危险恐龙重铸
Dangerous Dinos Reforged
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模组介绍
《Dangerous Dinos Reforged》是一个模组,它极大地增加了原版方舟体验的难度,为游戏增添了更多的生存感觉,并引发了更迷人的 PvP 体验。
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Dangerous Dinos Reforged is a mod that vastly increases the difficulty of the vanilla ark experience to add more of a survival feel to the game, and to elicit a more enthralling PvP experience. Instead of adding new dinos, the mod revamps and rebalances vanilla dinos (mostly predators) to make the world feel more vibrant and dangerous for survivors. It increases the run and swim speeds of various tamed and wild creatures, allows many larger creatures to destroy stone structures, improves AI, and adds many other specific custom tweaks/abilities to a variety of creatures. Overall 74 vanilla creatures classes are affected by the changes within the mod.
Highly Recommended settings(Mod Designed for):
x5 Dino Damage
0.5x Dino Resistance(twice as tanky)
(New Attacks and abilities will be bound to the C, X, or Crtl keys generally)
Current Bugs to be fixed: Rex Tek Helmet, Ragnarok Ice Wyvern overspawns
1)We plan to use this mod on The Island, The Center, Extinction, Scorched Earth, Aberration, Ragnarok, Valguero, Crystal Isles, The Lost Island, and Fjordur
2)160 replacements in total
3)New Bleed System Implemented on most bleeder dinos, determined by drag weight and melee dmg percent, thus generally heavier dinos will have stronger bleeds.
3.1)Because it is no longer percent based, the new bleed system is more effective against smaller dinos than before and less effective against tankier ones.
3.2)The soft cap is about 1500 dmg over 10 sec (5% of 30,000 health) which equates to an Allosaurus(heaviest drag weight bleeder) with 1000% melee dmg.
3.3)To increase bleed damage simply increase melee damage on a dino.
3.4)For Balancing purposes the wild megalodon and griffin have 80% Reduced Bleed Damage.
3.5)Certain dinos will also have full bleed immunity now (including against % based bleeds like deinonychus)
3.6)All Bleed damage, weight based or percent based, still ignores armor.
4)New Torpor Venom System Implemented that fixes torpor application stacking in most torpor over time dinos.
4.1)In the base game torpor gain is not functioning correctly on certain dinos (like the spider for example) leading to much lower torpor gain than intended on many creatures that apply torpor through venom(over time) and making caves much easier.
4.2)Torpor applied through Blunt methods (like the pachy, theri or equus for example) run on a different system and are working correctly.
4.3)In the old vanilla system if 20 spiders bite a tamed dino in a 10 sec period, it only registers 1 bite per 10 secs and add 10 more sec or resets the timer (depending on the species) with additional bites, thus stacking the torpor based on time as opposed to rate of torpor gain. Thus no matter how much you are being bitten by multiple of a single type of dino the rate gain will remain the same, but it will keep increasing for long after the battle (on some).
4.4)Additionally, the logic for torpor application in the game code functions differently and wonky on some dinos when tamed vs wild.
4.5)The new venom system allows the rate at which torpor is gained to stack and increase with additional bites and will always reset the timer instead of extend. Thus, if you are gaining 5 torpor per sec over 60 secs after 1 bite and are bit 2 mores times, you are now gaining torpor at a rate 15 torpor per sec over 60 sec from the end of the 3rd bite.
4.6)From feedback, The torpor application timer was increased from 10 secs to 60 secs, to act more like real-life venom.
4.7)For balancing purposes and to make sure this doesn't cause instant knockouts from crowds, this is limited to 6 stacks of torpor in a 60 sec period. Thus if there are 6 scorpions or 100 scorpions, you will only gain torpor up to a rate of 6x the normal amount (for example, if the base rate is 5 torpor per sec, the max rate is 30 torpor per sec )
4.8)In battle, this will lead to much higher spikes of torpor, and much less time waiting for minutes after a battle for it to go down. As soon as the 60 seconds are up, the torpor will start to drop unless bit again.
4.9)Just like the old torpor system, armor and saddles will still mitigate venom torpor gain, thus if you have a 90% reduction saddle, torpor gain will be reduced by 90%.
4.10)When the reduction occurs one difference is that saddle reduction also decreases the total timer. For example, if you have a basic 25 armor saddle (which is 50% reduction) and are hit with torpor it will add on for 30 secs hitting the 50% mark and then the saddle will immediately absorb the rest of the torpor and it will start to drop. Thus, a 90% reduction saddle will only have torpor increasing for 6 seconds and then it will start to drop.
4.11)For Balancing purposes Wild Torpor Venom was reduced by 20% on all dinos.
4.12)This system will have no effect on torpor gain from human weapons or any dinos not listed above.
