- Changelog v1.2.49.110526
- New Content
- Updating SMPL3: Lost and enabling Dynamic Quest
- Removing Campfire from SMPL3: Lost and added Drying Rack
- Updated Orgin Spawn Location of Dynamic_Base_1
- Updating Lost Loot quest step to auto complete (its optional and item spawns are % based)
- Adding new Images for SMPL3: Lost
- Removing t2 Communictor from SMPL3: Lost mission
- Reducing SMPL3 frequency as it was high for experiemtnal testing and balancing loot drops
- Fixed
- Update many UI elements that could not correctly be translated.
- Update refrigerator description to no correctly mention that it only greatly slows spoilage.
- Update incendiary round description to not mention explosions.
- Update fruit salad flavor text to mention that it's a dessert rather than a desert.
- WATERFALL: Update mission step to mention supply crate rather than dropship
- Fixed material slots on Stone Statue DMs
- Fixed a typo in Quests table
- Fix Titanium 200, 500, 5000 Accolades all unlock at 1000 mined
- Prevent pre-chewed corpses from providing rewards that would otherwise only be available with specific stats
- Adding in more quest cleanup logic for dynamic drop pods
- Search Areas, Map Icons and dynamic drop pods will now trigger a clean up when a new mission is started, abandoned or ended
- Save game variables now trigger onReps upon database load
- EQS_FindDynamicQuestLocationBuilding no longer accepts areas close to blocking geometry like rocks and trees.
- Replaced expensive nearby dynamic mission beacon test from EQS_FindDynamicQuestLocationTower
- Fixed issue where EnvQueryContext_QuestBoardSingle wasn't selecting a quest board within a currently loaded world tile
- Adjusting Search Area Colour and Removing Logging from various files
- DYN_Drone: Reduced difficulty of standard creatures spawned, allowed additional creatures to be spawned at a single time, increased the frequency of worm spawns at harder difficulties but lowered at easier difficulties. Correctly scaled by quest difficulty rather than prospect difficulty.
- Dynamic mission reward pods now spawn slightly further away, mainly to resolve build mission pods dropping directly on the building
- Adding Loot to SMPL3: Lost
- Increased performance cost of generating dynamic mission spawn locations in worlds where multiple communicator boards had been placed. Reduced maximum spawn distance of supply transport pod in Lost dynamic mission
- More quest cleanup fixes, this should fix drones & other quest map markers being staying after quest completion
- Increased size of minimum unobstructed area check by 30% when looking for a place to dynamically spawn building in DYN_Lost mission
- Future Content
- Update fish recipes modifier icons.
- Update Larkwell explosive arrow description and info on the arrows set
- Update outside deployable tooltip warning type
- Updates to batdog collision auduio. removed unneeded sockets
- Adding in T3 Fishing rod on the rod rig and reimported bending animations to work properly with the new rig, also added T2 rod textures related to IC-21671
- Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
- Restored accidentally deleted actors inside purple quad. Added new utility actor for diffing between lists of level actors
- Fixed diff actor tool streaming level names not showing correctly
- Resubmitting material for ITM_Shield_Composite Tactical
- Adjusting Accolade Lists for the new Achievements to include specifics on what needs to be done
- Updated textures on Fish01_var4, Fish02_Var4, Fish03_Var3, Fish04_Var1, Fish04_4, Fish05_Var2, Fish06_Var3, Fish08_Var4, Fish09_Var4, and Fish10_Var4 with notes from the big fish review
- Decrease break chance for Larkwell Whistling arrow to 50%.
- Disable KillCam support for Bait arrow as it is incompatible with 100% break chance.
- Disable UnbreakableDuringKillCam for DevFireball and set to Development feature level.
- Tweak DataValidation to check first if KillCam is true before checking further compatibility
- Adding T3 Fishing Rod Mesh and Item Hookup
- Correctly added all fishing rod tier meshables
- Setting up Shield Scene and adding new shields
- Adding New Fish Variations for 4,5 & 14
- Updated texture for fish 13 V3
- ENCROACHMENT: Complete mission setup, currently feature locked
- Addng in additional animations for te Lava hunter including heavy hit react and jump attack
- Fixing Dynamic Quest Lost Spawning Logic and Creature Spawn Triggers
- Dynamic Quest Lost now triggers a reward
- Adjusting Fish01_Skeleton
- Updated textures for fish 12 V2, V3 & V4
- Adding in base slug mesh and material and first suite of animations
- Updated textures for fish 11 V2
- Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
- Add all fish entries to spawn zone configs for Oly and Styx
- Add basic validation for fishing tables
- Update playerfacing data for fish
- Add Biome names to heatmap PSDs
- Added basic phases to Lava Hunter's combat BT. Lava Hunter now plays additive hit react when single damage instance crosses specifed threshold. Fixed Lava Hunter egg not being replicated
- Added drag onto the floatable of the lure to make it move slower.
- Added a horizontal and vertical movement speed when reeling in so you can reel slowly and it still reach you at heights.
- Added panini to the lure when holding it for inspection.
- Adjusted some sockets so the fish looks better on the hooks.
- Swapped out the default hook for the rubbery hook because the default hook is imported with a wrong rotation
- Added text for T2 and T3 fishing rods
- Added text for shields
- Added descriptions and names for Prom story missions
- Added description text for Prometheus Open World
- Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
- Lots of new audio layers for the lava hunter. Multi attack, quick ground slam, large jump attack, flinch / fall sound etc
- Clients can now play the minigame.
- Fixed an infinite loop that occured when removing onrep fish data.
- Fixed lure not appearing in clients hands when inspecting
- Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC