- Update v2.0.3.116006:
- New Content
- Adding new UDA Resource Supply Packs in the workshop
- Adding ability to do SMPL3 Quests on Outposts
- Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
- Update durability on new shields
- SMPL3 Missions can now reward Ren
- Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
- Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
- Adjusting the Names and Weights on the UDA Resource Packs
- Added mission completion exp icon
- Adding Ren Reward UI element to the Dynamic Quest Selection Display
- SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
- Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
- Fixed
- Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
- Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
- Update the current storm weather warning to show the current storm tier icon
- Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
- Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
- Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
- Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
- Added refund for Inert Volatile Substance to grant 1 salt
- Added RefundOnly recipe set to be used to allow refunds but no crafts
- Applied correct textures for Acidic Gland material
- Fixed Frozen Ore using Fiber drop mesh
- Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
- Added half pitch icons to clay brick half item icons
- Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
- Added Platinum and Titanium Deep Mining Ore Materials and Textures
- Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
- Fix Caves Not Listed In Prometheus Bestiary
- Lowered Miasmic Arrow break chance to 10% from 20%
- Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
- Added attachment slots to all Sledgehammers
- Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
- Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
- G15 camp and base now persist after mission is completed but destroy after you abandon the quest
- Level clean up of painted foliage ore (developer purple)
- Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
- Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
- Fixed mounts not eating from food troughs with only Animal Feed in them
- Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
- Fix an editor utility that has broken the build
- Fix an issue where players would grow after mounting a horse
- Swapped Left and Right window icons for new building pieces, as they were flipped
- Fixed Larkwell Ballistic Bolt having 0 break chance
- Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
- Fixed a crash case when leaving a prospect via dropship
- Prevented voxel rebuilds of fully mined voxels during loading of map tiles
- Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
- Prevented retaining recorders triggering an async flush due to renaming
- Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
- Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
- Moved level garbage collection check from game state to game instance
- Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
- Adjusting Costs for UDA Resource Packs
- Adding new WorldStat IsOutpost for quick lookup
- Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
- Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
- PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
- PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
- MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
- Update v2.0.2.115842:
- New Content
- Adjusting Default Terranus Names
- fixing weighting of the Horse saddle to better follow spine bones
- Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
- Adding Horse and Juvenile Spawning On Oly, Styx and Pro
- Adding audio for mounting saddled creatures
- Added text for the Terranus to bestiary, itemable
- Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
- Set up for remaining mount footstep VFX
- Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
- Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
- Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
- Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
- Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
- Fixed Horse GOAP not being able to move.
- Switched Horse BPs over to new bespoke idle montage.
- Horse GOAP can now attack forward and backwards.
- Fixed Horse juvenile / mount never completing their eating action.
- Horse no longer immediately halts when completing it's move order (unless attacking).
- Reduced Horse Mount's turn rate.
- Horse Juvenile now uses updated mesh
- Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
- Fixed build validation by removing old anim ref.
- Reduced attack range of horse mount, shifted attack source location forwards.
- Fixed incorrectly positioned head blocking collider on horse mount
- Fixed Mount Horse inventory preview character not copying owner's skin.
- Slowed down juvenile horse.
- Horse mounts can now attack
- Tidy up of BP for audio when mounting saddles
- Renamed Terrenus
- Added Bestiary trait to Terrenus
- Adjusted collider size on horse mount to allow moving through doorframes.
- Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
- Increased Horse Mount's damage, gave it its own damage curve asset
- Increased Terrenus Max Stamina (300 -> 350)
- Increased Terrenus Weight Capacity (100 -> 200)
- Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
- Lots of small improvements and adjustments to the horse mount audio.
- Adjusted attack volume and stomp volume.
- Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
- Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
- Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
- Renaming 'Terranus' -> 'Terrenus'
- Added terranus bestiary image
- DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
- Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
- Fixed misname in Terrenus Bestiary and Carcass items
- Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
- Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
- Disabled r.ShaderDevelopmentMode by default
- Shaved Juvenile Horses legs
- Disabled debug traces on seatbase
- Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
- Adjusting vocalisation attack notify timing for horse on main attack
- Hooked up new horse/zebra idle and turn-in-place montages
- Fixed
- Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
- Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
- DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
- Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
- Fixing assets, related to change 115406
- Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
- Fixed typo in Miasma modifier
- Adding unique audio for picking up arrows. Adding event, audio and data table entrys
- Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
- Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
- Added correct spear impacts to ballistic impact events etc
- Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
- Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
- Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
- Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
- Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
- Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
- Buffed Consumption Module (10% -> 15%)
- Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
- Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
- Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
- Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
- Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
- Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
- MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
- SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
- DISPATCH: Reduced difficulty of creatures in the defense phase
- Hid log spam about invalid voxels being skipped during level streaming
- Removed unecessary voxel warning message during build cooking
- Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
- Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
- Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
- Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
- When highlighting the wind turbine all collision areas will show from all turbines
- The Icebox, Refrigirator and Deep Freeze can now store Ice
- The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
- Fixed Navmesh not being active in game.
- Removed invalid loading screen video
- At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
- Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
- Reducing the Wind Turbine Collision Range to be be slightly smaller again
- Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
- Removed recorder fast paths for GUID and actor name path due to stability issues
- Updated Obsidian Pickaxe to enable gathering of all ores
- Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
- Obsidian tools now correctly use shaped obsidian again
- Heavy Obsidian armor now uses raw obsidian to repair as intended
- Refridgerator can now store Ice as intended
- Potential fix for voxel material streaming crash
- Fix an issue with partially mined breakable rocks on save/load
- Update v2.0.1.115492:
- New Content
- Unlocking Wind Turbine and adding new UI to show Turbine State
- Removing DNT from Wind Turbine & Damaged Audio Logs
- Adjusting wind turbine recipe and adding 'clear zone' visualistion which can be seen when highlighted, this zone must be kept clear for the turbine to keep running
- Adding first pass turbine audio and event and BP imp
- Adjustments to the wind turbine audio. Removed unnecessary layers and updated sound and spacial
- Added text for the wind turbine item
- Effects of equippable modifiers are now reduced when stacked (1 = 100%, 2 = 50%, 3 = 25%)
- Adjusted Module Stacking to only apply dimishing returns to specific modules
- Added icon and tooltip text to let player know if modules are affected by diminishing stat values when duplicate modules are stacked together
- Fixed
- Fixed issue where some voxels were not receiving their material after they start being mined
- Shifted a voxel log from Error->Warning
- Fixed Larkwell Martinez Piercing Bolt not colliding with enemies.
- Fixed workshop item name typo.
- Celebrity Chef: Fixed mission pod not being cleaned up on mission abandon.
- Reduced the cost and output of the Wind Turbine. This allows the device to be a lower entry cost to power, while massive power output is better suited to other devices (or careful base design).
- Added missing roat bestiary event and corrected some bestiary data table entries that were not allocated the right sound. Added roat specific Audio Data Table entry
- Remove DNT on rain exposure modifier
- Fixed a few typos in ST_UMG
- Adjusting gasfly ballistic travel sound to be appropriate for faster travel speed
- Fixed bug where Swamp Bird didn't have an animation set for use with corpse eating action. Removed debug print from BTTask_RandomFlight
- Adding cooldown to gasfly explosion to stop double up of sound occasionally playing
- Fix possibility of infinite final hits on voxels when using multi-damage pickaxes. If a fully mined voxel resource tries to clean itself up on tick while remaining reinitialisable, explicitly turn tick off again, as cleanup function is not guaranteed to do this, potentially resulting in the final hit event getting spammed each tick. Also add a check to final hit events to only fire if the previous state was not fully mined
- Adjusting Cold Steel Arrows to be on Par with Steel arrow
- Noxious Crust now provides resource when cleaned
- Fixing workshop bolt sets providing the wrong bolts when consumed
- Adjusting Obsidian sickle stat description to mention crops and not just fruit or veges
- Clay brick building piece recipes have been adjusted to account for size
- Ice Borers no longer fall through the terrain when dropped
- Fixed typo in game mode info pop up
- Added a bone blacklist so the killcam doesnt target specific bones that protrude out of the AI mesh and makes the arrow float in mid air
- Enable custom weather for quests
- PRO_Story_3: Removed extra purple search area
- AI Spawned via BP_AISpawner now have their spawn locations offset by half their capsule height to prevent them from spawning inside the ground
- NPCSplineTrailComponent now correctly removes spline points as they are cleaned up
- forgot to add data structure change for blacklist bones
- Resaving AI Setup DT to fix build validation error
- Fixed New-Game Tutorial Popup string not being picked up by localized content generation
- Fixed duplicate spawn map color preventing creatures from spawning in a small area of the grasslands
- Removed Cave_SW_SML_004 as it was a duplicate version of Cave_SW_SML_003 and Swapped all 004 prefab caves to 003, Prometheus
- Added Tool Action helpers to the B.E.A.S.T meta item and all fertilizer items
- Rock Dog's lava spots now apply correct modifier and spawn when hitting landscape, or anything with the landscape collision profile
- Fixed a bug where if you drag the shield out of the utility slot the backpack stays invisible
- Fixed normals on all Shengong Bows and Axes
- Removed debugging text in 'on focus item'
- Rebalanced Miasmic tools to use Refined Wood in addition to Carbon Fiber
- Rebalanced Cold Steel tools to use variable amounts of Refined Wood per piece
- Rebalanced Obsidian tools to use Refined Wood across all pieces, rather than just the sledehammer. Removed Fur from Obsidian Sledgehammer and replaced with Leather
- Fixed various ammo recipes across the new toolsets not using the correct resources
- Fixed item setups for Acidic Glands, Infected Bark, Noxious Crust, Crystalized Miasma and Distilled Miasmic Coating directing to incorrect drop mesh, added representitive placeholders
- PRO_Story_3: Fixed wrong dialogue line being played when collecting recipe at end of mission
- Switched a number of lava cave voxels over to using the correct BPHV foliage type (conifer -> volcanic)
- Replaced Voxels in CAVE_AlienFossil_MED_001 to Pro_Volcanic_Cave_2, Prometheus
- Disabled shadow casting on slug slime trail
- Fixed bug where client was incorrectly applying slug slime modifier as well as server which was resulting in the modifier never disappearing from the list for clients.
- Slime trail particles are now properly cleaned up when their owning segment is removed.
- Slime trail particles are no longer spawned for dedicated server
- More datatable validation on FLOD Descriptions
- Added additional logic forcing Grasslands Crocodiles to spawn only near water
- Intersecting the slugs slime trail will now only cause a reaction if overlapping actor is a valid AI target
- Slightly increase melee distance of sickle, make some brambles simple collision
- Fixed seams between cliff actors and the landscape, moved deep ore deposit and fixed streched textures on a macro cliff, Purple and Green Quad, Prometheus
- Added new cheat function and dedi server command 'PrintAIDebug' to print useful debug information regarding currently active AI and relevant spawn blockers
- PRO_Story_3: Fixed base pieces being on low durability / destroyed state on reload
- Prometheus: Added descriptions for exploration missions
- Fixing iron window playing the closing animation for opening and closing the windows. Also added more surfaces to my test level
- Match the hit behaviour of new elemental pickaxes to that of existing pickaxes
- Submitting Bear Cub carcass mesh and textures
- Fixed Miasmic Ammo set being named Iron Wood Ammo
- Clamping att resistances to 99%
- Fixed new workshop crossbow bolts having incorrect collision
- Fixed new workshop crossbow bolt break chance to match workshop arrows at 100%
- Reordered workshop crossbow bolts, allowing the advanced bolt options to be unlocked in any order
- Tweaked placement of many workshop items for visual consistency between groups
- Swapped the item name, description, icon and mesh of workshop pickaxes, axes, spears and arrows that did not match their color scheme to their damage type
- Fix an issue where buildings cannot be damaged by weapons (due to prior commit)
- Updating my test level to include more buildable pieces for quick testing
- Addin Roat head shake audio to animation
- General polish pass across Drifter VFX, Effects will now be an appropriate color depending on biome. This fixes VFX for the swamp drifter
- Fixed floating tree in Grasslands & fixed hole in Swamp cave on Green/Yellow Quad, Prometheus
- Reset static mesh locations for geothermal pools and fixed some cliff seams in Red Quad and Purple Quad, Prometheus
- Drifter VFX polish
- Changed IMP Meshes & Removed Sea Grass on Land on Green/Yellow Quad, Prometheus
- Macro Cliff pass, Landscape Sculpting pass and Lava Lake placement, Red Quad and Purple Quad, Prometheus
- Fix issues with the fish finder scanning forever
- Removed all vehicle related code and dependant assets to free up linker library items
- Removed IcarusPhysXVehicle plugin to free up linker library items
- Made a number of assets static
- Made spawn point helper mesh components all editor only so they will be deleted from cooked builds
- Removed overlap checks from environment spline meshes
- Removed actor gathering from actor recorders that aren't using the gathered list
- Optionally removed transform reloads from recorders that don't need them
- Added recorder fast path for actor path names and guids (currently disabled)
- Time sliced shelter modifier initialisation
- Time sliced voxel initialisation
- Multiple tweaks to voxels to get their start up time (when a map tile streams in) as low as possible to reduce hitching
- Enabled async lazy navmesh rebuilds to reduce hitches
- Disabled garbage collection during level streaming to minimise hitches
- Offline processed voxels to reduce the amount of operations they perform on startup
- Disabled pre-loading of quests. This should reduce RAM usage by about 1 gb in some cases
- Added async loading of quests during missions
- Added proper PMs to Mangrove Roots and Fallen trunks
- fixed hands for shengong suit 3rd person
- Fixing snow wolf carcass and bones by creating a snow wolf carcass mat and overriding the relavent functions in the Corpse BP to match the other carcass flow
- Fixed missing materials for brick beams
- Re-enabled GC after main map tiles stream out. Not having this on was causing some bugs due to old actors being reused if the tile was streamed back in before they could be properly deleted. This will cause some hitches, but has been changed from original behaviour to only occur after main map tiles stream out, not just any map tiles streaming out. So it should still be significantly better
- Re-enabled fast actor path name lookups for voxel reloading. This reduces the time for voxels to find and load their data when they stream in. This behaviour is now only disabled for FLOD based voxels (i.e. stone)
- Removed context menu from loadout screen in OEI as it could be used to drop items on the ground directly from the inventory instead of putting them in a dropship for request. This would cause them to not be checked out in a loadout
- Fixed being able to start Prometheus missions /open worlds using the UI on dedicated servers if the launching player doesn't own the New Frontiers DLC
- Fixed Prometheus not appearing at all on the mission / open world screens if the DLC isn't owned (should show up as locked)
- Fixed Redback being unable to be crit and not having an armoured shell
- Slightly increased head crit area on Blueback and Redback
- Prometheus Shadow Geo - fixed mesh in D4 (arctic) to correct shadows
- Fixed walls not being able to be upgraded to Scoria Brick
- Removing streaming setting from some SFX, and adjusting preferences auto streaming setting
- Fixed Ice-Borer not attaching to super cooled ice nodes
- Fixed Scoria Brick wall angle right inverted from being unable to be upgraded to using the hammer
- Added additional validation to building piece lookup table
- Removed spawn overrides from outpost prospects
- Updated Everbark difficulty to use Forest outpost difficulty settings
- Prebuilt structures now save and load their spawned actor references so they can be referenced and interacted with after the first spawn
- Fixing repair hammer not making sound on fortifications. Also adding cooldown to mission update UI sound
- Change Cold Steel frozen ore reward behaviour (roll chance => percent of rewards paid)
- Remove resupply quest start dialogue which caused incorrect dialogue replay on PRO_Story_3 quest reload
- Improved Batdog physics asset.
- Adjusted drop location of Batdog corpse when placed on skinning bench.
- Added new ISlotableItem interface that can be implemented to adjust the actor spawn location when placed in a slot.
