1. Changelog v1.2.41.108522
  2.  
  3. New Content
  4. IRONCLAD: Initial mission setup
  5. IRONCLAD: Update mission steps, recipe requirements and objective locations. - Added old quest markers to vision folder
  6. IRONCLAD: Added dialogue events and increased rewards
  7. IRONCLAD: Added quest text when a new pod drop zone has been marked on the map
  8. IRONCLAD: Fixed spawn locations selection
  9. IRONCLAD: Fixed save progress
  10. IRONCLAD: Fixed pod spawn locations.
  11. IRONCLAD: Fixed snap point visuals on reload
  12. IRONCLAD: Fixed mission completion dropping placed plating and not removing map icon.
  13. IRONCLAD: Fixed pod deployment for clients
  14. IRONCLAD: Added and updated mission art
  15. IRONCLAD: Fixed spawn timings
  16. IRONCLAD: Rewrote spawning logic.
  17. IRONCLAD: Updated layered plating drop mesh
  18. IRONCLAD: Improved visual feedback when completing a location
  19. IRONCLAD: Fixed search area not being cleaned up resulting in pod spawning repeatedly
  20. IRONCLAD: Add additional objective complete feedback to sides bravo and charlie
  21.  
  22. Fixed
  23. DEP_Hedgehog - added 3x damage state meshes (SM_DEP_Hedgehog_MED_01-03)
  24. Scorpion Hedgehog Trap - added 3x damage state meshes (SM_ITM_Scorpion_Hedgehog_Trap_01-03)
  25. Fixed a number of typos
  26. Fixed a bug preventing dynamic mission rewards that don't scale to only ever give 1 of the item. - Tweaked some dynamic mission rewards with fixed scaling in mind
  27. Fixing geyser reverb being too loud when inside a cave with a geyser near by
  28. Fixed grenade effect not cleaning up properly after detonation
  29. Added ability for collection steps to complete on partial collection, setup AGRICULTURE: Hydroponics to complete collect step on partial collection
  30. DYN: Cache, fixed a bug allowing abandoning the mission to grant XP
  31. Permit Use Of Unstuck Button When Mounted
  32. Added ability to rerequest exotic transport pods
  33. Fixing up Plating placement in the quest step and reimporting deployable to have the correct facing to match and correct import scale
  34. Fixed collection logic to work again with individual collection.
  35. Added SPELUNKING to list of prospects that allow partial collection to complete their quest step
  36. Reduced cooldown between exotic transport pod redelivery to 30s from 300s, added slight delay before new pod comes down after sending off current one
  37.  
  38. Future Content
  39. Fixed an issue with the UI where the caption 'LMB to catch fish' would appear on both clients and servers
  40. Fixed a bug where if a player switched item right as a lure caught a fish, the UI element 'click to catch fish' would linger on the owner
  41. Updated Mo's Cave Prefab, River Spline Pass and Transition Cave Between Purple and Red Quad, Prometheus
  42. Polish Green Tundra, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  43. Updated Striker animations, added LookAt Control Rig
  44. Expanded Striker Melee Behaviour Tree to call each attack specifically, instead of relying on random GOAP montage selection
  45. Polished around resources and spline points in Green Quad, and placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
  46. Add audio volumes which set audio behaviour related to MegaTrees:
  47. MegaTreeAudioVolume actor, a trigger box which calculates and sets dedicated FMOD parameters for mega trees
  48. Set up related global FMOD params
  49. Set up all required prefab functions to get working with world generation
  50. Added audio volume instances to existing mega tree maps and updated the prefab assets, extents may require tweaking
  51. Added some missing forward declarations from prefab code
  52. Striker now turns to face target after performing combat dodges. Lowered striker max attack radius and gave some specific attacks damage source location overrides
  53. Adding Stats for Catching Different types, quailty and rarity of Fish
  54. Adding Stats for Fish Descriptors and assigning to fish upon capture, adding fish descriptors to FishData table
  55. Adjustments to how the exotic cleaning device fmod event plays back to stop weirdness with stop starting
  56. Update SetAudioComponentPlayState function to automatically release the audio component event instance on stop, preventing a subsequent play call from abruptly restarting the existing event instance. Partly fixes a bug where processor audio sometimes cuts out when the processor stops, instead of fading nicely
  57. Adding lava broodling attack vocal and all footstep notifiers and attack notifiers
  58. Added mesh, textures, materials for Gold and Copper Wire (ITM_Wire_Gold/Copper)
  59. Added meshes (SM+DM), material, AO map for Carved Wood Sitting Bench (DCO_SittingBench_Wood_Carved)
  60. Adding Lava broodling death vocalisations and event and data table entry
  61. Removed Bad Actors in Mo's Cave and Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
  62. Added Nav Mesh Bocker, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  63. Added several more assets for Buildable Rework Investigation
