1. Changelog v 2.1.14.118795
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  3. New Content
  4. Adding Item Icons for new Smoked Meats & their associated modifier states
  5. T3 Smoker is now powered solely off charcoal and is required to be outside to run and is not longer effected by weather
  6. Adding Smoked Bacon Item
  7. Added available exotics activations indicator to Vapor Condenser UI
  8. Added indicator on vapor condensor to show rounds on completed geyser
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  12. Fixed
  13. Replaced Ice Mammoth map Icon
  14. Adding punch whoosh anim notifys so punches feel a bit mroe realistic
  15. Improvements to horse jump land audio timing. Corrected the anim notifys to better represent land audio and small adjustment to footstep event
  16. Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  17. Removed audio mute on communicator upgrade when recently loaded, as this is now handled by spatialization
  18. Fixing communicators having missing spacializer on individual channels that was preventing the communication sound from being spacialized
  19. Fixed exchange exotics button not working in the OEI when on prospect
  20. Fixed bug where crop growth rate was being added instead of multiplied, resulting in a growth rate of roughly double what it is supposed to be
  21. Fixed missing confirmation prompts on prospect caused by Exotic Exchange fix
  22. Updated flavour text to match mission description for MAGMATIC
  23. Show operation detail and play dialog when selecting an operation from the mission board
  24. Backpacks are no longer re-equipped any time a piece of player equipment is added/removed/damaged - fixes bug where medic backpack's modifiers would be re-applied every time the player took damage
  25. Fixed bug where multiple copies of the currency exchange window could be opened over the top of each other, resulting in copies that could not be closed
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  29. Future Content
  30. Added workshop sickle item icons and added to itemable datatable
  31. Field Guide sort various results that are presented
  32. Added World Boss Item Attachment Icons and added to datatable
  33. Added Rug Item Icons
  34. Added Wolf talents first pass
  35. Field Guide Procurement for vestige (which corpse), craftable for benches (which recipes produced)
  36. Changed the physics asset to be the leather curtains physics asset and added an item icon
  37. Field Guide Make displayed stats aware of tool damage and attachment data
  38. Setting up Items for Batteries and Battery Shelves
  39. Field Guide Fix another issue displaying all possible available attachments for ranged weapons
  40. Field Guide Add concept of sets for displaying groups of items
  41. Updated Cave_AC_MED_012_NF, water depth
  42. Added overlap rules for curved building pieces
  43. Field Guide Add entires for ores and animal parts on fieldguide meta
  44. Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  45. Added Static Meshes of Battery Racks with batteries included, as well as DMs for them
  46. Field Guide Fish subpage
  47. Added new 'bn_Prop_R_Aligned' socket attached to normal prop bone that adjusts for misalignment of 1st-person rifle anims. Scorpion Rifle now attaches to aligned prop socket, this fixes ADS alignment issue
  48. Fixed map selection on Ashlands mission so standalone mission works
  49. Adding chicken flee audio and event
  50. Added BLD_Floor_Curved_Stone including textures, materials and meshes
  51. Field Guide Medicine subpage. Make resource networks aware of transmutable resources
  52. Field Guide Assign a few more categories to subpages
  53. Field Guide Show N/A rather than hiding various components
  54. Cave Prefab Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  55. Adding chicken peck, shake and eat audio and events and notifies
  56. Fix Ashlands story creature spawns
  57. Commit prebuilt file for Ashlands story mission
  58. Update blueprints and buildable table for many diagonal and curved pieces
  59. Field Guide Animal Parts subpage. More blacklisting of hidden items
  60. Added more information when presubmit check fails due to unaccepted jira REST response
  61. Field Guide Blacklist a bunch of logical items where the display name is the same (eg. Corpse vs MountCorpse)
  62. Added another valid presubmit check prefix
  63. Fixed orientation of BLD_Roof_Diagonal_Stone and BLD_Roof_Diagonal_Stone_Inverted
  64. Disabling Field Guide as it was accidently enabled in my last commit
  65. Adding new Tags for the field guide, adjusting field guide categories and tagging some items into their new field guide categories
  66. Fixed orientation once again for BLD_RoofCorner_Curved_Stone
  67. Field Guide Fix attachment query is picking things it sometimes should not
  68. Field Guide Link vestige and fish page to bestiary/fishing record tabs
  69. Correcting chicken using wrong audio event
  70. Adding opening and closing sounds, event and anim notify to small animal trap
  71. General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  72. Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  73. Adding large animal trap audio open and close, events and notifys
  74. Adding in wood trap open and close sounds and events and notifys
  75. Field Guide Tidy up fish page
  76. Added Black Wolf Armor Item Icons
  77. Fixed Holding position for the black wolf Pistol core SK piece by adding an offset socket, currently set to work best with Barrel C but we can adjust the position in the weapon BP to suit each barrel accordingly. Added ADSAlpha curve to the pistol aiming animations to work with the offset socket too
