ARK: Survival Evolved

ARK: Survival Evolved

Pyria: Mythos Evolved
Viser 91-100 af 234 forekomster
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Opdatering: 29. sep. 2021 kl. 2:00

v.33.6
-NEW ENGRAM: Ice Element!
-Mermaid shop black pearls now properly give 5 per craft instead of 1
-Fixed an issue where mermaid shops were granting the ability to craft items that were not only primitive
-Experimental: Potential fix for all Sentients loosing stamina too fast due to how the regen works after being recruited (the food and stam recover method was reworked. The current version SEEMS to make it so that cryopodding a sentient after taming it fixes it one hundred percent of the time.)
-Fixed an issue where sentients would get stuck after recruit-taming, unable to move without cryopodding
-Fixed an issue where hammer gelragarians may not be able to make smithies. Old ones that had hammers but werent registered as smithy gelragarians should now fix themselves.
-Experimental: Tibur
-Drachenthorne now only tame on extraordinary kibble
-Drachenthorne now dont deal increased damage to voidwyrms
-Fixed an issue with light and dark races having an overall resistance to all mana types.
-Mermaids are no longer vulnerable to light mana
-Insidious Fortitudo spire attack is now Ice, as was supposed to be
-Weakened natural armor of Archdemon, it now takes 85 percent of incoming damage instead of 65.
-Archdemon can now buff itself with Demonic Strength when under 50 percent health. A 30 second buff that grants it double damage and twenty five percent more resistance
-Archdemon turns tighter now
-Glacier Golem now takes slightly more damage from its weaknesses
-Glacier Golem now vulnerable to metal-damage damagetypes (Corrupted dinos, raid dinos, etc. 2.75x)
-Balrog now takes full damage from explosions (because alpha damagetypes are explosive for some fuckin reason. GG Wildcard)
-Drastically weakened balrog armor. It takes 75 percent of incoming damage now instead of thirty
-Divine Allosaurus TLC begins. New model and bite animations. We hope youll enjoy seeing what we do with the lad over time!
-Divine Allosaurus now regenerates stamina slower.
-Reduced Divine Allosaurus base HP from 920 to 755
-All Mana damage is no longer physical damage
-Drallions start using their breath attacks from farther back
-The heavy claw slash of Drallion and Everlast have been moved from O to Shift +C
-The heavy claw slash of drallion is no longer percentile, but deals a flat amount which scales with melee
-Everlast Drallion Rework Phase 1: Everlast Drallions now can be resurrected as multiple different types or elements. Implemented in the first patch are Augmented Everlast (more of a brute force one now), Fire Resurrected Everlast, and Ice Resurrected Everlast.
-Augmented Everlast now has higher HP, damage, etc compared to its elemental counterparts. Fewest weaknesses but nothing its strong against. It has a breath attack where it shoots dangerously powerful mithril arrows now. Has some slight armor, and the tail attack now pierces while hitting multiple times
-Fire Everlast is around the same as before, boasting fire attributes, an AoE fire ability with its tailspin, and weaknesses and advantages tuned to being associated with Fire element. (Keeps everlast weaknesses of light, explosion, dragon damage, but becomes immune to fire, while weak to water and ice)
-Ice Everlast keeps dragon, light, explosion weaknesses (the usual everlast weaknesses), but becomes vulnerable to Fire and immune to Ice.
-Activated necromancy totems SHOULD now persist through server restart.
-Bazel Crystals are now too volatile to be broken down (engram removed, begining stages of hailfire rework)
-Water element should no longer eat whole water containers, but take individual uses from now on.
-Glacier Golem now requires Ice Element instead of Water Element.

Opdatering: 18. sep. 2021 kl. 7:29

v.33.5
-All bosses now have their health bars show up regardless of distance now
-Colossus clap ranges extended to be better for its size
-Close range clap range has been extended to 9000 from 4250
-Long range clap range has been extended from 12000 to 20000
-Necromancy totem should now only count its own structure type within its limiter
-Added some missing sockets to various sentients
-High Elixirs no longer have a drag weight cap, but on targets with massive health pools, will only heal a flat max of 200,000 HP over 60 seconds.
-High elixirs now also regenerate 500 food per second (intended to help offset for massive hp bosses)
-Convalesce will start using targeted healing when the target is at 90 percent HP or below, not 70.
-Fixed a glitch where Convalesce-resurrected allies would glitch the heck out. They should behave fine though (make sure to still keep alive creatures away from dead allies, so they dont implode).
-Fixed an issue where Kobold werent dealing damage properly
-New files loaded to help with an upcoming everlast drallion rework.

Opdatering: 16. sep. 2021 kl. 2:33

v.33.4
-More compatibility with Good Foods, Good Items
-Omnivorous Sentients will eat the following from that mod: Azul Lemon Cake, Beef Buns, Berry Dream Cake, Biscuits, Broth, Cooked Rice, Creme Brulee, Fish and Chips, Fruity Jam, Hardtack, Honey Bread, Pancakes, Pizza, Pudding, Herbal Fish, Herbal Meat, Steak and Veggies, Sugar Cookies, Sushi
-Carnivorous Sentients will eat: Beef Buns, Soup Broth, Fish and Chips, Honey Bread, Pancakes, Pizza, Herbal Fish, Herbal Meat, Steak and Veggies, Sushi
-Saberians have the same taming settings as Gelragarians and Tibur
-Reduced Ash Plume Rock Drake HP from 1750 to 1125 (is now more in line to my SCR Rock Drakes)
-Reduced bite damage on Ash Plume Rock Drake from 60 to 55
-Reduced the claw slash damage (not dragon damage) of Ash Plume Rock Drake from 50 to 48
-Restored running speed multipliers on Ash Plume Rock Drake
-Ash Plume Rock Drake turns tighter now.
-The Blood Curse from the single and rapid dark mana projectiles of Dark Archer and Insidious Eminence now stack five times. This allows for either rapid healing of a single target, or for up to five targets to heal from the same victim. This effect is now on player Dark Aura Arrows as well.
-Slightly reduced the damage of said projectiles from Dark Zenith and Dark Archer in order to make up for this incredible healing factor
-The damage values of rapid and single shot arrow projectiles from both Divine and Dark Archer and Zenith have been inverted. AKA, the direct damage now deals more damage than the explosion radius damage.
-The single shot arrow projectiles of Divine and Dark archer had their damage increased slightly (Well Divine did, Dark didnt to keep the balance for its healing factor)
-Hopefully fixed Gelragarians, and their weapons disappearing when out of render, thrown from cryopod, server restart, etc.
-Dark Sentients can now tame other Darks properly.
-Most summons now have a cooldown
-Fire mana damage on fire debuff no longer continually re-procs own fire debuff until the target is dead.
-Divine and Insidious Zenith start attacking their targets from a further distance. Insidious is SLIGHTLY better at longer range than Divine.
-NEW STRUCTURE: Necromancy Totem. Currently crafted in inventory (will move later), the Necromancy totem consumes Mana at roughly 1 per 30 seconds. When activated, provides a buff to nearby undeads. This buff grants +25% resistance and melee, +25 HP Per second, and +15 Stamina Per Second. Can only place 5 in an area, and each totem has a range of 8000, working even through structures. Be warned, as it buffs enemy and ally undead alike. Has some cross-play with my mods.

