- Update v3.0.35.159586:
- New Content
- Spelunking mission rework
- Spelunking v2 reintroducing next iteration's quest frame
- Spelunking creation of caveworm and prospector corpse for scene setting
- Spelunking moved cave quest node so it's not completed automatically, removed higher tier ore mining requirement, fixed pod trying to fly back into the sky after finding hut
- Spelunking - reitemized the hut and changed layout for stylistic integrity
- new loot subquest section for the miner
- collapsed initial two travel steps into one
- restructured cave section so its layout is better
- hint tips for item collection and consuming food/drink
- retuned ingot collection requirement
- Spelunking help tips modified. Cave entrance quest location moved slightly so you encounter it later and should match when you see downed prospector. Building threshold is higher for completion of quest
- Spelunking fixing build with missing file for old spelunking (ws_cave). Added some salt voxels on surface, light folder cleanup
- Spelunking addition of salt voxels on the surface, no longer spawns titanium and platinum inside cave. Fix build break with resave of d_quests
- Spelunking changes
- Adding silica and sulfur nodes outside of cave so players won't be locked
- Fixing map icon and changing travel description
- Making Pod spawn early on close to the hut so it doesn't feel disjointed
- Fixing description around cave entrance and stone there
- Make hut unobtainable to protect it from weather
- Adding new dialogue events for updated spelunking, dialogue table additions
- Spelunking creation of new quest marker for the map icon to shift it from the ship. Move ship drop location so it doesn't damage hut. Clearing out DNT tags and fixing faction mission briefing page
- Spelunking - added new dialogue into quest steps. Increased light point on corpse so it's more noticeable, tuned timing of the finding prospector event
- Spelunking - removing some DNTs from caveworm and prospector highlight text, move map icon slightly again, fix script so prebuilt is made in standard way, set ignore all to spawning of voxels, reintroduced exotic voxel that was accidentally removed, and make building obtainable post quest
- Spelunking Fallen Prospector items update visibility when you loot them
- Small changes to Spelunking objective text and quest cleanup
- Swapping over quest to new Spelunking Mission
- Spelunking prospect list description fix to remove reference of granting workshop items and instead indicate prospector is guided to an existing hut
- Fixed
- Fixed a few typos and corrected wording in quest text
- Edited item text for carbon fishing rod to make it less verbose
- Edited mission objective text in Styx cave research mission to advise the correct order to power up the analyzer
- Courier Quest text improvements to make jump-start stage more clear, fix some casing and punctuation issues
- Update v3.0.34.159385:
- New Content
- Added border grow and fade animation to searched highlight button in tech tree.
- Re-enabled Field Guide/Tech Tree search highlight and focus always functionality.
- Re-enabled the Field Guide's missing show in tech tree button.
- Fixed not being able to use the Field Guide's show in tech tree button whilst in space
- Added turrets keyword so that it can be used to find them in the Field Guide
- Stair Railing deployables can now snap to all full sized Ramps, not just Stairs
- Fixed
- Adding unique fish tag to fish 20 (blinky) so it can be used as an ingrediant in the Fish Feast Recipe
- Description fix for Iron Cupboard stating its number of storage slots
- Updated flavor text for Interior Wood Cupboard, Small Wood Cupboard and Small Interior Wood Cupboard to show correct slot count. Updated icons for all cupboards and added icon scenes
- Adding GameplayTagsToApply from D_AutonomousSpawns to NPCs spawned by AISpawnBehaviour and to creatures spawned by autonomous nests and spawners through SpawnNewAI, so each autonomous spawn row decides whether its spawns count towards biome spawn density
- Fixing issue where autonomous spawns where preventing teather targets (players) from being selected when attempting natural ai spawning - in general Creatures that spawn from Dens will count toward biodiversity, but birds / floaters / bees etc will not, can now all be defined in datatable
- Removed logic and widget hierarchy in ItemPopup UMG that used to ensure DLC icons and title text didn't overlap, after the DLC icon content was moved elsewhere in the widget and resulted in long titles to be left-aligned unncessarily
- Crafting Sulfur Worm and Vesper Trophies now grants bestiary experience as intended. Same fix for future radiation flyers
- Adding extra validation to fix assert for when fire particles were already set to turn off
- Styx Quest Extermination: Chemical Enhancement now appropriately requires a medicine bench instead of kitchen and herbalism benches
- Fixed a number of typos and text errors across items, dialogue, and quest text
- Adding help tips and some clarification to Icestorm quest so it is more distinguished from Field Test, and some general description cleanup when directing players to the crafting menu
- Removing defunct interact option from the layered plating in Quest Research: Metal Plating
- Structure for the Elysium quest Lost will now cleanup if the server setting is enabled
- Fixed non-varying damage amounts displaying as a range when its not
- Sandwyrm Queen Bestiary points required from 1500 >>> 400. Exotic reward increased from 35-50 >>> 50-75. Biomass Reward Increased from 10-10 >>> 15-25
- Fixed subcategory index/detail view widgets being ignored.
