- Update v3.0.8.151579:
- New Content
- Details
- Adding in better animations and actions with the Butchers knife, tweaking slaughter action so the timing blood and death line up, adding tool damage and tag to the knife so it can be swung like a normal weapon
- Added Butcher Knife icon.
- Adding Blueprint and Recipe for the Butchery Knife
- Set Boar base skin variation to be selectable
- Added 'You Monster' Achievement Icon.
- Added the wild boar juvenile art assets and updated the blueprints and data table with the new assets.
- Boars can now be bred together to make children
- Adding 'You Monster' Achievement to the .ini file
- Adding and Hooking up the 'You Monster' Achievement
- Juvenile Boar - Added new AnimBP and blendspaces to match speed to animations.
- Boar Juvi flinch volume adjustment
- Adjusting Cleavers Name to be Butcher's Cleaver
- Adding boar Juvi unique flinch - death audio, audio setup and data rows
- Adding Juvenile Boar Icon Images for the Carcass and Head
- Fixed
- Details
- Replaced Icy Mammoth map icon with new one.
- Tweaked Lithium Crossbow ironsights transform. Fixed Larkwell Explosive Bolts not making explosion sound on impact
- Hammerhead Boss balancing - Removed slow on ranged poison attack. Reduced modifier staying for 10 seconds after stepping off the slug trail (now 2 secs after). Also reduced the modifier duration after stepping off 'poison spot'.
- Hammerhead slug - 'Spin Attack' no longer flings projectiles in all directions. just a small 20m radius around a single target and only 18 projectiles from 75~
- Hammerhead Slug - Destroying a merging slug now reduces its health by 15% and goes on cooldown
- Removed Black texture from Centrifuge materials and repath to default black texture for optimization
- Fixing issue where if players have debuffs lowering their maximum health that persist on death (such as radiation poisoning) when revived there were cases where players where revived with 0 Health (10% of current max), this could result in a value of less that 1 resulting in their immediate death, this has now been fixed, at a minimum players will revive with 1 health
- Fixed issue where storm wall was causing navigation to be dirtied when active, impacting performance
- Map Icon consistency pass and New Mammoth Map Icon.
- Fixed Snow Wolf tame mesh incorrectly using GFur material
- Added inverted Limestone Floor and Ramp building pieces
- Adding Juvenile Boar Setup, items, ai, carcass, loot etc
- Update v3.0.7.151466:
- New Content
- Details
- Visual improvements for water splash FX WIP
- Applied new waterfall material and blueprint setup on WT_Waterfall
- PROM - waterfall check and tweaks on blue, green, purple quads
- Oly - Waterfall Check and Tweaks on Green/Orange/Blue/Red Quads
- Ely - waterfall check and tweaks on green, orange, purple, yellow quads
- Outposts 002, 004, 005, 006, 007 - Waterfall check and tweaks
- Outpost 012 - Waterfall check and tweaks
- Styx - Waterfall Check and Tweaks on Green/Yellow/Blue/Red Quads
- PROM - additional tweaks to waterfalls in blue and green quads
- Added default custom primitive data on begin play for WT_Waterfall and BP_WaterfallGenerated
- Storm Wall: Refactored positioning logic, will now position itself between 500m and 2000m based on Storm intensity value. Commented and simplified logic
- Disabled initialization of StormWall in InitStorms function when it is already handled on Storm tick logic
- Fixed Sand/Snow drift VFX system not working due to local variable constantly being stomped on tick. Effects are now disabled on Low Effects Quality. Now also disabled when Debris is >0.1 instead of 0.3 as some storms are using low values
- Add genericized slow tick function that updates Effects Quality setting locally
- OLY - reduced falls speed on a few waterfalls in red quad
- Waterfalls material polish to connecting river RVTs
- Fixed
- Details
- Updated BP_WaterfallGenerated for LavaSpeed not moving on build
- Adding Uranium Node Spawner to the Mushroom Swamp Radiation Area
- Homestead fireplace pieces are now crafted on Decorations bench (not Masonry) and have correct decorations tag.
- Adjusted recipe crafting times and removed Ingot requirement for Chimney cap item.
- Add Homestead tag to homestead kitchen pieces.
- Tag Chair as decorations.
- Blacklist non-craftable set dressing/mission props
- Updated MF_Lava waterfallspeed default setting
- Changed HAB cubemap to Arctic for Ice Shader. Decreased SSS to 1024px for optimization
- Adding prebuilt structure file that spawns audio logs in Eden when completing mission 6
- Fixed Snow Pygmy Lop trophy being set as Wall placement instead of intended Ground placement
- Fixed nuked Biome data for Stronghold biome
- Adding new Audio Log Items for the NPC's in Eden, adjusting UI to allow for the text to be shown and the audio to be played
- Adding prebuilt structure for spawning in the Eden audio logs, these audio logs will now spawn in Eden around the NPC's
- Adding new Quests Flags for Mo & Theo as to when they leave
- Adjusting Logic to check for the quest flag before attempting to spawn Mo & Theo
- Mo now should leave at the start of Mission 4 as intended and will not be present in subsequent missions
- Theo will leave at the end of Mission 5 and will not be present in subsequent missions
- Mo and Theo will now be cleaned up based on state when a new main mission is triggered if the quests flags are present
- Added unique XP data for Mammoth Boss (5x what it was before). Removed unused generic entries. Removed values incorrectly setup in Experience DT and validate for it. Added validation for rows with duplicate XPEvent
- Fixed accidental delegate unplug in firearm controller causing reloading to not auto begin after emptying ammo
- Optimized 29 Axe textures, saving nearly 100MB. Updated PhysicsAssets for several axes so that they collide with objects more accurately. Some LOD tweaks and improvements
- Ely - fixing a couple of waterfalls I missed in last polish pass, orange quad
- Added mesh for Sandwyrm Queen Egg dropped item. Fixed LODs on large wyrm egg
- Adding created anim back in montage to play correct audio for reloading in first person
- Fixed Styx Highrise mission referencing 'Basic' wall lights which were renamed to 'Bunker' lights
- Optimized 28 Pickaxe textures, saving around 75MB. Updated PhysicsAssets for several Pickaxes so that they collide more accurately. Some LOD tweaks and improvements
- Swapping base snow wolf skin to be variation B
- Updated DEP_Nuclear_Centrifuge mesh and textures
- Updated AXE_Obsidian
- Ely - fixed hole in swamp cave that was caused by entrance being disabled, orange quad
- Updated SK_BOW_Crossbow_Lithium
- Optimize VFX textures, saving around 90MB of memory
- Optimized environment textures saving around 640MB of memory. Removed DF setup on Collision meshes
- Optimized Creature textures saving around 150MB of memory
- Optimized Deployable/Buildable textures saving around 230MB of memory
- Optimized Geothermal assets by removing seven 4k normal map textures that are flat. Repath to default normal textures. Saves around 150MB of memory
- Adding the 'Raw Meat' Tag to Raw Bacon so it can be used in tag based query recipes
- Adjusting Farmer Recipes so that the trade can be perform in lower quantities (The ratio is the same)
- Adjusting Farmer NPC Quest so you only need to gather 30 fruit and vegetables
- Removed DangerousHorizons feature level gates
- Reduced Albedo/Normal textures on Quarrite Gun to 2k for optimization
- Hammerhead - Changed relationship type so non player owned creatures wont attack the boss
- Ely - fixed floating cliff on blue quad
- Fixed button hover being white after clicking. Changed hover animation on bestiary unlocks to blink instead of scale
- Removed DNT from Sandworm Tunnels text for Thumper
- Edited item flavor text for clarity and brevity
- Reduced Irradiated Abomination 4k textures down to 2k. Total memory cost for this mesh is reduced from 72MB to 27MB. Updated Tooling to support SK validation. Tweaked LOD screensizes to not hold LOD0 as long
- Update v3.0.6.151037:
- New Content
- Details
- Unlocked Ruby Ore in Workshop. Sanity pass on text for Resource packs, ensuring title and description matches player facing title and description of converted items
- Fixed
- Details
- PROM - fixed cave entrance in green quad
- Ely - fixed impassables on edge between green and red quads
- Downgraded the verbosity of some UID-related logging to prevent dedicated server log spam
- Fixed incorrect head socket define for Bees
- Ely, red quad - added missing lava lights to lake, audio splines and flow points adjustment to lava river
- Fixed Stomper alert widget location being offset
- Added Temperature map for Elysium to increase temperature in lava areas. Updating tooling to be able to switch just lakes/rivers to their 'minimap' materials for easier satellite image taking
- Fixed material issues on misc DMs
- Fixed Polymerizer not pointing to correct DM
- Updated the pig carcass skeletal mesh to the latest version and assigned the correct eye material
- Fixed floating rock & holes in cliffs in ELY, replaced IMP meshes with normal ones, fixed cave volumes, Purple/Orange Quad, Elysium
- Adjustments to volume, pitching and distancing for the knife throw to add a lot more variation when multiple people are using throwing knives repeatedly
- Removing CP from throwing event because it isn't hooked up to be used that way. further fine tunes to last throwing event
- More adjustments to metal and standard knife throws pitch, volume and spatializer
- Wind Turbine: Added VFX lighting to represent various states of device (on/off, damaged, blocked, etc). Fixed Wobble animation not working on clients. Improved LOD settings. Tidied BP logic
- Simplification and re balance of arrow impact event so it wasn't using as many unnecessary layers and sounds more defined
- Fixed Weather Cheat biome list adding and sorting by Row handle but displaying by Display name. Now lists and sorts by Display name which fixes filtering and usability. Delete unused and unfinished SetStorm cheat
- Fixed Tesla Coil not remembering it's active state when reloading game
- Added new generic stats for attack range
- Added boolean in Deployable_ManualToggle_Base to allow proper restoring of active state if desired
- Tesla Coil damage now stat-driven by Electric Damage to show up in tool tips
- Fixed a few typos in string text
- Added fix for issue where two overlapping auras of the same type would incorrectly remove the modifier effect when only one aura was deactivated
- Updated Textures for Lithium_Crossbow
- Update Mount icons used in 'Can be Equipped By' section of item popups to use Talent tree icons for better readability. Remove SizeBox parenting of AttachmentIcon so that images can be sized more easily. Increase default icon size to 32px from 20px for better pow2 scaling. Resized icons to be 256 instead of 512px
- Renamed workshop 'Bacterial Vaccines' to 'Antibiotic Vaccines' to match naming of granted modifier and existing naming schemes for similar items
- Fixed incorrect item names in quest steps for Homestead mission on Olympus. Clarified Shelter is also required. Removed incorrect MetaData notes
- String Translations - 'Legendary Weapon' in item popup. 'Trade' button on NPC Trader. 'Has given Birth' and 'Is Gestating' for genetics chat messages. 'Stability'/Med Device Title/Med Device Description. 'Genetics' title. 'Campaigns' in great hunts UI. Talent tooltip 'Req LVL'
- Removed a debug print from AuraManagerComponent
- Fixed an issue that was causing certain actors placed in levels to throw UID collision warnings when loading/unloading tiles (affected voxels, cave entrances, cave AI spawners, blockers, etc.)