Opdatering: 12. sep. 2021 kl. 12:58

v.33.3
-Orc Heavy Slam cooldown increased from 8 to 9 seconds when ai, now has a 7 second cooldown when ridden
-Crossplay with Good Foods Good Items. Sentients will now eat Bacon from that mod as a food source (lasts nine and a half hours in their inventory and recovers more food than normal cooked meats)
-Sentients should no longer eat kibble if they could
-Weakened the AoE burst of Drachenthorne
-Drachenthorne babies should no longer starve

Opdatering: 6. sep. 2021 kl. 8:32

v.33.2
-Removed spawns for an early access testing creature.
-Forced wipe of said early access creature
-adjusted magicrystal cost of hellhound creation.
-Attempted to make Divine Allo look a little nicer.
-Experimental: Divine and Dark Archer
-Different Experimental: Gelragarian
-Augmented Everlast are immune to bleeding and venom now
-Weakened augmented everlast armor from taking 68 percent of incoming damage to 85 percent
-Adjusted stamina costs of augmented everlast
-Augmented everlast now somewhat has high stat scaling
-Adjusted Augmented Everlast damage output to be roughly the same base as normal drallion
(I want to do more with Augmented Everlast to make it worth it, but right now im unsure if i will be able to with the current model)
-Goblin damagetypes properly childed, but they will continue to be able to hit rider direct. I feel this helps them stand out and give them a role as the microraptors of pyria, so to say.

Opdatering: 5. sep. 2021 kl. 2:32

v.33.1
-Adventurers Canteen can be properly crafted in orc and gelra smithies

Opdatering: 5. sep. 2021 kl. 1:48

v.33.0
-STYGIAN DRACHENTHORNE TLC!
-Old Drachenthornes needed to wipe for the tlc to work properly, sorry!
-Drachenthorne HP Reduced from 1500 to 1325 (Closer in line to my SCR Wyverns)
-Drachenthorne now spawn in more volcanic environments
-Drachenthorne now has a new AoE delivered on Left Control, dealing dragon elemental damage to everything around it as it flies.
-X key roar on drachenthorne, for aesthetic
-Drachenthorne and Ash Plume now follow Dragon Element damage resistances. They now take half damage from ALL elemental sources, but 2x from Light Mana, Dark Mana, and Dragon.
-Dragon Element now inflicts Dragon Blight onto targets. In Pyria, Dragon is both a mana type and an elemental type, as it is the will of a dragon made manifest. Dragon Blight deals an additional hit to the target, this hit is effected by elemental weaknesses and resistances, as well as armor and overall resistance.
-For ash plume, this is a singular large hit done with its claw swipe.
-For Drachenthorne, this is multiple rapid small hits with its breath, or one big hit with its new AoE attack.
-Stamina reduced from 800 to 300
-Torpidity reduced from 4000 to 1000 (still above vanilla wyvern)
-New item: Adventurers Canteen (10 drinks)
-Centaur shops give more for their bulk trade value, since veggie cakes arent the easiest to make.
-Nuked Colossus Core drop rate. from 12-50 to 5-12
-Several craftables and consumables no longer spoil
-Altered crafting costs for Golem Booster
-Golem Booster now consumes item on use
-Experimental: Divine Berserker and Dark Berserker
-Increased Golem Booster gains. Stam is same. Health from 1.25x to 1.5x, Melee from 1.25 to 1.5x, and speed ffrom 1.25 to 1.5x
-Golem Booster now grants a slight health and stam recovery rate
-Golem booster is hopefully now persistent, meaning the buff saves.
-Hydra swim speed nuked
-Hydra swim depth adjusted
-Hydra cant use most of his attacks in water now
-Fixed an issue with non-SCR Arcane stego running
-Orc no longer hits rider-direct with any attack
-Orc gap closer (wind punch) stuns still, but reduced the stun time from 3.0 to 2.25 seconds
-Increased the cooldown on the orc gap closer from 9 seconds to 12
-Orc windbox (force aoe) no longer inflicts stun, but a slowing trike stun that works on anything 250 drag weight or less
-Orc stomp no longer inflicts stun, but launches targets upward that are 150 drag weight and less.
-Orc fighter running attack (the dash fist slam) no longer inflicts any form of stun, just normal torpor. The ridden cooldown of this has been lessened from 5.0 to 3.5 seconds
-Orc Soldier weapon slam only now knocks targets upwards, and doesnt stun anymore. The drag weight maximum for launching was also changed, from 450 to 150
-Orc soldier weapon attacks now apply a stacking bleed. This bleed damage tick scales based upon the damage of the orc itself, and is not percentile.
-Fallen cant breed anymore
-At long last, Withered no longer lay raptor eggs.