- Standardizing world bosses to require the same amount of bestiary points. This means a reduction in number of kills required to max for the LavaHunter, Alpha Wolf Boss, and Landshark
- Increased Advanced Alteration Bench (T4) durability from 500 to 1500 and removed flammability trait. Increased Alteration Bench (T3) from 500 to 750 to better suit the tiers
- Bestiary progress for Landshark and Black Wolf Boss reverted to live values as they're encountered with higher frequency than other world bosses
- ELY - Masked out AI spawn map in E10, H10 and H11 Tundra lakes in order to prevent creatures spawning on tiny rocks and becoming stuck
- Update v3.0.33.159137:
- New Content
- Unlocked Rifle Turret recipe/talents and removed addition of Platinum Sheaths from recipe.
- Tightened accuracy of precision rifle turret further.
- Fixed perception component applying additional 64cm offset, making them try to shoot through low lying objects blocking the muzzle, and attached component to muzzle for updated transforms when weapon moves.
- Removed reduction to ProjectileDamage.
- Added 200% CritDamage to Pistol Turret
- Updated name of turrets from 'Automated Defense System: X' to 'Auto-Turret: X' for improved readability. Tesla Coil is now simply titled that.
- Decreased cool down between shots on the Rifle turret from 4s to 3s to improve its DPS comparatively to the Pistol turret
- Fixed
- Fixed flavor text on Natural Oil Refiner saying 'crude in,' as that was being mistaken for Crude Oil
- Fixed edge red line artifact in several carcass/head icons
- Fixing some references to 'EXP' and 'LVL' in HUD and Settings menu that couldn't be localized
- Minor aesthetic fixes and alignment improvements for server browser
- Sanity and consistency pass across most creatures, updating transforms and settings on components, Gfur settings, fur material tweaks to reduce AO, updated new creatures with available meshes
- Fixed Items Delivered widget using Roboto font, added background blur and right side padding
- Fixed stat on Sandwyrm Lure
- Refined Elysium Biome map so that there are fewer unnecessary transitions, mostly in caves and around ledges
- Updated FT asset validation so that correct collision vs navigation settings are used. Updated flagged FTs to fix
- Devlocking Sniper Explosive Ammo so it doesn't show up erroneously in field guide
- Fixed head crit areas on mammoths being offset to the right incorrectly, resulting in inconsistent headshots
- Fish Paste Lure Alteration fixed description and added icon
- Turret/Spider - Fixed death anim playing for 1 frame on spawn breaking the position of the head crit collider causing the turret to try shoot its crit spot and hitting the floor.
- Update v3.0.32.158743:
- New Content
- Adding New Items: Fish Paste, Dried Fish Chunks, Fish Chowder, Freshwater Tartare, Pickled Saltwater Fish, Fish & Chips, Fish Roll, Fish Fillet Sandwich, Coconut Curry, Fish Platter, Fish Feast and Fish Paste Lure
- Adding Alternate Recipes for Oil, Resin, Concrete, Limestone and Vitamins which use fish paste
- Unlocking Poultice Bandage
- Added descriptive text for new fish recipes and items
- Added New Fish recipes item icons.
