The range at which wild dinosaurs will be attracted to your torch light and smoke, particularly at night. Default is set to 20,000. If you do not want this feature, setting to 1 will effectively disable it.

WildTitanoboaFemaleChance=0.5
  • By default, only female Titanoboas have a spit attack (primarily implemented to help her guard her nests when found in the wild and not just become a sitting pinata for your arrows).
  • By default, 50% of all wild, wandering Titanoboa adults will be female (in addition to those that can be found guarding nests). This INI controls the proportion of wild, wandering adults that are female (and thus have the spit attack).
  • If you want to limit the spit attack to only those females guarding nests, set this INI option to 0. This effectively means the only wild females capable of the spit attack will be found guarding their nests, which will eliminate the odds of them spawning in other locations, such as caves.
The Hunted INI Settings - Part 2 (Meat, Hide, and Harvesting)
[TheHunted]
EnableVanillaMeatWeight=False
  • All meat while in the player and tamed dino's inventory by default weighs 10x as vanilla meat (1 pound per piece, but provides 10x the amount of food per piece).
  • Setting this to True will disable the modded weight change and revert meat back to vanilla weight (0.1 pound per piece). This does not change the food effectiveness of meat. Even if set to True, meat will continue to provide 10x as much food as vanilla meat. This will likely lead to balancing issues between carnivores and herbivores, as carnivores will be much easier to feed and maintain. Server managers who use this option may want to consider how they want to approach balancing for this.

EnableVanillaHideWeight=False
  • By default, all hide types, including wool and pelt, have readjusted weight values that should make them more consistent with one another. In general, this means that most hide types have increased weight, with the exceptions of pelt and wool, which have each been reduced.
  • Setting this to True restores all reworked hide and corpse harvestable resources to vanilla weights (e.g. 0.01 lbs). Affects all custom hides (Quill, Scaled, Armored, Shagreen, Spider Silk) and vanilla hides (Hide, Pelt, Wool, Chitin, Keratin, Shell Fragments, Silk).

HarvestCorpseTimeFactor=50
  • By default, the time is takes to skin a corpse is calculated using the following formula:
    • (Dino's Max Health / Harvest Time Factor) / Survivor Crafting Skill Modifier = Time in Seconds to Skin
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/50)/1.1 = 11.4 seconds
  • By altering the Corpse Time Factor, you can raise the amount of time it takes to harvest a corpse by decreasing the factor, or you can lower the amount of time it takes to harvest a corpse by increasing the factor.

HarvestCorpseMaxTime=900
  • By default, the maximum amount of time it will take to harvest a resource from a corpse, such as hide, keratin, or a tribute item, is 900 seconds. The overwhelming majority of corpses do not take this long, but in some extreme cases, such as with alphas who have an insanely high health amount, could take a survivor who does not invest in their crafting skill a very long time with the original formula. This puts a 900 second safety cap in place, so that no matter how low your crafting skill or how high the animal's health was, it'll never take more than 900 seconds to harvest.
  • By setting this lower, you can limit the amount of time that is required to hold the action wheel while harvesting. For example, setting this to 5 would limit any harvesting action you take via the wheel to no more than 5 seconds, regardless of your crafting skill or the creature's maximum health.
  • If you are playing on a more casual server, I'd recommend drastically lowering this number to no more than 30, as it could frustrate players. If, however, you are playing on a hardcore server that is intended to feel more gritty and realistic that heavily emphasizes smart character builds and teamwork, I'd recommend keeping the default setting.
  • Regardless of your setting, Crafting Skill will still influence the amount of resources you get from an animal, with the exception of tribute items (which are always guaranteed to give one or two depending on the type of tribute).
  • This has no influence on meat harvesting, since that still uses the vanilla system of chop-and-hack.

HarvestCommonSkinFactor=15
  • The amount of common skin (Hide, Quill Hide, Scaled Hide, or Chitin) you can harvest from a corpse is calculated by the following formula:
    • (Dino's Max Health / Harvest Common Skin Factor) × Survivor Crafting Skill Modifier = Amount of Common Hide Type Harvested
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/15)×1.1 = 46.2 scaled hide.
  • By altering the Harvest Common Skin Factor, you can raise the amount of common hide you harvest from a corpse by decreasing the factor, or you can lower the amount of common hide you harvest from a corpse by increasing the factor.

