1. Changelog v2.2.18.126568
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  3. New Content
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  5. Unlocking Sugar Recipe
  6. Unlocking Sugar Cane Seeds, Workshop Packs and Sugar Items
  7. Sugar now requires a blueprint and is craftable on the marble kitchen bench
  8. Adding new sugar food recipes and Item setup
  9. Sugar is not only craftbale on the mortar & pestle and material processor
  10. Fixed Sugar Cane crops having too low seed drop chance
  11. Fixed Sugar Cane seed rewards
  12. Added Sugar Cane seeds to dynamic quests rewards list
  13. Increase the water requirements for cookies and candies, working around a bug with processors turning off at low water requested
  14. Adding crunch default food to crunchy new edible candys instead of soft sounding chewing
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  17. Fixed
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  20. Added second batch of aluminium buildables with improved LOD pass
  21. New master glass material, rework of all glass BLD materials
  22. Railings place with less of the railing underneath the floor when snapped, and some of the railing buried when not snapped. This looks more natural and has railings appear as a more similar height on stone floors particularly
  23. Fixed a typo in quest step for heal device
  24. Fixed a typo in item flavour text
  25. LOD and material fixes for various windows and doors, art deco and stone fireplace meshes
  26. Fine tuned the throwable curves to be in line with each other so the grenades dont fall right on the floor at a light tap.
  27. Adjusted weight and curve to feel like a grenade. Balanced against other throwables for cohesion and synced better with the speed of the audio
  28. Turrets will no longer attempt to shoot a target if they don't have a line-of-sight (e.g. behind solid walls).
  29. Did an optimisation pass on Turrets to reduce the cost of their target selection and status/material updating
  30. Fixed texture errors on glass door, added tempered glass variant materials for window and door, added texture tiling controls to MA_GLS_BLD to adjust scale of reinforcing
  31. Shields durability now reduce based on total damage rather than mitigated damage
  32. Increased shield durability maximums to reflect damage intake change, higher tier shields will have the same or higher durability
  33. Fixed issue where beehive upgrades would collide with player even if they weren't visible or attached to hive. Added additional inventory slots to Larkwell meta backpack (shotgun), previously gave none. Upped stack size of kiwifruit to 100 to match most other harvested small fruits/veggies
  34. Fix character talent weapons are not repairable at bench. Add a validator to pick this up in future
  35. Fixed incorrect material assignment on scoria trap door floor
  36. Fix typo in IDs on dynamic collection mission
  37. Slightly offset refined wood halfpiece floors so they line up correctly
  38. Adjusting smoke grenades bounce audio from feeling like its bouncing on the spot. Adjusted friction to prevent continuous sliding of grenade triggering constant annoying audio
  39. Adding grenade bounce impact event for spacial awareness of grenade proximity. Setting up for new boss grenades etc
  40. Added additonal aluminium buildable LOD Improvments
  41. Added batch of aluminium buildables with LOD pass done
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  43.  
  44. Future Content
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  47. Ice Mammoth Arena - biome overide added
  48. Fixed bug where exotic infused creatures weren't getting their particle systems initialised with the correct colour.
  49. Fixed bug where exotic infused creature particle systems would reset when switching from NPC -> corpse on death
  50. Re-added Itemable row that was lost in DT merge
  51. Remove (editor only) AtmosphereController_Spawner as is causing a crash for world builders edit time
  52. Fixed dev transform tool not working on actors with static mobility
  53. Altered text for living weapons as they are tbc
  54. Added item text for ape, cat, and hornet boss drops
  55. Added text to lava hunter boss drops
  56. Added text for Slug boss items
  57. Added text to Rock Golem items
  58. Fixed issue where opening bunker medical cabinet in-game rotated it
  59. changing light source to be a warm light, range and intensity of the lantern
  60. changing cone angle and alighnment of spotlight for the flashlight
  61. STRANDED: ASHLANDS - The timer has been increased by 1 hour on each difficulty, added another optional step for food & water
  62. changing intensity and range of the flashlight
  63. Ice Mammoth Arena - additional lighting at ice falls
  64. Ice Mammoth Arena - placed initial lighting under ice as night time lighting
  65. Added new developer tool to fine-tune actor transforms in-game
  66. Adjusted ice shader for armor/items sss base opacity
  67. Added text for Marrowraith items
  68. Removed emissive and replaced the shader for the ice crystals with ice mammoth icicle shader for the ice mammoth shield
  69. Added text for new boss vestiges and trophies
  70. Added text for boss biomass items
  71. Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. WITH_EDITOR gates
  72. Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod (WITH_ENGINE gates)
