1. Changelog v1.3.3.112540
  2.  
  3. New Content/Adjustments
  4. Blueprint Tree rework so that items are in more natural collections and links are better represented
  5. Shifted some elements around to make better sence of their tiering
  6. Adding editor utility widgets for quick look up of recipes, items, and their unlock tiers and devices
  7. Adjusting Blueprint tree layout so items names are no longer clipped on the bottom
  8. Adjusting Recipes for T3/T4 for the inclusion of Copper Wire, Gold Wire, Platinium Sheath, Titanium Plate, (deployables mostly effected, tools still use ingots)
  9. Adjusting T3/T4 Recipes to use Refined Wood & Cured Leather instead of basic wood and leather so the deployables reflect their tier
  10. Adjusting T4 portable beacon so it is now T3 and adjusted recipe cost accordingly
  11. Add data and assets for AlphaWolf, Bear, Buffalo, ConiferWolf, Cougar, Deer, Jaguar, PolarBear, SnowWolf and SnowLeopard decoration rugs
  12. Adjusting Recipes: 1 Wood=5 Refined Wood
  13. Adjusting Recipes: 1 Gold Ingot = 5 Gold Wire
  14. Adjusting Recipes: 1 Copper Ingot = 5 Copper Wire
  15. Adjusting Recipes: 1 Platinum Ingot = 4 Platinum Sheath
  16. Adjusting Recipes: 3 Titanium Ingot = 1 Titanium Plate
  17. Adding new Recipes to Advanced&Electric Armor Bench for Cured Leather
  18. Basic Wall Lights & Basic Ceiling Lights are now craftable on the fabricator and have been shifted to T4 as they require electricity
  19. Recipe Adjustment: Beacons now at T3 instead of T4
  20. Recipe Adjustment: [Wood -> x5 Refined wood] instead of 10 like before
  21. Small tweaks and reroute node fixes to bleurpint tree
  22. Recipe Alteration: Steel is now craftable in the stone furnace
  23. Updating T3 blueprint tree to shift concrete mixer right at the front as it is required for a lot of T3 recipes
  24. Reorgnaize T3 blueprint tree to have all recipes requiring concrete behind the concrete mixer
  25. T2 Lantern is now crafted with Epoxy rather than glass
  26. T2 Lantern is now powered by Animal fat, when turned on, it will take durability damage and when it breaks it can be repaired with animal fat, it should last around 45 minutes of real time when on
  27. Updated platinum weave recipe to use 2 platinum weave, instead of 1 platinum ingot (50% cost reduction, slightly more processing).
  28.  
  29. Fixed
  30. RE adding the correct spawn blocker deploy audio sound for T2
  31. Fix modifier audio to update correctly if modifier states change while player is mounted. Fixes bug where exposure vocalisations could continue to play indefinitely if player hopped on a mount during a storm, and other similar scenarios
  32. Prevent wood rag torch audio from playing movement-driven whooshes when it's equipped in the L slot
  33. Fixed only the last damaging player receiving accolade progress for killing animals and bosses. Any player that damaged the creature will now receive progress
  34. Added logging whenever new UI elements push pop or clear the input stack
  35. Reduced points required for Kea bestiary unlocks.
  36. Corrected typo in Burning modifier description
  37. Fix broken wood rag torch audio logic which was preventing douse sounds from playing when equipped in the L slot
  38. Updated spawn blocker descriptions to better fit with in-game language
  39. Fix mission completed UI audio cue not playing by adding missing FMOD event ref to player feedback audio component
  40. Fixed bug where picking up freshly cut wood would recalculate the amount of wood rewarded, causing it to not match the amount of wood shown on the tooltip. The recalculated amount was using the HarvestingRewards stat instead of the FellingRewards stat, resulting in potentially lower rolls depending on the item held
  41. Fixed the solar panel not having a durable setup, resulting in it being immune to all damage (now has 2500 hp)
  42. Added datatable validation on items static durability.
  43. Added durability to Water Pump (2000) and Portable Beacon (5000)
  44. Fixed chilled modifier from applying to non-spoilable items
  45. Adding Skull Difficulty indicator to Open World and Mission Select Terrian Selection Widgets
  46. Mark various vege types as harvestable with the sickle
  47. Added a bit more flavour text for some fish food items
  48. Added small, medium and large carcass rewards, allowing scaling of item rewards based on the size of the carcass.
  49. Added data table validation to ensure carcass rewards match the carcass' defined size.
  50. Added polar bear cub carcass description and flavor text
  51. Add item rewards to plants newly harvestable via sickle
  52.  
