- Changelog v1.2.48.110271
- New Content
- Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
- Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop
- Fixed
- Fixed a number of typos in various locations
- Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
- Fixed a few typos in quests
- Fixed bug where dropped corpses would T-Pose
- Fixed a few typos found in stats and item text
- Future Content
- Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
- Removed world boss configuration from PRO to fix ensures on play
- Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
- Added version 2 of the T1 fishing rod
- Fix Carcass assets for Chamois Var creature
- Fix Gfur setup for Chamois Var creature
- Fix physics asset for Chamois Var
- Fix Chamois Var critical hit setup
- The Bestiary now has its own bindable key 'J' and will open on Galileo builds
- Fix Needler texture settings
- Fix Needler missing Bones mesh (still temporary) and updated references
- Fix Needler Carcass mesh not pointing to Carcass material
- Remove 1.5x scaling on Needler corpse which isn't in Character BP
- Adding Level requirement for T3 Aquarium
- Add support for waterfalls and lava flow points to the cave template prefab system
- Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
- Fix Wolf Bones textures using wrong settings
- Fix GFur settings on BatDog
- Improve BatDog capsules setups in Character BP
- Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
- Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
- Added skeletal meshs for colour variants of fish 11,12, and 13
- Updating Prometheus First Landing Location
- Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
- Final lore entires to D_BestiaryData for Galileo
- Added game widget to fishing minigame
- Added better water detection for if you physically drag your lure onto land using the players movement
- Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
- Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
- Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
- Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
- Fixed typo in biological containment unit item text
- Tweaking Fishing Minigame to work with Fishing in Game
- Updated accolade text to remove discrepancies
- Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
- Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
- Adding more unique death sounds for deer variant
- Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
- Adding Placeholder Fish Variations for 1, 2, 3, 4
- Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
- Added new AI Event to spawn additional Bat Dogs around target player when hunting
- Rod now automatically reels in when minigame is completed
- Adjusted water detection
- Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
- Fixing Needler enter and exit anims by adding in correct root motion
- Made the lure floating in rivers act the same as in lakes.
- Added cases to reset the minigame on rightclick and when you switch to another item
- Added colour variants for fish 14 and 15 to the project and updated roughness maps.
- Added skeletal mesh for each of the fish variations
- Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
- General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
- PRO_Story_6: Minor fixes to travel step
- Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
- Added montage once you catch the fish for holding it infront of your face
- Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
- Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
- General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
- Updated Deer Variant skeletal mesh with duplicate materials removed
- Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
- Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
- Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
- Increase the max distance for the EQS query in the treehouse in PRO for now
- Adding wooly zebra bestiary audio and data table
- Very small adjustments to mega tree audio balancing
- Added Fishing UI pop up
- Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
- Added texture files for fish01 colour variations
- Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
- Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
- Added initial first phase of Lava Hunter anims and behaviours
- Fixing Quest Int Variable Saving
- Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
- Added sockets to both the mouth of all fish and the bottom of hooks.
- Fish now attach to hooks correctly when caught.
