1. Changelog v2.2.17.126344
  2.  
  3. New Content
  4.  
  5. Open world drop selection UI changes
  6. Added the ability to add a color to the storm fog. Increased the clamp of fog density
  7. Lightning rods will now divert all nearby lightning strikes - previously it only diverted strikes that were targeted against players and buildings (leaving trees and bushes).
  8. Basic Lightning Rod is now destroyed after 3 hits instead of 1, and affects a radius of 50m (from 30m).
  9. Platinum Lightning Rod is now destroyed after 9 hits instead of 4, and affects a radius of 80m (from 30m)
  10. Added new hexagon modifier icons
  11. Removed Player Tracker Module from workshop
  12. Added Exotic Red to Ren image. Changed colour of exotic red button
  13. Do not list existing prospects when New is clicked (confusing people - use Load)
  14. Update starter torches to be repaired with sticks instead of wood (as wood is not in the recipe)
  15. Did a pass on building piece resource cost ensuring half size pieces cost half the amount as their full-size counterparts (Wall Angled, Half Piece, Half Pitch, Roof Corner)
  16. Adding Exotic Exchange Button so Red Exotics can be Exchanged for Ren
  17. Add upgrade hammer functionality for Reinforced Glass building tier
  18. Added Salt and Water to pickling recipe requirements
  19. Added Half Stairs to all Half Piece variations
  20. Added Corner Stairs for Interior Wood and Stone to Ramp variations
  21. All doors, windows, trapdoors, and fence gates now used a fixed bounds size, should prevent assets from flickering when on the edge of screen
  22. Adding new Resource 'Shotgun Casing'
  23. Shotgun Ammo Recipes now use the Shotgun casing as the base instead of the 'Ammo Casing'
  24. Splitting out the Shotgun Slug into its own blueprint and changed its recipe so it no longer requires Buckshot for Creation
  25. BP_IcarusSplineNet no longer ticks
  26. Changed modifier background icon shape and added medic backpack modifier icon
  27. Added grazing behaviour to mounts and tames (enabled via talent)
  28. Adding Concept of Positive & Negative Auras and setting up code so that Modifier backgrounds can be easily changed
  29. Modifying the medic backpack to only provide one aura and one aura effect, its a combination of the 3 from before
  30. Set Player Dropship icon's max compass distance to 100m
  31. Set default grazing behaviour to 'None' to prevent animals from grazing until told to
  32. Battery Powered Lantern now does not go out when you are underwater
  33. Update shotgun casing to be craftable
  34. Add Railing functionality to half stairs
  35. Adding in Water Container and Jerrycan Recolor materials for biofuel and petroleum
  36.  
  37.  
  38. Fixed
  39.  
  40. Replaced old hunter chest piece with the new one in the D_Armour
  41. Removing light buzz from trail beacons to stop excessive use of virtualizing audio events if the player is using hundreds of beacons
  42. Lowered the opacity, as well as height detail and roughness, for the wire grid in the tempered glass textures/material, as requested by Dean
  43. Fixed ensure that was being triggered by Lava Flyer having a stat re-applied on tick
  44. light optimizations
  45. Creature Deterent map areas no longer show on compass
  46. Fixed issue where cats wouldn't appear to sleep on beds properly (for clients)
  47. Added a more generic way of serialising prebuilt structures - electricity/water networks should now be supported as well as more complex deployable/container/foundation configurations
  48. Reduced tick frequency of BP_Building_Base::DirtyTickEvent, added random offset to ensure building pieces don't all tick on the same frame on game reloads
  49. Nativised BP_Building_Base::GetHardStability
  50. Hooking up Portable Biofuel Back Mesh
  51. Fixed a number of typos
  52. Tempered glass - adjusted material settings and albedo texture to mitigate fresnel fog effect
  53. Removed wood rag torch and wood flare repair materials, as these should not be possible to repair
  54. Fixed faction mission radar not being able to be activated on dedicated server, added some IsDedicatedServer checks to prevent cosmetic-only logic being run on the server
  55. Fixed wrong BP material id for the destructible mesh on BP_Building_RoofCorner_L_Wood
  56. Fixed radar not being able to be activated on dedicated server, or when host wasn't looking
  57. Resaved Mounts DT
  58. Increased initial delay variance on first BP_Building_Base::DirtyTick
  59. Added data and widgets for new mount/tame grazing behaviour
  60. Prevent some items that aren't repairable from being initially listed when 'Repair All' is clicked on the Repair Bench
  61. Any objects that run off fuel / hydrazine / water / oxygen as a resource in a container, now have new icons to show the resource type, the tool tip has also been updated so it is more readable (it was using the default UE4 tooltip text)
  62. Allow dropping of items onto the bags (Seed Pouch, Medical Satchel) to place them inside
  63. When the bags (Seed Pouch, Medical Satchel) are focused, right click to open
  64. Increased desert tames heat tolerences (moa, zebra and hyena)
  65. Fix charging station lights being lit when device is turned off
  66. Styx: Shifted an alpha wolf spawner slightly to avoid clipping with rocks
  67. Increase temperature leniance on arctic tames slightly to allow use in forest biomes
  68. Adjusting Explosive Ammo Crafting to use 1 Volatile Substance per 5 ammo instead of 1:1
  69. Unlock field guide by default on development builds
  70. Adding new pass on broken windows to move into more mesh based approach, 5 variants included
  71. Wild animals no longer attempt to drink from water bodies with creature deterrent radius
  72. Fixed bug where the 'How Many Shots Did You Count' talent was granting ammo to the wrong player on dedicated servers. Fixed bug where the 'How Many Shots Did You Count' talent was refunding the current amount of ammo player had in their loaded weapon instead of a single unit
  73. Replacing jerrycan water backpack sound with a more generic tub container sound rather than water sloshing. Until water level within BP can be worked out
  74. Adding correct deploy audio for biofuel and water tank.also correcting other wrong deploy audio sounds for new items. Lowered jerrycan pickup audio slightly
  75.  
