ARK: Survival Evolved

ARK: Survival Evolved

Dragons Evolved
 This topic has been pinned, so it's probably important
HydragonofDeath  [developer] 3 Jul, 2024 @ 11:19pm
HUGE UPDATE CHANGELOG
Rhenoblos bite animation sped up by 15%
Rhenoblos stego thagomizers at the end of the tail removed for redundancy and ruining the overall quality. Replaced it with a matching spikes that fit the rest of its body.

Increased knockback on Apceros tail swing, but nerfed the knockback on the tail SLAM to allow it to hit twice properly.
Apceros is slightly more resistant to knockback now.
Increased Apceros sprint speed by 30%

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Removed fire explosion when Diablo dies.
Reanimated Diablos Firebreath Again, now aims slightly more UP.
Diablo fear roar AOE no longer lasts the entire animation.

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Nature golem now swipes green trails.

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When long pins a target they are unable to fight back now.

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Limit frog spawns to 10% of the population.

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Hellraiser slightly smaller now & less fat.
Hellraiser now uses the normal atlas drake model rather than my modified one which looks weird.
Fixed hellraiser hurt animation problems.

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Saurian breath attack prevents stamina regeneration.

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- Shieldhorn now has longer limbs than trike & thinner ones too.
- Reduces shieldhorn tail length.
- Shieldhorn head size slightly reduced.
- Shieldhorn footstep sounds are amargas now.

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Fix Deinodogaron jaw weight painting by weighting some of its actual neck to the jaw straight up.
- Deinodogaron new custom bite animation.

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Alt+C: Impaling String - Base 50 damage. Requires stamina & has a cooldown.
===Notes===
- Shreds & Ignores armor.
- Hitscan.
- Inflicts bleed, shredded & venom.

- Reduced emperor scorpion size by 15% and reduced movement speed to better match with how strong it actually is.

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Nile dragon has recieved a few new upgrades. Although it is by far (in my opinion), the most balanced creature in the entire mod, its hard to see it as much more than just "Upgraded sarco that works in the late game"
I'm trying not to make it OP & unbalanced, while implementing stuff that I wrote in the lore that was written after I had made the creature & had completely forgot was even part of the lore.

- Nile dragon's bite attacks now deal an additional 10% extra damage when swimming of DOT fire damage.
- Nile dragon can now use its lunge underwater. However, while underwater this attack turns into "Steam Rush", the Nile dragon will open its mouth & surge forwards at incredible speeds towards its target. This attack hits near the Nile dragon's mouth & can hit up to 4 times as opposed to the 2 times the lunge on the ground can do. You cannot regenerate stamina during the surge however.
- Nile dragon's lunge on land now tackles targets under 250 drag weight & carries them with it until it lands on the ground.

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Abnormal Dragon now recovers water when it is raining, as well as its other underwater buffs! Giving it more viability in the rain.
Being hit by water attacks now restores 10% of damage as water stat. Not pressurized water though, that sucks.

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Skelltor corpses can now actually be harvested for bones.

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Cristatu-Ya-Ku now has longer and thinner legs, making it much taller, as well as having larger arms.

- Cristatu-Ya-Ku's claw punch attack now inflicts shredded.

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Vulga-Ya-Ku has thinner and longer legs & arms now, shorter tail, and larger head.
Vulga-Ya-Ku stab attack reanimated. Has better attack rate now. Should help a bit with DPS.

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- Remodeled the Enforcing drake.

- Enforcing drake healing AOE changed. Still uses Daeodon BP base but removed most of the healing code.
- Enforcing drake healing AOE buff now has an AOE interval of 2 seconds where it will send out a pulse that heals all allies in the area by 20 HP base, scaling w/ melee. This drains food like before. Toggle it off with right click. Drains 100 food every 2 seconds.
- Enforcing drake's directional root motion attack controls changed. No longer use Shift+A/D. Looking behind yourself will now automatically cause left click to be a claw swipe. The swipe no longer causes bleeding or other special effects & has no cooldown now.

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Removed collision/hitbox from Cyclops's Club.
- Slowed Cyclops attack animations by 10%

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Almuldon headbutt is now slower & smoother, but also hits twice.
Almuldon can now sit.
Fixed Almuldon hurt animations.
First headbutt from Almuldon has no knockback. Second part does
- Slightly increased Almuldon HP from 375 to 390.

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Nemesis blood breath no longer shoots the red fire.
Nemesis breath attack prevents stamina regeneration.