  78. Field Guide Plants subpage
  79. Adding small and medium wood trap audio and events
  80. Added destructable meshs for T3 and T4 beehive parts
  81. Added art assets for T3 and T4 beehive parts
  82. Black Wolf Armor Implementation
  83. Added 'Engine/Binaries/Win64/.sentry-native/**' to list of ignored files
  84. General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
  85. Cliff Polish Pass, Landscape Sculpting Pass and Fixed a Hole in Cave LC_MED_006, Ashlands, Prometheus
  86. Field Guide Display DLC icon on buildable DLC. Better present grids of fewer items
  87. Balance of layers of sandworm crossbow for better continuity between CBs
  88. Updated BLD_Roof_PyramidHip_Single_Brick_Right and Left
  89. Submitting Sheep and textures (wooly)
  90. Bats now correctly target players.
  91. Added control rig pitch and roll movement to bats during flight.
  92. Adjusted blending of bat attack montage, disabled LookAt via anim curve during animation.
  93. CacheActorTargetLocation BTTask can now adjust for target velocity if required
  94. Updated weapon pieces for Sandworm_Crossbow
  95. Added DEP_WaterPurifier_T4
  96. Field Guide Flush cache on meta and set DT changes. Add some more sets
  97. Field Guide buildings sub page, use custom sets rather than required talent
  98. Cliff Polish Pass and Landscape Sculpting Pass, Ashlands, Prometheus
  99. Balancing black wolf revolver against the scorpion rifle to better reflect guns intensity and size. Added more suitable fire audio for sandworm crossbow
  100. Fixed cave spawning in the terrain on Outpost, Cactus
  101. Adding Sugar Cane, Sugar Cubes, Sugar Cane Seeds, Sugar Cane Workshop Seed Pack Items and Setup
  102. Adding Sugar Cane growable resource and growth states
  103. Adding Recipes for Sugar
  104. Added Nav Blocker to help unstuck on Prometheus
  105. Added recipes for the T3 smoker, unlocked T3 smoker talent
  106. Increased health of BatNest actor
  107. Cave AI Spawners / Cave Templates now support additional types of Cave AI with separate min/max spawn counts
  108. Setting up Sandworm Crossbow Living Weapon
  109. Bats will now detatch from nest once is has been destroyed. Destroyed nests will no longer continue spawning bats. Made light on bats more performant and more subtle when flying close to geometry. Fixed bat nest mesh collision and rotation
  110. General Polish Pass & fixed frozen lakes in cave templates Ice Sheet Yellow Quad on Prometheus
  111. Adding Domestic Beehive Meshes and Icons
  112. Added art assets for honeycomb item
  113. Added BLD_Wall_Diagonal_Angle_Stone_L, BLD_Wall_Diagonal_Angle_Stone_R, BLD_Wall_Diagonal_Angle_Stone_L_Inverted and BLD_Wall_Diagonal_Angle_Stone_R_Inverted
  114. Added art assets for the cave variant of the wild beehives
  115. Added wild tree beehive art assets to the project
  116. Added BLD_Wall_Angle_Curved_Stone_L_Inverted and BLD_Wall_Angle_Curved_Stone_L_Inverted, as well as cleaned up file locations of the non-inverted pieces
  117. Adding unique sandworm crossbow fire audio event and data table entries
  118. Bat nests will no longer generate in non-development builds
  119. json_patcher now prints out invalid DT row/table names when should_keep_row function throws an exception
  120. Fixing incorrect feature levels on the turret items, they where set as 'none' which was preventing our pre-build step from completing
