- Changelog v1.2.47.109887
- New Content
- Upping Grenade Damage
- Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
- Added new stat for explosive damage radius which controls the spread of the explosion
- Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
- Adjusting damage function library to take into account the new functionality of the explosive damage type
- Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
- Payloads are now passed the projectiles damage stat container for any required cosmetic effects
- Add Explosive Shotgun Shells, ballistic setups and icons
- Add Slug Shotgun Shells, ballistic setups and icons
- Add Pistol Incendiary Rounds, ballistic setups and icons
- Add Pistol Explosive Rounds, ballistic setups and icons
- Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
- Add partial implementation of Armor Piercing Pistol and Rifle rounds
- Add additional supporting effects for new ammo types
- Update icons for existing ammo types for consistency and readability
- Fixed LOD and collision setups on some ammo meshes
- Fixing Ammo Casing Recipe Values
- Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
- Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
- Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
- Added new stat for explosive damage radius which controls the spread of the explosion
- Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
- Adjusting damage function library to take into account the new functionality of the explosive damage type
- Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
- Payloads are now passed the projectiles damage stat container for any required cosmetic effects
- Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it's hardened armor state
- Updated Payload logic and spawn timings so stats can be retrieved
- Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
- Upping Grenade Damage
- Converting Larkwell Explosive Arrow to be correctly stat driven
- Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
- Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
- Reduced damage on Explosive Shells from 60 to 50 explosive.
- Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
- Increased stack size of frag and smoke grenades to 5.
- Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
- Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot
- Fixed
- Update Warm and Cozy description to match current effects
- Fixup redirectors and delete unused VFX assets
- Decreased opacity and count of Motes effect in Forest slightly based on community feedback
- Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
- Added low.ms to the server provider list
- Fix for crash caused by accolades/trackers that are locked behind content flags
- Fixed reloading a completed mission causing mission to restart
- Future Content
- Enabled outside tooltip, disabled outside requirement on existing deployables until ready
- Re-merged outside tooltip to ensure it is not shown in the current build
- Adding destruction sounds for vases. Event and data table entrys
- Small increase in volume to vase destruction and adding missing collision to vases without it
- Update SMPL references to correctly mention SMPL3 in dynamic mission selection
- Replaced frozen river mesh in order to use complex collision for accurate spline collision
- Added missing cache files for VR_CaveWall_Ice
- Adding first pass delay zones mapping for Prom. To be adjusted
- Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
- Update brambles to show the required sickle icon when attempting to harvest
- Added a transparent icon to the search area that only becomes visible on the compass UI
- Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
- Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
- Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
- First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
- Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
- Also changed PM to use thatch instead of wood for better audio choice
- Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
- Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
- Added art asstes for the large version of the T4 Aquarium
- PRO_Story_6: Initial pass at first few mission steps
- Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
- Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
- Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
- Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
- First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
- Resubmitting kitchen bench audio
- Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
- Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
- Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
- Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
- Added roots to cave & general cleanup swamp Purple Quad, DLC Map
- Updates and additions to the deer variant audio
- Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
- PRO_Story_6: Setup next quest step
- Added support for controller triggers to speed up and slow down cinematic camera speed
- Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
- Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
- Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
- Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
- Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
- Adding example settings to GL curve in preparation for testing
- Adding Basic Logic for new 'Lost' Dynamic Quest
- Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
- Adding deer vari bestiary audio
- Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
- Adding Large Aquarium Model and Item Setup
- Updates to terrain delay audio zones map
- Made FoliagePicker button pretty
- Fixing Dynamic Mission Paths
- Adding lore entires to D_BestiaryData. More to come
- Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
- Adding lore entires to D_BestiaryData. More to come
- Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
- The lure now resets automatically after throwing it onto land initially
- Changed values to make it better for remote testing
- Added montages for once youve caught the fish but not implemented yet
- Added a new test map for me to test fishing
- Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
- Adjustments to the unlock creature bestiary level and low end and start pan
- More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
- Fix the build (conditional headers)
- Updated player tracker json for validation
- Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
- Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
- Added validation to detect incorrectly set Shared XP setups
- Corrected various naming, spelling, and reference issues
- Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
- Added missing XPevents for DLC creatures
- Updates to Bestiary data for naming consistency
- Removed references to incorrect icons so that content progress is not muddied
- Added support for new types of accolades (one-offs, task lists, and whole talent trees)
- Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
- Added more hooks for pushing accolades to steam
- Added a large range of new accolades for Galileo
- Adding Fishing Minigame Widget
- Refactored fishing minigame blueprints to be easier to read/understand
- Fixed a bug where the model of the fish would change after appearing on your line
- Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
- Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
- First lot of wooly zebra idle audio, event and data table setups
- Add Tooling for checking Creature name data
- Updated in-game names for predator bird and rockdog