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Cockatrice poison reworked. Is now a unique venom weaker than normal poison that only works on creatures under 500 drag weight.

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Razortooth no longer plays its cuddle animation for chewing on targets or play an extra bite animation. It now has an edited cuddle animation for chewing.
- Razortooth now gets its rivalry buff when around Apexes (still not AT's though).
- Razortooth now heals when it chews the target.
- Razortooth roar abilities keybind changed. Lctrl is the intimidating roar & Alt+Lctrl is the taunting roar.
- Razortooth now has a tail smash on Rctrl. No special effects, just deals 50 damage & has high knockback. Can be used while moving.

- If Razortooth has its boss fighting buff, its taunting aggro roar now grants all nearby Razortooth allies a 30 second long +10% damage resistance buff. This buff stacks 5 times, but a single razortooth can only apply one of these buffs.

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Siren's can now soothe Leeds with their music.
If multiple Siren's sing toghether, they additionally buff each-other with a "Symphony" buff. This stacks 5 times but each Siren can only give the others 1 buff. When the Symphony buff is active anything with the Siren singing BUFF in a radius of a Siren with a Symphony buff will get a new effect depending on the amount of buffs. Siren's cannot give themselves the symphony buff & if a Siren is buffed by their own song, the singing buff does not buff sirens. Only nonsirens.
The following buffs stack.
1: +15% damage for 10 seconds.
2: +15% resistance for 10 seconds.
3: +10% speed for 10 seconds.
4: +5 HP per second for 10 seconds.
5: +10 HP & +5 stamina per second & +25% melee & +15% resistance for 10 seconds.

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Raised the Feral & Nian's tail on their walk & idle animations.

Fixed up Nian's walk animation being too fast.
Nian has a new X attack in the water, a water spin attack!

X: Underwater Spin - Base 50 damage. Requires stamina & has a cooldown.
===Notes===
- Hits 3 times.
- Launches forwards.

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New animation for Kirin's horn attack to make it look more like a horn attack.
Kirin has a longer neck now.
Fixed kirin's lightning ring having some weird vertical AOE.

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Mira no longer shoot fireballs. Instead she has a unique blue fire breath. This blast has more range than a normal fire wyvern but is not as ranged as its original blasts which went on much longer.
- Malus still shoots fireballs.
- Mira fire is now a unique damagetype childed from normal fire & inflicts a unique blue fire debuff. Acts identical to normal fire debuff but works on bosses.

- Azarion can now sit.
- If Azarion is on element crash. Sitting will do nothing.
- Azarion can no longer be cryopodded if it is in Element rush or crash.

New Arm Smash & Tail slam attack for Azarion.
- Azarion's ultimate reanimated. Now takes longer & has longer grace period but looks way cooler.
- There is an initial projectile explosion upon the sapphire attack exploding which has the same radius as the outer explosion. Base ~200 damage & scales w/ melee. Destroys the environment.
- Actually turn this into a projectile rn its an AOE, projecile with small radius and 10 damage. Do this as well for Azarion, but don't remove the AOE.
- Doubled the amount of stamina the Azarions special attack does.
- Azarions attacks cost much more stamina now.
- Azarions fury attack no longer causes lag cuz it no longer summons visible explosions. Still causes shockwaves though & they still do damage & leave flames. They are also faster now.

Rctrl: Arm Smash - Base 125 damage. Requires stamina & has a cooldown.
===Notes===
- Hits twice.
- Damages all structures.

Alt+Rctrl: Tail Slam - Base 180 damage. Requires stamina & has a cooldown.
===Notes===
- Hits twice.
- Damages stone structures.
- Deals an additional 50 damage if powered up.

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Alarion's Escation animation is now longer. The roar is now the buildup, and a new part of the animation causes the actual attack.

- While charging the huge attack, Alarion rains lightning around itself.
- Alarion's wing attack in the air is now replaced by a new tail attack which also inflicts elemental debuffs on the target it hits.

C: Tail Whip - Base 150 damage. Requires stamina & has a cooldown.
===Notes===
- Inflicts elemental debuff of the current elemental type.


- Removed bite attack from Alarion, completely useless attack that did nothing and was inferior to the headbutt in any way.
- Added new Attack to Alarion for the right click.

RC: Dragon Bombs - Base 100 damage. Requires stamina & has a cooldown.
===Notes===
- Purple electricity surrounds Alarion before a massive purple flame erupts from under her. Causing purple electrical blasts to rain down from the sky of dragon element. These detonate on contact.