4.13)Human armor now has a x4 coefficient against venom, instead of a x1 meaning that human armor will provide much better torpidity protection against a single venom hit. This is to balance the increased danger of being overwhelmed by torpor venom creatures, but allows a human to survive a single bite or two without being immediately knocked out.
4.14)This system will apply to most creatures that have venom lore-wise thus most cave dinos (araneo, scorpion, titanoboa, megalania) as well as the two venomous legendaries (basilisk, poison wyvern)
4.15)Legendaries have Acid Venom which in addition to torpor, degrades armor at 4x the normal rate.
4.16)Two dinos that apply torpor over time that are still using the old system are the arthropleura and the frog. I wasn’t sure if it made sense lore-wise if they should have the venom at the same level as the scorpion or araneo. Thus they will still apply torpor but the rate gain will not stack.
5)All modded structure damaging projectiles have a 0.75x damage multiplier to structures.
*=Vanilla Save Compatible
1)Allosaurus*
2)Anglerfish*
3)Anklyo*
4)Araneo*
5)Argent
6)Arthropluera*
7)Basilisk*
8)Basilosaurus*
9)Baryonyx*
10)Beezlebufo*
11)Bronto*
12)Carbonemys*
13)Carno*
14)Casteriodes*
15)Crystal Wyvern*
16)Deinonychus
17)Diplocaulus*
18)Doedicurus*
19)Dunkleosteus*
20)Electrophorus*
21)Equus/Unicorn*
22)Gallimimus*
23)Gasbags*
24)Giganotosaurus*
25)Griffin*
26)Hyaenodon
27)Kaprosuchus
28)Karkinos*
29)Liopleurodon*
30)Lymantria*
31)Mammoth*
32)Managarmr
33)Manta*
34)Mantis
35)Megalania
36)Megalodon*
37)Megalosaurus
38)Morellatops
39)Mosasaurus*
40)Onyc*
41)Pachycephalosaurus*
42)Pachyrhinosaurus*
43)Parasaur*
44)Pelagornis*
45)Phoenix
46)Plesiosaur*
47)Poison Wyvern*
48)Pulmonoscorpius*
49)Pteranodon(Corrupted)*
50)Raptor*
51)Reapers*
52)Rex*
53)Rock Drake*
54)Rock Elemental
55)Sabertooth*
56)Sarco*
57)Snow Owl
58)Spino*
59)Titanoboa*
60)Therizinosaur
61)Thorny Dragon*
62)Thylacoleo*
63)Trike*
64)Troodon
65)Tropeo*
66)Vulture*
67)Wooly Rhino*
68)Wyvern (Fire, Lightning, Ice, corrupted)*
69)Yutyrannus
70)Dilo
71)Yeti*
72)Polar Bear*
73)Carcha*
74)Rhyniognatha*
Highly Recommended settings(Mod Designed for):
x5 Dino Damage
0.5x Dino Resistance(twice as tanky)
(New Attacks and abilities will be bound to the C, X, or Crtl keys generally)
Current Bugs to be fixed: Rex Tek Helmet, Ragnarok Ice Wyvern overspawns
Dangerous Dinos Reforged Intro Notes:
1)We plan to use this mod on The Island, The Center, Extinction, Scorched Earth, Aberration, Ragnarok, Valguero, Crystal Isles, The Lost Island, and Fjordur
2)160 replacements in total
3)New Bleed System Implemented on most bleeder dinos, determined by drag weight and melee dmg percent, thus generally heavier dinos will have stronger bleeds.
3.1)Because it is no longer percent based, the new bleed system is more effective against smaller dinos than before and less effective against tankier ones.
3.2)The soft cap is about 1500 dmg over 10 sec (5% of 30,000 health) which equates to an Allosaurus(heaviest drag weight bleeder) with 1000% melee dmg.
3.3)To increase bleed damage simply increase melee damage on a dino.
3.4)For Balancing purposes the wild megalodon and griffin have 80% Reduced Bleed Damage.
3.5)Certain dinos will also have full bleed immunity now (including against % based bleeds like deinonychus)
3.6)All Bleed damage, weight based or percent based, still ignores armor.
4)New Torpor Venom System Implemented that fixes torpor application stacking in most torpor over time dinos.
4.1)In the base game torpor gain is not functioning correctly on certain dinos (like the spider for example) leading to much lower torpor gain than intended on many creatures that apply torpor through venom(over time) and making caves much easier.
4.2)Torpor applied through Blunt methods (like the pachy, theri or equus for example) run on a different system and are working correctly.
4.3)In the old vanilla system if 20 spiders bite a tamed dino in a 10 sec period, it only registers 1 bite per 10 secs and add 10 more sec or resets the timer (depending on the species) with additional bites, thus stacking the torpor based on time as opposed to rate of torpor gain. Thus no matter how much you are being bitten by multiple of a single type of dino the rate gain will remain the same, but it will keep increasing for long after the battle (on some).
