- Changelog v1.3.7.113609
- New Content
- Basic outline for new fishing mission
- Finishing off the Fishing Quest
- Adding Quest Tag to Styx Oasis lake so the fishing spot for the quest can be marked
- Adding prospect difficulty adjustments for number of fish required to catch
- Added Ren/Exotic rewards for completion of fishing mission
- Unlocking Fishing Mission
- Adjusting completion fishing broadcast so it is called after catching the fish and not when hooked on the line, relevant to new mission
- Adding Fishing Mission Images and Modifying Mission Name
- Removing feature lock from feather lures
- Fixed
- Updated credits section
- Updated 'additional thanks' section under credits
- Drop ships now atomize overlapping foliage during descent
- Some more timing and logic tweaks on Smoke Grenade
- Improve Smoke Grenade visual effects (converted to Niagara)
- Smoke Grenades will now obstruct creature vision
- Increase Smoke Grenade throwing range
- Decrease Grenade throw charge time 1.5 to 1.25s
- Update Metal Oxite Dissolver to use new V2 mesh
- Hook up custom logic to rotate dials for each oxygen slot and fuel slot (large dial)
- Fixed incorrect Komodo mesh
- Reordered Hyenas above Alpha Hyena to grant credit for Hyena Trophy to Hyena bestiary entry
- Fixed Inverted Left Concrete Roof missing from radial selection menu
- Future Content
- Added modifier states for all new weather types, linked to base testing events
- Resaving WeatherPools data table to resolve build error
- Added AXE_IronWood
- Added bestiary text for Arid Striker and Redback
- Setting up quest variables for Daisy to replicate
- Adjusted Dialogue locations for PRO_Story_1
- Adding new Icon for the 'UDA Communicator Upgrade'
- Timer for PRO_STORY_1 now starts AFTER the tomato is planted
- Adjusting V2PromNomadEvent8.7 to have a lower priority than V2PromNomadEvent7 so dialogue interruption does not occur
- Add BoundsMap texture mask for Prometheus visual map to only show north portion of map
- Added 50 second delay before starting objectives in PRO_Story_1 so dialogue can play to completion
- Adjusting dialogue for entering area's Alpha, Beta & Delta so the dialogue plays only once instead of each time you enter the area
- Updating PRO_STORY4 weather forecast, also preventing natural spawns of arctic area's during the phase where you are tracking down an Group 15 agent
- Fixed skinning for heavy obsidian chest armor male and female
- Hooked weather visual effects for all new weather types, tweaked modifier values
- Adding slug spot audio event and notif
- Updated visual map textures for Prometheus, reduced textures size, reset MipGenSettings and Changed texture group to UI
- Importing Desert Striker assets and setup character and carcass + bones assets and relavent DTs
- Adding cave specific river audio to play when in the cave river.Adding event and BP entry
- Add creature threat audio settings to swamp slug so that it triggers combat music correctly
- Adding direction eq and distance eq and reverb to slug movement layers
- Adjusted collision on SM_BLD_Wall_Solid_Stone so that picture frames should no longer clip into the wall
- Adding in slug carcass assets and Lava slug assets + carcass assets, updated character etc and Corpse characters
- Made Sulfur reaction effects more customizable to suit different scenarios
- Repositioned in-world actors
- Adding komodo variant mesh along with carcass state, updated character BP, Corpse BP and D_Meshable entries
- Added new Gas Flyer creature alongside first pass of behaviour set.
- BallisticData now supports Niagara trail particles.
- NPCs can now override GetSightPerceptionOrigin in Blueprint to specify an arbitrary location/rotation for sight traces to originate from.
