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Modding Central

Modding Central, a community made by modders for all to discuss, mod and download mods for multiple games in a safe and secure environment.

ARK: Survival Evolved ARK: Fear Evolved 2!
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Get Ready for ARK: Fear Evolved 2, running from October 27 through Nov 6!

This sequel to the ultimate Survival Holiday-Themed Event will test your skills and your courage as you hunt for the legendary DodoWyvern across Scorched Earth, collecting up new cosmetics and costumes along the way. Back on The Island, you'll get to tame Snakes, and encounter rare Vampire Bats & Rabid Dire Wolves -- being bit by these infected creatures will give you Vampirism or Lycanthropy! Though you will become a monster, you will also gain incredible powers, whether it's the superhuman sight, speed, strength, and gliding of a Vampire, or the moon-triggered body-morphing ferocity of a Werewolf! Just beware the burning daylight (and stay stocked up on blood)! In Fear Evolved 2, sometimes the most dangerous creature on the ARK... is you!

Patch 248

We wanted to provide you with an update regarding the delay of the latest ARK Survival Evolved patch. Unfortunately, it’s going to take us a bit longer to get this out to you, this patch is filled with a tonne of content and new features and we’re needing to spend some more time on it -- the new v248 Release Date is October 18.

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A key feature of the patch our new Procedurally Generated ARK system....
Today we reached

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From all us here we wish to thank every one of our members
Hello!

Research revolution
As the 0.15 work started, the first thing I wanted to do was to rebalance the science packs. We feel that the science pack 1 and 2 balance is just right, but the level 3 (blue) is quite a large jump in complexity, while the alien science pack is trivial. Then I checked that the last time we changed something about the science packs was 2.5 years ago, so it might be the time to try to be more creative.

After some discussions, we decided to make the science packs not so linear and more iterative, the current working version looks something like this:

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The prices of the science packs are subject to change as we need to playtest it, but the first version is this:

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To make the work of reassigning the science packs to technologies easier, I decided to finally implement the so long postponed feature of showing the needed science packs on the technology icon. We also sort the technologies by the highest science pack needed:

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The icons might change, but a late game science setup might look something like this....
Our map design team has put huge effort into the new region of the game universe. We have lots of highly detailed places in the countryside that make the world interesting to drive through. We are doing our best to try to show France as it really is through the eyes of a truck driver. We hope that you will enjoy driving through "our" France as much as we do creating it.
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We are mostly finished now with the new areas that we are building for DLC Vive la France! Our attention is now also focusing on re-touching some parts of the "old" of France that were already present in the base Euro Truck Simulator 2 game. At this stage of the project, there are still many weeks of work ahead of us - putting in finishing touches, testing everything thoroughly and making sure any problems we find are addressed, optimizing performance of critical spots, balancing the economy.

Lights of Paris

One of the decisions we made at the start of work on the new DLC was to concentrate on the "old" Paris in addition to building the new cities and roads. We have rebuilt whole new city from scratch, there is nothing left from the old version. We are serving a taste of the "new" Paris for you today. Welcome to...​
Hello Engineers! This week’s update brings you more of our parallelization improvements. The loading of grids is now processed asynchronously and this translates into less freezing during copying & pasting grids or during spawning of cargo ships and drones. It also significantly reduces loading times.
As a small tweak to weapon balancing, we’ve also added a short reload time to automated Gatling turrets so they will not fire continuously but instead reload after 140 rounds. Bugs fixed this week include sliding doors and normal doors not being able to be grouped together, first person perspective clipping while using rifle and jetpacks deactivating when reloading a world in a cockpit. Lastly all duplicates in the G-Screen should have been cleaned.


Full list of new features and fixes: http://forums.keenswh.com/threads/7387978