  53. Future Content
  54. Fixed some more rugs that were crashing game due to lack of CPUAccess on StaticMesh
  55. Adjustments to the landmine audio. Added more debris, close mid and distant layers and finessed volumes against original audio
  56. Adding Recipes for Remaining Iron Wood Tool set as well as the ability to Craft Refined Iron Wood, Cold Steel Ingots and Shaped Obsidian
  57. Obsidian, Cold Steel and Iron Wood Ammo can now be placed in bows, crossbows, and firearms
  58. Adding Images for Obsidian Tools and Cold Steel / Iron Wood Resources
  59. Hide the close button on the bestiary in space (use the return button instead)
  60. Adding landmine deploy audio and event, and adjustments to the spawn blockers audio volumes
  61. Adding obsidian axe and pickaxe to data table and volume and other adjustments to the events
  62. Adding Thorned, Frosted and Chilled Alterations for the new Cold Steel and Iron Wood special tool interactions
  63. Adding Pyrritic Crust, Frozen Ore, Infected Bark, Acidic Glands and recipes to clean them for their final resources
  64. Added new Cave Entrance BP's and Cave Volumes to manual caves across green quad, prometheus
  65. Adding obsidian whoosh event and audio and fine tunes to whoosh notify placement
  66. Fix issues with Ingame Weatherman, double application of LC biome, update CurrentBiome text, fix default Fog values and slider min/max
  67. Added first pass Prometheus creature bestiary unlocks
  68. Adding Confirmation Prompts for Styx and Prometheus Terrain Selections which let players know they are tougher enviroments and Olympus is recommended for new players
  69. Updated obsidian whoohs sound, adding ricochet sound to project for landmine and adjustments to obsidian tool sets audio and fixed a data table entry pointing to old spelling
  70. Removing caveworms from PRO_Story_6 Cave
  71. Added new Cave Entrance BP's and Cave Volumes to manual caves across green and purple quad, prometheus
  72. Adding the wounded anims for phase 3 for the Lava hunter as well as the splash attack for use in both the geyser attack and the Lava Bath
  73. Adding Icons for Acidic Glands, Frozen Ore, Infected Bark & Pyritic Crust
  74. Add new Prometheus Weather events: HeavyAsh, AcidRain, Embers, Hail, SwampWinds
  75. Update Atmosphere Controller to better support custom FogExtinction values from Weather
  76. Add new Prometheus Weather functions and events to WeatherAction Base
  77. Update WeatherAction Base to better support debug info since Data table refactor
  78. Remove unused WeatherPool and OG debug WeatherEvent entries
  79. Tidied blueprint layouts for readability and future expansion
  80. Added bestiary lore for PROM creatures
  81. Hooking up Freeze & Miasma Stat Afflictions so they trigger when the appropriate stats are present
  82. Added ricochet layer to landmines and adjusted reverb over distance to match the rolloff of the distance curves
  83. Added SM_BLD_Wall_HalfPitch_Upper_Wood_INT_L, SM_BLD_Wall_HalfPitch_Upper_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  84. Added new Cave Entrance BP's and Cave Volumes to manual caves across Green, Blue and Yellow Quads, prometheus
  85. Added functionality for recipe sets to be shown within blueprint tooltips, dev locked pending review and optimization
  86. Initial pass on lighting mission cave. Will need to re-evaluate once in context
  87. Moved Macro cliffs blocking manual caves and Adding new cliffs, Purple Quad, Prometheus
  88. Added Master Materaials for Scoria infused Stone Kit as well as Materials and Mask textures for several pieces
  89. Revamped mission select buttons, added difficulty and replaced 'missions' with an icon instead
  90. Add LOD material for Shrund assets with RVT disabled in final LOD
  91. Add nonRVT LOD material for Creek meshes
  92. Added new Lava Hunter ability to retreat into nearby lava lakes to heal and power up, added new wounded walk & wounded idle animations
  93. Adding new material function that better aligns decal sparkle textures for less decal stretching. Applied that MF to Decal master material, Confirmed this only effects appropriate decals. Adjusted prometheus decals for visibility, added emmissive. Will need more work once scene is correctly setup