- Fixed an ensure related to recent aura changes
- Fixed a crash related to recent aura changes
- Fixed a crash related to recent aura changes
- Speeder bike is no longer a valid 'parent' for wild juvenile creatures
- Weapon Rack - Added flamethrower tag to legendary flamethrower so it appears properly
- Fixed stretching images on Field Guide Main menu, Fixed Bestiary page lock, adjusted item grid title on item Field Guide menu
- Misc asset LOD fixes, Texture optimization, null material fixes. Updates to AssetInfo tooling
- Added borders, made tweaks to Bestiary Page layout, removed dotted line, font size changes and spacing changes between each item
- Fixed several items being dumped in the 'Other' category in the Field Guide due to missing tags
- Added Lava Splash Effect, Moved Cave Entrance to Fix Light Bug, Purple/Orange Quad, Elysium
- Field Guide: Changed Defense category to be wide grid. Changed Plants to be narrow grid. Devlock Meta Flashlight so that its not on FG yet. Re-tag several drinks as 'Food' instead of 'Resource'. Fridges and Reservoirs are Deployables not Benches. Bait moved to Husbandry. Beacon Tool moved to Equipment. Moved Boss chair/thrones to Decorations. Fixed Scyther Head Itemable. Moved Weapon Racks from Decoration to Deployable as they have function over form, reduced Comfort values. Blacklist some items which are used for Set Dressing and can't be typically obtained
- Added slanted title boxes to bestiary, changed scrollbar color in Field Guide, changed hover and select state on Field Guide scrollbar, changed ResourceItemGrid title and alignment in Field Guide
- Field Guide: Fixed Ice Mammoth Projectile item using Ice Armor Fragment itemable causing it to appear in 'Other' category. Removed exclusion of Spoiled Meat from Food TagQuery as it is a food, just not a very good one
- Changed FieldGuide Deployable TagQuery to include Communicators which are no longer deployables. Deleted GreatHuntCrafting devlocked data
- Updated max context distance for a number of large creatures to prevent issues with footstep audio components not being cleaned up correctly
- Update v3.0.6.150953:
- New Content
- Details
- Repair Bench QOL: Tweaked UI for improved readability (don't hide buttons, disable them with hover info).
- Updated widget description texts to be more clear.
- Added supporting VFX/Lighting for active power state.
- Updated itemable description text to include T5.
- Fixed several widget alignment issues.
- Simplified/cleaned UMG setup slightly by removing spacers and using padding instead, removing variable status from elements that didn't need it, removing assignment of localized strings on construct and assign directly in widget as these don't need to update dynamically, etc.
- Increased RMA texture resolution on Repair Bench mesh to 2k.
- Updated dropped world mesh to machining bench kit per T3 standards.
- Ignore Beehive and Repair bench in Energy DT validation
- Repair bench 'repair all xx' buttons now repair items placed inside the repair bench's inventory
- Repair bench now has a slider which can be used to customize at which durability threshold items will be ignored while using the 'Repair xx' buttons
- Added missing localized string to new Repair Bench section
- Repair bench now displays missing resources if an item can't be repaired
- Fixed
- Details
- ELY - Fixed meteor showers happening less often than expected because of a random chance
- Adjusted scaling of character boost prompt, lobby privacy settings confirmation
- Adjusted text on ELY level boost prompt to improve readability, upped required level from 20 -> 30 to match amount of levels we give player
- replaced doorway mesh in BP_SecurityDoor with optimized version
- Fixed up redirectors across entire project
- Optimized VRAM usage by removing references to old unused 4k AO texture in 1000 materials. Fixed incorrect compression settings on several textures
- Optimized VRAM usage by removing references to old unused 4k AO texture in 200 materials
- Remove DNT from Flamethrower Turret biofuel connection UI
- Added asset validation to catch when GOAP character BPs have mismatched WalkableFloorAngle and WalkableFloorZ
- Adding DH Screenshot Diorama to project developer folder
- Added new Ruby Ore mesh for dropped in-world use
- Fixed Lithium and Ruby ores not being tagged as Resources. This allows their icons to now be used on Signs
- Added tooling to automatically rename Quest markers based on their tag so that they can be correctly identified at a glance. Fixed outliner folder structure and names on several QMs on Styx
- Setting max instances and virtualize for a lot of audio events for optimization
- Adding max instances limits for all creatures and setting to virtualize to stop mass audio when too many creatures are spawned at once
- Fixed issue where inspecting a network cable directly (not a device) could incorrectly display the 'Not Connected to Network' message
- Update v3.0.4.150844:
- New Content
- Details
- Unlocked 12 new Workshop Modules slated for DHs release: Oxygen/Food/Water consumption, Tame Damage, Melee Damage/Resist, Heat/Cold Resist, Exposure Resist, Item Wear, Night buffs, Highlight projectiles and Stamina Regen. Adjusted spacing in tree layout and removed random reroute node
- Increased Stamina Regen Module value to be 25% instead of 10% to make it a more viable option. Renamed Highlight Module to Projectile Highlight Module
- Fixed
- Details
- String translations - Fish finder: 'Zone Quality', Tackle box inventory: 'Tackle Box', Fishing Minigame: 'Quality %', Great hunt mission UI: 'Back' button, processor widget: 'Requires Shelter' (on auto crafting)
- Updated skinning on the dreadwing skeletal mesh
- Tames - If pets kill specific creatures (e.g. sandworm boss) with no player assistance it now properly checks off that the creature was killed
- Add Field Guide sets for Lithium & Industrial Tools
- Adding SWQ Impact event and idle audio BP imp
- Fixed a few typos in item and stat text
- Made quality and performance improvements to gfur of the Mange Wolf, including the Alpha
- Updated a selection of bestiary images with better quality ones or ones that better represent the creatures in game
- String Translations - Genetics Display: 'Male'/'Female'/'Unknown', Recipe Tooltip: Fish output info
- Mount inventory - Removed 'mount cargo' tab when there is no potential for a saddle
- Updated sheep bestiary image to include the ram and lamb
- Disabled debug logging for RecipeList UMG showing on screen
- Small width adjustment to cs
- Updated Meshable entries for Rugs to not drop the rug as the in-world mesh. Instead use the Crafting Kit mesh
- Elysium Yeti - Added changed calm/stressed/hungry/satisfied text to localized
- Updated Snow mesh for Curved Corner Dirt Ramp.