  64. Added ability for Striker to dodge incoming projectiles. Increased Striker damage/health.
  65. Added new BallisticSubsystem that can be used to retrieve a player's most recently fired projectile data
  66. Make save/load aware of dynamic forecast changes (for upcoming dynamic mission hooks)
  67. When capturing fish, ChanceToCatch stats are now taken into account
  68. Adding in Fishing Bench Mesh and hooking up to Item
  69. Adding Fishing Lure Items, Adding Fishing Lure Recipes
  70. Renamed conflicting NavModifierVolume actors
  71. Polished around resources, placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
  72. Adjustments to snow striker animation notifier timings
  73. Added text for fishing bench
  74. Setting up meshes and BP's for fishing higher tier fishing rods, assigning basic stats and recipes
  75. Resaving Datatable
  76. Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
  77. Added RVT switch to LC Terraces and Geothermal
  78. DLC Trailer Levels and Sequencers
  79. Adding lava broodling general move event, sounds and all notifiers. More movement events to follow
  80. Adding Images to the FishData datatable
  81. Adding Basic Bestiary Datatable Setup, and associating creatures to the Bestiary Categories
  82. Adding in striker head dodges, blendspace and block animations
  83. Fixed a source of Failed to parse FGameplayTagQuery log spam
  84. Adding broodling attack whoosh event, sounds and notifiers
  85. LC Terraces - disabled RVT in blueprint
  86. Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
  87. Polish Swamp Transition Cave & Tundra Transition Cave, Yellow Quad, DLC Map
  88. Adding broodling light slam and heavy slam sounds events and anim notifys
  89. Added DEP_Fishing_Trap_T2
  90. Added DEP_Fishing_Trap_T3
  91. General clean up of rivers and polished splines, riverbanks, decals and underwater terrain in Green Quad, DLC
  92. Adding lava hunter and lava broodling swoosh audio and event and notifiers
  93. Fix transform math error in mega tree audio volume prefab deserialization
  94. Fixed accidental log spam, log now only shows whether the function 'showing static widget' returns true or not
  95. Implementing Both Fishing Traps, incoperating Lure slots, custom UI and individual stats for both the basic and advanced
  96. Updating Fishing Trap Talents and Adding an Advanced Lure Pack
  97. Basic Setup for T3 / T4 Aquariums, Recipes, Talents, Item and Models
  98. More additions to broodling animation notifers
  99. cliff adjustment and decal placement polish pass - grasslands, Green Quad
  100. Flushed grass, Green quad
  101. Polish Swamp Transition Cave & Tundra Transition Cave, Flushing Grass on Green/Blue/Yellow Quad, DLC Map
  102. Transition Cave Between Purple and Red Quad, Prometheus
  103. Fish Placed into Aquariums are now shown and bob up and down
  104. Added power and water requirements to Aquariums, When Aquariums are powered the fish placed in side will not expire
  105. General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
  106. Adjusted and reimported DEP_Bench_Seat_Wood, DEP_Bench_Seat_Wood_INT to match DCO bench heights (for sitting anim)
  107. Adding Gold and Copper Wire Items / Recipes / Talents
  108. Fixed Super Cool Ice Deposit using incorrect deep ore material and displaying wrong name on tooltip.
  109. Fixed Ice Borer attaching to deep ore deposits instead of super cooled ice. Added collision to super cooled ice deposit mesh
  110. Adjustments to the play / stop behavior of the ice borer to stop the end sound playing when the borer is deployed. other deployables could benefit from this change too
  111. Adding Striker Dodge vocalisation, data table entry and animation notifiers
  112. Small adjustment to lower footstep land sizzle and small adjustments to lava river flow min vs max speeds for a better balance
  113. Fixed Floating Deep Ore in GL Cave & Polish Swamp Transition Cave /Yellow Quad, DLC Map
  114. Transition Cave Between Purple and Red Quad, Prometheus
  115. Adding in layered plating mesh and material pass, icon to follow
  116. Adding in layered plating Icon and hooking up to D_Itemable
  117.