  73. Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod
  74. Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller
  75. Added Ice Breaker Footstep Decals Prototype
  76. Added cheat to temporarily disable deployable placement collision / stacking rules
  77. Adding New Function for retrieving utility item data so it can be queried from different places in the code base
  78. Added SK_GUN_Rock_Golem
  79. Add viewport blocker for instanced levels (for the player that is entering + loading)
  80. Cliff Placement Pass and Riverbank Pass, Outpost 11
  81. Changed flicker to prevent escessive flickering
  82. Added meshes, materials, mask textures for Inverted Concrete Ramp and Floor
  83. Teleport mounts to instanced level exit when instanced level is being torn down
  84. Adding hornets throwing knives audio and data table setups. Fixed flying audio sounding a bit fake
  85. Added and replaced ice crystal material for the ice shield
  86. Added a tag water.NoShow to disable an objects mesh from being displayed when slotted into a water purifier.
  87. Added the tag to water jerry can and t3 water can to fix mesh clipping into the purifier
  88. Add implementation of inverted concrete floor and ramp
  89. Setting up player audio component and FMOD parameter to play audio when container is full VS empty
  90. Adjustment to medical scanner audio. Shortened it since the UI is instant. Also adjusted truck in same mission PM to be metal since its metal. Was set to plastic which we dont have footstep layers for
  91. Cliff Placement Pass and Riverbank Pass, Outpost 11
  92. Adding blueprint information and FMOD event volume adjustments to adjust the audio balance of emtpy container vs water sloshing dpending on water fill state
  93. Fixed BP material overrides for inverted concrete floor and ramp pieces
  94. Adding deploy audio for swamp ape trophy
  95. Added on animation and emissive for DEP_Cooler_T4
  96. Adding hornet wing pickup audio and event and data table
  97. Fix Ape trophy preview mesh
  98. Adjusted LOD distances for Portable Generator
  99. Trunk Merge
  100. Enabling ASHLANDS: RESCUE, adding quest markers and adding Small Mission Fixes
  101. Enabling ASHLANDS: RESCUE, Fixing mission flow - fixing mission markers, fixing mission droppod so it actually drops at the correct location
  102. Adding Action Promp to Empty Stasis Bag when focused
  103. Empty Stasis bags are now consumed when you use them on injured NPC's
  104. RESCUE: ASHLANDS - adding new mission, adding new recipe, quest flag and new items for stasis bags, adding new NPCs for the quest, adding new medevac ship, adding full quest steps and tag queries
  105. Making adjustments to quest objective enteries so that we can display 'info' quest information
  106. Adding new Prospector map marker
  107. Adding new Rich text style for quests
  108. Adding new modifier for near death
  109. Adding new Prospect Row & Talent for RESCUE: ASHLANDS
  110. Added some subtle spine rotation in new NPC lookat ctrlrig. All attached skeletal components are now correctly highlighted on mission NPCs
  111. BP_Mission_NPC_Base::ShouldLookAt is now replicated
  112. Added first pass AnimBP for mission NPCs and simple LookAt control rig
  113. Adding unique cave mission audio, event and scatter ambient rocks
  114. Adding in NPC Skeletal mesh and Anim states to use for NullSec mission
  115. Added textures and materials for first kit of the Wood Beeswax building tier
  116. Updated skinning on ITM_Backpack_FoodPrep_or_Chef
  117. Cliff Placement Pass and Riverbank Pass, Outpost 11
  118. Fixed Scyther bolt recipe output
  119. Outpost_012 - rivers, riverbank and cliff placement, terrain adjustments
  120. Added dev tool cheats to the Field Guide UI
  121. Cliff Placement Pass and Riverbank Pass, Outpost 11
  122. Demoved dev-lock on transform tool so it works on test builds
  123. Enabled skeletal component update rate optimisations on deployables
  124. Blockout Split of the Volcanic/Arctic Outpost
  125. Tag items for Field Guide placement
  126. Add Husbandry category to Field Guide
  127. Adding appropriate ice mammoth audio setups
  128. Added inverted concrete ramp and floor icon image
  129. Splitting quests up [CRISIS: ASHLANDS] - Finding Location and Healing the Crew, [STRANDED: ASHLANDS] - Helping the Crew Resupply, [RESCUE: ASHLANDS] - Saving the 2 crew members who where off scouting
  130. Adding concept for persistent mission actors that are spawned as part of missions but can exist and be retrieved outside of missions if required
  131. Adjusted logic for CRISIS, STRANDED and RESCUE to retrieve persistent actors rather than spawn and delete every time
  132. Fixing issue with RESCUE where the stasis bags did not mention where they where crafted
  133. Cliff Placement Pass and Riverbank Pass, Outpost 11
  134. Adding deploy sandworm wood building tier audio and data table setup
  135. Added remaining textures and materials for the Wood Beeswax building tier, including adjusting data table entries for the skinning, as well as tested each piece
  136. Fix Rimetusk head trophy mesh
  137. Added Sandworm frame/pillar to beams set
  138. Additional checks and logging for Foliage Instance Actors in WorldGeneration job
  139. Added line to dry atmosphere modifier that the temperature will fluctuate throughout the day
  140. Adjustment to sandworm wood deploy audio volume and fixing workshop grenade not having correct trigger audio setting for impact event
  141. Cliff Placement Pass and Riverbank Pass, Outpost 11
  142. inital lighting pass, adding far shadows
  143. Added implementation of reinforced glass doors and windows
  144. Lowered the price of glass window types
  145. STRANDED: Dev locked mission as this is not yet available
  146.