Opdatering: 30. aug. 2021 kl. 19:04

v.32.07
-Insidious Zenith properly produces dark mana now
-Slapped magicrystal production back to 15, they were producing 15 per craft already x-x
-fixed an issue with Insidious fortitudos, their particles and their glitched attacks
-Dragonkings can now no longer by cryopodded, as they are not creatures, but people. This will hit the sentients later once their strange immobility glitch is fixed.
-Glacier Golem grants a flat 30x preservation multiplier to things in its inventory
-Removed sound cues on balrog and fire elemental states
-Experimental: Centaur (if crashes and server stalls are reported there will be an immediate update
-If Ash Plume Rock Drake is Docile, it will swap to use Yutyrannus foods for taming. This was done since you cannot passive tame via eggs.
-Divine Zenith may be thicc, but she no longer has the density of a nuetron star (She is 150 drag weight like the others now)
-Soldier Bug Feral rate reduced from 75 percent to 50.
-Hydra feral rate reduced from 95 to 85
-Hydra docile rate reduced from 75 to 30
-Tamed Automatons regenerate health now.
-Centaurides (Female Centaurs) now start shooting their arrows from much farther away.
-Centaurs walk slower, run faster now
-Greatly increased the accuracy and hit registration of centauride arrows, they are pretty horrifyingly good archers now.
-Fixed various centaur bugs. Females may or may not charge in close combat to attack targets now...working on that.
-Increased damage of Aura Arrow significantly
-Dark Archers and Zenith now inflict Blood Curse with their single shot and rapid aura projectiles, healing themselves. This version of Blood Curse works on bosses, elsewise, it is the same. Be advised they all wont heal, only the first whose projectile hit will.
-New Engram: Dark Aura Arrow. Less damage than Aura Arrow, but inflicts Blood Curse.
----Colossus Boss Fight Reworks. Colossus focuses less on cancerous amounts of overwhelming damage, each hitting rider direct for the ultimate frick you. Now, he is more about fearing specific attacks---
-Colossus dont have genders anymore
-Creatures immune to stun are immune to colossus stun
-Colossus does stun with less attacks
-Stomp on Colossus will inflict a buff on anything under 250 drag weight that makes them take 1000 more damage, this damage scales with colossus melee, but is still effected by armor.
-Colossus stomp base damage is 700 now
-Removed rider direct damage from all attacks and made only specific attacks do rider direct.
-Colossus now vulnerable to: Ice, Water, Dunkle and Magmasaur (Dmgstone extraharvest andmetal), raid dino damagetypes. Takes more damage from explosions (still resistant), and is no longer immune to tek damage.
-Colossus melee damage childed from titanosaur now.
-Dont try to reinact pacific rim with colossus. It will show you the definition of superior technology
-Colossus is no longer immune to all buffs.
-Colossus thrash attack removed.
-There is now a MUCH bigger windup on colossus arm slam.
-Colossus Arm Slam deals 5x damage on anything under 700 drag weight. Anything under 250 drag weight will take an additional 1000 damage that scales with his melee, like the stomp. This attack deals rider direct damage.
-Colossus clap has a longer windup, and hits twice depending on distance.
-Being close to Colossus (4250 units or closer) deals 2500 damage that scales with melee, rider direct, and inflicts stun on creatures 1000 drag weight and less.They will also take the Distant AoE effect as well.
-If you are farther than 4250 units (max 12000) from Colossus, he deals only 100 damage to all targets, rider-direct. This damagetype however isnt raid dino but rather Lance, dealing weakened damage to creatures and survivors, but inflicting some torpor. Riders will be dismounted with some impulse damage, and those hit will get a minor slowing effect
-Weakened Colossus One-armed swipes from 1200 to 500
-Colossus arm slam is now 1500 base damage
-Colossus Kick does 600 damage and yeets targets 450 drag weight in the air upward while knocking them back. Targets 250 drag weight and under are also slow-stunned.
-Colossus natural armor no longer exists, but he still has armor. As hes an ancient robot or golem, he adapts himself based on what he assumes your threat level to be.
-Colossus ignores 90 percent of damage when above 80 percent health. At this state he will only use his weak arm swipes and occasionally his stomp and kick. You are a lvl 1 threat entity to him.
-At 79 percent health or lower, Colossus dubs you a lvl 2 threat entity. He ignores 70 percent of incoming damage, and his melee increases by 50 percent. He will start using his clap attack.
-At 49 percent HP or lower, Colossus dubs you a lvl 3 threat entity. He will start using his arm slams now, and his attack will increase 225 percent. He ignores 50 percent of incoming damage
-At 15 health or less, Colossus enters Crisis Mode. His attack power will return to normal and he will begin focusing on auto-repair. He takes 100 percent of incoming damage, but begins rapidly healing damage. Dont let him recover, and finish him!
-Colossus now has a chance to drop a metric frickton of element. Its not canon, but i figure it helps.
-An extra special meme-reward can be given in colossus loot drops now...