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- Invadur's dive bomb works like the body slam now. Only doing explosive damage if in the right mode.
- Fixed invadurs tail clipping through the floor on the body slam by editing the animation.

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Shelob's blood projectiles now work on bosses & scale w/ her melee. Making it much deadlier.
However the projectiles no longer do rider direct damage.

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Dododragon's claw attacks reduce healing.
Dododragon slight model change.

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Aquatherioth moveset controls finally fixed after so long.
Aquatherioth particle effects when walking fixed.
Aquatherioth can now use its tail whip on land. Only hits once though.
Aquatherioth tail attack cooldown & stamina cost reduced MASSIVELY.
Aquatherioth tail whip stun is normal trike stun now. Only 4 seconds rather than 10.
Aquatherioth tail attack now inflicts stun properly. Accidently broke this when I added the venom update.

Aquatherioth now has a move that it can use to immitate pig noises, is not an attack but has a cooldown.
Q: Pig Squeal.


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Jabberwock banshee spit now changed to the same acid projectile as the Scourgion queen.

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Ronin Sklirotaur's rolling attack damage is now controlled by projectiles rather than melee damagetype & damage in attack infos.
- Lowered damage of roll to 5 as a result b/c it hits much more now.
- Roll now demolishes rocks as a result now.

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- Decreased all Huntdrake's walking speed by 30%
- Huntdrake run animation speed reduced by 25% run speed itself increased by 75%, there may be a bit of sliding cuz the animation doesn't sync right but at least sprint should actually be worth using now (making anim sync looks weird cuz wyverns animation looks horrible when too fast).
Poison huntdrake no longer has a unique bite animation. Instead the poison particle is an anim event that is graphed to do the poison effect.

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Wanderer Drake is a favorite of mine. Unfortunately it doesn't really have any mechanics that work out for it. I've kept the invisibility as is. But its been recoded to be more reliable and so wild ones can use it too. No longer dependent on attacks to activate and deactivate. Along with some slight model alterations so that the front feet don't float, wanderer drakes moveset has been simplified and streamlined for better use by removing the additional attacks that had no unique properties and integrating them into part of its normal moves!

- Removed piercing from Wanderer drake bite.
- Claw attack now pierces armor.

LC: Bite - Base 30 damage.
===Notes===
- Hits twice when standing still. Prevents sprinting when standing still & reduces overall speed by 50%.
- Hits once when walking. Prevents sprinting.
- When running is the old bite.
- Stationary attacks have better attack rate & damage than traversal bite, but limit mobility! (No 2 animation for the stationary, just have anim notify stop the animation after first chomp part).

RC: Lunge - Base 45 damage. Requires stamina & has a cooldown.
===Notes===
- Has a 50% chance to cause the target to drop what it is carrying.
- Slams into targets under 200 drag weight & tackles them along with it. Releases the target on impact with the ground for 50 damage.

C: Claw Attack - Base 30 damage. Requires stamina & has a cooldown.
===Notes===
- Pierces armor.

Lctrl: Camoflauge - Drains stamina while camoflauged. Requires stamina & has a cooldown.

X: Cleansing Bellow - Requires stamina & has a cooldown.
===Notes===
- Cleanses debuffs from self & rider while granting immunity for 10 seconds.

Alt+R: Roar



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- Completely recoded Ridged Drake and streamlined Attacks to not be utterly confusing mess. Switching between modes is now easier using only one variable to do so. Also streamlined the combat mode and utility mode mechanics and made it easier on the player. Nerfed some stats too as they are a tad too good for early game and sort of overshadowed vanilla and even some modded starters with how complex and numerous their abilities were.
- Removed ridged drakes fast natural regeneration.
- Combat mode & Utility mode are one buff now.
- Ridged drake no longer uses anim notifies or an animation for an attack to switch modes. Making it much cleaner.

LC: Bite - Base 25 damage. Effects based on mode.
===Notes===
- Nerfed from 26 damage.
- Utility mode is default.
- When standing still in combat mode or just walking, this attack does a full-body bite that prevents sprinting & jumping & reduces speed by 50%.

RC: Quadrupel Bite - Base 10 damage. Hits 4 times. Effects based on mode.
===Notes===
- Nerfed from 14 damage.
- Utility mode reduces the damage to nothing & harvests berries.
- Now is 1 attack that shares a cooldown. This attack has slight armor piercing.

C: Headbutt - Base 18 damage. Requires stamina & has a cooldown.
===Notes===
- Knockback.

