ARK: Survival Evolved

ARK: Survival Evolved

Party of Six
Maveritchell  [desarrollador] 26 AGO 2017 a las 6:44
Bug Reports
Thanks to everyone for any issues you've taken note of. Current noted issues:

-Pending

Última edición por Maveritchell; 13 NOV 2017 a las 12:47
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Mostrando 1-15 de 130 comentarios
Lao 26 AGO 2017 a las 22:49 
You already acknowledged it, but just so that you have one place to look for the bugs:

- Radiant Beam II DOT reapplies on players after respawning.
whitedove 27 AGO 2017 a las 7:17 
Using the Controller's Spectral Spike Wall in combination with Brawler's Impact Punch ability causes a dino that is trapped within the spike walls to just completely disappear. No corpose or loot bag is left.
Silencer59 31 AGO 2017 a las 11:47 
Got two bugs to report, one of which, I'm sure you're aware of:

-Sounds made by abilities don't fade with distance, so any ability used by other players will sound like you casted it even if the player that used it is far away (but within draw distance).

-Mender's Overheal buff ability (perhaps other buffs as well?) interferes with a player's vision (essentially blocks sight) when the player's character is short in stature.

Thanks for the fixes. :)
Última edición por Silencer59; 12 OCT 2017 a las 11:06
Maveritchell  [desarrollador] 31 AGO 2017 a las 12:05 
Thanks, Silencer. I'm not 100% sure about how attenuation is handled in UE4, so I'll continue to look into that. It's not a high priority, but it's good to know.

For the other buff, if you spot any, let me know. I'll correct Overheal as soon as I can; I've already had to adjust a few VFX to correct that type of issue.
Crippling Depression 31 AGO 2017 a las 15:06 
(Arcanist: Meditate II) does not work at all
Silencer59 31 AGO 2017 a las 15:23 
Got one more bug to report,
Rank one spell items (leather ones) can be dyed, while the rank two items (metal) can't. Low priority bug, I'm sure.

Fixed, since abilities no longer use glove/boot slots.
Última edición por Silencer59; 12 OCT 2017 a las 11:07
Salva 10 SEP 2017 a las 22:58 
Hello! Not work OverrideNamedEngramEntries

OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_WeaponTorch_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_Parachute_Plus_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Controller_GrapplingHookPlus_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Mage_Targe_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Warrior_Targe_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Hunter_RocketArrowHomingMissile_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_Hunter_ArrowFlame_Frost_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=999,RemoveEngramPreReq=false)
zulu 16 SEP 2017 a las 16:12 
the night owl no longer highlights dinos for teir 2
Viniance 16 SEP 2017 a las 18:48 
Reporting that my whole server can't learn the engram for the jobs' weapons and is there an item name for the weapons now so that I can modify the requirements to make the jobs' weapons using the game.ini?
It's An Otter 25 SEP 2017 a las 22:41 
During initial testing of this mod I've seen two very different behaviors with regards to class changes.

1) Class change is allowed after every death.
2) Class remains locked after every death.

Which is intended? I don't see a toggle and the FAQ seems to indicate #2 is. I actually liked the class-change available on death mechanic and hope that's something that if isn't intended can be enabled.

Thanks,
Maveritchell  [desarrollador] 25 SEP 2017 a las 22:44 
Classes are something you pick and stick with. If it's ever operated otherwise, you've seen a bug.
It's An Otter 25 SEP 2017 a las 23:32 
Gotcha. Randomly after dying it gives the ability to change class directly from the job totem then. This isn't every time but it's often enough to be significant - seems to occur once every 30m or so if I'm dying a lot with testing. Earlier in the day with a different mod loadout it was every death.

MAP: Ragnarok
Mod Loadout: Primal Fear, Primal Fear SE Expansion, Primal Fear Boss Expansion, ARK Eternal, HG Stacking Mod, Party of Six, Dino Tracker, Structures Plus, Utilities Plus, and Upgrade Station (testing whether upgrading the abilities resulted in higher damage)
Maveritchell  [desarrollador] 25 SEP 2017 a las 23:36 
Thanks for the heads-up. I'll look in to it.

Regarding your original desire, there are class change tokens included as an admin-spawnable item, but the mod's design is there to imitate RPGs, where you make a build decision at the beginning of the game that carries on throughout the game. I'd like to facilitate people working together rather than being able to do everything as well as everyone else.

Also, upgrading the ability items (or any wands) will not affect damage. The only thing magic damage scales with is your melee damage stat, provided that server option is enabled.
Última edición por Maveritchell; 25 SEP 2017 a las 23:38
It's An Otter 26 SEP 2017 a las 1:04 
KillHealthFloor doesn't appear to be working properly. I've received loot boxes from wild dinos with max health lower than the defined value (lowest confirmed was 5.4k, but I don't know how much lower it goes). Server settings below:

[PO6Settings]
DamageMult=5.0
MeleeMult=true
Loot1Floor=94
Loot2Floor=96
Loot3Floor=98
LootCeiling=99
KillHealthFloor=10000
Maveritchell  [desarrollador] 26 SEP 2017 a las 1:28 
Yep, that's a bug. Right now, if you have KillHealthFloor assigned, it will take the LootCeiling value as KillHealthFloor. For now, I'd just leave the variable unassigned. It'll be fixed in the next update. Thanks for pointing that out.
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