- Replaced Pickled saltwater fish item icon.
- Removing Feature Level from Fish Bandage
- Added Bandage Poultice item icon.
- Adjusting Fish Paste Icon and Fish Paste and Oil Recipes
- Adjusting Fish Paste Stack Count and Weight
- Adjusting Fish Paste Description
- Fish Coziness Buff - Initial setup of comfort function library.
- Hook up fish coziness modifier icon
- Added Fish Coziness Buff Icon.
- Fish coziness buff correctly applies to objects
- Fish coziness tuning for aquariums and wall mounts
- Changing description for coziness plus percent stat and setting it to not replicate
- Fish Coziness buff for wall mounts and aquariums tuning, description fixes, and script cleanup
- Base coziness values of high tier aquariums tuned moderately down
- XL Aquarium (future content) inventory size increased
- Per fish quality bonus tuned so that a high quality rare fish can now get the max 50% bonus
- Fishing UI Widget visual pass.
- Adding a new custom world setting which can be used to disabled dens and creatures after the great hunt has been completed
- Fixed
- Updated the three T4 SMG skeletal meshes with the correct edge harness and updated their shared normal map with correct normal bake.
- Fire particle cleanup gets replicated more consistently, to fix cases where it would linger and removal would feel delayed for clients on a dedicated server
- Casing fixes in descriptions for Spelunking mission
- Music balance pass with updated tonality due to odd EQ behavior on master music bus
- OLY - changed DC_ErosionRockBlend and SandTransition decal FTs to align to normal, used reapply brush to fix their angles in blue+green quads
- Fine tunes to ambient ducking while music plays. Small reduction in music now that the eq is normalized
- Updated AtmoController to support newer atmosphere post processing. Only live change is desert in Elysium now correctly has the distant haze effect
- Updated Collision/Nav settings for multiple FTs which should prevent animals from attempting to walk through solid geometry foliage. Added stub validator which still needs variables exposed for proper validation use
- Fixed a couple of typos in item text
- Sandbox (Oly_Construction_Desert) fix to require Fabricator instead of Machining Bench, since the other 3 required items are built on the Fabricator. Cleaned up some descriptions so it's more clear the build needs to be inside the cave
- Updated Wooden Armor Stand physics asset to be a static box instead of per-bone because it didn't work well with all poses and can cause physics issues when updating. Added override camera setup when interacting
- Fixed Scoria Brick half wall upper piece icon
- Reduced mass of wild Kiwi from 500 to 100 to match tame and a more sensible value to prevent excessive knockback from hits
- Update v3.0.31.158478:
- New Content
- Radiation area effect culling and updated VFX
- wip polish pass on radiation floor fog material
- polish pass on radiation area FX
- Radiation Area Effects - Fixed incorrect collision settings on SphereComponent preventing vis traces with the spline tool/s and swapped HISM component out for ISM as the original BP had.
- fixed double spawn particles on Radiation Area FX vertical rads
- Radiation Area Effects - Fixed inability to pickup items that were dropped within a radiation sphere's radius.