- Updated positioning on Dirt Ramp.
- Update Weather Culling Mesh to be more suitable.
- Fixed issue with AccumulationComponent assuming a SM component is always used which isn't the case, also account for SK mesh setups
- Small balance pass of crafted audio to remain consistent between bench and player
- Fixed flamethrower not showing up on Weapon rack. Fixed Chainsaw inheriting from Axe and added unique Chainsaw setup. Fixed highlightable setup. Output matched TagQuery for debugging. Tidied BP
- Hardened logic around UID claiming, reserving, and releasing during level load, Actor spawning, and prebuilt structure load. This should hopefully fix a number of issues, primarily around Actors, Deployables, and Building Pieces disappearing on reload. Additionally this should reduce number instances where deployables become disconnected from networks even though the spline is still visually connected
- Recipe filters - Added decoration.homestead tag to list of filters
- Fixed an issue where thrown projectiles and arrows sometimes wouldn't highlight for clients who had the relevant 'Highlight Projectiles' stats
- Fixed log spam on dedicated server when equipping a solar backpack with no items to charge
- Nurturing Presence aura modifier is no longer hidden on juvenile creatures (there is still no method of inspecting modifiers though, currently)
- Nurturing Presence aura modifier should now only apply to juveniles (was previously all NPCs)
- Update v3.0.3.150621:
- New Content
- Details
- Updated bull wood cart to remove the unused bones
- Updated bull cart skeletal meshes to use the correct skeleton
- Added Limestone Deep Ore Veins, Prometheus
- Added Limestone Deep Ore Veins, Styx
- Added Limestone Deep Ore Veins, Olympus
- Fixed transform of seat components on bull that were making pseudo saddle attach incorrectly
- Added Limestone Deep Ore Veins, Outposts
- Updated bull carts to new meshes in the saddle DT, adjusted player attach socket for each of the carts and adjusted pseudosaddle location in the Bull mount BP
- Updated the bull carts to have the saddle incorporated into the skeletal mesh rather than using the pseudo saddle. Removed the pseudo saddle from the data table entries
- Updated bull plough and harvesting carts with correct ground contact
- Fixed
- Details
- Added DT validation for Experience. Fixed naming schemes for Experience data. Added many new unique data entries to pass validation. Removed Corpse/Skinning setups on creatures that can't be skinned. Fixed numerous XP value inconsistencies against either Kill XP vs Skin XP or XP vs creature difficulty. Add generic bool for Increased Verbosity Checks so that less frequent checks can be made more easily
- Field guide - Fixed 'consuming' section only using generation rate and not taking into account the ratio. (e.g. pump jack uses 200 crude oil at 20% ratio so should show 1000.)