Opdatering: 29. aug. 2021 kl. 10:04

v.32.06
-Magicrystals craft in bulk of 15 instead of 1 now, sorry!
-Magicrystal costs 15 mana per craft
-Magicrystal crafts in 15 seconds now
-Fixed an issue where the roar of ogre wouldnt play if you didnt have shadlos tameable bosses
-Balrog reduces the weight of obsidian in its inventory to ten percent
-Balrog Swims again
-Balrog and Fire Elemental now can craft Gunpowder and Charcoal
-Balrog and Fire Element now shift States due to their element, depending on if it is raining
-If they arent exposed to rain or arent swimming, they enter Blaze state. In this state they warm (though can overheat) nearby players. The elementals themselves have their crafting speed increased by 5x in this state and gain 2.5 stam per sec. They also produce 60 fire element every 60 seconds, until they have 12000 fire element in their inventory.
-If exposed to rain or swimming, the enter Steaming state. In steaming state they provide an overall temperature buff to both heat and cold, and recovering HP of nearby creatures and tames with 1.5 hp per sec when near them.
-Fire Elemental projectiles fly farther
-Reduced some Magicrystal costs for projectiles.
-More Lore
-Elemental crafting costs cut again. Each craft gives 30 element
-Fire elemental auto-crafts now, same as balrog