- Fixing issue where the radiaiton zone would not scale correctly when stacks of uranium where placed in chests, we where trying to lerp between 2 minium values, not a minium and maximum
- Fixed
- Localisation - tamed creatures bloodline stat bonuses 'every x level' is can now be properly translated
- Localization fix for 'LVL' in character screen
- Localization fix for 'Any Of The Following' for recipe tagged items
- ELY - fixed macros intersecting with cave in arctic, green quad
- ELY - various cliff fixes in arctic, green quad
- ELY - fixed lake plane in swamp, orange quad
- ELY - cliff fix in desert, yellow quad
- RIFT - Fixing issue where the defeat sandworm objectives would appear completed when they where not
- RIFT - Fixing issue where sometimes the sandworm wouldn't spawn - adding fallback case so if finding a spawn location fails we revert to using the quest marker
- Fix to Creature Deterrent not allowing spoiled plants in its inventory
- T4 Water Purifier: Fixed LOD screensize settings. Removed unused logic and variables in BP. Added supporting Lights (med spec+). Fixed DM not being defined. Updated resource network transforms. Optimized VFX on low spec. Perform material swap when processing and remove emissive setup from base material. Remove unused Glass textures
- Tweaked Uranium Converter LOD screensizes
- Updated collision on all crop meshes to use simple as complex to provide more consistent interaction vs harvesting. Tweaks to LOD screensizes and DF setups to optimize visuals and performance
- Added background blur to rewards delivered popup. Removed redundant 'rewards' text. Fixed Roboto font being used. Extended width from 300 to 320px and shrunk title font size 4pt
- Fixed issue where cows stop being able to be milked after being brought down from orbit. Removed debug logging
- Increased size box by 2px to remove unncessary scrollbar on ItemsOnDrop widget. Fixed OpenProspectWindow using Roboto font for Host text
- Fixing issue where kiwi's would try to eat nearby unreachable foilage when snared by a snare trap to reduce their hunger
- Small creature footstep adjustment based on velocity to better represent size
- Subtle spacializer adjustments to deployable spacializer to ensure they aren't playing over too long distance. Reduction in volume to rain reservoire. Subtle dog idle reductions
- Adjustment to spacializing and start of cleaning device
- Small reduction in spacial distancing of cre chew meat audio
- Adjustments to cleaning device audio so the start and stop is more subtle to help reduce it feeling too annoying when crafting mulitple items
- REducing glass crack sounds as you walk on them. Now triggered only rarely with sprint and land
- Small reduction in anvil t4 constant sound and deployable spacial update
- Small reduction in volume and distancing of T4 anvil - foundry animation audio to help keep it more subtle when crafting a lot.
- Small increase in fireplace distancing when up close
- Small reduction in low end and slight pitch up for gas fly horn to better match their size
- Adjustment to footstep crack audio. Less crack on sprinting on glass
- Small reduction in click sound for crafting mulitple items
- Small scatter voc adjustment to reduce constant idling
- Adjusting wolf idles to be consistent to reduce many breathing sounds when player has a few pets
- Reducing total max numbe of wolf idles and setting to virtualize
- Additional subtle distancing tweak for cre idle
- Small subtle tweak to creature footstep distancing
- Better footstep on sand balancing and adjustments to random pitching layer for better realism. Also adding other temp coastal atmosphere setup that better reflects the desired colour vibe of the atmosphere
- Further simpliification and fine tune to the footstep on sand event. Reducing amount of layers and keeping it feeling more consistent
- Adding the salted audio event to the salting station when an item gets salted
- Fixing issue where item rewards would duplicated if the previous item reward in the entry was invalid, the system now handles items being stripped out such as when feature levels are used
- Lowered the Sand-scuttles meat and bone drop as they where to high for the creatures size and difficulty
- Update v3.0.30.158174:
- New Content
- FieldGuide categories - Added subcategories for Tools/Melee and Ranged categories. Fixed Tags on Firewhacker putting it into equipment category. Fixed Gauntlet tags being classified as Ranged instead of Melee, and inverse for CaptureGrenade. Added new FG specific queries for Grenades to include CaptureDevice and Bows to separate from Crossbows. Added placeholder icons
- Added subcategories for Ammo. Added assaultrifle and sniper ammo tags for FG separation. Changed DetailView UMGs to appropriate entries. Remove Ammo.Nail tags from Nails so they go back into the Resource category. Fixed various ammo tags. Added placeholder icons
- Added subcategories for Envirosuits and Modules. Added subcategories and tag queries for Attachments. Fixed flavor text and icon for Garganutan attachment
- Added subcategories for Workshop Items. Subdivide workshop package tags. Added Sawblades ammo subcat. Set Coal pack to use standardized Meshable
- FieldGuide - Ensure blacklisted items only show under Hidden category.