HarvestRareSkinFactor=50
  • The amount of rare skin (Feathers, Fur Pelt, Wool Fiber, Armored Scales, and Shagreen) you can harvest from a corpse is calculated by the following formula:
    • (Dino's Max Health / Harvest Rare Skin Factor) × Survivor Crafting Skill Modifier = Amount of Rare Hide Type Harvested
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/50)×1.1 = 13.9 armored plates.
  • By altering the Harvest Rare Skin Factor, you can raise the amount of rare hide you harvest from a corpse by decreasing the factor, or you can lower the amount of rare hide you harvest from a corpse by increasing the factor.
Useful Vanilla INI Configuration Options
There are also some useful vanilla settings that can be helpful to change, depending on your playstyle and your gaming community.

I want my health to regenerate like it does in vanilla Ark.
  • In your GameUserSettings, find the [/script/shootergame.shootergamemode] heading.
  • Add the following line: PlayerCharacterHealthRecoveryMultiplier=40
  • This will counteract the mod's change to health recovery and return it to vanilla levels.

Game.Ini Settings
All of the following settings should be placed in your Game.ini file, not your GameUserSettings.ini file.

I don't want to use the Implant system.
You can use the ConfigOverrideItemCraftingCosts server setting and not include the Activated Implant.

I have created all of the required code necessary to remove the implants that you can find here[docs.google.com]. Simply copy and paste that code into your game ini file and your saddles will no longer require any implants.

Do the Implants show up in Supply Drops?
Yes! Deactivated implants will show up in their corresponding supply drop most of the time. Server managers can tweak these drops further using the ConfigOverrideSupplyCrateItems setting. The supply crate class strings are identical to vanilla (e.g. SupplyCrate_Level03_C still applies to white drops found on The Island).

Can I control what spawns in Fallen Survivors?
Yes! Server managers can control what shows up in fallen survivor inventories using the ConfigOverrideSupplyCrateItems Ark Server setting and the following supply drop codes for the SupplyCrateClassString:

DA_Fallen_Supply_Tier_1_C
DA_Fallen_Supply_Tier_2_C
DA_Fallen_Supply_Tier_3_C
DA_Fallen_Supply_Tier_4_C
DA_Fallen_Supply_Tier_5_C

Can I control the spawn rate or nests, curious babies, and fallen survivors?
Yes! As of Version 3.21, server managers can now control the spawn rates of nests, curious babies, and fallen survivors. All of these are now on The Hunted spawn codes here. Using one of the spawn server options you could change the weight of any nest, curious baby, or fallen survivor.

Although you could use any of the NPCSpawnEntry options, the most straightforward in my opinion is to use DinoSpawnWeightMultipliers. Below is an example of how you might code a Parasaur Nest to account for less than 1% of all NPC spawns. I wouldn't recommend getting any higher than 5% (and even that's pushing it).

DinoSpawnWeightMultipliers=(DinoNameTag=ParaNest,SpawnWeightMultiplier=10.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.01)

Corpses stay around too long.
While there are no ini settings you can currently use to adjust the harvest health of just a corpse, you can make them decompose quicker like vanilla rates by using the following:

GlobalCorpseDecompositionTimeMultiplier=0.1

This will bring you closer to vanilla rates of corpse decompose time. If you want them to decompose even faster, you could lower the multiplier to 0.05 or lower. Better chop fast!

My dinosaurs won't stop eating?!
It's an enhanced difficulty and immersion mod. Massive dinosaurs that weigh in the thousands of pounds likely ate a ton of food. Prime meat provides a ton of food (raw and cooked) for carnivores. Veggies, particularly savoroot, provides a great deal of food for herbivores. If you are still finding that you can't keep up with their appetite, you can make the following adjustment to bring the dino food drain back to vanilla-like rates:

DinoCharacterFoodDrainMultiplier=0.2

Can I use my favorite meat stacking mod with The Hunted?
No. In general, I would suggest moving away from stacking mods. There is an Ark server setting that allows you to manage this on your own without the need for mods that remap resources. If, for example, you want stacks of 100 for raw meat, you could use the following code:

ConfigOverrideItemMaxQuantity=(ItemClassString="DA_PrimalItemConsumable_CookedMeat_Child_C",Quantity=(MaxItemQuantity=100,bIgnoreMultiplier=true))

You'll need the mods item codes found here.

Keep in mind, meat is 10x heavier with The Hunted, but is also 10x as effective at filling your food needs. Taking down larger animals is supposed to result in a significant amount of meat, by design.

