- Changelog v1.2.41.108522
- New Content
- IRONCLAD: Initial mission setup
- IRONCLAD: Update mission steps, recipe requirements and objective locations. - Added old quest markers to vision folder
- IRONCLAD: Added dialogue events and increased rewards
- IRONCLAD: Added quest text when a new pod drop zone has been marked on the map
- IRONCLAD: Fixed spawn locations selection
- IRONCLAD: Fixed save progress
- IRONCLAD: Fixed pod spawn locations.
- IRONCLAD: Fixed snap point visuals on reload
- IRONCLAD: Fixed mission completion dropping placed plating and not removing map icon.
- IRONCLAD: Fixed pod deployment for clients
- IRONCLAD: Added and updated mission art
- IRONCLAD: Fixed spawn timings
- IRONCLAD: Rewrote spawning logic.
- IRONCLAD: Updated layered plating drop mesh
- IRONCLAD: Improved visual feedback when completing a location
- IRONCLAD: Fixed search area not being cleaned up resulting in pod spawning repeatedly
- IRONCLAD: Add additional objective complete feedback to sides bravo and charlie
- Fixed
- DEP_Hedgehog - added 3x damage state meshes (SM_DEP_Hedgehog_MED_01-03)
- Scorpion Hedgehog Trap - added 3x damage state meshes (SM_ITM_Scorpion_Hedgehog_Trap_01-03)
- Fixed a number of typos
- 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
- Fixing geyser reverb being too loud when inside a cave with a geyser near by
- Fixed grenade effect not cleaning up properly after detonation
- Added ability for collection steps to complete on partial collection, setup AGRICULTURE: Hydroponics to complete collect step on partial collection
- DYN: Cache, fixed a bug allowing abandoning the mission to grant XP
- Permit Use Of Unstuck Button When Mounted
- Added ability to rerequest exotic transport pods
- Fixing up Plating placement in the quest step and reimporting deployable to have the correct facing to match and correct import scale
- Fixed collection logic to work again with individual collection.
- Added SPELUNKING to list of prospects that allow partial collection to complete their quest step
- Reduced cooldown between exotic transport pod redelivery to 30s from 300s, added slight delay before new pod comes down after sending off current one
- Future Content
- Fixed an issue with the UI where the caption 'LMB to catch fish' would appear on both clients and servers
- 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
- Updated Mo's Cave Prefab, River Spline Pass and Transition Cave Between Purple and Red Quad, Prometheus
- Polish Green Tundra, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
- Updated Striker animations, added LookAt Control Rig
- Expanded Striker Melee Behaviour Tree to call each attack specifically, instead of relying on random GOAP montage selection
- Polished around resources and spline points in Green Quad, and placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
- Add audio volumes which set audio behaviour related to MegaTrees:
- MegaTreeAudioVolume actor, a trigger box which calculates and sets dedicated FMOD parameters for mega trees
- Set up related global FMOD params
- Set up all required prefab functions to get working with world generation
- Added audio volume instances to existing mega tree maps and updated the prefab assets, extents may require tweaking
- Added some missing forward declarations from prefab code
- Striker now turns to face target after performing combat dodges. Lowered striker max attack radius and gave some specific attacks damage source location overrides
- Adding Stats for Catching Different types, quailty and rarity of Fish
- Adding Stats for Fish Descriptors and assigning to fish upon capture, adding fish descriptors to FishData table
- Adjustments to how the exotic cleaning device fmod event plays back to stop weirdness with stop starting
- 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
- Adding lava broodling attack vocal and all footstep notifiers and attack notifiers
- Added mesh, textures, materials for Gold and Copper Wire (ITM_Wire_Gold/Copper)
- Added meshes (SM+DM), material, AO map for Carved Wood Sitting Bench (DCO_SittingBench_Wood_Carved)
- Adding Lava broodling death vocalisations and event and data table entry
- Removed Bad Actors in Mo's Cave and Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
- Added Nav Mesh Bocker, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
- Added several more assets for Buildable Rework Investigation
- Added ability for Striker to dodge incoming projectiles. Increased Striker damage/health.
- Added new BallisticSubsystem that can be used to retrieve a player's most recently fired projectile data
- Make save/load aware of dynamic forecast changes (for upcoming dynamic mission hooks)
- When capturing fish, ChanceToCatch stats are now taken into account
- Adding in Fishing Bench Mesh and hooking up to Item
- Adding Fishing Lure Items, Adding Fishing Lure Recipes
- Renamed conflicting NavModifierVolume actors
- Polished around resources, placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
- Adjustments to snow striker animation notifier timings
- Added text for fishing bench
- Setting up meshes and BP's for fishing higher tier fishing rods, assigning basic stats and recipes
- Resaving Datatable
- Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
- Added RVT switch to LC Terraces and Geothermal
- DLC Trailer Levels and Sequencers
- Adding lava broodling general move event, sounds and all notifiers. More movement events to follow
- Adding Images to the FishData datatable
- Adding Basic Bestiary Datatable Setup, and associating creatures to the Bestiary Categories
- Adding in striker head dodges, blendspace and block animations
- Fixed a source of Failed to parse FGameplayTagQuery log spam
- Adding broodling attack whoosh event, sounds and notifiers
- LC Terraces - disabled RVT in blueprint
- Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
- Polish Swamp Transition Cave & Tundra Transition Cave, Yellow Quad, DLC Map
- Adding broodling light slam and heavy slam sounds events and anim notifys
- Added DEP_Fishing_Trap_T2
- Added DEP_Fishing_Trap_T3
- General clean up of rivers and polished splines, riverbanks, decals and underwater terrain in Green Quad, DLC
- Adding lava hunter and lava broodling swoosh audio and event and notifiers
- Fix transform math error in mega tree audio volume prefab deserialization
- Fixed accidental log spam, log now only shows whether the function 'showing static widget' returns true or not
- Implementing Both Fishing Traps, incoperating Lure slots, custom UI and individual stats for both the basic and advanced
- Updating Fishing Trap Talents and Adding an Advanced Lure Pack
- Basic Setup for T3 / T4 Aquariums, Recipes, Talents, Item and Models
- More additions to broodling animation notifers
- cliff adjustment and decal placement polish pass - grasslands, Green Quad
- Flushed grass, Green quad
- Polish Swamp Transition Cave & Tundra Transition Cave, Flushing Grass on Green/Blue/Yellow Quad, DLC Map
- Transition Cave Between Purple and Red Quad, Prometheus
- Fish Placed into Aquariums are now shown and bob up and down
- Added power and water requirements to Aquariums, When Aquariums are powered the fish placed in side will not expire
- General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
- Adjusted and reimported DEP_Bench_Seat_Wood, DEP_Bench_Seat_Wood_INT to match DCO bench heights (for sitting anim)
- Adding Gold and Copper Wire Items / Recipes / Talents
- Fixed Super Cool Ice Deposit using incorrect deep ore material and displaying wrong name on tooltip.
- Fixed Ice Borer attaching to deep ore deposits instead of super cooled ice. Added collision to super cooled ice deposit mesh
- 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
- Adding Striker Dodge vocalisation, data table entry and animation notifiers
- Small adjustment to lower footstep land sizzle and small adjustments to lava river flow min vs max speeds for a better balance
- Fixed Floating Deep Ore in GL Cave & Polish Swamp Transition Cave /Yellow Quad, DLC Map
- Transition Cave Between Purple and Red Quad, Prometheus
- Adding in layered plating mesh and material pass, icon to follow
- Adding in layered plating Icon and hooking up to D_Itemable