- Added subcategories for Equipment and Food. Fixed Flamethrower being classed as equipment instead of Ranged
- Added subcategories for Equipment and Deployables (partial). Removed unused Electric_Motor data which was superceded by Mission_Alternator. Added new icons for Settlement items
- Field guide: Creatures category, Buildings by piece type, subcategories for flat categories, tag/query fixes
- Pass on Field Guide Subcategories
- Updating and adding subcategories in the field guide
- Field guide: Ores become a subcategory of Resources
- Moved Dropship recall beacons to Ranged|Grenades category and removed Equipment|Throwables category and Tags. Setup Cobalt tags and FeatureLevels. Moved Fur Stacks out of Deployable|Stacks and into Resources|Crafted
- Adding Item Setup for Sandhorn horn and recipe to convert into organic resin
- Adjusting Sandhorn Horn Recipe 200->300 resin
- Added sandhorn horn art assets to the project and updated the mesh in the meshable DT
- Adding Sandhorn Horn Icon and adding to item rewards table at a 75% drop rate
- Hooked up audio blueprint for kitchen sinks interactable for filling containers and washing hands
- Adding the sound of a tap turning on and off and washing hands for the kitchen sink
- Fixed
- Switched wheat meshes to use simple as complex collision to fix interaction option flicker.
- Fixing issue so that harvesting spoiled strawberries crops functions again
- Fixed always-relevant actors in instanced levels never replicating to clients that finished loading the level before the server (affects some VFX, atmosphere, projectile cosmetics etc.)
- Reverted food troughs back to previous setup for filled/empty state.
- Rustic Food Trough: Fixed normals texture, improved roughness, improved collision, improved DF setup
- Fixing Bug where you could continually water crops fro XP, this would just consume water, play the sount and grant XP, you can now only complete the water action when the crops require it. No functionaility was changed in terms of crops watering, you just not longer lose water or grant xp when the crop is already in the watered state
- Fixed a number of typos, missing info, and text descriptions for items and quest steps
- Fixed up Stats DT data for new mining/felling stats
- Fix for repeatable watering of plants to amass XP. Buffed base XP values of water and fertilizing crops from 100 to 150
- Adjusting storm audio to come in at a slightly higher volume at lower levels to better match visuals
- Reducing impact audio of gauntlet by about 4db
- Further reduction to gauntlet motor impact type sound
- Slight reduction to gauntlet heavy smash
- Fixed ValidAmmo display name for Javelin Launcher ammo types
- Fixed subtitles text for Church dialog in nullsec mission
- Fixed flavor text on Alpha Hyena carcass
- Corrected cases of the word Favorite containing a U
- Updated LODs for DEP_Nuclear_Reactor
- Outpost 006 - Further reduced depth of lake above cave that was causing swimming/underwater post process to occur while inside cave
- Added missing flavour text for CRYSTAL mission on Prom
- ELY - fixed various misplaced cliffs in green+yellow quads
- Fixing radiation cough spamming when short radiation debuffs are added constantly to the player by delaying playback of event by 5 seconds before the cough loop starts
- Reverted Aluminium display text to UK spelling (Itemable, Quests, Talents, Accolades, ModifierStates). Row names, loc keys and asset paths untouched. Fixed alumnium typo in Iron Stairs description.
