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The other 22 or so are to adjust the scaling of features, so that way a finer balance can be achieved.
Non rideables are also getting a unique feature to pulse an AOE buff to allies, with ground-bound creatures (like Dilo's or Hyaenodons) giving their teammates a damage buff to make them stand out from flying & carryable creatures.
This buff is slated to cost 50 stamina per second to maintain, so non-rideables will actually have a use for stamina levels and there wont be any need to treat it as a second speed stat.
Dinos with maxed stats are almost immortal with so fast health regen.
I do have a v2 waiting in the wings that's gotten as far as being setup to account for config options (It ended up with something like 40 different config options!)
I am currently waiting to see the results of ARK Survival Ascended before going further. Mostly, I am waiting to see what ASA actually has in it to determine whether it would make the most sense to support both ASE & ASA, move onto ASA, or stay exclusively with ASE.
v2 should also perform better. The original draft of NWP replicated too many properties that clients (players) don't really need to know about and the AOE buff system provided by ARK is too aggressive about applying the buff to everything in range for it. I have a custom system that should be less aggressive about pollinating the buff to dinos in the vicinity.
For dinos, knockback resistance appears to be OK functionally, but it's pretty underwhelming in practice. It's not as impressive as in-combat HP & Stamina regen, wild-speed levels actually doing something, or the inventory item weight being reduced.
I've also added the v1-beta label to the mod to more accurately reflect what users are in for, No Wasted Points has demanded a lot of debugging due to how unpredictable ARK is about whether or not I can easily retrieve the original values of an object.
At a later date I'm keen to revisit the design of the mod so that the working elements can be evenly distributed to replace the more fragile, easily cracked elements.
I've spent the last 4 days in a haze of debugging so it'll be a while before I push another update, but when that happens I want to get the ball rolling on config options. For now I'm keen to just let the design of the mod sink in.
The default values are more or less balanced around Difficulty 5 (where the dino level cap is 150-190) and players being capable of reaching level 190 after all Ascension is achieved.
Right now all my attention is going towards overhauling the Player version of NWP to make it more compatible with CE: Races. It wont crash your game to have them together but the 2 mods compete for authority over character properties like Mass, Jump Height, Fall Damage, etc, when my mod should defer to the CE: Races mod for what a player's normal properties are.
I've got an idea of how to do that, though I'm reaching out to the authors of CE: Races to see if we can more directly collaborate.
Thank you for your dedication to making this mod even better.
A working example of such a system is the Lystrosaurus, there are technically 2 buffs involved with the "Pet it" mechanic. One buff for itself to serve as the AOE radius, and another buff that actually handles the XP multiplier.
On the NWP side of things, Stamina has just been configured to have an actual use for riderless creatures - I'm having Stamina improve the turning rate of creatures (up to a bonus of +100%.) It benefits a rider (it's nice to have a Rex that can turn around before tomorrow), but tangibly benefits non-rideable and off-saddle creatures.
This is still a really neat mod, and it gives an actual use for points in the "less desirable" stats, meaning that any challenge where you can only use one creature now isn't a struggle to find members of that species with just high melee and health.
I have made a consumable item that is intended to give the buff (or refresh it, if needed, though ideally that should be a rare situation.) I'm looking to have that up and running this weekend. It'll be annoying to have to manually apply the buff to all your tames but that's better than freezes & crashes.
After Testing, it seems it was this mod causing the freezes. I'm not certain why it would cause freezing, but maybe you can look into it?
On my own private server I've been going insane with the novelty of actually looking forward to taming something with high oxygen or food or speed.
I also do want to give the mod a more legitimate looking preview picture, the meme-picture is just a placeholder.
(The meme description is staying though.)