  76.  
  77. Future Content
  78.  
  79. Adding LC_Ledge_01-03, LC_MAC_05 meshes and materials
  80. Material for ledges - missed in last commit
  81. Added destructible mesh for the ape trophy display case and added to the blueprint
  82. Outpost_012 - water, riverbanks, cliff placement. Added moss variant material for LC Cave Entrance 01
  83. Added ape boss balloon trophy to project in three parts
  84. Adding in electric motor to use with Null Sec mission, currently just a backpack item that can be picked up / dropped, no additional functionality
  85. Added more new biome modifier icon types and colours
  86. Fixed pins poing to previously named rows that have now been renamed. (Fixing build)
  87. Fixing Modifier State Compile Error
  88. Adding Mission_NPC_Base and interactions for dialogue
  89. Stopping the aerosol emitter from playing if its deployed. Hacking FMOD event to solve auto start - stop BP behavior. adjusting deploy audio to be more appropriate for Aerosol
  90. Added GRE_Golem_Caltrop_Grenade
  91. First checkin of flag assets, has base setup for ground and wall based flag that works with the weather system, NZ flag texture setup, mesh swap for correct pole coming in part2
  92. Adding New Prometheus NULL SECTOR Mission - STRANDED: ASHLANDS
  93. Added whiteout values to the weather actions. Resaved weather actions to fix build break
  94. COMPOSITION: Initial swap to powered aerosol device
  95. Correcting hammerhead slug Medium and Small still using large animation montages within some of the BT. Now uses all correct small and medium versions for all attacks and roars
  96. Fix black dist fog plane on Ice Sheets/re-added fog color on Ice Sheets on AtmosphereController
  97. STRANDED: ASHLANDS, adding ability to interact with various elements of the truck, adding new recipes for alternator & radiator, adding new quests steps to fill up biofuel & water containters and deliver alternators and radiator, adjusted npc's so they play dialogue using the correct system, added new quest session flag for recipes, setup various truck elements and spawned them in as part of the quest, added new interactables for filling biofuel / water from held items
  98. Added new Base Common quest for filling up an objects fillable
  99. Reverb adjustments to hammerhead bosses to avoid drastic sounding reverbs in some biomes with different reverb settings. Applying some additional reverb to the worm explode event
  100. Replacing earthquake audio from rock golem with a version with less close rock falls to leave more impact and intensity for the actual close rock falls
  101. Added whiteout to PlayerEffectComponent and InGameWeatherman, twead NFX to improve windy behaviour and look at diff lights
  102. Added hornet torn wing art assets to the project
  103. Added hornet stinger art assets to the project
  104. Updating Iron Bucket to be consistent with other water hauling devices
  105. Adding in mining truck and texture pass to use in null sec mission
  106. Added fuel resource icons
  107. Saved missing json file (fixing build)
  108. Added beeswax wood and tempered glass into the buildingfunctionlibrary switch statement and building lookup. added new tag query for beeswax wood and a tag along with it
  109. Adding appropriate PM to Ice Breaker bones so they play the right footsteps when walked on
  110. Adding in wall mounted whiteboard, as well as finished part 2 of flag checkin for custom flagpole mesh
  111. Adding in Radiator and materials to use for Nul Sec mission, also hooked up contexts to D_Meshable
  112. Changing UMG_modifier state widget to orange modifier circle texutres from Blue
  113. Cliff Pass and Landscape Painting Pass, Outpost 11
  114. Adding Portable Biofuel Tank
  115. Fixing Truck Map Icon Build Validation Fail and Alpha Value rendering it invisible
  116. STRANDED: ASHLANDS, adding animations to the NPC's Adding new Truck Map Icon, Updating Medical Scanner UI, Mission is now completely playable, Setting up radiator & alternator, taking item icons, setting up truck and truck parts / interact points, removing all the accidental quest markers from the quest
  117. STRANDED: ASHLANDS, adding quest flag so you can craft the Alternator & Fabricator
  118. Affing new Radiator Image & Mesh Setup
  119. STRANDED: ASHLANDS, added missing prebuilt structures
  120. Ice sheet mission dialogue edits
  121. SMPL3 dialogue hookup, line added for staging before Null sector and post entry
  122. Dialogue edits for Ashlands story
  123. Updated DEP_Swamp_Ape_Attractor
  124. Cliff Pass, Riverbank Pass and Landscape Painting Pass, Outpost 11
  125. Small adjustments to the hammerhead slug Small volumes
  126. Fixed Exotic Infused Ignari spawning in Ashlands