- Adjustments to all music tracks, finessing silence events to be consistent and removing double ups of audio within music track events to stop overuse of music tracks. volume balance etc
- Reducing the amount of creature idles that can play at once. Reduction in volume
- Fixing an issue in Livewire that wasn't cleaning up the structure as intended when quest ended
- Lost SMPL3 quest now has structure cleanup after its completed regardles of save setting
- Virtual Stat - CaughtFishWeight_PlusPercent returned BaseFishLength_Plus, now returns BaseCaughtFishWeight_PlusPercent
- Virtual Stat - ChanceToCatchRareFish_PlusPercent returned itself, now returns BaseChanceToCatchRareFish_PlusPercent
- Virtual Stat - ChanceToCatchUniqueFish_PlusPercent returned itself, now returns BaseChanceToCatchUniqueFish_PlusPercent
- Virtual Stat - DroneExtraDamage_PlusPercent returned itself, now returns BaseDroneExtraDamage_PlusPercent
- Virtual Stat - TamedCreatureLineageMutationChance_Percent depended on and returned itself, now uses BaseTamedCreatureLineageMutationChance_Percent
- Virtual Stat - SwampParasitesResistance_Percent read BaseSwampMovementSpeed_PlusPercent, now reads BaseSwampParasitesResistance_Percent
- Virtual Stat - DeepWoundResistance_Percent returned BaseWoundResistance_Percent, now returns BaseDeepWoundResistance_Percent
- Virtual Stat - DamageAgainstSpawners_PlusPercent read BaseSandScuttleExtraDamageResistance (copy-paste), now reads BaseDamageAgainstSpawners_PlusPercent
- Virtual Stat - ItemWear_PlusPercent Fire_Whacker row pointed at BaseBowItemWear, now BaseFirewhackerItemWear_PlusPercent
- Virtual Stat - WaterConsumption_PlusPercent addedn mounted, now addsMountedWaterConsumption_PlusPercent
- Virtual Stat - ColdResistance_Percent Arena_SwampApe row pointed at BaseSwampStaminaRegen, now BaseSwampColdResistance_PlusPercent
- Virtual Stat - HealthRegen_PlusPercent Arena_Gole, now Cave to match every other atmosphere table
- Virtual Stat - HealthRegen_PlusPercent Arena_IceMammoth row pointed at BaseArcticStaminaRegen, now BaseArcticHealthRegen
- Virtual Stat - HealthRegen_PlusPercent removed duplicate Volcanic and Grasslands entries from the dependency list
- Virtual Stat - ExplosiveDamage_Plus scaled by BaseExplosiveDamage_PlusPercent, now uses virtual ExplosiveDamage_PlusPercent which is its declared dependency and includes the grenade bonus
- Virtual Stat - HypothermiaResistance_Percent listed FrostbiteResistance_Percent as its only dependency so it never refreshed, now depends on BaseHypothermiaResistance_Percent
- Virtual Stat - TreeCollisionDamageResistance_Percent listed CollisionDamage_Percent as a dependency but reads CollisionDamageResistance_Percent, dependency corrected
- Virtual Stat - PhysicalDamageResistance_Percent sdid not list it as a dependency, added
- Fixed cases where weather events seemingly end abruptly due to a Curve that was ranged from 0.4 to 1.0 instead of 0.0 to 1.0, causing the action to hold 40% of the previous value on weather end. Fixed numerous cases where theweather action data was setup to modify values but the bool gate for those was not enabled. Fixed some cases where values did not line up from action to action. Added DT validation to pick up on this
- Fixing clear snow or sand audio event not triggering due to true or false surface check being incorrectly set to true instead of false
- Update v3.0.29.157838:
- New Content
- Kiwi Tame balance: Increased peripheral perception, decreased audio perception range, remove hemorrhage from base stats. Fixed missing icon in Mounts DT and fixed filename. Fixed incorect bone list. Decreased Health and Damage by roughly half. Fixed preview camera settings
- Adding new Stats for Nighttime Bonuses for use with the Kiwi Talent Tree
- Kiwi Tame increase to base health, melee damage, and move speed. Addition of Nocturnal Nature talent to further increase night time melee damage and move speed. Placeholder for Night Yields aura to increase nearby player mining and felling yields
- Kiwi tame increased combat stats at night, now has standard pet resistance bonuses, increased mass, new icon for aura modifier
- Kiwi tame removing rebirth talent and replacing with standard physical reduction bonus
- Adding new Stats & Virtual Calculations so we can scale the FellingRewards_+% and MiningRewards_+% by their Nighttime only _+% stats
- Adding New Stats & Virtual Calculations for the AuraEffectiveness_% which increases and decreases the effectiveness of the granted effect of the aura
- Hooking up new Stats and Aura for the Kiwi Pet
- Field Guide - Added subcategory support.