Opdatering: 27. aug. 2021 kl. 12:04

v.32.05
-Mithril Arrows can be properly made in gelra and orc forges now
-Removed the default names on Orc, Gelragarian, Centaur and Mermaid shops, because they can now be custom named. RP Freedom galore!
-Nerm Overlords summoned by the easter egg properly kill themselves after ten seconds.
-Nerms now have another easter egg. A 1 out of 7 chance to make the lego yoda death noise on kill.
-Fixed an issue with Paladin ascension
-all lower divines and darks can be tamed faster by those in the tiers above now. (IE: Paladins can now be tamed faster by Convalesce or Zenith).
-Upgrading Orc, Gelra, Mermaid weapons now costs 4x the materials to upgrade, to compensate for the fact they are now used in crafting.
-Fortitudos now produce mana in their inventory the same rate as their fellow ascended divine.
-Doubled the wait time production interval of Dark or Light mana in Divines and Darks, including Ascendeds. Ascendeds are still half their normal brethren values.
-Raised non-ascended Dark and Divine mana cap production to 300
-Ascended is now 700 (cap production max)
-All divines now drop Souls, whether they are dark or light.
-Several new items now have Dark Souls-styled lore bits about the world of Pyria attached to them...
-All Consumables in mod (potions, elixirs, etc) now preserve with inventory multipliers of things like creatures, fridges, etc.
-Race ingots no longer count as metal ingots
-Fire Elementals should no longer react to the theft of wyvern eggs if you are in a trench and they are nearby. As a result they require standard kinship runes now.
-Gargoyle requires kinship rune now and not dragon kinship
-Divines and High Divines can now be grabbed. I figure as they are people, they aught to be subject to the same worries as us. Nonasceded are 125, ascended are 150.
-Orc are 150 drag weight
-Orc turns tighter, especially in combat as AI.
-Orc deactivates its falling animations when its in combat. This allows Orc to fight effectively against targets with high knockback, as the fall anim would cancel their attack.
-Heightened fallen spawn on upper level intervals now.
-Rider Weaponry disabled on all rideable sentients, minus centaurs
-Projectiles of Archers, Divine and Dark, hit easier. Same with some of Zeniths, and Ryus.
-Fixed an issue where the ryu fireball had no damagetype
-Many Dragonking damagetypes updated to use the new mana system
-Ryu full body shock damage greatly lessened, but now it hits many, MANY more times.
-Ryu spark breath now only hits three times.
-Removed Ryu natural armor to bring emphasis on it being more of a mage and having less brute force resistance and output.
-Ryu is now also immune to water damage, on top of its previous fire and lightning resistances
-Ryu slightly less resistant to dragon
-Ryu now takes 2.6x damage from Dark elemental attacks.
-Ryu bite now deals bonus damage to the dark with its bite attack (updated to the new system)
-Escadora takes now 2.5x damage from Dark, Light, and Dragon elements.
-Escadora is completely immune to fire, lightning, water.
-Escaoda takes half damage from ice.
-Increased the cost of Fulgur Carno to 1150 fulgur crystals
-HC Diorex is meant to cover anywhere from 50-90 percent of a fulgur cost, so its output on kill is increased, and its entire loot table is now more frequent and fair.
-Dark Mana Reaper magicrystal cost cut, from 600 to 175
-Infernal rex should no longer spam its AoE
-Increased damage from Bazelnade Fire Arrow from 385 to 425
-Made Automaton cheap and easy to manufacture again
-Lowered damage of Earth Arrows from 500 to 100, but now they inflict one hundred percent of their damage as raid dino torpidity
-Fulgur Carno now runs faster
-Unchilded Fulgur Carno from Alpha Carno to Normal, hopefully this will make it spawn properly.
-Fulgur Carno projectiles fly faster, reaching father distance
-Infernal rex AoE detonates ten percent faster
-Attempted to fix gelragarian weapons disappearing on server restart.
-Added two Troop variants to Savage Axe and Savage Cutlass. These can only be used by tames, costing twice the resources but having 6x the durability.
-Boom Cannon and Bazelnade no longer work underwater
-Minor Ogre and HC Ogre Rework:
-More hitboxes on club
-Ogre wont use its club like a bat if the target is too close to it.
-Ogre roar inflicts a two-second slow onto anything under 500 drag weight, before lowering its attack and defense by twenty percent.
-Reduced HC Ogre HP from 30,000 to 22,100
-Ogre once again has a high chance to vomit up his lunch on death, and provide a fair amount of cadaver parts. Necromancers, gooooooooooooo!
-HC ogre now inflicts venom on strike with its melee attacks
-HC Ogre doesnt waste stats in Speed, becoming more powerful now.
-Ogre turns tighter now
-Reduced amount of natural armor on ogre and HC ogre, HC Ogre still has more than normal.
-HC Ogre projectile spread reworked, doesnt use it in close proximity. The projectiles are now Nature damage that Poisons, like Insidious Zenith.
-In close proximity, HC Ogre starts using a new spit projectile that lands at its feet, inflicting mass torpor and applying a field of torpor on impact, similar to a toxic gas grenade.
-Ogre properly runs now, though its nothing fancy