  127. COMPOSITION: Missed file commit
  128. COMPOSITION: Further changes to mission flow
  129. Made a few changes to the medical scanner UI
  130. Increase Dressing Kit cost
  131. A few small adjustments to ice breaker falloff distance. Slightly reduced the total length of the audio now that there's more fog, feels more appropriate. increased intensity in close proximity footsteps. More reverb
  132. fixed incorrect material assignments for sandworm roof pyramid L piece
  133. Removing dialogue entries for build fix
  134. Outpost_012 - river adjustments, bank placement
  135. Concrete BLDs - removed trim from angled wall pieces, fixed skin table entries for limestone, added empty material slot to most base SMs to enable the correct limestone fracture material
  136. Replaced Ice Mammoth Shield icon with new model icon
  137. Fixed issue where opening bunker locker in-game rotated it 31d
  138. Removed limit for amount of bunker lockers that can be placed side by side
  139. Adding in bunker Locker setup and materials, supports snapping to eachother to place multiple in a row, rotation bug with anim to fix
  140. Fixed BP node compile errors after changing native variable type
  141. The new method of serialising prebuilt structures now supports being spawned at a generated world location
  142. STANDED: ASHLANDS, the timer only now counts down until you have provided aid to all the crew members, Fixing Initial Quest Step to include preperation phase, New NPC's will not longer consume extra medicine / food / oxygen / water if they don't need it, increasing interact distance on the medical device, adding prompts for the medical device, adjusting quest steps text for consistentcy, adjusting NPC food / oxy / water values so they require more to stabilise
  143. Adding in various signs to use for Null Sec mission, as well as multiple variants of the large base sign, one completely clear to use as a player sign if needed, added in medic cabinet with animations and setup, added in large variant of the flag pole, locker mesh to follow
  144. Fixing Water Can showing the Radiator Mesh
  145. STRANDED: ASHLANDS, Updating Scanner so you can scan other prospectors, adjusting truck interact points
  146. Adjusting biome modifier image to use a new shape and colour
  147. Outpost_012: Flushing grass cache
  148. Small adjustment to hammerhead slug axe equip volume
  149. Set player/cargo landing pads decay to do not decay
  150. Adding new BP for High Yield Deep or Veins, we now have a modifier for time on the BP itself so it can be adjusted in future
  151. New Hail Weather FX Prototype
  152. Cliff Placement Pass and Riverbank Pass, Outpost 11
  153. Outpost_012 - rivers, lake, riverbank, cliff placement
  154. Setup Beeswax reinforced wood item setups
  155. Prevent player/cargo landing pads from showing damage numbers
  156. Updated frozen lake collision profile to fix NPC IK making them clip through the ground when walking on top
  157. Cliff pass, Outpost 11
  158. Added a combined mesh for the ape boss balloon trophy to be use for placement
  159. Possible fix for unity build include compile error on build agent
  160. Adding Mesh and Icon for Ape Grenade
  161. Setting up Ballistic Asset for Hornet Throwing Knife
  162. Removing regualar Hornet throwing knife item
  163. Setting up Meshes and Icons for Hornet Throwing Knife, Hornet Stinger, Hornet Wing, Ape Hide, Ape Trophies anmd Ice Mammoth Armor
  164. Setting up Ice Mammoth Armor so it can be equipped
  165. Setting up Ape Fishing Trap, Recipe & Blueprint
  166. Setting up Ape Rug Trophy, Recipe & Blueprint
  167. Update exotic creatures color to purple from blue
  168. Added new CL param to force enable RTX
  169. Knobble FLODActorComponent for rocks and voxels in instanced levels
  170. Lava Flyer Nests are no longer valid AI targets
  171. Cliff Placement Pass and Riverbank Pass, Outpost 11
  172. Added first pass of whiteout storms for Ice Sheet
  173. Adding press medical scanner audio. Currently playing off medical scan UMG in 2d. Need to check it doesnt play for all players
  174. Added first batch of reworked aluminium buildable LODs
  175. Collision pass and PM pass on the mining truck for accuracy
  176. Adding Ice Mammoth Feet Armor Icon and Mesh setup
  177. Adding back new SMPL3 lines for nulsec entry
  178. Added cooling weather events to Ashlands
  179. Change Hail VFX to new one, updates to collision and shader, optmization pass
  180. Adding in progress light fuction material for Abyss cave triggers
  181. Fixed null skeletal mesh error in editor
  182. Added SK_CHA_MAL_ARM_IcemMammoth_feet
  183. Outpost_012 - riverbanks, lake adjustment, cliff placement, moss variant material for Cave_LC_Entrance 03
  184.