- Changelog v1.2.42.108807
- New Content
- Adding 'Heavy Cargo' Inventory to Mounts and Mount Inventory UI
- Adding Heavy Cargo slots to some of the Mount Saddles so mounts can carry 'G'-Slot items
- Mounts no Longer Take Damage From being at Level 3 Thirst, or Level 3 Hunger, meaning they will not die if left alone
- Increased All Mounts Damage Resistance to give them greater surviveability +10%
- Increased the Damage resistance provided by the Saddles that can be equipped to the mounts (+10%, 15%)
- Added an Aura to the Animal Bed which provides creatures with a 'Well Rested' Buff
- Lowered Base time to Tame Creatures 1200 -> 900
- Mounts no longer wander around in their 'Stay' behaviour state, and will return to the location where they were last told to stay after eating/drinking
- Adding Heavy Cargo stats to Saddles
- Fixed
- Fixed a few typos picked up by translators
- Fixing communicator T2 having incorrect crafted sound (used masonry when it should use crafting bench)
- ALCAZAR, HIGHRISE: Changed Biofuel Stove quest step to mention Kitchen Stove
- ALCAZAR, HIGHRISE, LIFE LINE: Changed Kitchen Stove quest step to correctly mention Biofuel Stove
- IRONCLAD: Updated name of Metal Plating to Layered Plating to match quest description
- Future Content
- Added BLD_Wall_Sngle_Wood for Buildable Rework Investigation
- General clean up of foliage, decals and blended terrain with GL cliffs in Grasslands, Green Quad, DLC
- Updated audio for lava tree sapling and applied sound to joshua trees BP. Better tonal balance and sizing
- Adding Promethus Open World Drop Zone, so open world can be played
- Adding Galileo Feature Level
- Small tonal balance to exotic tinted plant harvest audio
- Fixed Batdog physics asset
- Fixed bug where batdog wouldn't exit out of it's stalking behaviour when damaged
- Added hitreact to Batdog while sitting
- Added New Storm VFX NS, PP and BP
- Setup new Weather VFX on Weatherman Editor Tool
- Adjustments to DLC Trailer Volcanic Shot
- Small adjustment to aspen tree falling audio to make it more appropriate to match the visuals
- Committing Rudimentry Bestiary UI and Data Structures for Iteration
- Added materials and textures for all 4 variants of Fish08, models will follow soon. Upated character/creature shader to allow for subsurface masking and dithering options
- Sulfur Decal - changed alpha, added color variations (mats and FTs)|
- New landscape textures for Grasslands
- Added hemorrhage to Batdog heavy attack
- Added sand layer to grasslands cliff and canyonwall materials for better terrain blending
- Added copy of creature/charater shader with irideacence functionality to Pedro's developer folder to clean up/optimise
- Added Basic Fish Enteries to Bestiary and removed open button from menu, Pressing 'J' will open bestiary for now
- Adding Striker climb out animation with Root Motion for spawning behavior
- Added Aquarium and Advanced Aquarium Icons into datatable
- Added fishing bench, fishing trap and advanced fishing trap icons into datatable
- Fixed Hole In Ice Cave, Added Voxels Swamp Transition Cave & Tundra Transition Cave Blue/Yellow Quad, DLC Map
- WIP Commit of GL_AspenLeaves decal (textures, material, FT)
- PRO_Story_5: Completed location placements, updated objective mesh as placeholder
- Adding Fish Names to Items
- Bestiary UI Update, Data is now pulled from one source
- Polished snow decals in tundra area and blended terrain with tundra cliffs, Blue Quad, DLC
- Added text for various fishing-related items and wire
- Added text descriptions for new fish
- Removed Swamp Cave Blocker and Set Dressed The Transition Cave Between Purple and Red Quad, Prometheus
- Added DM for Scorpion_Hedgehog_Trap_03
- Added DM for DEP_Hedgehog_MED_03
- Flushed Grass on Green Quad, DLC Map
- Added Static Meshes and SKeletal mesh for Fish 08. Added BP for Fish 08
- Starting Promethus mission can now be triggered by interacting with the dropship on an open world
