ARK: Survival Evolved

ARK: Survival Evolved

Balance Evolved
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Update: 2 Sep, 2016 @ 11:19am

- Improved running animations for Raptors, Terror Birds, Lystros, Compies and Dilos.

Just a small update (although possibly a big download) for the sake of imersion while I'm working on a really big one. Stay tuned!

Update: 2 Sep, 2016 @ 10:20am

Nothing to see here. Just fixing a dumb mistake. Move along people.

Update: 14 Aug, 2016 @ 6:10am

- Dunkleosteus Health: 1000 > 2000
- Dunkleosteus global damage reduction: 50% > 0%
- Bronto minimum impulse to apply: 30 > 1240
- Titanosaur minimum impulse to apply: 30 > 10000
- Rhino Health: 500 > 550
- Rhino Sprint Speed: 1665 > 1850
- Rhinos and bears can now increase sprint speed through level ups.

Trike

- Walking Speed: 330 > 150
- Sprint Speed: 1023 > 1050
- Tweaked running animations.
- Charge Impulse (knockback power): 100000 > 280000
- Added charge stop animation.
- Charging blocked stop time threshold: 0.1 > 0.2

A lot of minor changes to improve the feel of the mod. The Dunkleosteus changes have basically no effect, except for creating clarity and making tranqs more effective.

Brontos and Titans will now stand much more firm on the ground instead of getting knocked around by a pack of raptors. I will most likely do more changes like these in the future.

Some buffs to rhinos, as I feel they are a bit too much risk for their reward atm. Rhinos and bears will now also get faster sprint from points spent in movement speed, and not just walking speed.

Trikes walking speed has been changed back to it’s base game wild values, as it really didn’t look like a natural walking speed before. I’ve also fixed it’s running animations to look more in sync as well as some minor balance changes to the charge attack.

Update: 13 Aug, 2016 @ 1:31pm

- Applied standardized stamina consumption values and damage multipliers to leeches and titanosaurs.
- Leech damage multiplier from Beelzebufo: 5 > 10
- Angler wild speed multiplier: 1 > 0.7
- Ichthy wild speed multiplier: 1 > 0.5
- Manta wild speed multiplier: 1 > 0.45

Finally got around to standardizing leeches, which should have been done together with the diplodocus. I also made Ichthys, Anglers and Mantas an exception to my rule of wild and tamed dinos having the same speed, because in their current state they are simply making the ocean to much of a pain to travel in. I hope this improves it for now, but I’m also planning more changes to swimming in the future (just not sure what yet).

Titanosaur

- Base Health: 230000 (150000 when tamed) > 250000
- Base Stamina: 2000 > 50
- Walking Speed: 800 > 250
- Swim Speed: 800 > 150
- Can no longer sprint.

Now, about the titan. I actually like a lot of the decisions made with its design (like it having set stats), but I do not like it being a temporary tame at all. Therefore, I will be balancing it around being a permanent tame. I’m not disabling the ability to make it temporary if people so choose, but if you thought it wasn’t worth the effort before, it probably will be even less so now.

On live, it is pretty much a better bronto in every way. As a temporary tame, this actually makes sense. However, as a permanent tame it of course need drawbacks like everything else, and it’s very obvious I’ve gone for speed in this case.

Similarly to the giga, it’s now moving much more in a way you’d expect from a creature that size (big, slow steps), but unlike the giga the titan is completely unable to sprint. I simply don’t think it feels right for a walking mountain/super fortress to be able to sprint. As a compensation for the big nerfs to speed though, I’ve pumped it’s health up to 11 to really make it a tank among tanks, even when compared to the highest possible levels of other dinos.

For now I’m keeping its ability to damage metal, but this is definitely something I’m willing to change depending on feedback. Do tell me what you think!

Update: 5 Jul, 2016 @ 12:13pm

- Fully implemented breeding phase 2 into the mod.

- Cleaned up and moved around some files. Nothing that should affect gameplay.

Note: This update contains a lot of currently unused files for future updates, so if you think the download is a bit too big, now you know why.

Update: 21 Jun, 2016 @ 5:42am

Renamed a few files to make cheatspawning easier. Should not have any effect on actual gameplay.

Update: 18 Jun, 2016 @ 3:08pm

- Beelzebufo Swim Speed: 1650 > 485
- Beelzebufo no longer slows down a lot while turning during a sprint.
- Carbonemy Swim Speed: 1200 > 300
- Castoroides Swim Speed: 1460 > 324
- Kairuku Swim Speed: 1520 > 434
- Sarco Swim Speed: 1420 > 355

- All of the above creatures can now sprint while swimming, using their old swim speeds for this.


This is a change I wanted to do from the beginning, but simply didn’t know how to do it. This is technically a nerf, as these creatures now need to use stamina to swim at their max speed. However, I think that was a pretty needed nerf anyways, since amphibians previously had this as a pretty unfair advantage over actual aquatic mounts, while still having similar speeds.

Update: 17 Jun, 2016 @ 4:38am

Increased Castoroides wood gathering by roughly 75% to compensate for their loss in base damage.

Update: 14 Jun, 2016 @ 2:19pm

Fixed an issue causing Phiomias tamed with the mod on to cause the old issue of a save file being unable to load after removing the mod. Just like before with ankylos, if you're running a dedicated campain and want to be able to remove the mod without starting over, I would recommend replacing all tamed phiomias.

Once again, sorry about this!

Update: 14 Jun, 2016 @ 7:55am

Stegos now grants +100 hyperthermic insulation (range: 500) and gets a herd boost, functioning like the Compy/Direwolf gang/pack boost.

Herd Damage Bonus Multiplier: 0.06
Herd Damage Resistance Multiplier: -0.25
Max Herd Count: 2


Stegos have always felt like they never had an intended niche, neither in the base game nor in Balance Evolved, untill now! Stegos are now claming the role as the games supreme teamworking battle tank, becomming tankier than the likes of rexes and spinos while in groups, while also pumping out more damage than the likes of paracers!

I thought this would be a fitting role, as the game is currently lacking in group-oriented herbivores (despite several of the games herbivores being herd animals) and it would also be a nice contrast to the future pack hunter Allosaurus, whom I see as sort of a rival species for the stego.

I also gave them some heat protection, because it seemed fitting with their plates and how they where possibly used in real life.

Do try giving the old stegos a run, and tell me what you think!