1. Changelog v1.2.47.109887
  2. New Content
  3. Upping Grenade Damage
  4. 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
  5. Added new stat for explosive damage radius which controls the spread of the explosion
  6. 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
  7. Adjusting damage function library to take into account the new functionality of the explosive damage type
  8. Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  9. Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  10. Add Explosive Shotgun Shells, ballistic setups and icons
  11. Add Slug Shotgun Shells, ballistic setups and icons
  12. Add Pistol Incendiary Rounds, ballistic setups and icons
  13. Add Pistol Explosive Rounds, ballistic setups and icons
  14. Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
  15. Add partial implementation of Armor Piercing Pistol and Rifle rounds
  16. Add additional supporting effects for new ammo types
  17. Update icons for existing ammo types for consistency and readability
  18. Fixed LOD and collision setups on some ammo meshes
  19. Fixing Ammo Casing Recipe Values
  20. Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
  21. Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
  22. 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
  23. Added new stat for explosive damage radius which controls the spread of the explosion
  24. 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
  25. Adjusting damage function library to take into account the new functionality of the explosive damage type
  26. Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  27. Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  28. 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
  29. Updated Payload logic and spawn timings so stats can be retrieved
  30. Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
  31. Upping Grenade Damage
  32. Converting Larkwell Explosive Arrow to be correctly stat driven
  33. Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
  34. Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
  35. Reduced damage on Explosive Shells from 60 to 50 explosive.
  36. Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
  37. Increased stack size of frag and smoke grenades to 5.
  38. Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
  39. Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot
  40.  
  41. Fixed
  42. Update Warm and Cozy description to match current effects
  43. Fixup redirectors and delete unused VFX assets
  44. Decreased opacity and count of Motes effect in Forest slightly based on community feedback
  45. Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
  46. Added low.ms to the server provider list
  47. Fix for crash caused by accolades/trackers that are locked behind content flags
  48. Fixed reloading a completed mission causing mission to restart
  49.  
  50. Future Content
  51. Enabled outside tooltip, disabled outside requirement on existing deployables until ready
  52. Re-merged outside tooltip to ensure it is not shown in the current build
  53. Adding destruction sounds for vases. Event and data table entrys
  54. Small increase in volume to vase destruction and adding missing collision to vases without it
  55. Update SMPL references to correctly mention SMPL3 in dynamic mission selection
  56. Replaced frozen river mesh in order to use complex collision for accurate spline collision
  57. Added missing cache files for VR_CaveWall_Ice
  58. Adding first pass delay zones mapping for Prom. To be adjusted
  59. Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
  60. Update brambles to show the required sickle icon when attempting to harvest
  61. Added a transparent icon to the search area that only becomes visible on the compass UI
  62. Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  63. Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  64. 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
  65. First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
  66. Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
  67. Also changed PM to use thatch instead of wood for better audio choice
  68. Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
  69. Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
  70. Added art asstes for the large version of the T4 Aquarium
  71. PRO_Story_6: Initial pass at first few mission steps
  72. 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
  73. Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
  74. Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
  75. Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
  76. First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
  77. Resubmitting kitchen bench audio
  78. Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
  79. Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  80. Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
  81. 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
  82. Added roots to cave & general cleanup swamp Purple Quad, DLC Map
  83. Updates and additions to the deer variant audio
  84. Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
  85. PRO_Story_6: Setup next quest step
  86. Added support for controller triggers to speed up and slow down cinematic camera speed
  87. Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
  88. Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
  89. Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
  90. Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  91. Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
  92. Adding example settings to GL curve in preparation for testing
  93. Adding Basic Logic for new 'Lost' Dynamic Quest
  94. Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
  95. Adding deer vari bestiary audio
  96. Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
  97. Adding Large Aquarium Model and Item Setup
  98. Updates to terrain delay audio zones map
  99. Made FoliagePicker button pretty
  100. Fixing Dynamic Mission Paths
  101. Adding lore entires to D_BestiaryData. More to come
  102. Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
  103. Adding lore entires to D_BestiaryData. More to come
  104. Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  105. The lure now resets automatically after throwing it onto land initially
  106. Changed values to make it better for remote testing
  107. Added montages for once youve caught the fish but not implemented yet
  108. Added a new test map for me to test fishing
  109. Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
  110. Adjustments to the unlock creature bestiary level and low end and start pan
  111. More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
  112. Fix the build (conditional headers)
  113. Updated player tracker json for validation
  114. Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
  115. Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
  116. Added validation to detect incorrectly set Shared XP setups
  117. Corrected various naming, spelling, and reference issues
  118. Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
  119. Added missing XPevents for DLC creatures
  120. Updates to Bestiary data for naming consistency
  121. Removed references to incorrect icons so that content progress is not muddied
  122. Added support for new types of accolades (one-offs, task lists, and whole talent trees)
  123. Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
  124. Added more hooks for pushing accolades to steam
  125. Added a large range of new accolades for Galileo
  126. Adding Fishing Minigame Widget
  127. Refactored fishing minigame blueprints to be easier to read/understand
  128. Fixed a bug where the model of the fish would change after appearing on your line
  129. Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  130. Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
  131. First lot of wooly zebra idle audio, event and data table setups
  132. Add Tooling for checking Creature name data
  133. Updated in-game names for predator bird and rockdog
  134.