- Update v3.0.17.153756:
- New Content
- Details
- Adjusting Cost of the Workshop Oxite Dissolver
- Adjustments to Ordering and Colors of Badge Container
- Adjusting Cost of the Workshop Oxite Dissolver
- Added missing mxc animation audio save
- Adding oxite dissolver mxc audio pass
- Added new tooltip for DLC badges
- DLC badge UMG no longer inherits from UMG_ButtonIcon
- Fixed spacing on DLCBadgeContainer
- Added fade/slide animation to DLCBadgeContainer on title screen
- Added a sound to DLCBadge hover
- Added 'Major DLCs' text to DLCBadgeContainer
- Updated hover text for each of the major DLCs on title screen
- Updated MXC oxite active VFX. Utilize SM for DF shadows. Fixed SK LODs
- Adding Slotable to the Oxite Dissolver and setting up animations where needed
- Fixed
- Details
- Fixed over 60 Destructible Meshes with material issues
- Reinstate Material validation tools to accept either MA_ or M_ prefix
- Fixed LOD issue for shengong envirosuit
- Attempting to fix lava river by generating edge splines. Adjustment to music track data
- Updated Moa and Arctic Moa fur splines around the beak to remove the incorrectly displaying fur
- Skulk Juvenile - Fixed incorrect skinning event on the juvenile skulk
- Validate ProspectList DT to ensure mission names aren't reused
- Improved collision accuracy on Salting Station bench mesh. Fixed LOD screensize settings
- Fixed equippables being held in the G slot not being registered properly due to missing slot index
- Skulk Juvenile - Fixed DT error due to incorrect name in creature type
- Hoverframe Dupe - Added a stat to prevent deployable objects from creating overflow bags. Added this stat to the animal crate/hoverbike deploy BP once the creature is spawned so it will correctly spawn the overflow bag until it spawns its contained actor
- Replaced MXC Campfire and Furnace item icons
- ReplicatedNiagaraSystem mobility is now updated before setting location on BeginPlay (static -> movable)
- Removed logic from Manufacture in-world UMG that was attempting to account for stack size progress but didn't work, causing progress bar to not behave as intended
- Skulk Juv - Fixed incorrect physics asset causing bones not being able to be hit
- Adding missing audio setup for one lava river
- Removed erroneous 10000 Shattering Damage added to Iron Sledgehammer
- Reverted LavaBroodling D_AISetup relationship row back to EnemyAll to prevent it from attacking it's Lava Hunter parent (world spawns should use LavaBroodlingWorldSpawn instead)
- Decreased Scuttler health from 250-500 to 125-250. Decreased Scuttler melee damage from 30-80 to 20-40. These changes are to reflect their tiny size and purpose in the world
- Fixed destroy vfx from rad spawner not working correctly (was colliding with den mesh), created new VFX more suitable. Removed some mesh components that were buried
- Fixed LOD screensize settings on several light deployable meshes. Optimized collision
- Fixed Drone bestiary popup settings after image was changed
- Future Content
- Details
- Increased durability of Wyrm trophies
- Adjustments to some mission dialogue. Bringing more context to mission steps, fine tuning delivery for some lines
- Added female head normal map for testing
- Small adjustment to quest step where dialogue was interrupting a moment unnecessarily, adding animation audio for when an NPC is healed to play movement sounds and footstep
- RAD_A - Removing Blinky from the Wall inside of the Greenhouse
- Setting up Ambient Spawn Locations around the Colony Rather than Specifically at the nest locations as that looked like a bug
- Updating Flavor Text on FEV
- Adjusting Stat Descriptions to remove DNT from Great Hunt World Stats
- Fixing Elysium Great Hunt Mission Talent Unlocks so that they can be done in sequence
- Adjusting Elysium Great Hunt Outcomes to balance both sides of the tree
- Implementing Outcomes for Great Hunts (WorldRadiationNestsSpawnLargerCreatures_?, WorldRadiationNestsLargerAura_?, WorldRadiationNestsSpawnSwampGeothermal_?, WorldRadiationNestsSpawnDesertVolcanic_?