How do I remove Scorched Earth dinos from spawning on other maps?
You can use the NPC Replacement server setting. Below are the most commonly requested animals to remove. Place whichever ones you want to get rid of in your Game ini file.

NPCReplacements=(FromClassName="DA_Jerboa_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Jugbug_Oil_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Jugbug_Water_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Mantis_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Morellatops_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Moth_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_ThornyDragon_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Vulture_Character_BP_C", ToClassName="")
Significant Dino Stat Balancing Changes
Most creatures use vanilla abilities, attacks, and damages. Those dinosaurs listed below are those that have been balanced further through adjustments to their health, attacks, and damage.

Ankylo
  • Tier 4 (Gamma) Implant and Saddle Required.
  • Can be harvested for Shell Fragments and Keratin/Ivory.
  • Incoming melee damage is reduced by 50% and projectile damage by 80%.
  • 35% of all melee damage made against them is reflected back at the attacker.
  • Third attack (default C) added that will let them damage stone structures.
  • Rotation rate doubled while riding, making them less unwieldy.

Bronto
  • Tier 6 (Alpha) Implant and Saddle Required.
  • Can be harvested for Scaled Hide and Sauropod Vertebrae, a Tier 6 tribute.
  • Now has three distinct attacks. Primary attack (left click) is a one-foot stomp and deals 60 damage, adds a Crippled buff to small and mid-sized dinos, and can damage stone.
  • Secondary attack (right click) is a tail sweep that deals 60 damage in an 180 degree arc.
  • Tertiary attack (default C) is a two-footed stomp that deals 100 damage, adds a Crippled buff to small and midsized dinos, and can damage metal structures.
  • Third attack (default C) added that will let them damage stone structures.

Carbonemys (Turtle)
  • Tier 1 (Zeta) Implant and Saddle Required.
  • Can be harvested for Shell Fragments.
  • Health reduced from 700 to 400.
  • Damage taken on their shell is reduced by 70%.
  • Now considered omnivores, and can eat survive on plant- or meat-based diets.
  • Main attack now harvests meat.
  • Rotation rate doubled while riding, making them less unwieldy.

Dimorphodon
  • Reduced primary attack damage from 25 to 12.

Diplodocus
  • Tier 4 (Gamma) Implant and Saddle Required.
  • Can be harvested for Scaled Hide.
  • Head-Butt Damage increased to 10.
  • Now has a second attack (right click), a stomp, which deals 50 damage and can damage stone.
  • Melee damage can be leveled up.

Iguanodon
  • Tier 1 (Zeta) Implant and Saddle Required.
  • Can be harvested for Scaled Hide.
  • Reduced melee damage of primary attack to 10.

Pachy
  • Tier 2 (Delta) Implant and Saddle Required.
  • Can be harvested for Scaled Hide.
  • Head-Butt Damage increased to 20.

Giganotosaurus
  • Tier 6 (Alpha) Implant and Saddle Required.
  • Now spawns only in the Redwoods or the Mountains. Nests are rare spawns, are guarded by two giga parents, and can only be found in the Redwoods. Wild baby Gigas are disabled by default.
  • Can be harvested for Scaled Hide.
  • Bite Damage reduced from 1,000 to 120 and can now damage stone.
  • Health reduced from 80,000 to 2,300. Hatched gigas no longer automatically lose 60,000 base health, as in vanilla.
  • If you prefer to keep the vanilla stats, you can use the following NPC Replacement commands and put them into your game ini file:

    NPCReplacements=(FromClassName="DA_Gigant_Character_BP_C",ToClassName=DA_Gigant_Character_BP_Vanilla_C")
    NPCReplacements=(FromClassName="DA_Gigant_Nest_Character_BP_C",ToClassName=DA_Gigant_Nest_Character_BP_Vanilla_C")

Raptor
  • Tier 3 (Delta) Implant and Saddle Required.
  • Now spawns only in the Jungle or the Grasslands. Nests are uncommon spawns and are guarded by a family of high-level raptors.
  • Can be harvested for Scaled Hide.
  • Bite Damage increased from 15 to 20.

Rex
  • Tier 6 (Alpha) Implant and Saddle Required.
  • Now spawns only in the Grasslands or the Mountains. Nests are rare spawns, are guarded by two Rex parents, and can only be found in the Grasslands.
  • Can be harvested for Armored Scales and two Rex Arms, a Tier 4 Tribute.
  • Bite Damage increased from 62 to 85 and can now damage stone.