X: Toggle Mode - Toggles between combat & utility mode. Has a slight delay.
===Notes===
- Combat mode provides 15% additional damage to all attacks now on top of any other boosts attacks may have in this mode. Regenerates 1.5 Hp per second & -2.0 torpor. Drains food faster.
- Utility mode provides 75% additional carry weight & can be considered the "Default" mode. It also grants fall damage immunity & regens 5 stamina per second. With no drawbacks for utilizing.

Lctrl: Defensive Ability - Effects based on mode.
===Notes===
- In combat mode this attack causes the ridged drake to emit 6 clouds of thick gas from its body every 2 seconds for 8 seconds. (spawned in from the buff, check for working on servers). These clouds do almost no damage, but slow targets down & deal damage to them while blinding them for a significant time even after leaving the dust. This attack requires stamina & has a cooldown & prevents the drake from regenerating stamina while emitting. A buff will indicate for how long the drake will be emitting clouds for. Unmounted drakes tamed & wild will attempt to flee when emitting the dust.
- In utility mode this triggers a tail whip. Base 25 damage. Harvests pearls. Requires stamina & has a cooldown.

Q: Scanner Mode - Requires utility mode. Requires stamina & has a cooldown.
===Notes===
- Stops movement.
- Gives itself & nearby allies the bloodstalker's "vision" for 10 seconds.

Alt+R: Roar - Different animations depending on the mode.

Spacebar: Jump

Rctrl: Bask - Dismounts rider.


- Everything else remains the same. Including their basking mechanic.
- When not in combat drake's automatically switch to utility mode. When entering combat they automatically switch to combat mode. When unconscious they switch to utility mode.

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Tortugan has been reworked further. Its tail slam now causes a small shockwave which stuns & knocks back creatures nearby without doing damage to them.

- Tortugan now has a ramming mechanic like the rhino. Although it is more akin to the Titatherium in regards to balance & acceleration. Tortugan now starts running slower, but at top speed is a bit faster. The only attack of the Tortugan that the ram attack applies to however, is the headbutt. This ramming bonus caps out at 2X damage on land, however in the water the Tortugan now has a brand new animation it can use (water attack animations recoded to be graphed rather than the checkboxes). At maximum speed the standard ram attack is turned into the head smash, which lunges Tortugan forwards & makes the attack deal 5X damage! (Big ram attack not done through damage charge multiplier like headbutt, rather if the specific anim playing make output damage = output damage * 5).

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Gorgon & Harpy no longer get damage reduction upon taming. They now have access to helmets!

- Note: might not work on old Gorgon and Harpy b/c this is a new inventory given to them.

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- Aquatail water breath attack changed.
- Aquatail only has 1 water breath attack now.
- Aquatail's water breath attack now "damages" allies. In that it doesn't, it just applies the soaked debuff to them now. It still damages enemies though. It also straight up doesn't damage allies now too.
- Aquatail's water breath no longer has knockback to allow it to hit properly & fully.

- Blizzardtail's icicle now has an AOE damage effect that slows down targets.
- Reduced Blizzardtail's ice ball attack cooldown to basically nothing.
- Blizzardtails projectile now hits 3 times. Direct, radius & detonation, while a single Blizzardtail still cannot freeze a target on its own, it is now possible for groups to quickly do so.

- Added Fairytail. Randomly inflicts debuffs with its projectiles.

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Added Earthworms to DE2. They are basically deathworms but weaker. They spawn on the island map on mountains, plains & grasslands.

HP: 10000 (Deathworm: 20000)

- Earthworm's cannot damage stone structures like deathworms.
- Earthworms destroy trees & rocks by burrowing.
- Earthworm's are childed from deathworms.
- Earthworm's cannot be tamed. They drop deathworm horns.
- Earthworm's do less damage than deathworms, however they move faster & their claw attack pierces armor.
- Earthworm's give 10% as much XP as deathworms, however they do spawn higher than lvl 1. HOWEVER, their stats barely change per level.

LC: Bite - Base 100 damage. Knockback. Reduces healing.

RC: Claw - Base 100 damage. Pierces armor. Degrades armor.


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Added Arachnophera to DE2. They are basically mini-boss broodmothers that spawn on the maps.
They wander the redwoods, jungle, and forests.
Immune to poison, venom, webs & other deadly toxins but weak to fire.
They are not tameable but are an excellent source of silk & chitin as well as XP.

- reduce amount of XP it drops.