- Fixed lures not spawning due to inventory component not being created at time of lrues init function
- Submitting in progress developer assets
- Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
- Accolade progress now works correctly on dedicated servers
- Moved Bestiary component down to Icarus Player Controller from the survival controller
- Steam achievement tracking is now active in Galileo and up
- Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
- Adding Prospect Images For Prospect Story Missions 1-5
- Added v4 material and texture for fish 13
- Added missing files to do with adding a delegate for 'DynamicDataUpdated'
- Added colour variants for fish02. Created a skeletal mesh for each variant
- Added colour variants for fish03 Created skeletal mesh for each variant
- Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
- Setting up Prometheus Exotic Spawns
- Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
- Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
- Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
- Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
- Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
- Added new Carcass assets to support workflow
- Fixed a ton of creature asset filename and setting issues
- Add valid get to AI Projection widget to prevent kill-pending spam
- Add Cheat to spawn all 'generic' controller AI for testing
- Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
- Setup quest locations for future mission
- Added a minimum distance for lures
- Prototype of geyser rework for better performance
- Added colour variants for fish 04. Created skeletal mesh for each variant
- Updated colour variant 4 of fish03 to be less similar to variant 1
- Adjustments to lava hunter levels and removed additional distortion and other fine tunes
- Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
- revisions to spawnblocker_T2 mesh, rebaked AO map
- Submitting in progress developer assets
- Fix for ensure on initial player tracker listener creation
- Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
- Fix validation logic for Pause Anims AI character checks and leave enabled
- Initial tweaks to Ash weather event
- Adding Fish Variations for 1, 2, 3, 4, 13
- Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
- Adding DEP_SpawnBlocker_T3
- Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
- Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
- DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
- Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
- Adding assets for GL music - Track 1
- Added names for new fish variations, also fixed a typo
- Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
- Updating Fishing UI to use new concept
- Datatable setup for new music in Grasslands biome
- Removed shipping requirement for steam achievements so that they can be tested in development mode
- Second pass cleanup of Atmosphere controller
- Removed a lot of unnecessary/unused logic and variables
- Organization of variables and functions into logical categories
- Moved bulky logic into Pure function calls to keep graphs clean
- Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
- Adding more ambient predator bird layers and small adjustment to lava hunter
- Small adjustment to idle audio amounts and footstep in water for swamp quad
- Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
- Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
- Fix potato asset filenames
- Remove obsolete WT_ParticleEmitter
- Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
- Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
- Fixing up AICreature Type stats and tags for new creatures
- Adding Prospect Images For Prospect Story Missions 6
- Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
- Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
- Fix Blueback Physics Asset settings
- Delete Blueback SM
- Fix Blueback corpse mesh references
- Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
- Tweak Swampbird physics asset
- Fix Kea feathers shader setting after texture settings fix
- Tweak Kea LODs
- Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
- Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
- Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
- T3 Aquarium now correctly runs off biofuel
- Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
- Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
- Enable additional emitters on Sandworm recede effect which improves visuals
- Recompiled niagara effect to hopefully fix compilation error in build
- Setting up Spawn Blockers T2,T3,T4
- Adding new Search Area Tech that is componentised and no longer requires an actor
- Fix Joshua Tree asset filenames
- Fix missing collision
- Resave DMs to hopefully fix material reference errors
- Fix texture settings
- Adding Wind Turbine Item, Blueprint, Recipe feature locked out
- Fix SucculentTree asset filenames
- Resaved DMs to hopefully fix material reference errors
- Fixed LC Sapling asset filenames and texture settings
- Resaved DMs to hopefully fix material reference error
- Fix obsolete texture references in BerryBush materials and delete textures
- Fix berrybush asset filenames
- Fix material ref in berrybush DM
- Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
- Fixing Spawn Blocker Recipes
- Adding new EQS for Finding a Flat Location to spawn a dynamic building
- Fix DM material references
- Adding flying lava hunter continuous loop flying sounds, event and animation notify
- General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
- SpawnBlocker_T2 - fixed materials on destructible mesh
- Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
- Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
- Add Decayable Food setup on Tomato and Potato items
- Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
- Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
- Fix DeerVar jaw constraint dislocating during ragdoll
- Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
- Added colour variants for Fish 05 and created a skeletal mesh for each variant
- Added colour variants for fish 06 and created a skeletal mesh for each variant
- Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
- Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
- Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
- Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
- Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
- Geyser VFX Rework for better Performance, full prototype
- Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
- Added skeletal mesh for fish13_Var4
- Added DEP_SpawnBlocker_T4
- Adjustments to lava hunter egg lay
- Re-enabling base Smoke Weather VFX
- Add initial implementation of a basic automated defense turret
- Feature locking SMPL3: Lost quest
- Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
- Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
- Adding predator bird occlusion to all movements and wing sounds
- Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip