1. Changelog v1.3.0.111847
  2.  
  3. New/Galileo/DLC
  4. Fixing FishData pointing to the incorrect fish causing double ups in the fishing records
  5. Fixing issue where Fish that have not been added to the game where being displayed in the bestiary
  6. Adjusting FishData table validation to show issues where fish have / haven't been added to the game
  7. Colour adjustments to saltwater fish
  8. Bestiary landing page image adjusted
  9. Adjust the Fish Quaility and catch rate equation to balance out the quaility of catches for both low end rods & talents to high end rods and talents
  10. Added pronghorn creatures to PFG/Bestiary
  11. D_BestiaryData updated
  12. Fixed the scale of dark paintings so the image fits the frame
  13. Landshark added to bestiary images
  14. D_Bestiary updated with new creature images
  15. saving bestiary scenes
  16. Changed painting scale to fix protruding pictures from the frames
  17. Greatly increased the effectiveness of lures.
  18. Fixed some lure stats.
  19. Rebalanced recipes on lures, ensuring lures of a similar tier have similar costs, and lower tier lures cost less.
  20. Reorganized lures so they show in order of tier and stat
  21. Removed the bonus fish quality provided by the base fishing rod.
  22. Reduced the fish quality provided by rare fish lures but greatly increased the rare fish chance.
  23. Lowered the fish quality provided by talents
  24. Changed inspect to stop inspecting once you press left or right mouse button rather than after a short delay
  25. Updating Fish Utility Widget for Zone counts so it displays percentages next to zones and all terrains now have their own column
  26. Fixed missing fishing zone data for Olympus and Styx
  27. Add editor debugging for fishing zones in Lakes and Rivers
  28. Standardized Fishing Zone Quality values to 0.3, 0.5 and 0.7
  29. Added a small build up to the unlock bestiary sound since the visuals start earlier. This ties in better to the UI
  30. Fix Fish03_Var2 pointing to Var1 icon
  31. Update fish spawn zones to ensure that each fish is in at least 1 mid or high quality zone
  32. Removed 2 extra still frames on first person reel anim
  33. Changed the animation blend float on the rod to match arm reel anims
  34. Slowed the fishing rod reel animation to match the speed of the arms
  35. Adding Pronghorn bestiary cre event and data table entry
  36. Added missing material function used for fishing line
  37. Increase all 0.5 fish zone quality to 0.6 per balance tweaks
  38. Increased fishing max_quality_roll constexpr to 135 from 120. When calculating upper range limit when rolling fish quality, values above 100 are now reduced by 90% (150 becomes 105)
  39. Readded timer event time based on fishing rod (was removed for debugging purposes)
  40. Added VFX for Fishing, LureHit, LureGrab and Thrashing
  41. Updated Decorations pack PackageData row to use correct Steam Package ID
  42. Adjusted the timing of the Rod Reeling animation to match up with the hand while reeling in, still needs somm position reset in between casts to ensure consistent timing throughout
  43. Deleted old fish recipes. - ADVANCED ORDER: Updated quest requirements to instead be a new fish recipe
  44. Updated task-list accolades to use an Icarus font for list items, also made completed items more readable and gave them a strike-through. Accolade task-list items now scale down to prevent text items clipping
  45. Added art icons for fishing talent tree
  46. Updates and improvements to fishing audio based on new vfx
  47. adding prometheus image to stage select screen
  48. adding prometheus image to stage select screen
  49. Added text "Press J to open Field Guide." for when a creature or fish is unlocked
  50. Reeling anim now auto sets back to its original position when reinitializing a reel animation so the fishing rod always syncs up with the hand
  51. Fixed Fish_13_Var4 D_FishData entry to correctly point to the Fish_13_Var4 fish item
  52. Fix Bestiary Images using the uncompressed UI texture setting
  53. Delete unused FieldGuideBackground texture
  54. Disabled the ability to reel while still in the 'release' animation so that the rod reel animation doesnt become disjointed from the arm reel animation
  55. Updated AllTalentsInTreeAccolade to only count talents that aren't blocked behind required flags. This means that the Blueprint Tree Accolades should no longer count Blueprints that require a specific player talent