HP: 2500

===Attacks===
Flick
Web Shot
Venom Shot
Roar


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Geobreaker is a bit of a hit or miss kinda guy. So I decided to make it so the main geobreaker can do more than just drug or pathetically slam.

- Nerfed Geobreaker tentacle HP to 800 HP & nerfed the HP level ups. (Damage stays the same)
- Geobreaker can now rupture the ground where the target is located by shoving a bigass rock where they were standing up to smash them. This has a cooldown & requires stamina. The range is limited to 20000 unit radius. This attack deals 100 damage.

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Arch-Tempered rex roar no longer has knockback or does damage.
The geyser & explosion of the AT rex itself now finally does damage rather than just do nothing.
Added a massive bite to AT-tyrant which demolishes all structures & deals big damage.

AT carno no longer shoots blood cursing purple electricity.
AT carno has a new attack which is a body slam that deals electrical damage & hits 6 times.
AT carno headbutt now launches smaller creatures into the air.
- AT carno is larger now & faster.

AT Gammoth now has singular stomp attacks left & right on Lctrl. Slows targets. Requires stamina but has no cooldown.
AT Gammoth can now freeze targets near & around it with its ice blast from its trunk.
AT Gammoth now only intimidates riders. It does not stun them off of the dino with its bellow.
AT Gammoth no longer drops 2 purple powerstones. It now drops 1 red power stone. ***
- Recreated Gammoth. Tamed Gammoth can no longer grab. Also lacks other mammoth abilities.


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Fixed Leviathos jaw clipping.
Leviathos glows slightly.

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Banshee overhaul. It is still as annoying as it once was, don't you worry about that ;)

Nerfed banshee natural regeneration so that it isn't insanely OP.
Wild banshee now always fly around to fight. Tamed ones by default choose ground or flying based on distance and type of target. This can be toggled on & off though.
Banshee's scream is now a tamed AISPecial attack that is turned on by default.

Nerfed Banshee flying speed a bit.
Slightly increased Banshee ground run speed.
Reworked banshee projectiles.
Banshee animations fixed up.
Banshee slight model adjustments.

LC: Bite - Base 25 damage.
===Notes===
- Inflicts enfeeble. This debuff causes the inflicted to take additional damage from attacks depending on how depleted their stamina bar is. Damage is multiplied as follows:
BaseDamage + { [(BaseDamage / 25) * { (target.MaxStamina / target.Stamina) }] }
Additional damage multiplier at minimum is 1. At maximum caps at 10. Enfeeble lasts for 60 seconds & can be applied to bosses.

RC: Banshee Poison - Base 10 damage. Requires stamina & has a cooldown.
===Notes===
- Hits 3 times.
- Detonate on impact & create liquid clouds that inflict enfeeble.
- Drains stamina.

C: Wing Flap - Requires stamina.

C (Flying): Claw Slash - Base 25 damage. Hits twice. Requires stamina & has a cooldown.
===Notes===
- Slight armor penetration.

Lctrl: Banshee Scream - Requires stamina & has a cooldown.
===Notes===
- Functions identical to before. Except that it now also inflicts an actual dismounting stun on creatures below 150 drag weight (though it can hit riders, it will not stun them if they are on a large enough mount.)

Alt+R: Roar


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Bahamut has been reworked to be less of a discount Fatalos.

- Removed Bahamut's fire immunity & turned it into a 75% resistance. Still immune to being set on fire though.
- Bahamut is now immune to water based attacks & reduced damage from pressurized water.
- Bahamut can no longer drown.
- Bahamut no longer flies underwater, it is a proper swim.
- Removed Bahamut's fire attacks. Bahamut is now the mod's first Ark Dragon rig-based water-oriented dragon (outside of Alarion).
- Bahamut still doesn't spawn underwater though.

- Bahamut's firebreath attack has been replaced with a new move.

RC: Cyclone Ball - Base 100 damage. Requires stamina & has a cooldown.
===Notes===
- Fires a single blast of water which pierces through targets.
- Upon contact with a surface the blast detonates causing everything within a 2000 unit radius to be blasted with a powerful water shockwave.
- The blast then creates a water cyclone for 15 seconds, which tears through targets dealing 5 damage every 0.5 seconds & inflicts scald. The cyclone damage scales w/ melee.
- Pressurized water damage for the direct hit, standard water damage for the cyclone & explosion.

- Bahamut's weird, glitchy, kinda awkward claw slam/slash shockwave electrocution thingy mechanic removed & replaced with a new move.

C (Land): Water Dunk - Base 200 damage. Requires stamina & has a cooldown.
===Notes===
- Creates a pool of electrocuted water around itself for 15 seconds.
- Pool deals 5 damage of standard water dmgtype every 0.5 seconds, scaling w/ melee, no scald.
- Pool deals 5 damage of electrical damage every 0.5 seconds, scaling w/ melee & inflicting electrocution.
- Bahamut then stands still in a crouch position for a few seconds before roaring upwards. Its head will flash to warn enemies & signal its rider & allies a second before it erupts a geyser where the camera is looking within a 12000 unit radius.
- Geyser does base 150 damage of pressurized water w/ great vertical radius. Launches targets under 550 drag weight into the air & stuns them. Can also launch allies w/out stunning them.
- Prevents stamina from regenerating while attacking.

C (Swimming): Cyclone Spin - Base 150 damage. Requires stamina & has a cooldown.
===Notes===
- Creates a water cyclone twice as powerful as the one spawned from its breath.

C (Flying): Magna Spray - Base 80 damage. Requires stamina & has a cooldown.
===Notes===
- Stops movement.
- Prevents stamina from regenerating while attacking.
- Shoots a massive pressurized water sword that erupts massive steam explosions where it lands, (megachelon breath), these last 20 seconds & deal 10 damage every 1 seconds & inflict scald on targets.

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Dread wyvern's have large claws now & can strafe in the air.
Dread wyvern fireballs now function like the Banshee's they have a charge up & are not fired instantly.
Dread wyvern's now fly or fight on the ground depending on the target.

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Pangolin wyvern's now fly based on the target.
Bleed Build-up now deals 3X damage if the target has crippling gash inflicted.

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Last edited by HydragonofDeath; 22 Aug, 2024 @ 10:33am
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HydragonofDeath  [developer] 26 Dec, 2024 @ 10:43pm 
Update 12/27/2024