- Fixed
- Prevent Ice being cooked when skinning a Rimetusk with an Obsidian Knife.
- Fixing issue where crafting with resources was not providing experiance, fixes cases such as the Polymeriser which would not provide any crafting experience when crafting items with oil
- Updated the slinker delux leather saddle skinning.
- Fixing issue with Cakes and Roasts so that the platter and garishes do not highlight when looked at
- Optimized collision on Lightning Rod meshes. Removed V1 unused assets. Fixed electrical connector transform on Platinum rod. Optimized Platinum rod textures. Fixed missing highlightable on rods
- Fixed proxy mesh used in T4 food trough being stretched/scaled, use proper mesh from filled version instead. Added grain active crafting VFX
- Fixed Salvage and Close text on Dropship Quest UI not being localized
- Added localization string for Gestation
- Adding a touch more randomization to carry shotgun event to help it feel less repetitive when jogging and sprinting
- Fixing distant water level not hitting -inf and spacializers not overriding fully
- Fixing Weight Reduction Granted Effect so it no longer saves to database - as a rule modifiers granted via auras should not save as otherwise their effects become permanent
- Kiwi fixing final tier of combat buff to only work at night as intended
- Aura Effectiveness can now be specified in the Granted Auras Table and a new stat has been added specificially for the kiwi's aura effectiveness
- Committing virtual states file so all of the new kiwi related stats will work as intended (night melee, night felling etc)
- Devlocked FG subcategory rows and removed DNTs
- Update v3.0.28.157342:
- New Content
- Electric Seed Extractor - removing devlock from files and putting its unlock in a more appropriate place on the t4 tech tree
- Electric Seed Extractor parent logic hooked back up so it functions
- Fixed
- Vapor Condenser inventory size increased to stop it from blocking rewards in volcanic area in hard mode. Also added Take All option to the inventory to improve usability
- Juvenile Taming UX: Added localized text info to Taming Tooltip which coincides with requirement state icons, for improved UX. Removed Shelter requirement from Chew/Draven to make consistent with all other Juvenile tames. Cleaned up unnecessary UI spacer elements. Renamed UMG components and removed unused variables for clarity. Fixed icon MIPGen settings
- Test to adjust the mission required talent icon in the tech tree to change to a checkmark if the required mission has been completed
- Fixing issue with the strawberry plant, it can now be harvested and sickled from crop plots again
- Fixed Pig Trophy pointing to incorrect ItemsStatic row
- Fixed geothermal spider not getting correct vestige reward
- Blueback mount camera position moved back to give more appropriate angle when riding
- Removed unused Niagara system and widget location component from Lava Hunter Mine. Fixed highlightable setup. Removed overlap and shadows from small lights mesh. Fixed fade distance on lights. Fixed blacklist bones on friendly Lava Flyers and remove FG blacklist tag as this is a craftable item
- Fertility Serum audio bugfix: will now play audio even if it's the last serum in inventory
- Removed devlocked Skulk Tames row, which duplicates Orka row. Added missing Wet/Sleepy modifiers
- Removed leading whitespace on Exposure Resist Module itemable data
- Updated LODs on Raptor Specialized saddle and added unique physics asset to better suit mesh
- Adjusted collision setup for deploying Shroud lights and Exposed lights on ceilings, to allow them to be more easily placed
- Removed old Consumable data that was referenced on some water containers and displaying incorrect information that isn't actually utilized
- Typo fix for RadarStation used in a handful of scanning quests
- Updated item and quest text with small corrections
- Feature locked Workshop Salt ItemsStatic until its ready for release, to remove it from the Field Guide
- Fixed interaction widget location on VenomFly Nest. Optimized nests by toggling emerge light on/off as needed and set cull distance