- Fixing build error with unrefreshed bp nodes on the item container display
- Fixing issues with the prop water container so that they retain their water quality when filling / drawing / drinking water from
- Notes / Seeds are now displayed correctly in the item tooltips when placed inside pouches or bags
- Updated collision on Brick Curved Buildables
- Updating 'Gone Fission' Achievement to be more specific in its unlock condition
- Made quality improvements, as well as performance improvements, to the gFur groom of the Garganutan Ape Boss
- Improved Landshark collision accuracy
- Chef backpack - not working on several items
- Added Quick Tamer saddle support to Slinker
- Added cart and quick tamer saddle support to Bull mount
- Updated item descriptions for various carts to include Bull
- Remove Flying Tank wing bones from Flightless Tank meshes
- Slight tweak on the Skulk carry physics asset bodies to stop the head from vibrating in 3rd person view
- Fixed Gribbler base skin being same weight as rare skins, added DT validation. Fixed incorrect GFurCarcass material
- Fixed missing Beehive destructible mesh define. Add DamageDeployables cheat (for testing DMs)
- Fixed material setups for Stone Brick diagonal pieces. Fixed numerous buildable icon issues. Fixed Scoria Brick FieldGuide set, added Stone Brick set. Updated FieldGuide Sets DT Validation. Added source icons
- Added a modifier list onto juvenile creature taming tooltip
- Fixed ClayBrick Diagonal Inverted Ramp referencing incorrect destructible meshes
- Updated skinning and fit of the slinker quick tamer saddle
- Made quality improvements, as well as performance improvements, to the Black Snow Leopard Alpha creature
- Made quality improvements, as well as performance improvements, to the gFur groom of the Lion, Jaguar and Leopard creatures
- Updated mange wolf and mange wolf alpha skeletal meshes with improved skinning around the ears to stop them from caving into the head
- Queen - Egg enables AI Target after the egg begins to rise, to prevent creatures attacking it while under the ground
- Replaced first and third person pig carry animation poses so the player's hands are holding the legs correctly
- Fixed bone DT setup for Abomination
- Fixed bone DT setup for LavaHunter
- Added proper mesh to the Dragonfly placement mesh in the Deployable Setup data table
- Made quality improvements, as well as performance improvements, to the Pronghorn
- Fixed formatting of IndustrialToolActions stat description
- Fixed a number of typos and text errors
- Adjusted the resolutions and texture group settings of the fur card textures for the Gribbler
- Adjustments to the speed at which the speeder bike param can slow down. Reducing it to allow the sound to play through its correct tremolo effect speed variation more accurately
- Small reduction in bass build up on wood floors which was cluttering up the mix especially on headphones
- Added static mesh and destructible mesh for the carrier drone
- Slight reduction in mounts vocal idles to reduce constant audio clutter when the player has many mounts. Also tamed some of the distancing and volume of various creatures that were balanced too high
- Fixed missing alpha channel for the fur card texture of the Gribbler
- Updated drone carrier SM to correct orientation and added a damaged version of the static mesh
- Reaver - Added curve to 'submerged' montage so we can properly get whether its submerged or not
- Updated Carrier drone DM to match the updated position of the static mesh
- Made quality and performance improvements to gfur of the Deer, as well as all Deer variants, including desert
- Added BP, mesh and material variants for moss version of cave entrance LC_SML_02
- Updated drone bestiary image to contain all four types of drone
- Further gfur optimizations for the Wooly Zebra
- Ely Ach - Added validation to deployable check for when deployable is pending kill
- Mission device - Fixed client collision on unupgraded mission device
- Fixed Draven, Stomper, Stomper Matriarch, WyrmQueen, Scuttler, Mange Wolf, Mange Wolf Alpha trophy preview meshes. Add DT validation to detect mismatched mesh entries and cleaned up numerous less obvious entries. GFur optimization on Draven trophy, LOD and GFur optimization on Stompers. Update WyrmQueen trophy BP
- Made quality and performance improvements to gfur of the Normie Horsie, including juvie
- Fixed Manufacturer bench not being able to craft all Fabricator recipes, including Rope, Cupboards, Wall Torch, Leather Curtains (Window also now on Textiles), Steel Barred trim. Added some tooling to check for hierarchy inheritance
- Fixed up redirectors
- Update Carrier Drone LODs for smoother transitions. Add supporting lighting effects
- Tweaked the setting on the snow wolf, snow wolf juvie, conifer wolf juvie, and wolf juvie trophies' Gfur to have better LODs and relaxed the groom splines around the face to remove artifacts
- Adding missing forest wolf juvie idle animation montage to BP
- Updated Apex destructible for BLD_Ramp_Half_Brick
- Updated Sandwyrm Queen Trophies x direction
- Updated SM_BLD_Wall_Diagonal_Angle_Brick_L
- Made shader and minor groom adjustments to the gfur of the Polar Bear
- CreatureModifiers should now correctly update if owning player leaves then rejoins a dedicated server without restart. This should fix issues with workshop Pheromone Module and a number of other player talents that affect owned mounts/tames
- Made quality and performance improvements to gfur of the Moa and Arctic Moa, including juvie
- Updated the snow wolf gfur grow mesh to reference the base skeletal mesh instead of an additional skeletal mesh
- Reaver - Dive attack now does damage as intended
- Made quality and performance improvements to gfur of the Rabbit and Snow Rabbit
- Fixed some carts on bulls visually disappearing at certain angles when riding
- Fixed typo in platinum plow modifier
- Added unique Durable row for the Chainsaw which reduces its Durability from 500k to 180k, which is still 1.5x a Titanium Axe. Roughly equates to 15pct Durability loss for 1 tank of fuel and 2500 Wood
- Fixed Orbital Exchange Interface messaging showing Elysium related messaging in Nullsec