4.4)Additionally, the logic for torpor application in the game code functions differently and wonky on some dinos when tamed vs wild.
4.5)The new venom system allows the rate at which torpor is gained to stack and increase with additional bites and will always reset the timer instead of extend. Thus, if you are gaining 5 torpor per sec over 60 secs after 1 bite and are bit 2 mores times, you are now gaining torpor at a rate 15 torpor per sec over 60 sec from the end of the 3rd bite.
4.6)From feedback, The torpor application timer was increased from 10 secs to 60 secs, to act more like real-life venom.
4.7)For balancing purposes and to make sure this doesn't cause instant knockouts from crowds, this is limited to 6 stacks of torpor in a 60 sec period. Thus if there are 6 scorpions or 100 scorpions, you will only gain torpor up to a rate of 6x the normal amount (for example, if the base rate is 5 torpor per sec, the max rate is 30 torpor per sec )
4.8)In battle, this will lead to much higher spikes of torpor, and much less time waiting for minutes after a battle for it to go down. As soon as the 60 seconds are up, the torpor will start to drop unless bit again.
4.9)Just like the old torpor system, armor and saddles will still mitigate venom torpor gain, thus if you have a 90% reduction saddle, torpor gain will be reduced by 90%.
4.10)When the reduction occurs one difference is that saddle reduction also decreases the total timer. For example, if you have a basic 25 armor saddle (which is 50% reduction) and are hit with torpor it will add on for 30 secs hitting the 50% mark and then the saddle will immediately absorb the rest of the torpor and it will start to drop. Thus, a 90% reduction saddle will only have torpor increasing for 6 seconds and then it will start to drop.
4.11)For Balancing purposes Wild Torpor Venom was reduced by 20% on all dinos.
4.12)This system will have no effect on torpor gain from human weapons or any dinos not listed above.
4.13)Human armor now has a x4 coefficient against venom, instead of a x1 meaning that human armor will provide much better torpidity protection against a single venom hit. This is to balance the increased danger of being overwhelmed by torpor venom creatures, but allows a human to survive a single bite or two without being immediately knocked out.
4.14)This system will apply to most creatures that have venom lore-wise thus most cave dinos (araneo, scorpion, titanoboa, megalania) as well as the two venomous legendaries (basilisk, poison wyvern)
4.15)Legendaries have Acid Venom which in addition to torpor, degrades armor at 4x the normal rate.
4.16)Two dinos that apply torpor over time that are still using the old system are the arthropleura and the frog. I wasn’t sure if it made sense lore-wise if they should have the venom at the same level as the scorpion or araneo. Thus they will still apply torpor but the rate gain will not stack.
5)All modded structure damaging projectiles have a 0.75x damage multiplier to structures.
Modded Creature List:
*=Vanilla Save Compatible
1)Allosaurus*
2)Anglerfish*
3)Anklyo*
4)Araneo*
5)Argent
6)Arthropluera*
7)Basilisk*
8)Basilosaurus*
9)Baryonyx*
10)Beezlebufo*
11)Bronto*
12)Carbonemys*
13)Carno*
14)Casteriodes*
15)Crystal Wyvern*
16)Deinonychus
17)Diplocaulus*
18)Doedicurus*
19)Dunkleosteus*
20)Electrophorus*
21)Equus/Unicorn*
22)Gallimimus*
23)Gasbags*
24)Giganotosaurus*
25)Griffin*
26)Hyaenodon
27)Kaprosuchus
28)Karkinos*
29)Liopleurodon*
30)Lymantria*
31)Mammoth*
32)Managarmr
33)Manta*
34)Mantis
35)Megalania
36)Megalodon*
37)Megalosaurus
38)Morellatops
39)Mosasaurus*
40)Onyc*
41)Pachycephalosaurus*
42)Pachyrhinosaurus*
43)Parasaur*
44)Pelagornis*
45)Phoenix
46)Plesiosaur*
47)Poison Wyvern*
48)Pulmonoscorpius*
49)Pteranodon(Corrupted)*
50)Raptor*
51)Reapers*
52)Rex*
53)Rock Drake*
54)Rock Elemental
55)Sabertooth*
56)Sarco*
57)Snow Owl
58)Spino*
59)Titanoboa*
60)Therizinosaur
61)Thorny Dragon*
62)Thylacoleo*
63)Trike*
64)Troodon
65)Tropeo*
66)Vulture*
67)Wooly Rhino*
68)Wyvern (Fire, Lightning, Ice, corrupted)*
69)Yutyrannus
70)Dilo
71)Yeti*
72)Polar Bear*
73)Carcha*
74)Rhyniognatha*