1. Changelog v1.3.8.113903
  2.  
  3. New Content
  4. Adding in ability for players to equip shields in the 'G' Slot and show on their back
  5. Added the ability to block damage while the shield is unequipped on your utility slot
  6. Fixed a bug where if you had a shield in your utility slot and equipped it, it would be both on your arm and on your back. It now correctly removes itself from the players back
  7.  
  8. Fixed
  9. Adjusting Fishing Quest Starting Location & Fixing Progression blocker for mission
  10. 1.4.0 Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors, Red, Green and Quads, Styx
  11. Removed duplicate wolf entry from Gotta Catch Them All accolade
  12. Fixing issue where carved wood bed was not providing as much of a buff as was intended, it now provides a better sleeping bonus than rustic wood beds, wood beds and bed rolls
  13. Fixed kill experience event for Komodo to correctly grant Komodo kill experience
  14. Linked translated text to inventory armor slots, as they were unable to be translated
  15.  
  16. Future Content
  17. Polish pass on NS_OrbitalTracking Niagra System
  18. Added KNI_IronWood
  19. WIP polish pass across orbital strike VFX. Decal and lighting pass. Still more work to do
  20. Added ARR_IronWood
  21. Added BLT_IronWood
  22. Added new weather events to light weather pool ready for use on Prometheus missions
  23. Fixing Desync of Transport Pods on Clients, Fixing Desync od prebuilt structures on Clients
  24. Fixing Map Icons for Prebuild Structures not appearing on clients, enabling questmovement replication and transportpod movement replication
  25. Added new creature skinning bench recipes, and updated rewards on a few creatures
  26. General balance and adjustments to gas flyer
  27. Fixing Missing Search Area on Clients in PRO_Story_1
  28. Removed restriction on swapping roof corner type without the recipe, if you already have a crafted roof corner piece
  29. Fixed new Scoria Brick trap door unlock requirement
  30. Adding bestiary audio for new creatures gasfly and slug
  31. Fixing Obsidian & Cold Steel Knife Ballistics assets so they use the correct collision when thrown
  32. Adding IronWood Meshes to DT and Setting up Item Icons and Ballisitic Assets
  33. Fixing Roat Skinned Mesh and Bones
  34. Adjustments to slug footstep audio and other small tweaks. Added water to footstep surface layer
  35. Removed biome filter on sulfur weather event, this currently has no impact as weather is across the entire biome
  36. Adding Iron Wood Ammo Icons
  37. Updated bulbous flax and swamp flax destructable meshs with soft normals to remove hard edges when harvesting
  38. Adding collision event to gas flyer in data table
  39. Fix predator bird continuing to make wing flap sounds during death ragdoll by bypassing pose evaluation in anim BP if in ragdoll state
  40. Added Weather event icons
  41. Added SPR_IronWood
  42. Fixed bad merge of weather actions datatable
  43. Rasied landscape along rivers to prevent small seams, Green Quad, Prometheus
  44. Small adjustments to the hail weather event
  45. Updating PRO_STORY_6 quest steps and structure spawn locations, adjusted awol quest steps
  46. Added animation when the weather forecast changes due to new mission selection
  47. Small delay and adjustment to timing of VO when daisy is murdered so it doesn't play immediately
  48. Lots of audio tweaks to the hail on buildings. Added all missing audio components for windows and roofs and floors to play the correct audio
  49. Added miasmatic item icon
  50. Small Adjustment to dialogue timing
  51. Added PRP_Alien_Hovel_A and PRP_Alien_Hovel_B for testing on CAVE_AlienFossil_MED_002
  52. Updated SM's, destructibles and APEX for Brick tier Roof assets
  53. WIP orbital strike Impact VFX. Proof of concept, more work required. Hooked up system to event BP
  54. Added missing IsServer check to previous landmine on-killed explosion fix
  55. Fixed bug where landmine wouldn't explode when damaged if that first instance of damage was enough to destroy the mine
  56. Fixed Striker foot sliding when walking
  57. Updating Story 6 to include new creatures and a new scanner
  58. Updating Travel quests to not have their colliders effect creature navigation
  59. Added an industrial round dining table, currently feature locked
  60. Reducing the ducking for the acid rain sizzle sounds in the rain
  61. Fixing repeated line in Mission 1 in DLC. Also added distant creature call to later on VO line to make more sense
  62. Added new Character and Corpse BPs for Komodo variant
  63. Landscape changes to prevent seams in cliffs and removed foliage sticking out from tops of cliffs, Purple and Green Quad, Prometheus
  64. Minor grammar fix in dialogue
  65. Fixed Striker corpse setups
  66. Added recipies for all the rugs on the rustic decoration bench, Feature locked out for now
  67. Added new weather names and descriptions
  68. Added new weather modifier names, descriptions and icons
  69. Fixed some weather icons which were out of order after merge
  70. Adding hail to all building weather sheltered events and fixed some glass pieces using incorrect weather shelter roof event
  71. Updating PRO_STORY_1 Farming steps so it is clearer what needs to be done and added additional quest steps, any tomoato will now work as long as it was grown by the prospector
  72. Fixed an issue preventing weather modifiers of different effectiveness being applied to players
  73. Replaced cliff actors and Added new cliff in Lava Crater to prevent collision issues, Purple and Green Quad, Prometheus
