Patch b.0.2.36 will arrive soon and with it a handful of balancing changes that might impact your life on the ARK.
A pretty annoying bug (that we did not know about) caused structures to use not only our assigned structure setting damage multipliers, but also use the vanilla multipliers on top of that. This caused many structures to receive up to 6x more damage than we balanced and configured them for. We fixed this bug, which should result in much sturdier buildings.
Wild carnivores now smell corpses even out of their vision range and will come to investigate. When killing creatures be aware of your surroundings, the blood will attract nearby predators!
This patch introduces a new weapon – fear. Creatures can be scared by loud sounds or sudden heat and light, however tamed creatures are too used to fire and unexpected noise to be affected by this. Players can exploit this new mechanic using the bonfire (primitive engram) and firecrackers (alchemist) to scare away predators.
Trike Proximity Aggro
Trikes currently use the vanilla proximity aggro feature, which sometimes causes them to aggro on player owned structures and dinos if they walk by too close. From now on Trikes use our own code and will only target players if they get too close, but no longer structures or tamed dinos.
Traps like the deadfall trap and fishtrap now catch creatures even if you are not around. Similar to the vanilla egg mechanic you may find something in your trap if you return to it after a while. This mechanic is intended to encourage setting traps all around your base and visit them from time to time.
Melee Damage Re-balance
Melee weapons are now split into two categories – primitive and advanced. All weapons made of copper or lower tier materials (bone, stone, .. ) are classified as primitive. These now deal only 30% of their base damage when attacking large creatures like the Trike or Stego, and 20% when attacking huge creatures like the Bronto or T. rex. All weapons made of bronze or higher tier materials retain their attack damage against all sizes of creatures. Instead of fighting large creatures we recommend to use the fear mechanic to move them out of the way.
Ranged Damage Re-balance
Similar to melee weapons arrows and thrown spears are also split into primitive and advanced, following the same material classification. Primitive tier projectiles now deal only 30% of their base damage when attacking large creatures like the Trike or Stego, and 10% when attacking huge creatures like the Bronto or T. rex. All projectiles made of bronze or higher tier materials retain their attack damage against creatures of all sizes. To partially compensate for this crafting metal arrowheads now yields twice the amounts of arrowheads per ingot than before. Instead of fighting large creatures we recommend to use the fear mechanic to move them out of the way.