- Changelog v1.3.4.112906
- New Content
- Added option to customise Portable Beacon icon and colour.
- Added temporary icon and colour selections to BP_Portable_Beacon Portable Beacons no longer require solar power to run, but must still be un-sheltered.
- FLinearColour now supported by AIcarusActor SaveGame flag in BP.
- MapIconComponents can now be deactiavted/activated to hide/show icons on map/compass.
- ServerPushClientDynamicWidget can now request that camera focus doesn't switch to actor we're interacting with
- Added map beacon icons
- Beacons now do not require light to work and have an internal battery that lasts indefinatly
- Beacons can now be interacted with and prospectors can now select from a list of icons and colours which the beacon which will be displated on the map & compass
- T2 Spawn blockers (creature deterrents) now require spoiled meat or spoiled vegetables to operate, they are no longer completely free for their operation
- Adding in scaling for the enzyme geysers (base reward is now 5-10, this scales based on selected prospect difficulty)
- Fixed
- Fix typo in Rustic Decoration Bench recipe set name
- Add translatable strings to crop plot water status
- Adjusting T3 Blueprint Tree Layout
- Updated 'loading...' loading screen text to be translatable.
- Update end mission prompt on dropship to be translatable
- Fixed a bug that allowed animal fat to be placed in fuel slots that are unable to use animal fat as a fuel source.
- Added a Item.Fuel.Combustible tag to better label fiber, sticks, wood, coal etc
- Fix a bug allowing you to remove your envirosuit while on planet.
- Added a camera component to Portable Beacons to prevent clipping through the floor when editing their color and icon
- Adjusting Spawnblockers so they have a new widget which shows active status
- Updating Spawnblocker interactables so they no longer turn it on and off with no feedback, they are all supposed to be auto-activate, removing their resources to turn off
- Fixed bug where Landshark and Sandworm kill accolades weren't triggering
- Fixed crash that occured when RollChanceStat was called without a valid StatContainer
- Future Content
- Adding lava hunter pained / flee state vocalisations and event and data table entry. Currently not hooked up in BP
- Added SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Stairs_Wood_INT, SM_BLD_RoofPeak_CapEnd_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
- Replaced the 'IsColdChilledItem_?' stat to a new % based stat 'HarvestChilledChance_%''
- Wire MiningSmeltChance stat for obsidian pickaxe (future content)
- Fixed Floating Deep Ore Deposits and Floating Obsidion Ore, Green Quad and Purple Quad, Prometheus
- Updating lava hunter wounded with different move sound that's more appropriate
- Changed cold steel sickle to use the new % stat rather than the boolean stat and applied the new stat to the sickle
- DEV: Added proof of concept highlighting to blueprint tree. Currently unhooked.
- Setting up new Stats for the New Frontiers Bestiary Creatures
- Adding the loot reward row for the Stonejaw and setting in the AISetup Table
- Adding Creature Spawning and attacking of 'Daisy' in PRO Story 1
- Wire ShatterSmeltChance stat for obsidian sledgehammer (future content)
- Added additional translatable strings to mission end screen
- Increased 'Daisys' Health to 1500 for PRO_Story_1
- Added optimised solid wall, floor and roof thatch buildables
- Fixed routing of fmod event
- Moved Prefab Cave Away from Lava Lake to prevent player being killed by lava, Purple Quad, Prometheus
- Setting up FMOD acid rain event and BP acid rain implimentation. Also adding to WL and GL rain and wind events
- Adding Heavy Obsidian Armor Items, Recipes, Talents, Setup
- Adding Obsidian Armor, Items, Recipes, Talents, Setup
- Bone Armor Fixes & Stat Assignment and Set Bonus Assignment
- Adding new Stat for being present in Lava as well as FireResistanceWhileInLava_% and setting on lava modifier so the stat can be applied correctly while the player is in lava
- Adding acid rain param and rain adjustments to WL
- Wire FellingScorchChance and FellingScorchConversion to Obsidian Axe (future content)
- Added scraping tool to collect cave BPs that are not spawned via default templates.
- PRO_Story_6: Linked cave content spawning to blocker removal, to ensure cave contents are spawned if the mission has been complete, once per prospect
- Adding Obsidian Armor Meshes for the Obsidian Armor
- Fixing the Heavy Obsidian Armor Set Bonus
- Adding hail audio and adjusting rain for new biomes
- Fixed a bug where when adding a alteration that increases an items spoil time it would not update the current spoil time to match the maximum resulting in items looking like they are half way to spoiling
- Raised terrain to prevent the edge of a lake plane being seen above ground, Green Quad, Prometheus
- Added fish 17 art assets project with Variant 1 textures and material
- Swapping over Stone Buildings to use new Stone Kitset
- Setting up Scoria Building Skin for Stone Kitset
- Setting up new Scoria Building Pieces, Items, Blueprints, Recipes
- Committing missing D_Stats.json file which would break the build
- Added SKs, textures, materials for Cold Steel Knife (SK_KNI_ColdSteel)
- Adding obsidian armor data table change and adjustments to acid rain event to make it more intense
- Fixing a texture issue with Scoria_Ramp_Half building pieces which was causing the textures to be placed in incorrect slots
- Fixing a texture issue with Scoria_Right_Half_Pitch building pieces which was causing the textures to be placed in incorrect slots
- Added Scoria Brick building tier, talents, items, recipes etc
- Adding Scoria brick item, recipes and icon
- Adding obsidian armor event parameter, 1 shot audio and loop
- Assinged correct textures for the Scoria materials for BLD_Wall_Windowframe_Stone, as well as assigned the correct Physical Material for materials for all the Stone Buildable pieces
- Provide datatable editing tools and sanitization step to prevent JSON corruption due to use of non-ASCII characters in text fields
- PRO_Story_6: Added craftable versions of cave assets, unlocked upon completion of the mission
- Obsidian armor pitch adjustments that changes based on velocity
- PRO_Story_6: Fix persistant blocker to correctly hide the mesh and remove collision when accepting the mission
- Update conch position, add small conch, remove conch interact
- Added multiple new FLOD debug tools and exposed FLOD streaming values to allow for future performance tuning of FLOD streaming
- Added colour variants 2, 3, and 4 for fish 17. Duplicated static mesh and skeletal mesh for each variant
- Adding obsidian armour audio and leg events and data table entries
- Added new Value Scaling Subsystem and Function Library to consistently scale floats, ints, and stats by defined scaling rulesets (D_ScalingRules)
- Adding arctic blueback bones proper mesh and rigged asset as well as placeholder in destress anim BP for custom behavior
- Oreantation reimport of Blueback Bones to match source
- Re-enable tick on BP_Seat_Mount to fix broken cart audio and other mount saddle tick functions which had been unintentionally disabled
- Updates and adjustements to the obsidian armour sounds. balance changes to legs and arms
- Prevent obsidian tool buffs from potentially crafting disabled recipies (future content)
- Adding in missing mission steps for PRO_STORY_1
- Fixing T2 Commnicator to show the start of the prometheus mission chain correctly when placed outside
- Added inital setup for stockpile faction mission, Prometheus
- Adding new Item Entries for new Inaris, Shengong and Larkwell Workshop Items
- Adjusted joshua trees to not use bush foliage sounds
- Creating new parameter for volcanic embers to be used to adjust the audio