  74. Fixed FLOD Mesh Issue,Red Quad, Olympus
  75. Gas Flyers now perform an overlap check before spawning around an existing flyer, should prevent issue with flyers spawning inside rocks
  76. Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors and Prevented the ability for players to become submerged when in the back of a cave in E3, Red, Green and Yellow Quads, Olympus
  77. Fixed batdog fur not being cleaned up correctly when skinning the corpse
  78. Added validation for deployable navigation affect setting
  79. Updated deployable navigation effect on very small or very large deployables, notably the drying rack, dehumidifiers and bronze statues
  80. Update player modifier audio and vocalisation systems to handle weather exposure modifiers being scaled using modifier effectiveness rather than discrete modifiers for different intensities. Now have the option to either set a modifier effectiveness parameter on modifier audio loops, or to specify an effectiveness threshold below which exposure vocalisations won't be applied. Has some issues with modifier replication which I'll follow up on
  81. Adding unique lava biome acid rain and additional acid rain layer for wetlands
  82. NPC Trail Components can now randomly select a different Static Mesh asset for each new spline mesh segment. NPC Trail Components can now report touch events when overlapped by a player. Added new BP-accessible ReportTouchEvent function to AISense_Touch
  83. Adjusted AI target location of G15 Mission Device. Increased attack radius of both Lava Broodling and Lava Bomber from 150->250
  84. Added lava blueblack statue stone static mesh, material and textures
  85. Adjustments to acid rain weather event. More filtering based on sheltered amount, and adjusting so sizzle is not audible when sheltered
  86. Adding appropriate Iron Wood Tools audio data table setup
  87. More rework of story 6
  88. Deleting old profilers. Adjusting hail for open windows and doors and minor hail overall balance
  89. Update ModifierStateComponent to broadcast event when replicated modifier effectiveness value is updated. Audio systems using exposure modifiers now bind to this event on modifiers that they care about, and can update audio behaviour correctly when the effectiveness value is initialised late or dynamically updated
  90. Orbital Strike vfx iteration
  91. Lots of adjustments and improvements to the hail and weather audio while inside / outside. Also added missing occlusion ticks for all creatures eating so they aren't too loud when player is inside during storm etc
  92. Adding in rabbit variant meshes and textures, setup relevant DT entries in Meshable and Itemable along with Corpse setup
  93. Removed Development-only feature flag from Fiber Itemable
  94. Plugged holes in CAVE_DC_SML_001
  95. Adding Icons for Alien Fossils and Pottery
  96. Adding in IronWood Spear, Javilin and Icons, setting up ballistic physics assets where needed
  97. Adding new Story 6 prebuild structure and adding nav modifiers around + adjusting macro static mesh to allow for proper AI navigation
  98. Orbital Strike vfx iteration. Adding post beam decal and adding buildup particles
  99. Adjustments and improvements to lava acid rain event
  100. Adding lots of additional roat idle audio sounds and replacing death sound. Adding footstep notifiers to Roat and adjusting distancing and EQ of footsteps
  101. Committing .PSD for weather cards
  102. Adding in New Weather Card Images for Swamp, Volcanic and Grasslands Biomes
  103. Orbital Strike vfx iteration. Removed debris and damage hooks from BigBoom until vanguard pass
  104. Cleaning up the ending of story mission 6
  105. Added Sleeping and Eating, and Drinking behaviours to Slug.
  106. Slugs now perceive touch events.
  107. Actors implementing IAITargetable can now manually override whether or not a normally Neutral target is considered Hostile.
  108. Slightly adjusted timing of Slug's poison cloud attack
  109. Adjustment to mission dialogue delay. Also changing hedgehog PM to tree instead of wood to play a more appropriate footstep sound if walked on
  110. Updated Outpost_008, Updated and Resimulated PFS, Added TU Bushes, Driftwood and Landscape Painting
  111. Adjusting iron wood ballistic damage event
  112. Delaying dialogue that comes in after defeating the boss so it doesn't overlap with the death animation and gives some breathing room
  113. Updated Outpost_007, Added Geysers, Manual Cave Setup, Fish Volumes & Organized Folders
  114. Adding descriptions and flavor text for all prometheus creatures, small bestiary adjustments to match
  115. Added missing file from last commit, the Deveolper file, Purple Quad
  116. Submitting Needler Statue - Stone mesh and textures
  117. Added completed rework of Story Mission 6 cave, including replacing the prefab on Prometheus, Purple Quad
  118. Small tweak to dialogue timing
  119. Lots of updates and additions for the hail and acid rain weather audio. Adding both to open windows and doors and inside all buildables to play correct rain on roof sounds etc. Updated all missing glass buidlable PM's to be correct
  120. Setting up outposts #4 #6 #7 #8, spawn configs, weather, talents, flag locks etc
  121. Updated Outpost_006, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage, Fish Volumes & NavBlockers
  122. Updated Outpost_004, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage and Fish Volumes
  123. Adding Claybrick Trapdoor hatch item / recipe / talent etc
  124.