- Improved Swamp Slug's slime trail material and spline generation
- Updating PRO_STORY4 body3 search area, as the body was outside the area
- Adding Caught Fishing Notifiers and FishingNotification Subsystem
- Added new weather events, tiers and modifiers. Still requires additional tweaking of exposure rates, and tierified visual effects
- New entries added to Bestiary Data for lore text entry
- Update swamp wind modifier to communicate that it makes creatures see you easier
- Update temperature modifiers of weather events to offset new weather modifiers
- Update many weather events visual communication, fixing many linked curves and values
- Scaled AcidFog damage to reasonable levels
- Resaved WeatherPools to resolve build issue, again
- Adding slug flinch audio, event and data table entry
- Adding grasslands track Icarus_25 to Music data
- Adding music asset for grasslands
- Adding slug attack vocals and adjustments to notifier timings
- Added Lava Slug variant setup to AI Setup and Item static for the corpse
- Added translatable entry for the mount following indicator
- Added lore text for remaining creatures in the bestiary
- Update ModifierCosmetic BP to support new approach for SulfurGas (missing from 113273)
- Optimized existing Sulfur effect
- Added Missing Source Files for adjustments to the Aura component manager and fishing functionlibrary
- Removed debug print from PerformAction_SpitAttack
- Adding Aura distance overrides on modifiers so the sulfur actor pools can spawn their effects and aura's dynamically and to the correct size
- NPCs using the 'Spit Attack' BTTask can now specify a delay in seconds when spawning multiple projectiles to spread out construction cost over time, default delay is a single frame
- Added roat carcass sk mesh, material and textures
- Added swamp bird bones skeletal mesh and textures. Updated Swamp bird corpse BP to include the new bone asset
- Added noise and additional blending to slug trail material. NPCTrailComponent can now be given a socket to use as origin when generating new spline points
- Added validation for new weather types, fixed some bugs found due to this
- Fixed ticking modifier scaling effectiveness which caused damage over time effects to do no damage (dev only)
- Adding slug death audio and small adjustments to embers storm based on new length and speed
- PRO_A_Stockpile: Updated to remove the return to dropship objective
- Adjustments and improvements to the gas flyer
- Rasied terrain to prevent gaps between landscape and cliffs, Purple Quad, Prometheus
- Adding gas flyer horn audio, shoot ballistic audio and BP logic to play explosive sound when corpse blows up
- Updated building damage tag effect for storms to not completely destroy buildings, instead leaving the building fully stripped like other storm damage
- Reduced AcidRain damage
- Added smoke effects to acid fog storms, to emphasise the increased fog
- Scaled player item damage of the toxic gasses storms
- Increased exposure for Prometheus lower tier storms
- Creature images added
- Creature images added
- Creature images added
- Creature images added
- Creature images added
- Creature images added
- Adding sounds to all new slug animations
- Added additional weather action validation and scaled temperature effects by weather tier
- Add Weapons Utility widget which shows damage output
- Flushed Grass on Blue & Yellow Quad, DLC Map
- Lots of adjustments and improvements to the gas flyer projectile sounds
- Daisy Death Dialogue no longer players when escort is complete in PRO_STORY_1
- Flushed Grass to fix grass patches, Green Quad and Purple Quad, Prometheus
- Fixing up bestiary & AI setup for the lava slug so it has different behaviours, stats, growth, loot tables from that of the swamp slug
- Added music timing hooks and validation to new weather events, minor fixes to timing for other weather events
- Fixing dialogue timing PromOffender5. Added 4 second start delay
- Add swamp minimap material for generating LODs/minimaps
- Added PIC_IronWood
- Removed damage from new weather events that have damage within the modifier
- Added debug CVar to disable shelter traces for performance testing
- Adding gas flyer audio events and data table entrys for the ballistics
- Reduced damage of Swamp Slug.
- Dampened Swamp Slug's Physics Asset. Swamp Slug's trail now lasts 40s
- Adding outstanding slug animations, eat, sleep and a few extra attacks
- Added randomised spawn scale to gas flyers
- When performing weather tagged damage, add a basic two trace shelter check for building pieces as these have no shelter component
- Added footstep particles to Lava Hunter.
- Lava Hunter now creates small patches of fire when walking during it's powered up state.
- UE4 PlayMontage function now gives reference to AnimNotify asset when triggered along with the usual Name.
- Added new AnimNotify which can be used to specify an override damage source location.
- Fixed missing 'CanFinish' node build validation error
- Added Macro cliffs to prevent lighting issues and fixed a hole in the roof of AC_MED_008, Blue Quad, Prometheus
- Adding dialogue fix for Prometheus Story 5 Event 9, Adjusting quest events to reflect dialogue timer reference
- Fix forprometheus mission 1 smpl3 dialogue, replaced phrase spoken incorrectly
- Adding decal showing AOE for orbital laser event
- Setting up Remaining 2.0.0 bestiary setup / images / etc
- Setting up Roat Skinned State and Corpse description
- Reworking elements of Story Mission 6 so it supports reloading, adding in new prebuilt structures as well as ajusting quest steps
- Added ITM_Sickle_IronWood
- Proof of concept pass of decal showing AOE for orbital laser event - currently not connected
- Added SK_ITM_Sledgehammer_IronWood
- Fixed Lava Flyers not damaging players on detonation
- Updated needler bones skeletal mesh with new model and added new textures
- Updates to the gas flyer. Adding floating movement audio and general tweaks and adjustments
- Adjustment to gas flyer shoot sound
- Additional attack slam for the slug.
- Not currently hooked up.
- Adjustments and improvements to gas flyer.
- Also lowered predator bird attack sounds and spacialiser slightly. was a bit intense before
- Fixing decal opacity for Orbital laser event
- Removing extra projectile resistance from Bloodclaw in fishing mission & fixing carcass text
- Added swamp roat bones sk mesh, material and textures
- Adding moew prebuilt structure jsons
- More work on Story Mission 6, now playable up to Group15 camp
- Fixed Scoria Brick missing skin in BuildingPieces Datatable
- Adding new prebuild structures for Story Mission 6
- Expanded floating foliage checker tool
- Exotics Checker tool expansion
- Added swamp bird carcass assets to project. Updated swamp bird corpse blueprint with these new assets