  121. Adding Pistol / Rifle / Shotgun Turret item setups
  122. added chicken materials and textures
  123. Submitting shorn sheep, carcass and textures
  124. Submitting unshorn sheep and textures
  125. Fieldguide - fix T1&T2 knife harvest query is backwards
  126. Added new bee character.
  127. Bee particle system now dynamically scales in intensity based on BP-driven 'aggression' parameter.
  128. BTTask_PlayMontage can now optionally be given an empty montage to complete logic immediately, useful for tasks like StrikeAttack where there isn't an animation
  129. Added destrucable mesh for picnic table asset
  130. Cleaned up a number of old code compilation warnings
  131. Added art assets for picnic table
  132. Limestone BLD concrete reskin - added textures and materials
  133. Added arctic bat bestiary image
  134. Added cave bat bestiary image
  135. Added Zebra map icon
  136. Additional categorization of items for Field Guide
  137. Adding Zebra Mount and Zebra Quest Mount
  138. Adding Progress in New Olympus Operation - RELOCATED: Recovery, where players have to track down missing zebras
  139. Adding first pass test audio and bee event. To be replaced and updated. Assigning to Bee data table setups
  140. Added art assets and blueprint for Arctic Bat Trophy
  141. Added art assets and blueprint for Bat Trophy
  142. Bees no longer attempt to ragdoll on death. Bees can no longer be damaged by projectiles
  143. Submitting Slug (reskin), carcass and textures
  144. Fixed beesphere material not being invisible.
  145. Improved targeting AI of Bees.
  146. Bees will now stop persuing target if they start swimming in water.
  147. Increased Bee's health and reduced severity of modifier applied when attacking.
  148. Added new Wild Beehive.
  149. Attacking a Wild Beehive will force all spawned, idle bees to attack instigator.
  150. BTTask_RandomFlight and BTTask_FindRandomFlightTarget will now treat water surface as ground for target height calculations.
  151. Wild Beehives can now be spawned using CT_CreatureSpawn assets. Enabled new Bee dispersal particle affect on death
  152. Adding appropriate AI setup Audio for Zebra Mount
  153. Further categorization of Field Guide items, improved readability on some Field Guide pages
  154. Fixed Cave_LC_MED_006 Stalagmite
  155. Added new lavafall mesh with flat top (SM_Lavafalls_02), added collision to SM_Lavafalls_01 and 02, SM_Waterfalls_01
  156. Adjusting reward for RELOCATED: Recovery and adding new prebuilt structure and quest markers in the world
  157. Hooking up new Zebra Map Icons for use in RELOCATED: Recovery
  158. RELOCATED: Recovery is now fully playable and is currently feature locked out on the public branch for internal testing
  159. Added bestiary text for Cave and Arctic Bats
  160. Added item text for batteries
  161. Adding new bee audio, standard event idle and bee aggro. Currently only Aggro plays due to bee states not being defined
  162. Remove Grass in Artic, Green Quad on Prometheus
  163. Adding effect for bee creature death
  164. Manual Cave Polish Pass and Cliff Pass, Red Quad, Ashlands, Prometheus
  165. Add cave bat nests and wild beehives to caves, Cave_AC_MED_002 & Cave_GL_MED_001
  166. Added additional sets for Field Guide
  167. Hid many more items that aren't required for public view in the Field Guide
  168. Wild Beehives will now spawn in the various forest biomes (Dev builds only for now).
  169. Arctic Bat Nests and Forest Beehives now have a minumum delay of 300s between individual autonomous spawns.
  170. Removed ensure in AIcarusPlayerController::PopUIInput
  171. Adding additional recorded footsteps on wood for potential future use to FMOD. Not assigned to any events
  172. Remove Grass in Artic, Green Quad on Prometheus
  173. Adding newly recorded gravel footsteps into FMOD. Not assigned to any event. For future use
  174. Fixed seam between landscape and riverbanks in J6, Green Quad on Styx
  175. Added BLD_Roof_Peak_Connector Stone
  176. Adding Limestone Building Pieces and Basic Item Setup, no recipes or way to obtain currently enabled
  177. Committing New Voxel Type and Virtual Status Update
  178. Resaving Voxel Data Table
  179. Manual Cave Polish Pass and Changing Cave variants to make it more even, Red Quad, Ashlands, Prometheus
  180. Add cave bat nests and wild beehives to caves, SW Caves, GL Caves & Cave_DC_MED_001, 002, Cave_DC_SML_003
  181. Adding Limestone, Crushed Limestone items
  182. Adding Limestone based fertiliser, glass, steel crafting and concrete alternate recipes & bluerprints where required
  183. Adding recipes for all Limestone building pieces
  184. Adding Voxel and Deep Ore Vien Setup for Limestone as well as experience events
  185. Adding additional recorded footsteps for potential future use. Grass walk, run, land
  186. Added more Field Guide tagging
  187. Updated feature levels on many currently unavailable items to hide them from Field Guide, including decorations, armor sets, workshop gear and backpacks
  188.