- Adding a much more natural ramp up of player falling whoosh sounds. Reducing volume and intensity at low speeds so you don't get over the top whoosh sounds from standard jumps
- Carrier drone - Added destructible mesh
- Only hide Reaver nameplate/alert symbol when they're burrowed
- Fixed Nailgun having 13x the durability of a Titanium Hammer, now 1.5x
- Made quality and performance improvements to gfur of the Pygmy Lop, including the snow version
- Resaved Roat Loco_WalkSlow animation to fix audio loading issue
- Fixed Lithium Sledgehammer being unable to turn off like other Lithium Tools
- Fixed Panini shader function attempting to run material mesh logic on Particles
- Fixed several nullptr checks on Lithium Tools for Clients due to references being created on server but clients attempting to also run them
- Fixed Throwing Lithium Knife and Spear not having unique Ballistic PAs
- Fixed Lithium Tool set not having unique Durability rows which threw their balance out (eg: 6x Durability of a Titanium Knife, or 20x Durability of a Composite Shield). All Lithium tools are now 2x increase over highest tier equivalents (this means Axe, Pickaxe and Sledgehammer get an increase, others are decreased to suit)
- Moving chainsaw attack montage WQ to correct folder
- Hoverframe can no longer be fed, or healed with health potions, bandages etc
- Fixed error spam when using HEAL device on non-NPC characters
- Resaving actions table to fix problem
- Made quality and performance improvements to gfur of the Desert Wolf, including the Alpha version
- Made quality and performance improvements to gfur of the Yeti
- Fixed bug with harvest cart's seed harvesting attachment where it wouldn't function on reload until you unequipped/reequipped the attachment
- Fixed bug that caused stuttery movement for clients when holding the Hoverframe in your utility slot
- Stat afflictions can now be granted via a boolean stat if required
- Adjusted scaling of dedicated server password entry widget, currency exchange widget
- Ely - fixed crevasse leading to the underworld, blue quad
- Piglet - Equipping on back can be unfocused and becomes invisible
- Updated Curved Brick collisions
- Update v3.0.2.150527:
- New Content
- Details
- Updated wolf juvies carcass to be carried on the player's belt instead of their back
- Updated wolf juvie animp BP with increased animation multiplier to help reduce the foot sliding and put new AnimBP into the character BPs
- Added new growth rows for wolf juveniles
- Adjusted AISetup row for new wolf juveniles
- Fixed wolf juveniles moving at same speed as adult wolves
- Unlocked dev-locked juvenile wolf rows
- Added corpse recipes for new juvenile wolf carcasses
- Removed husbandry BT override for desert wolf
- Adding wolf juv audio. Duplicating idle montage and idle animation and swapping so unique audio can be placed on this. Adding appropriate ai audio setup
- Fixed
- Details
- Adjusted scaling of some confirmation UI elements to make sure they remain roughly similar in size after new ConfirmationScaleBox changes
- Adjusted scaling of UMG_KeyRebindable confirmation popup
- Fixed incorrect name/weight on juvenile wolf carcass items
- Fixed backpacks not showing when holding juvenile wolf carcass on hip
- Fixed not being able to unfocus juvenile wolf carcass on hip
- Fixed juvenile forest wolf sounding like a regular wolf
- Swapping DH music cues for mastered versions. Matching volume. Brings a little more detail to the mix and slightly increases volume of lower volume sections
- Made quality improvements to the gFur groom of the Grizzly bear and cub, as well as the Polar Bear
- Small music balance pass
- Did a proper gfur groom for the Mammoths to increase the quality of their grooms
- Fixed chainsaw pullcord not correctly IK-ing to hand location
- Fixed Sugar Cane highlightable, experience and ItemReward setups. Add Wild/Sickle variants to accompany existing Crops-only setup
- Added some improved UX/UI around which items are taken back up to space when returning with dropship
- Meta Items without a valid owner are now dropped in an overflow bag when return to space via dropship (same as EDI)
- Fixed creature-related crash in spectator mode
- Fixed rewards and details underneath lock overlay
- Added text wrapping on OEI so localised texts fit
- Creature XP - Added row to AISetup for experience. Added a bunch of missing rows mostly for new DH creatures/GH Bosses/Juveniles
- Campfire FX on Eden removed parent emitter and adjusted settings in Niagara
- Added oil geyser locations to all other completed outposts
- Removed two actors that were potentially causing world gen to fail on outpost12
- Made quality improvements to the gFur groom of the Striker
- Ely - mesh placement fix in desert, yellow quad
- Fixed issue where solo talent tree would incorrectly say 'Active' in multiplayer games, even though solo stats weren't being granted
- Updated Ethics Ape Great Hunt mission objective descriptions and types
- Fixed Chainsaw idle animation not updating because it was looking for incorrect stats
- Added screenshake for Chainsaws when firing and increased shake when successfully hitting
- Fixed grammar in Adrenaline stat description
- Fixed bone DT setup for Scorpion Boss
- Disabled double XP event
- Adjusted collision inside juvenile wolf BPs
- Added localization entries for several UI elements
- Added Dummy data for Prometheus AISpawn map erroneous pixel data to fix warnings
- Removed long deprecated Buildable entries that aren't used in ItemsStatic entries
- Fixed Quick Tamer workshop saddle not applying correctly to nearby juvenile creatures
- Quick Tamer saddle now has an aura effect, you can now see which juveniles are being affected
- Slightly decreased the taming speed bonus applied by Quick Tamer saddle
- Removed instances of TamingSpeedSaddleBoost_Percent stat
- Fixed Aura Range localization string missing after STE crash
- Slinker Talent - Added new bool stat to completely stop fall damage for slinker talent
- Improved the quality of the materials/textures for the HEAL Scanner
- STYX - moved oil geysers that were under a scorpion WB arena location, fixed floating rocks in BP_DC_ScorpionArena