  56. Item icons optimization
  57. Updated Fish Finder to say Low, Med or High for quality, including colored text.
  58. Updated Fish Finder fish list to always be ordered by the type of fish
  59. Small balance adjustments to fishing to better reflect vfx pass
  60. Reduced sizes of individual entries in field guide.
  61. Fixed highlight being stuck when hovering over bestiary entries on the stat screen.
  62. Added additional spacing for bestiary traits
  63. Removed Cave biome requirement from biome visiting achievement requirement, as players can not visit a biome listed as Cave
  64. Edited fish descriptions slightly to better match colour variations
  65. Re-added Pronghorn's desert Bestiary data, as they can spawn in the desert
  66. Fish thrashing particle effects are now only active when there is a valid fish on the line. Made MULTI_OnBobLure a reliable multicast
  67. Added skeletal mesh with start, loop, and stop animation for the T2 communication device
  68. Change the way creature images fade in as percent unlock increases to a basic black to color (Galileo feature level locked)
  69. Fix incorrect fish mesh assignment
  70. Fixing skeleton weighting for the T2 fishing rod to match the others during the bend forward animation
  71. Upping player max level to 60 for Galileo, and adjusting talent growth for both player & solo talent point growth
  72. Fixing up values in Accolades and adjusting Steam Values to reflect proper values
  73. Unlocking Paints, Painting Frames & Geode Lamps for their release with Galileo
  74. Removing Fish Dish and Crumbed Fish Fillet (Old Fish Recipes) from 'Yes Chef' Accolade
  75. Fixing Arctic Scorpions Carcass Description
  76. Swapping Fish Mounts Variation 1 & 2 because 2 looks visually better
  77. Readding animation and delay for opening the field guide to match the audio that is played when opened
  78. Updated Arctic Scorpion to differentiate themselves more from desert versions, they now have more health and projectile resistance, but are slower by default and enrage when hit.
  79. Arctic Scorpions now grant slightly more bones when harvested.
  80. Slightly increased critical area on scorpions
  81. Change fishing reset sound to only play if resetting a previously cast line
  82. Added Bestiary trait icons
  83. Update references to biomes not using text which can be translated
  84. Update fishing lure splash VFX implementation to replicate correctly
  85. Adding Fishing Lure attach audio event
  86. Fixing stretched bestiary image popup when unlocking
  87. Fixing 'Yes Chef' Achievement to remove New Frontiers Food
  88. Added manual invalidation to text boxes on UMG_AccoladePopup after initialisation, also added a scale box to title to make sure title doesn't ever obstruct accolade image
  89. Fix a crash when clients exit when a tackle box has been placed in the world (experimental build only)
  90. Field guide open animation fix
  91. Fish wall mounts are now correctly destroyed at 0 durability
  92. Update bestiary trait text for AP and explosive weakness to better communicate that it is a weakness.
  93. Disable creature audio button if bestiary record has not been unlocked.
  94. Fix bestiary trait icon being scaled incorrectly.
  95. Fix bestiary stat unlock listing unlock requirement as 80 instead of 100%
  96. Items crafted at the fishing bench can now correcly be destroyed to return resources
  97. Tackleboxes will now only drop items in an overflow bag when destroyed, not when picked up
  98. Fixed spelling mistake in Large Advanced Aquarium flavour text
  99. Fixed geode lamps not saving their enabled state between prospect reloads
  100. Widget invalidation is now temporarily disabled on UMG_AccoladePopup when widget is visible on screen, should fix issues where longer Accolade titles/descriptions clip or have incorrect spacing
  101.  
  102. Fixed
  103. Fixing Carved Wood decorations to be called 'Carved' and not 'Caved'
  104. Fix Large Desert Antelope bones mesh receiving incorrect material assignment after refactor
  105. Fix ice/heat affect can jam onscreen when mounting/unmounting with afflications
  106. Various fixes to Stats data, descriptions, symbols, etc
  107. Formatted DataValidation event graph to be more readable
  108. Cull Distance on Waterfall BPs
  109. Improve constraint setup on Mammoth
  110. Move LightShadows option to be beside PlayerLightShadows option under Settings > Display and grey out PlayerLightShadows option when LightShadows are off
  111. Fixed enzyme geysers not loading state. This was being caused by attempting to match save data to geysers using UId's which were failing to match up. Have disabled UId matching in favour of instance name matching, as the geysers are static fixed objects which have reliable names