- Abnormal Dragon HP drops 5X as fast now when dried out. (DONE!)
- Nerfed Saurian Brute wyvern bite damage from 80 ==> 72. (DONE!)
- Removed explosions on Azarion's breath attack. (DONE)
- Azarions BIG attack doesn't tick damage as fast anymore. (DONE).
- SCP-745 no longer has laser attack. When night time simply gains the summoner flashlight. (DONE)
- Double the torpor the black holes do to millennium. (DONE)
- Remove Emperor scorpions special cripple debuff on the double slash. Remove that debuff entirely & remove the ability to inflict that debuff on any creature that still uses it. (DONE)
- Remove Fortitude stat from Fenghuang. (DONE)
- Fenghuang reflective damage removed. (DONE).
- Apceros have longer legs now. (DONE)
- Fix up Huntdrake. Change aggression when changing picking stuff up. When the set to hunt mode it will automatically set to follow player. (DONE)
- Bonecrab just its twice with its attack now. Not once. (DONE)
- Gave Griphon scaly body. (DONE)
- Fulgarjaw can now be powered up via option wheel. (DONE)
- Ridged Drake can now be told to manually swap modes without mounting them via the option wheel. (DONE)
- Ridged Drake (In utility mode) can now be told to manually toggle the switch to check surroundings. (DONE)
- Riverian can be manually set to actively search & only target Diplocaulus & Lystrosaurus. (DONE)
- Fixed the riverian falling through the world on death. (DONE)
- Emperor Scorpion now inflicts defense down with its double claw attack. (DONE)
- Bogwyrm slam attack now just inflicts cripple (DONE).
- Try to get Noi & Worm's component color regions to work. (DONE).
- Worm webs no longer have UI that may glitch. (DONE)
- Wanderer Drake Heavy bite now deducts 20 stamina. Twice if it is the stationary variant. Can be used even w/out stamina though. (DONE)
- Vileprey/drome model improved. (DONE)
- Fixed Vileprey/drome head colorization. (DONE).
- Dododragon's head now has color region. (DONE).
- LaoLong can be told to only target corrupt creatures. (DONE).
- Doreiku has spikes on its arms now to justify spike mode changing claw attacks. (DONE).
- Fixed Doreiku IK. (DONE).
- Scourgion & Scourgion Queen's secondary heads now are colorized correctly. (DONE).
- Removed the massive dragon cloud and yuty scream effect when dragons use their wing attack. (DONE).
- Bloodfall Drake now gets a buff with the bite when biting a corpse that regenerates 20 HP per second for 2 seconds rather than healing directly through the damage. (DONE).
- Removed hellkite model. Uses vanilla model now with components. The model is hidden. (DONE).
- Anything inside the cloud of the Bitterfrost Wyvern (not ice drake though) will take damage & start to freeze. (DONE).
- Bitterfrost Wyvern crystals use CI wyvern textures now again. Vanilla ones though. Colorize to match his actual color regions. (DONE).
- Custom colorization for Bitterfrost Wyvern. Prioritizes blue and light blues with violet shades on his wings. (DONE).
- Bitterfrost Wyvern ice spears now unique dmgtype that has slight piercing power. Is no longer pure ice damage. DMG halved. Is half piercing projectile, which is a custom dmgtype that deals an equal amount as the original damage as ice damage. Ice spears now have knockback as well. (DONE).
- Bitterfrost ice breath into the sky has ice breath particle now not just the beam. (DONE).
- Remove lightning attack from Cavern Crawler. (DONE).
- Removed Vampere's headbutt attack. (DONE).
- Diablo's heavy bite has been replaced with a stationary double bite animation taken from my TLC giga mod. (DONE).
- Storm Drake can manually be told to create a storm. (DONE).
- Siren can be told to manually sing through the radial wheel. (DONE).
- Azarion can no longer sprint while doing the beam attack in the air. (DONE).
- Azarion will no longer utilize the lunge attack in turret mode. (DONE).
- Mira will no longer dodge or do any of her launching attacks in turret mode. (DONE).
- Reanimate by combining all of Hydragons bite animations into 1 for a faster bite combo animation. (DONE).
- Fix geobreaker tentacles rapid dying on main death. If the tentacle is dead it wont loop the kill code. (DONE).
- Gargoyle has a RC attack on the ground now. A launch & claw slam attack. Launches itself into the air then slams down, cannot glide during this attack. (DONE).
- Gargoyle RC on the ground is instead now a pounce & slam attack. Launches itself upwards & then slams down. Cannot glide while using this ability. (DONE).
- Claw pounce/slam attack deals 60 base damage & inflicts carno bleed if the target is inflicted w/ vulnerable. (DONE).
- Pesutobeara now inflicts plague debuff once fed & summons its minions. (DONE).
- Pesutobeara minions cannot be cryoed. Cannot breed. Minions now save when being cryoed. (DONE).
- Molten Golem no longer leaves fire behind using its arm fireballs. (DONE).
- Vulga-Ya-Ku no longer deals 4X damage towards corpses with its devour attack. (DONE).
- Vulga-Ya-Ku now has a custom made stab attack animation. (DONE).
- Atal Arka remodeled to have Rygnio's head and whiskers and corset now. (DONE)
- Atal Arka HP reduced to 450 from 500. (DONE).
- Atal Arka's air maneuvers now cost double stamina. (DONE).
- When mounting Atal Drago, Arka now automatically sets dismounts her player. (DONE).
- Added Rygnio sounds to Atal Arka's attacks. (DONE).
- Fix scaulding tail weight painting. (DONE).
- Scaulding wyvern swap mode on servers fixed. (DONE).
- Fixed Scaulding Wyvern launching too far in water. (DONE).
- Fixed Scaulding wyvern not having harvest multiplier. (DONE).
- Shadowstalker pounce now launches MUCH faster & farther. Drains more stamina (DONE).
- If you have DE1 installed. ALL creatures, vanilla, modded, from other mods, etc now regenerate 1 stamina per second when wild. This buff vanishes once tamed. I added this feature from a desire to introduce stamina draining abilities to more creatures & making existing stamina drain abilities more potent rather than mediocre & near pointless, while wanting to avoid making these abilities allow you to cheese wild dinos. (DONE).
- Lamia's scream no longer inflicts crippled. Now stuns creatures under 150 drag weight for 20 seconds w/ a 60 second cooldown. (DONE).
- Fix AT gammoth not spawning tamed. (DONE).
- Bitterfrost now hails 25% faster (DONE).
- New idle animation for bitterfrost (DONE).
- Bitterfrost slight model edits & larger bite hitbox (DONE).
- Silk Spinner model improvements (DONE).
- Can now fly silk spinners in caves. (DONE).
- Fixed siren allow taming buff being called worm armor & caused them to take reduced damage. (DONE).
- Fix Hydragon dropping wayyy too much element on death. (DONE).
- Malus & Sentinel Aquarius now phase change with the king titan charge up particle. Same particle the shielding thing for Sins uses. (DONE).
- Sentinel Aquarius grabbed targets are now inflicted w/ electrocution in phase 2. (DONE).
- Fix Aquarius not taking damage from water dinos. (DONE?)
- Hydragon step damage is now explosive projectile with small radius rather than AOE damage. No longer scales w/ melee. (DONE).

