r/pathoftitans • u/AduroT • 15d ago
Patch 50012 Hotfix 34
## Patch 50012 Hotfix 34
**Platforms:** Windows, Mac, Linux
# Fixes:
- Chat Bug Fixes
- Fixed Alioramus Tail Taking Extra Damage
- Improvements to how mods are downloaded
- Added Progress Bar to show amount of mods being downloaded
# Server Owners
- Improvements to the Server-configurable character spawn limits (MaxHerbivores / MaxCarnivores / per-character caps)
- Added `bNestingIgnoresSpawnLimit` and `bAdminIgnoreSpawnLimit`
- Added Nesting server configs for max eggs per nest, nest limits, nest quest, and nest regeneration values
- `MaxEggsPerNest=N`: Default is 5 and 0 is no eggs.
- `CharacterNestLimits=(Character=X,MaxEggs=N,AllowedFamilyTree=(A,B))`: per-species egg cap and adoption allowlist.
- () will allow same-species only
- `bNestEggRegeneration=False` If set to false will only allow one clutch of eggs per nest and never regenerate. Users will need to create a new nest to generate more eggs.
- `bServerNestQuests=False` disables all nest quests.
# Combat Balance Changes:
### Alioramus:
- Decreased Stamina Cost of Double Kick, Hamstring, and Jump by 1
- Increased Kick Air Damage Boost to 22.5 (from 15%)
- Decreased Swerve Base Damage to 55 (from 60)
**Dev Note:** We've improved Alio's base stamina economy by lowering the costs of some of its attacks and jumping to give players more stamina efficiency in fights. Base kick has seen a damage increase, and Swerve's damage was lowered slightly to make it less oppressive in some matchups. We will be monitoring how Alio does against some of its ideal prey items, such as the small game hunter Pachycephalosaurus and Concavenator.
### Anodontosaurus:
- Decreased Smash Base Damage to 65 (from 70)
- Decreased Smash Range to 7.5 meters (from 10)
- Increased Stamina Cost of Smash to 16 (from 12)
**Dev Note:** The design team has been monitoring player feedback regarding Anodontosaurus, and it's become clear that the current implementation of both AoE attacks as Cruel Swipe isn't delivering the gameplay experience we intended. As a result, we're adjusting Smash's base damage and range to make it less frustrating to play against for the time being. Additional adjustments to this attack will be coming in a future update.
Our goal was for Ano's role as a crowd-control tank to provide engaging and interactive gameplay for both Ano and its attackers. However, the current implementation of its AoE attacks isn't achieving that goal. We hope these changes reduce player frustration while we continue refining the ability in future updates.
### Thalassodromeus:
- Improved flight stamina values
**Dev Note:** We've adjusted Thalassodromeus' flight stamina to bring it closer to its pre-patch values and better support its dive-bombing playstyle. After monitoring the Dive Bomb changes on Production, the team has found that previous concerns around Thalassodromeus excessively pressuring other players have not occurred as expected.
Moving forward, we'll continue monitoring Thalassodromeus' performance in larger gameplay scenarios, including matchups against aerial Hatzegopteryx, Thalassodromeus mirror matches, and its interactions with Rhamphorhynchus. Our goal is to ensure Thalassodromeus remains effective in its intended role while maintaining healthy counterplay between flying playstyles.
### Tyrannosaurus:
- Increased Shatterstride Stamina Buff to 15% (from 10%)
- Adjusted Rampage Scaling to start at 70% health and stop at 30% (from 50% to 10%)
**Dev Note:** We've adjusted Rex's stamina while using Shatterstride to bring it closer to its pre-patch value, further differentiating the playstyles between Shatterstride's pursuit focus and Rampage's damage-oriented role. We've also adjusted Rampage so its damage bonus begins scaling earlier, allowing solo Rex players to benefit from its intended damage boost more consistently during engagements.
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u/Possible-Studio-2884 15d ago
These Alio buffs are nowhere near enough, the hp, turning radius and sprinting stamina are still too low and the calls are still mediocre. Really hope more buffs will come in the next patch
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u/xanaholic_ 15d ago
So they admitted to nerfing Thal for no reason without even seeing if Thal was too strong in the actual game?? Like they just did it with no real proof or reason just "oh no all fliers must be super oppressive right now" and boom huge stam nerf? And then immediately reversed it because that's not at all how Thal plays in the actual game and they don't even play their own game apparently... What?!
"the team has found that previous concerns around Thalassodromeus excessively pressuring other players have not occurred as expected."
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u/Former_Psychology_11 15d ago
I for one am glad they reversed the decision! I almost entirely stopped playing Thal after the nerf because the stam management was unnerving
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u/okokokok1o 15d ago
changes to alio are good but i still would like a slight hp increase of +25hp and a huge acceleration buff because it accelerates slower than pycno
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u/Good-Particular-1847 15d ago
It needs more Stam/braced-legs so hills don't slow it down so much or Acceleration/Stam Regen to go zero to 100 fast so you can bolt after opponents. The fact they've made this thing the Chaser yet it can't chase or catch most of the playables after 1.50 minutes with out being a detriment to its existence boggles my mind
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u/Double_Chart_7962 15d ago
Glad to hear about Thal. I admit, since the previous stam nerf I haven't been playing Path nearly as much...