- Made quality improvements to the gFur groom of the Wooly Zebra
- STYX - reverted change to oil geyser locations, removed QM for scorpion world boss arena
- Improved Juvenile Slinker foot sliding
- Slight update to the Storca and Skulk carry physics assets and turned of simulate physics on the skeletal mesh in the Skulk's corpse BP
- Made minor quality improvements, as well as performance improvements, to the gFur groom of the Draven/Chew
- Hammerhead Boss - Increased time in egg from 10 seconds to 20 seconds. Increased time slug will wait until it looks to merge from 20 seconds to 45 seconds. Removed stacking from the slugs poison to prevent mass speed debuff. Reduced movement speed slow from slug modifier from -55% to -45%
- Fixed Chocolate Cake increasing food consumption rate when it should decrease it
- Fixed second Homestead cushion recipe pointing to _A when it should have been _B
- Raptor Desert - Added all saddles for desert variation
- Dune Raptor - Bestiary stat changed from -5% deep wound resistance to +5%
- Fixed AIsetup row default defines on various creatures
- Beehive - Fixed Queen Bee not having working fuel timer
- Made quality improvements, as well as performance improvements, to the gFur groom of the Chamois variants and Pronghorn
- Rad boss arena - more asset combo experimentation
- Queen - Fixed queen being able to be killed when losing target. Fixed ability to sneak attack/killcam queen. Increased final stage threshold (go to ground to end fight) from 10% to 20% to give time to get to ground before dying
- Fixed Uranium nodes showing up on Exotics radar scan results unintendedly. Remove olympus-related whitelist meta defines from Ely dev prospects. Set start time on Prom dev prospect to 10am. Set meta spawn counts on Ely dev prospects to 10
- Added the quick tamer saddle skeletal mesh for the Bull
- Made quality improvements, as well as performance improvements, to the gFur groom of the Wild Boar
- Added the proper mesh to the Dragonfly Trophy BP
- Made quality improvements, as well as performance improvements, to the gFur groom of the Tundra Deer
- Small balance pass for footstep sprint vs jog vs walk to ensure volumes all match intensity better
- Balancing eq of slow walk footstep on dirt. Previously was louder than jog and had more midrange
- Small adjustment to UI skinning volume
- Fixed description on Crude Oil Generator mentioning Refined oil
- Small balance pass for mission drone alarm and explode. Reduced intensity and general volume to account for mission taking a while
- Focused Item - Removed keypress UI for rad tracker
- Fixed socket positions on Concrete/Limestone walls for Barn Door placement
- Queen - Queen will now teleport to the ground on the off-chance it dies in mid air
- Added support for limestone-only deep ore vein placement
- Fixed limestone deep ore using wrong highlightable row
- Doubled limestone deep ore mining speed
- Both Raptors now share a talent tree, now that its live and been incorrect it would be destructive to peoples games to swap over now
- Optimize Field Guide button images from 11.5MB to 1MB. Add source assets
- Field guide - Resources 'uses' section doesn't show dev locked items anymore e.g. biofuel/electricity section
- Added Sandwyrm Queen Trophies, Mounted head and Statue
- Update v3.0.1.150228:
- New Content
- Details
- Adding Raw Lithium Resource Pack to the workshop
- Added missing Advanced Limestone building pieces. Setup material swaps, added icons, recipes, unlocks. Moved Limestone unlock tree next to Concrete as they're crafted on the Cement Mixer not the Masonry Bench. Add DT validation for Buildable rows that are unused (for cleanup)
- Added a new custom game setting that can be enabled to block non-owning players from unclaiming mounts/tames
- Added oil geysers and decals to Outpost 004 and 007
- Add new biome 'Stronghold' for mission 6 area. Rename Ely_Eden to Ely_NoWeather in WeatherBiomeGroups and add Stronghold biome to it. Add Biome entry for Mushroom swamp 'Caproot Terraces'. Update satellite image in PSD
- Fixed
- Details
- Fixed Concrete spikes causing damage from back side. Tighten up Gate physics asset accuracy. D1 Gate SKs now share same physics asset.
- Update Elysium minimap images to include the narrow arctic pass in G14
- Advanced Deep Ore Scanner blacklist Exotics, Lithium, Ruby and Cobalt
- Speeder Bike is now automatically claimed by player that deploys it
- Adjusted Speeder Bike's deployable collision to make it easier to place
- Adjusted exit locations on Speeder Bike to prevent player from being put under terrain when getting off
- Added additional checks in SeatBase to prevent exit locations that don't have solid ground 15m underneath them
- Adding higher pitch audio event for deep oil drill. Event and BP addition. Also slight increase in wind in GEO crevasse
- Fixing issue where you could not snap diagonal railings to the industrial stairs
- Fixing Stone Spikes Recipe as it was not crafting the correct item
- Limestone now can be mined with lower level pickaxes (Stone/Iron)
- Packed Fuel Bricks now have 1.5x the amount of Transmutable fuel of coal and stack to a total of 25
- Remove obsolete Building Barn Door implementation (now Deployables)
- Remove deprecated/duplicate Buildable rows
- Remove Building tags from Doors/Windows which are Deployables. FG Blacklist items that can't be crafted (Building decoration set pieces)
- Added DT validation to pick up on incomplete FieldGuide sets (based on tags) and update them to be complete. Fixed Limestone buildables being classed as Concrete
- Fixed Blocked Caves in NW Volcanic on Red/Purple/Yellow Quad, Elysium
- Speeder Bike - Fixed bug where saddle would drop from sending speeder to space
- Removing unused slinker audio states from AI audio table. Lowering pitch slightly to more accurately match increase in size
- Adding missing tundra monkey footstep notifies. Also updating geo music track 2 to remove random glitch and fix small timing inconsistency
- Added Curved Corner Cone snow mesh for the corner dirt buildable piece
- Added noxious crust recipes on cleaner for Lithium and Ruby
- Fixed Hole in Cave to the Arctic in Blue Quad, Elysium
- Removed erroneous material on Diagonal Concrete Roof piece
- Unobtainable building pieces can no longer be upgraded
- Removed light emitter on NS_SpeederBike_Thruster and added point light in BP SpeederBike to fix FX glitch with terrain deformation
- Doubled default number of inventory slots on large food troughs (Large, Rustic, Metal, Glass)
- Fixed cave Volume/Hole Bugs on Yellow/Orange Quad, Elysium
- ELY Ach - Fixed 'go to mushroom swamp' ach by changing the checked biome to the new mushroom swamp row
- Added new variable to Deployable Spawn Blockers that forces effective radius to update on begin play. Should fix recent issue where T4 creature deterrents would need to be re-deployed to get the increased radius of 150m
- Queen - Fixed eggs dust particles not playing for clients
- Fixed title and description of Draven's talent tree root icon
- Made quality improvements to the gFur groom of the Blueback
- Updated desired temperature range of slinker mount to better match Tundra biome
- Fixed Bugs on Yellow/Green/Orange Quad, Elysium
- Removed/repositioned respawn points in desert just outside I10 cave exit allowing players to unstuck and bypass the transition cave blocker
- Queen - Reduced delay after landing on ground so its not frozen for 5 seconds
- Queen - Added extra checks for flying animations to make sure it doesn't switch states in flying transitions. Added invuln but damageable to non grounded states to prevent dying in air
- Added 'MeleeDamageAgainstBuildings -100' stat to Shovels so that they don't damage building pieces when clearing snow
- Fixed limestone fertilizer recipe (speed) pointing to incorrect (yield) itemable row for talent unlock. Moved next to existing Growth unlock
- Added skeletal mesh for the quick tamer saddle fitted to the slinker mount
- Fixed issue where bleeding DoT modifier applied to NPCs wasn't visible to players
- Queen - Fixed a bug where when flying if the queen dropped below 10% it would force it to go into its grounded state and fall from sky (not taking damage). instead now does an air to ground transition
- Fixed Lava Lakes not getting the correct plane mesh in order for the vertex displacement material effects to work correctly. Now perform a Traits.Lava tag lookup and swap the main mesh in BP_InteractableLake on Construction. Add LODs to SM_Plane100 (20k tris)
- Queen - Queen no longer destroys all eggs/landsharks when losing aggro, instead the landshark will remove itself but only after receding. Changed the eggs AI target to be EnemyPlayerOnly. Added a bool to prevent a change in state when playing an animation to prevent being stuck in the ground
- Ely - moved super cooled ice node in blue quad as it was floating for some reason
- Flushed grass on Outpost 004 and 007
- Output previous XY rotations on Ely caves that have been zeroed out
- Ely - fixed tiny X rotations on a couple cave prefabs in blue quad, fixed cave volume in TU_SML_001_DLC2 prefab
- Forcing step height of soldier on begin play to hopefully fix issues with them walking over fences
- Add alteration icons for new attachments. Add DT validation to detect missing icons
- Fix Adv Wood Yield attachment only giving Basic attachment
- Fix row handles for Elysium EnzymeGeysers. Update function to support newer atmospheres (WIP)
- Separate Mushroom area in Mosswood Biome into its own Biome (name TBD). General refinement to biome map to better encapsulate caves on the border of biome transitions
- Small mix balance adjustment
- Actionable Scanner - Added bool to D_OreTypes to blacklist them from being used in the scanner. Scanner now takes from the DT rather than a bespoke array in the actionable
- Update icons for Fortification Platforms
- Fix Concrete Gate D1 material. Fix Spikes switching back to default mesh after taking too much damage.
- Fix Fortification gates not having correct pos/neg bounds applied to SK meshes.
- Fix projection widget locations on Stone and Concrete gates
- Fixed collision on Stone spikes and missing collision from Ramp D1 mesh
- Ely - mesh and landscape fix in blue quad
- ELY Ach - Added case for handling faction mission names so it displays mission name in accolades
- Ely - removed rogue stalagmite in geothermal that had got out of the pool and climbed uphill
- Chefs Backpack - Fixed cakes losing their stats when picking up pieces
- General audio mixing touch up. Reducing overly long files that were not necessary. Slight reduction to master make up gain to better match reduction
- Resaving DMs to fix engine folder material ref
- Added cooked tag to food items missing it
- Fixed DM define missing from Uranium Collector
- Fixed failed to load texture on M_CRE_Slinker_Fur_Cull
- Ely - landscape fixes in green and red quads
- Fixed a couple of typos
- Ely - Fixed lava plane intersecting with prefab cave, red quad
- Modifiers - Fixed issue where some modifiers were keeping their animation offset after anim completed thus making it appear over another modifier
- Ely - landscape fixes in orange quad
- Fixed New Frontiers feature level icon being 1024px instead of 128px
- Fixed greyscale compression on Wyrm queen textures reducing texture size by 32MB
- Fixed Small Hole in Cave on Yellow Quad, Elysium
- Adding Diorama scene for DH screenshots/renders to my dev folder
- Update v3.0.0.150086:
- Fixes
- Fixing limestone building pieces recipes so you can craft limestone and not concrete
- Fixed issued with Elysium: Igloo mission where it was looking for the last bed place not the one placed at the location
- Fixed Elysium Igloo so temperature calculation is preformed correctly
- Fixed a bug in Elysium: Ambush where solders would not spawn correctly after a reload and fixed issues which could arrive if they are spawned and the player walks away
- Fixing issues for Great Hunt Operations where some quest steps could not be completed due to a new npc change - you can talk to NPC's again and complete the quests
- Update v3.0.0.150041:
- Fixes
- Fixed issue where doors in Operations 'Elysium: Nexus' 'Fallout' and 'Reckoning' could become permanently closed for clients,
- Fixed VFX in Operation 'Elysium: Reckoning' not playing correctly for clients,
- Fixed issue where part of the structure in 'Operation Elysium: Reckoning' wasn't being loaded.