Sarco
  • Tier 5 (Beta) Implant and Saddle Required.
  • Now spawns only in the Beach, Swamp, or rarely inland water sources. Nests are rare spawns, are guarded by two Spinos parents, and can only be found in the Swamps.
  • Can be harvested for Armored Scales and one Sarcosuchus Skin, a Tier 3 Tribute.
  • Bite Damage increased to 50 and their roll attack increased from 45 to 60.
  • Base Health increased from 400 to 600.
  • Melee Damage taken to their armored back is reduced by 40%.

Spino
  • Tier 6 (Alpha) Implant and Saddle Required.
  • Now spawns only on the Beach, Swamp, or rarely inland water sources. Nests are rare spawns, are guarded by two Spinos parents, and can only be found in the Swamps.
  • Can be harvested for Shagreen Hide and one Spinosaurus Sail, a Tier 5 Tribute.
  • Bite Damage increased from 40 to 80 and can now damage stone.
  • Base Health increased from 700 to 900. This should mean that if a Spino is near water and gets its buff, it should match the Rex in prowess.

Stego
  • Base health increased from 650 to 800.
  • Rotation rate doubled, making them less cumbersome in battle.
  • Stego attacks now damage stone.

Titanoboa
  • Can be domesticated and bred by stealing a fertilized egg from a wild nest.
  • Now spawns only in the Swamp and rarely in inland water sources. Nests are rare spawns and are always guarded by a female in the Swamp.
  • Can be harvested for Scaled Hide and one Titanoboa Venom, a Tier 3 Tribute.
  • Females do not have the frills, only males, making them easier to distinguish.
  • Females have a debilitating venom spit attack to help them guard their nests.
  • Wandering females can be disabled, appearing only on nests, via the following INI setting. Default is 0.5, which means wandering females will appear about 50% of the time. Setting the option to 0 should disable wandering females.

    WildTitanoboaFemaleChance=0.5

Trike
  • Tier 4 (Gamma) Implant and Saddle Required.
  • Now spawns only in the Grassland. Nests are uncommon spawns and are guarded by parents.
  • Can be harvested for Shagreen Hide and one Spinosaurus Sail, a Tier 5 Tribute.
  • Horn Damage increased from 28 to 40.
  • Base Health increased from 375 to 750.
  • Main attack (left-click) is capable of damaging stone and gives the bleed effect. Second ramming attack (right-click) now damages stone structures. Third attack (default C) gathers berries with a head butt.
The Big Changes
In the Hunted, there are a lot of changes, both big and small. Some are obvious from the very beginning, others are subtle and may not be realized until days into playing. There are simply too many changes in total to list here, but the biggest ones will be featured here that you should know about going into a new game with The Hunted.

You're Weak to Start
  • The most noticeable change that becomes obvious right away is that you are no longer a super-human upon first spawning in. All of your stats are halved and your crafting speed has dropped to 10%.
  • This is usually where most new players start screaming out in terror and rage. They accuse me of being insane and that this mod is ridiculous and no one will ever play it.
  • There are server settings that can allow you to return to vanilla stats, if you wish.
  • However, hear me out. One of the problems I think Ark suffers from is that you start off shockingly strong. You can outrun most dinosaurs, sprint forever, rest for several seconds, and BAM! Back to sprinting. Oh, and how many spears did you happen to craft along the way? And hunger? Who gets hungry? Also, when it comes to leveling up, does it really make sense to spend your points in anything but Health, Stamina, maybe some Melee and Speed?
  • The low starting stats and the stamina regeneration helps build that sense of vulnerability and fragility. Yes, it's hard to adjust to when you come from a vanilla Ark server. I get it. But I suggest trying to give it a shot for a few hours of play before reverting back to vanilla settings.

Tames are hard to get
  • In almost all cases, with some exceptions like the Equus, you need to either steal an egg from a nest to hatch a new mount or you need to find a wild baby and convince it to trust you by feeding it kibble.
  • There are no tames that are touched by The Hunted that can be knocked out and tamed anymore.
  • Unless you change the setting, all hatched or newly tamed babies start off at Level 1. This is done intentionally, not as a punishment, to really make raising a mount an investment. Gone are the days of you just trading out one mount for a new, stronger one you found in the wild. Your mounts mean something now and losing them is often a terrible loss.
  • Saddles are much more difficult to craft and require more materials. All saddles require "implants" that must be recovered from other Fallen Survivors (these are found on the map), some high level nests, or in supply drops.