- Added an extra ragdoll-blocking collider to skinning bench to prevent corpses falling off right side
- Adding footsteps for mount on lava and slime
- Fixed animals not spawning on three new outpost maps
- Predator birds no longer target alive players/creatures/mounts within active spawn blocker/deterrent radius
- Slightly lowered armor paperdoll so it does not overlap build number
- Fixed visibility bugs with the shield and the backpack being invisible or both visible at the same time
- Missions 2,3,4,5,6 prebuilt structures are now destoryed when you abandon the quest
- Ensure unstuck respects out of bounds checks in Prometheus
- Fix abandoning a quest causing multiple quest dialogues to play. Dialogue trigger suppression is now applied during quest cleanup in all scenarios (previously it was only scoped to end-of-mission cleanup)
- Arctic Outposts: Added Deer to allow easy difficulty more sources of fur
- Desert Outposts: Added Scorpions, added spawn difficulty rules
- Prometheus: Increased likelyhood of Ashen Drake spawns in their areas
- Fixed stone voxels not reloading their mined state correctly
- Weather effects are now correctly attached to camera when sitting on mounts/other seats. Fixed screen damage post process effect overriding weather effect particle visibility when pulsed
- T4 Anvil Bench - adjusted position of output proxies in blueprint to line up correctly with the rack
- Reimport of swamp bird base mesh to fix bind pose with mouth open
- Changed frozen ore processor recipe to output 'Unknown Ore' rather than 'Metal Ore' so it shows the ore is random
- Fixed bug where wind/rain/other weather effects were appearing in caves
- Fixed broken deployable debris not cleaning up correctly
- Updated credits
- Created DMs for Bramble_A bushes in preparation for fixing this bug where brable bushes DMs are incorrect model
- Added proper Bramble DMs to Bramble BPs
- Fix quest dialogue replaying when resuming a prospect. Quest start dialogue entries defined in quest DT are now not played if the quest was reloaded
- Fixed issue where voxels receiving a resource type when loading in could fail
- Fixed Frozen Ore granting Aluminium Ingot instead Aluminium Ore
- PRO_Story_5: Updated tech level required to correctly mention Tier 4
- Adjusting Bounds Mask for Prometheus to Fix out of Bounds Zones
- Fixed the IRD showing an unsheltered warning when placed in a prospect you would never be able to accept a mission from it anyway
- Improved the effectiveness of elemental weapon effects on most creatures, notably Prometheus creatures.
- Arctic creatures typically take double damge from Poison, half damage from Frost. Swamp creatures typically take double damage from Fire, half damage from Poison.
- Lava creatures typically take double damage from Frost, half damage from Fire.
- Desert creatures typically take double damage from Frost.
- Some creatures have additional resistances, or slightly different resistances than the rest of their biome counterparts
- Removed the ability for the Electroshock modifier to stack
- Adjusting tree sap and expoxy item icons so they are visually distinct
- Being wet now increases Electric and Frost damage taken by 50%
- Increased the frequency that swamp water checks to infest you with parasites
- Reverted previous change due to metal ore not being able to be randomized. Added an itemable rowhandle to the processor recipes for when there are random outputs to use as an image
- Fixed Hail weather events incorrectly not filling water reservoir or watering crops
- Switched mobility of cave weather blocking volumes from Static->Stationary to ensure they render correctly onto RT_Shelter
- Pieces of destroyed deployables and buildings now fade out instead of popping when actor is destroyed
- Updated the building upgrade radial menu to show the New Frontiers icon on applicable building tiers
- Joining a Styx/Prometheus prospect will now show the difficulty warning popup and level boost option (was previously only shown when creating a prospect)
- Prometheus: Lava boss now takes +200% damage from Frost, -40% damage from Fire
- Added new higher resolution image for the random ore image
- Changed processorrecipes to take in itemdata to use as an image rather than the outputted item for when we want random outputs
- Frozen ore now shows 'Unknown Ore' when placed in a heat source
- Update v2.0.0.115258:
- Fixed 'FRACTURE: MANHUNT' when you kill the boss, the quest step does not complete
- Fixed 'NOMAD: EXPLORATION' if you tell 'Daisy' to wait she will sometimes get stuck and will not move (you can kill her to skip the escort quest step)