- Increased main inventory slots window size by 20px to prevent unncessary scrollbar showing up with 7 rows. Shrunk item drop area by 20px
- Fixed Battered Lab deployables not animating on Clients. Fixed LOD Screensize settings
- Fixing highlightable descriptions for the Storca and Radboss corpses
- Increased Scree albedo to 4k to get closer to desired texel density on cavein meshes
- Improved texture quality of small cupboards. Fixed materials using BLD master instead of ITM
- Improved LOD Screensizes on BerryBush crops
- Pet Food Bowls Fixes: Moved DynMat creation to Construct instead of BeginPlay to potentially solve race condition issue with applying colors. Run IcarusBeginPlay parent logic which also includes duplicated inventory updates with optimizations. Removed empty function overrides. Centered options for Bowl colors UI
- Tooltip change for Inaris Flashlight and all other handheld devices to include that they can be charged with a powerbank
- Inaris Powerbank description update to remove alt fire reference and make it a bit more descriptive
- Adjustments to frag grenade explosion and adding reload to legendary launcher new anims
- Update v3.0.27.157242:
- New Content
- Finishing Setup of Workshop Power Bank and Removing Dev Lock
- Added Epic Creature nameplates to Alpha creatures (Wolf, Snow Wolf, Hyena, Snow Leopard and Cougar) spawned during Horde mode waves (Vapor Condenser). This doesn't change the difficulty of the creature (except +15% chance for Hemorrhage if it wasn't already present) but is primarily there for the nameplate purpose
- Noxious Crust will now spoil (5 minutes per unit, 50x stack will take >4 hours to spoil)
- NPC Soldiers are now flammable and can catch fire
- Added unique background image for Tier5 tech tree. Added source files for all tiers
- Added new bedroll, sleeping bag and bed Health regen modifier icons.
- Fixed
- Fixed Tamed Conifer Wolf not retaining custom phenotypes or placing map marker due to base class of corpse
- Miasmic and Inaris "Night" Pickaxes tooltip improvements so mining yield isn't split into two different stats
- Updated Vapor Condenser UMG visuals to be consistent with other UIs. Added Emissive 'On' material swap setup for Condenser. Removed Niagara system that wasn't activated properly. Added accompanying high-only lights
- SIMPL3 Hidden Cache mission fixed edge case where spawned creatures would be stuck inside the box
- SIMPL3 Hidden Cache mission now has more appropriate creatures for different biomes. No more wolves in the Elysium Desert. Also random selection fixed so a variety of creatures can be selected from within the biome
- SIMPL3 Collect Quest now has appropriate creatures spawning in Tundra, Geothermal, and the Elysium Desert biomes, instead of defaulting to bear cubs
- Fixed load prospect UI issue.
- Alteration icon now hides when tool or weapon is slotted into alteration bench.
- Added new alteration icons for extended chamber, pistol accuracy, rifle accuracy that were missing.
- Localization - Fixed laser side arm attachments not having an attachment icon setup. Added logging to show its missing.
- Added laser pistol attachment icon.
- Localization - Fixed 'sawblades' being used by 'sawblade' now says Timber extraction unit
- Added additional RepNotify to Lithium Tool base class to handle effects toggling
- Fixed LOD screensize values on T4 Stove. Disable GenerateOverlapEvent on light meshes in BP. Fixed LOD Screensize on Dehumidifier mesh and Homestead fridge
- Swapping Stomper Skin with one that correctly fits the volcanic biome & removing bespoke volcanic BP's
- Adding Stomper_Coastal Creature and Corpse BP using the original colors
- Fixing Redirectors in AI Folder
- Added new bestiary image for the stomper with the new textures.
- Fixed Texture settings on numerous icons for optimization and image quality. Updated Texture Asset Validation to check textures in icon folder for correct settings
- Fixed MipGen settings for several icons
- Fixed icon asset validation and updated several icons
- Re-adding Exotic Noxious Crust but lowering recipe rate from 5x -> 3x
- Noxious Crusts down spoil into their base ores (so a iron crust will decay into 1 iron ore)