==Shieldhorn completely reworked to be peak== (DONE).
Removed charge ability.
Shieldhorn now accelerates, whether tamed or wild, mounted or unmounted. Decently as well even if it starts slow. Once charging has gotten to max, Shieldhorn accelerates massively and charges forwards with a different animation. While running in this state Shieldhorn gains its charging buff & becomes immune to knockback. It also deals damage to anything it bumps into & pushes them back. Same damage as the old charge's damage, but now controlled by the onhit function & is only 1 hit. Damaging structures & creatures at once.
While charging, All actions drain Shieldhorn stamina 2X as fast, whether that be running or attacking.
Shieldhorn turn radius reduced (via charging buff). If shieldhorn stops sprinting the bar will reset and you have to build charge all over.
Shieldhorn right click while charging is a lunge attack (proper attack, no longer controlled via a notify and aoe). This slam is identical to the original charging finisher, launching you forwards while damaging & knocking enemies into the air. It also deals torpor now though! Equivalent to the Equus kick. Deals base 45 damage.
- Ram Loop now has base 10 damage.

- Shelob desc now states that she is a special kind of arachnid, rather than cephalopod (the mod never really treated her as a cephalopod properly anyways). (DONE).
- Shelob bite now additionally inflicts paralysis alongside venom. (DONE).
- Ceratiablos, Cavern Crawler, Cockatrice, Salamanders, no longer launch forwards upon gliding, they still will turn in slow intervals with small bits of impulse, but thats about it. (DONE, may have missed something).
- Miralosaur can be manually told to erupt or use its mortar breath. (DONE).
- Removed Kampe's wyvern scaring roar. The roar still exists, but is now an alternative aesthetic roar. (DONE).
- Bronze Wyvern stomp attack & flying claw attack removed. (DONE).
- Bronze Wyvern no longer has unique torpor & eating animations. Functions for those moved over to huntdrake. (DONE).
- Bronze Wyvern One Hand Smash Attack reanimated into a two arm claw slam. Now has a larger hitbox. (DONE).
- Bronze Wyvern hand slam attack no longer deals increased damage to smaller targets. Now damages stone structures w/ giga dmgtype & has high knockback. (DONE).

- Vampere now builds a meter. This meter builds every time it heals HP from vampire bite recovery (casts to Vampere in the graph specifically). This builds an amount that scales w/ how much Hp is healed. Once the bar is full, Vampere can press the move it used to use for blood breath to enter bloodrage mode, in bloodrage mode Left Click can attack twice as fast for a specific amount of time. Attacks in this mode do 30% less damage and do not inflict vampire bite, interrupt your DPS with right click to inflict it again, keep vampire blood draining to maintain the biting rampage mode (DONE).

- Nemesis now builds a meter. Every time it uses the huge bite to hit a bleeding target, it builds bloodrage which can activate its blood breath. Blood breath now inflicts a blood covering debuff that lasts 30 seconds. Childed from bleed, it activates bleed activated abilities. (DONE).

- All Black Dragons now have the EXACT same rage buff. Rage particles controlled through their BPs. Thus they all have identical increases in stats when enraged. Buff is now called "Black Dragon Rage". (DONE).

- Black Dragons childed from a dinocharacterBP class called BlackDragonBase. All the boss code moved over. Changed name, buff, stats, threshold. Those are all moved over starting from there to make things easier. (DONE).

- Shattered debuff reworked. No more particle effect. No more particle effect on Ymir either. The explosion of ice is the particle of the buff activating. Debuff no longer vanishes when no longer frozen & no longer scolds if target is not frozen. Shattered frees target from ice & stuns them if below 375 drag weight. Targets under 250 drag weight die instantly. Targets above 250 drag weight lose 5% of MAX hp instantly (doesn't credit Ymir) & take 2.5X damage for 10 seconds after "shattered". Ymir successfully shattering a target will drain all its stamina, making it harder for a single Ymir to take advantage of the buff. Targets above 750 drag weight do not lose 5% max hp when shattered. (DONE).
Last edited by HydragonofDeath; 26 Dec, 2024 @ 10:51pm
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