- Updating Dropship and Mission Communicator widgets so they correctly select the Mission Talent tree associated with the terrain
- Fixed Landscape Gap & Fixed Cave Surface showing on Red/Green/Blue Qaud, OLY
- Updating Dropship and Mission Communicator so the second and subsuqent promethus missions can be trigger from open world
- added fish11 textures and materials
- PRO_Story_5: Tweak areas, dialogue pacing, power requirements
- adjusted saturation for fish11
- Additional Setup of the bestiary, adding additional information to the fist data table for classification and setup the data to be displayed in the Fish Page and Entry
- Add a distance to player hook for designers when using animal swarms in quests
- First pass of GL_AspenLeaves decal
- Fixing Issue with Promethus Missions where the Droppods where not dropping at the correct locations which was preventing various quests steps from being complete
- Cleaned Up Bad & Leaning Foilage on Green Quad, DLC Map
- Pass on RockDog combat behaviours
- Added special fire effects while enraged
- Added ability for NPC footstep notifies to specify left or right
- General clean up in swap biome, added more megatree roots and polished blending of cliffs, Purple Quad, DLC
- Updating mask texture for M_BLD_Wall_Angle_Wood, as well as renaming several textures
- Adding in an animation to use as the spit attack for the Rock Dog to pull it away from the Roar
- Visual changes made to Prospector FieldGuide. (Bestiary Category, creature button, creature entry, bestiary creatures, fish button, fish entry, fish page, bestiary.)
- Removed Character Flag requirement from T3 Communication device as it is now a mission device
- Fixing Promethus Missions 2/3 as the load order of the prebuilt structures has changes and prevented finding of the containers to fill for the quests
- Updating Aquariums for the new Fish Models
- Added support for accolades to trigger steam achievements (disabled until achievements have been setup)
- Fish now scale based on their length stat when placed in aquariums
- Improve animal swarm spawner customization, allowing updating the spawn target on the fly
- Increasing volume of grasslands ambience base layer within Pro Tools so no less increase needs to be done in FMOD
- Decal painting and general polish of Purple quad, prometheus
- D_LC_ErosionRockBlend - adjusted saturation to better match LC rocks
- Added ITM Lures, Basic Iron Lure, Prospector tag lure, Rubbery, Higher Tier Wood, Basic Wooden, Bone, Iron, Blue Reed, Yeast, Rotten Meat and Poison Sack
- Polish in swap biome, added more megatree roots and polished tunnels in Megatree manual cave, Purple Quad, DLC
- Removing Quest Step from Promethus story 2 as it doesnt make sense
- Added ITM_Lures, Scorpion Tail, White Jelly, Painted Feather, Fiber, Bark Bug
- Centered pivot on Fish08 static meshes
- Adjusting fish positions in the aquariums to account for the new pivoit point
- Setting up base logic for the fish wall mounts, including widgets displaying stats and the mesh
- Further improved customization on swarm creature spawning
- Decal painting and general polish of Purple quad, prometheus
- Fixed MapCreatorUtility not applying MaterialOverride to Lakes or Rivers correctly
- Added new minimap-friendly lava material
- Lava-type WaterSetups now use lava material override when using MapCreatorUtility's 'Apply Override Materials' button
- First layers of unique transport pod audio
- Visual Updates on Bestiary UI
- Fixed Up Cave_GL_MED_001 & CAVE_GL_MED_002 , DLC Map
- Added SM_Wall_Win_DBL_Wood_L, Added T_Wall_Win_DBL_Wood_L_AO, Added M_Wall_Win_DBL_Wood_L_Kit_A & M_Wall_Win_DBL_Wood_L_Kit_B
- Added art assets for a Dirty variant the T3 and T4 aquariums
- Added HRB_Rhubarb with all growth stages
- Fixed RockDog spit not working
- Fixed RockDog enrage effects beginning too early sometimes
- PRO_Story_5: Fix marked areas, update timer