  112. Fix LC stalags referencing the same material twice on an invalid slot
  113. Extra safety checks for alterations benches to prevent a possible crash
  114. Cave culling distance settings optimizations
  115. Add culling distance override support to Lakes
  116. Culling settings on Caveworm BPs
  117. Delete faulty cave light setups
  118. Fix an issue with cooking some cave prefabs that was preventing all materials from being correctly applied
  119. Fix various edge cases with being mounted (or not) when entering/exiting/being in caves and lighting
  120. Fixing Dialogue line spacing being way to big which wass an issue caused by the last patch
  121. Fixed bug where mission boards didn't have their mission list updated when another board was interacted with.
  122. Fixed bug where drop pod dynamic lights weren't functioning correctly if the pod hadn't landed before (was spawned on ground by mission)
  123. Preserve tackle box contents (inventory) when the tackle box is destroyed
  124. Fixed quest objectives panel not appearing for clients
  125. Fixed environment temperature not updating on HUD for clients
  126. Fixed weight stat being visible on envirosuit loadout selection UI. Stats can now be flagged to be hidden in various UI elements via the D_Stats table
  127. Added source file changes related to previous UI stat hiding changes
  128. Added additional logging for failure to create unreal session error (error 005)
  129. Removed some caching of text from the chat box as it was causing messages to not show correctly
  130. Removed some caching with the displayed weight on the encumberance bar on the HUD as it was showing old values until animating out
  131. Fixed picking up a partial stack of items not triggering an inventory weight recalculation
  132. Fixed issue with pickup animation not selecting the right animation to play in certain situations
  133. Picking up items with both hands empty will now randomly select a hand to play the pick up animation with
  134. D_Atmosphere names are now FText instead of FName (so can be localized)
  135. Put some more bullet proofing around context interaction and entering/leaving photo mode
  136. Upping map level clamp to 60 in rich presence
  137. Removed spoilage from Pickled Freshwater Fillets
  138. The time remaning for resources (biofuel/water/oxygen) will now display correctly in the fuel inventory just like when burning wood in the campfire
  139. Fixed crash caused by the chat box once messages move beyond the top of the window
  140. Restored some caching to chat messages
  141. Fixed mammoth carcass fur not being cleaned up correctly.
  142. Fixed mammoth carcass not using correct carcass mesh.
  143. Dampened physics setup for mammoth's trunk
  144.  
  145. Future Content
  146. General clean up, polished around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
  147. Fixed a few typos discovered by the localization team in item and accolade text
  148. Adding broodling flinch audio and event and data table entry
  149. Adding first pass audio for Landmine
  150. Adding painting deploy audio and event and data entry. Also fixed some wooden items not having the small wood item deploy sound
  151. Setup for landmine audio, altered landmine item description, landmine will no longer auto trigger when creature enters proximity if player is within proximity. Optimized landmine VFX
  152. Deleting normie horsie static meshes
  153. Adding Normie Horsie skeletal meshes and variants 2 & 3
  154. Updates to the collision audio event. BP has been shelved until we can test further
  155. Aligned Prometheus Prefab Cave Entrances To Ensure the Player Overlap Modifers Happen at the same time
  156. Added art assets and updated BP for Rug_Jaguar
  157. Added art assets and updated BP for Rug_Cougar
  158. Added art assets and updated BP for Rug_SnowLeopard
  159. Fixed issue with recent ducking used which caused the crit hit sound to be slightly too loud with the increase of ducking other audio
  160. Added hanging ferns and roots/vines to manual cave and added rock formations to manual cave, Purple Quad, DLC
  161. Adding chamois variant flinch sound, adding pronghorn data table entry and adjustments and added missing reverb on flee audio and fixed flee using a loop state instead of a one shot flee event sound.