  94. Add more helpful logging to world cave generation in commandlet to help track down incomplete world caves in Prom
  95. Adding unique obsidian knife slash sound and data table entries
  96. Updated name of Exotic Processor to Organic Residue Cleanser
  97. Replaced Story Cave 6 Cave Entrance With BP Cave Entrance and Added Mesh Blocker, Purple Quad, Prometheus
  98. PRO_Story_5: Add leadup tick damage prior to final destruction event.
  99. PRO_Story_5: Increase initial damage to deployed fortifications.
  100. PRO_Story_5: Add fallback mine explosion.
  101. Animal Swams: Added temporary spawn rate multiplier tool, to allow spawning of bursts of enemies.
  102. PRO_Story_5: Added bursts of enemies periodically throughout defense steps
  103. Adding bone armor data table setup to trigger audio
  104. Initial implementation of building skin system - allows building BPs to swap out Base/Frame materials per their D_BuildingSkin entry for each D_Buildable variation
  105. Resave assets using swarm components
  106. Optimizing Decal Sparkles Material Function, Adjusted use to compensate for change. Will complete final pass once scene is setup correctly
  107. Deleted two cave volumes in manual ice cave, Blue Quad, Prometheus
  108. Collision fixes on some LC and GL/TU/SW Cliffs that were causing navmesh issues
  109. Add new stats for obsidian weapons not wired yet (future content)
  110. Added Ballistic Asset for SK_KNI_Obsidian
  111. Fixed incorrect stat names in Iron Wood Sickle and Axe
  112. Added stats for Iron Wood tool effects
  113. Fixed Iron Wood tools item templates pointing at Obsidian tools
  114. Implemented Pyritic Crust and Acidic Gland tool stat effects (Sledge/Pick/Knife)
  115. Adding first pass of revamp of PRO_STORY_1 with the new quests steps, mission icons, prebuilt structures and mount
  116. Updates and adjustments to the one armor audio. WIP
  117. Added SM_BLD_Wall_HalfPitch_Lower_Wood_INT_L, SM_BLD_Wall_HalfPitch_Lower_Wood_INT_R, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  118. Add Impassable Bounds mask for Prometheus
  119. Change the EQS query used in various Prometheus quests (future content)
  120. Added New Persistent Blocker BP and Placed it in Story Cave 6 with appropriate flags, Purple Quad, Prometheus
  121. Removed empty 'OLYMPUS.' prompt when selecting OLY via UMG_OpenWorldSelection
  122. PRO_Story_6: Cleaned up blocker, ensure blocker is removed on mission start
  123. Fixed typo in shadow cascades setting description, calulate to calculate
  124. Added SM_BLD_BeamVertical_Wood_INT, SM_BLD_BeamHorizontal_Wood_INT, SM_BLD_BeamDiagonal_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
  125. Fix whitespace in the stats table (internal build validation)
  126. Adding bone armor 1 shots, bone armor leg event and adjustments to curves. Also adding exotic tree device correct deploy audio
  127. Added a new stat IsColdSteel_?
  128. Coldsteel sickle now applies the 'chilled' alteration onto everything it harvests which gives +100% to its spoil time
  129. Minor GL color correction tweaks
  130. Added dev feature to show if talents are dev locked within the in-game UI with an icon
  131. Added Control Rig IK for Lava Hunter
  132. Added Several Materials and mask textures for the Scoria infused Stone tier of buildables
  133. Changed Story Cave 6 Entrance from BP to Regular Static Mesh Actor
  134. Added base materials for the thatch buildable kit
  135. Adjustments to the meta tree loop to be more subtle. Duplicated event and made tonal adjustments etc. Applied to ET BP
  136. Wire obsidian knife stat - chance to cook when skinning (future content)
  137. Added materials and mask textures for a number of Stone Scoria biulding pieces
  138. Added ITM_Sledgehammer_Obsidian
  139. Implemented Iron Wood Axe behaviour
  140. Fixed Miasma damaging objects
  141. Fixed feature level on Obsidian_Ammo, now correctly locked with DLC content
  142. Minor fix to dev feature to show if talents are DLC locked withing the in-game UI with an icon
  143. Added dev feature to show if talents are DLC locked withing the in-game UI with an icon
  144. Small updates to the obsidian knife sound. Currently plays at the same time as hit indicator which may need to be adjusted based on proximity
  145. Added drifter lore to bestiary
  146. Fixed sickle harvesting rounding harvested amount down instead of up
  147. More additions and updates to lava hunter audio. Added splash in lava audio and event. Duplicated animation for lava hunter out to be used for separate montage and corrected the audio. Other adjustments
  148. Fixing up Obsidian/Ironwood/coldsteel arrows so they can be stacked to the correct amount
  149. Fixing obsidian bolt damage as it was doing way to much for its place in the tech tree, as well as Ironwood and Cold_Steel
  150. Adding Missing Ammo Item images to internal source control so they can be modified if needed
  151. Added text for NF weapon/tool resources
  152. Create a lighter version of Hail weather event for use in the Grasslands
  153. Added SKs, textures, materials for Cold Steel Spear (SK_SPR_ColdSteel)
  154. Hooking up Obsidian Knife Ballisitics Component so it can be thrown correctly
  155. Wire obsidian sickle stat, requires some rework about what should be harvestable with sickle (future content)
  156. Adding Icons for Sledgehammers
  157. Setting up Obsidian Sledgehammer mesh in game
  158. Implemented Iron Wood Sickle behaviour
  159. Adding Icons for the cold steel and obsidian rifle and pistol ammo
  160. Added text for Miasmic/Iron wood tools
  161. Added text for Cold Steel items
  162. Added text for Obsidian tool set
  163. Adding bone armor bone pack for D_Meshable context
  164. Adding Lava hunter wounded walk notifiers and adjustment to spacializer for vocals
  165. Fixing the Ice Borer Recipe to provide an ice borer item when crafting completes and not a deep mining drill
  166. Fixing the Exotic Harvester Recipe
  167.