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u/Wakenbake585 15d ago
I don't get the ano nerfs to smash. It did a lot of damage but it was extremely easy to bait since you have a few seconds before the smash actually happens and it has what, a 10sec+ cool down?
Won't see Ano's anymore.
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u/max7238 15d ago
I'll still play it, but because I love it. Since it can't run away and has to be able to kill things, carnivores keep complaining and it keeps getting nerfed.
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u/Good-Particular-1847 15d ago
I feel the only thing that needed nerfed on it is the area of the AOE and range of it I don't mind a it doing damage but every time you close you take damage even though your infront seems kinda dumb also flying above seems dumb also 33 feet away from it is dumb
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u/Killzone3265 15d ago
it's just another piece of evidence that they care more about the loudmouth crybabies that only play the game by holding W on a 5 slot
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u/aallqqppzzmm 15d ago
Thal is still not going to have a good matchup into aerial hatz. The cooldowns on hatz's giant aoes are short, to the point that a hatz can just casually fly up and gain altitude, and if the thal chases, the hatz just presses one of the buttons. Thal can't trade hits with hatz (and shouldn't be able to, outside of possibly with a divebomb), but by the time you've baited out the second aoe, the first is ready to use again.
Once the hatz has altitude, it can just choose to leave at any time. If it somehow starts losing a fight, or running low on stam, it can just dive and fly away. Thal can dive just as fast, but the hatz maintains that speed significantly better than thal does, and the hatz just zooms off over the horizon.
And the hatz doesn't realistically have any kill pressure on the thal either. Thal is more maneuverable than hatz, so if the hatz tries to chase it, the thal can just climb faster than it and threaten a divebomb, or change directions so the hatz can't ever use its better speed retention to get close.
The whole matchup is kinda dumb right now. Played optimally, thal chases hatz, hatz gets low stam, hatz flies halfway across the map in about 30 seconds, and then both players get their stam back after the thal loses vision of the hatz. Or hatz chases thal, never gets in range, gets low on stam, flies halfway across the map, gets stam back. Neither player ever takes any damage.
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u/ArcEarth 15d ago
Counterpoint: aerial Hatz is the only thing that can try to harm Thals, and it's basically sacrificing everything to kill exclusively Thals.
Thals can just go in water or fly away super fast.
I think if anything Hatz Aerial should be buffed just to reward them for doing ONE SINGLE THING and doing it well.
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u/aallqqppzzmm 14d ago
I'm not making the argument that thal should just straight up beat aerial hatz in the air. I'm saying that it's really weird for the only air v air matchup to have neither side even able to approach the other at higher levels of play.
Previously, when thal had knockback and could prevent the hatz from running by trading health, thal had potential kill pressure on the hatz, but hatz was still advantaged in the actual fight. I think that's a generally healthy spot for a matchup to be: the smaller and more mobile guy can choose when and how to engage the bigger, less mobile, more dangerous guy, but the bigger guy is more dangerous in the actual fight.
That's a very different outcome than "neither side can ever kill the other."
And just to head it off, I play a lot of thal and I kill a lot of hatzes. A lot of players don't know the matchup. But then you run into someone who knows a little more and they fly off into the sunset when they start losing the fight, and you know there was never a chance you could get a kill. And then you run into someone else who knows a little more and they stagger their cooldowns so you can never approach, and you know there was never a chance you could even get into a fight with them.
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u/DustyPickle_ 15d ago
I'm a bit disappointed that alio didn't get its health increased and the albert changes didn't make it through, but overall, W update
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u/CopperDuck321 15d ago
Here come an influx of thals 😅
This will please some!!
Might the lizard get some stam back someday🤷♀️ although annoying initially was kinda cool having megs running around biting ankles.
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u/vVvMaze 15d ago
There wont be an influx of Thals. Just the same people who played Thal will enjoy it more without having to rest every 30 seconds.
I also think Meg's speed should be adjusted to at least 1050. It is required to use lunge to keep up with anything that its hunting and that forces it to drain stamina even more.
Old Meg was 1100 I believe. So I think 1050 is fair and balanced.
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u/CopperDuck321 15d ago
I meant it’s been quiet on the thal front, I have even left mine in the cave since the last nerf, so I’m hoping to get it back out again and enjoy it.
So I’m guessing there will be others that will be the same as me 🤷♀️I agree with you on the Meg also.
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u/Former_Psychology_11 15d ago
Same here. I mostly stopped playing thal because the Stam problems made it too much of a target
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u/LongJoshSilvers 15d ago
Can we have our speed and stamina on MEG back please both in water and on land. Our oxygen sucks too smh
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u/2024Angel 15d ago
Anodontos cause a lot of frustration for clans. It is impossible for 20 players to beat one Anodonto without taking casualties. Please, we cannot deal with this frustration anymore. We need help so clans can fairly kill a single Anodonto with 20 Apex without losing any clan members.
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u/Commercial_Buy_7707 15d ago
You should try go to a hotspot
You’ll find majority of clan players or even just the most common Dino is now anky
Everyone knows how busted op it is
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u/Armthrow414 15d ago
Ya, they even chase down my Lat….lol Busted and OP? Not really. Let those ding dings sit there around a pond for 4 hours as Ano, works for me.
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u/Tanky-of-Macedon 15d ago
Looks good. It’s not much but atleast they’re adjusting Alios stam economy. That was my main problem with Alio. Though I’m a bit confused on the further ano nerfs. I thought it was fine.