  162. Updating logic of lava flyers to play on event begin play and stop on detonation. Fixes issues with multiple lava flyers not triggering the audio and removes hack to stop audio when destroyed
  163. Enabled 2-sided DF generation on all MAC and IMP meshes, increased DF self shadow bias to 50 on all Cliff, CanyonWall and CaveEntrance meshes (GL, TU, SW, LC)
  164. 2 sided DF generation on MTN, Macro, DC CanyonWall meshes, increased DF self shadow bias to 50 on CF, DC cliffs (OLY and STYX)
  165. ADDING Lava flyer death and flinch audio event and data table entry
  166. adding male & female heavy obsidian armor skeletal meshes
  167. Added SM_BLD_Floor_Half_Wood_INT & set up Materials for Buildable Rework Investigation
  168. Increased the size of the bear rug and adjusted the shape
  169. Added art assets for Polar bear rug and updated the BP
  170. Fixed Collision Issues in prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  171. Concrete BLD rework - added SMs, material, mask texture for Railing + RailingStairs
  172. General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  173. Added BLD_Stairs_Wood and BLD_Beams_Wood
  174. Added art assets for buffalo rug and updated BP
  175. Setting up test event for bramble foliage setup
  176. Adjustments to bramble loop volume and eq. Also lowered top end in footstep mud as it was too different next to dirt
  177. Adjustments and improvements to bramble audio. Added 1 shot with a cooldown at beginning of event. Added bramble tag and UE BP data
  178. Added art assets for desert wolf rug and updated BP
  179. Replaced Mask Textures for INT Wood Meshes & Updated Materials for Buildable Rework Investigation
  180. adjustments to bramble scratch audio and volumes
  181. adding male and female obsidian armor skeletal meshes
  182. General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
  183. Fixed Collision Issues in prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  184. Update world generation to enable bespoke caves in Prometheus:
  185. Additional world gen step which combines in-world cave actors and any connected prefabs into cave groups which are deserialized as cave instances
  186. Updated cave prefab deserialization to ignore some components if they're part of a combined cave - flags can be applied to override this on a case-by-case basis
  187. Added editor widget function to assist world builders in initial required setup of cave entrances
  188. Improved the tear sound of bramble and also updated the creature collision audio for better balancing. Adjustments to both events
  189. rescaled prom image to pow2
  190. Creating new needler 'attack vocal' for ballistic whip so it can be controlled more. Also adjustments to tail whip volume based on amount being played to stop sounds being too much when multiple needlers are spawned
  191. Remove Vehicle Scale reference from RWVisualDebugger as indexing was getting stuck on it, and we have no need for it
  192. Adding lava hunter hatched egg audio loop and hatch audio and BP implimentation
  193. Fixed Collision and Seam Issues in swamp prefab caves where players could get blocked by Macro Cliffs, Purple Quad, Prometheus
  194. Updated Deer rug asset with more thickness, lower polycount, and normals fixed
  195. removed collision from deer rug fur mesh
  196. Updated cougar rug to match size and colour of the regular cougar instead of the alpha cougar
  197. Tweaked colour on dessert wolf rug
  198. Added snow wolf rug art assets to DCO folder and updated BP
  199. Added updated Alpha wolf rug art assets to DCO folder and updated BP
  200. Added updated conifer wolf rug art assets to DCO folder and updated BP
  201. Improve DF settings on several assets
  202. Improve collision on AlienBoneFossil meshes
  203. Disable RVTs on LOD materials
  204. General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  205. Balance tweaks to the lava hunter hatched egg audio
  206. Added SM_BLD_Roof_PyramidHip_Single_Inverted_Wood_R, T_BLD_Roof_PyramidHip_Single_Inverted_Wood_R_Masks_AO & SM_BLD_Ramp_Half_Wood, T_BLD_Ramp_Half_Wood_Masks_AO
  207. Added fisrt pass of Iron Kit Assets as well as a test of BLD_Wall_Iron
  208. Small audio adjustment to brambles event. Also shortened the mushroom harvest audio slightly to accomodate better for the bigger tree mushrooms as well. Removed unused assets
  209. Updated polar bear rug to fix minor texture issue
  210. Fixed Collision and Seam Issues in Arctic prefab caves where players could get blocked by Macro Cliffs, Blue Quad, Prometheus
  211. General clean up of cave tunnels, decals and vines in Grasslands, Green Quad, DLC
  212. Fix manually lake spline generation editor button in WT_Lake which wasn't generating edge splines correctly. It now calls the existing generic spline creation function on the edge spline itself
  213. Added SM_BLD_Floor_TrapDoor_Wood_INT, SM_BLD_Wall_Doorframe_Wood_INT & Set Up Materials for Buildable Rework Investigation
  214. Concrete BLD rework - added SMs, materials, mask textures for window walls, angled + half pitch walls
  215. Fixed issue with predator bird idle audio sounds cutting off abruptly when crossing over various distant thresholds
  216. Cave Polish in Blue Quad Swamp and Regenerated Edge Splines in Prefab Caves LC_MED_004, 005 and SML_004, 005 , Prometheus
  217.