- Separated glass into separate mesh for DEP_Trophy_Radboss_Specimen_Tank
- Added SM and DM for DEP_Oxite_Dissolver_MXC and updated BP
- Added updated model with WIP textures for the T4 grenade launcher. Added a bone for the revolving chamber to the skeleton and removed the unused back sight bone
- RAD_A - Added Mission Device to Outside Prebuilt
- RAD_A - Fixed issue where Zeta Buildings and Deployable where not set to unobtainable
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- RAD_A - Adjusting items inside to cater for crafting gold and reducing the amount of crafting required
- Removed Devlock from Electric Seed Extractor DeployableSetup and added Deploy sound
- Removed DevLock and incorrect icon for Electric Seed Extractor itemable
- Added automatic Cave XY zeroing on T022
- ARK - flushed grass on yellow and green quads
- Adding multiple meshes for chopped versions of the 6 Bird of Paradise tree variants
- Visual pass on Experiment Cage UI. Made subject be silhouette when subject not present in slot
- Added NavModifier covering entire T022 level until we're ready for nav refinement
- ARK - added LODs to barnacle meshes - adjusted FT settings for seashells - mesh placement, landscape and decal painting in coastal, yellow quad
- RAD_C - Fixing issue here where the quest was destroying itself preventing completion
- RAD_D - Swapping out meshes on the RadBoss Blocker Mesh so that is uses the more performant ones with collision
- RAD_D - Adjusting Defenses so you only need to play 8
- Setting up combat music track to be triggerable within quests. Adding it to two current quests
- Adding the Grenade Launcher Weapon background
- Experiment Cage UI - Removed unused variables
- Adding Mission Art for GH
- Added infertile modifier icon
- RAD_O2 - Added unique meshable setup for Animal Virus. Hold syringe in hand on-screen. Update FocusItemInfo to show input options. Tweak glass material refraction. Tweak collision and LODs on mesh. Update modifier description text. Remove RMB input from Actionable. Tidied BP for better readability
- Experiment Cage UI - Fixed several animation bugs and properly reset the animations when needed
- Updated the texture for the rad colony dressing books and poster
- Added an assortment of props for dressing the rad colony
- Added fishing poster to deployable data table
- Visual UI Pass on Experiment Cage
- Updated wrinkle maps for character heads
- Slight dialogue adjustments. re rendering some lines with better inflection and slight re word of other lines to better match desire
- Added the last few Rad Boss animations to the project
- RAD_C - Disabled Bull map icon when reaching Duke's location for the first time
- Moved ResourcePack PSD to correct source folder
- Added Salt to Workshop (devlocked) which awards a full stack of 500 Salt
- Setup Radboss Head trophy, add icon, tweak weight, increase durability. Add supporting lighting effects. Material no longer inherits parent material from irrelevant asset. Tweaked LOD settings. Fixed DeployableSetup audio with Printed Oxite Dissolver
- Updating recipe for Electric Seed Extractor, amping its crafting speed, and fixing talent unlock
- Initial check-in for T4 electric seed extractor, all devlocked
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Added new tooltip widget for Settlement NPCs
- Settlers now record how many days they've been with the Settlement
- OwningSettlement now has an OnRep and matching OnUpdated BlueprintNative function
- Added DisplayNameVerb to FSettlementNPCTaskTypeData
- Added GetNPCSkillLevel helper function
- Fine tunes to the dialogue from Rian. Shortening pained dialogue slightly and adjusting end of talk of healed
- ARK - adjusted foliage settings on barnacles and painting down in coastal, yellow quad
- update character customization to fix blendshape not updating on switch and added age option
- CHAC assault rifle/sub machine gun - Added new rows so not the same as the original sub machine gun/ assault rifles
- Adding updated rian voice. Adjustments to npc settlement audio
- Hoverbike Heavy now cant dupe when floor beneath it is removed
- Fixing missed references to radboss egg in rewards and recipes
- ARK - added mesh, FTs, textures, material for 6x barnacles
- Updating name of radboss egg to carapace to match updated theme and mesh
- Test Quest for John
- Improved collision accuracy on Mining Prop
- Added T022 to shortcuts widget
- Adding more reverb on the rad boss roar events to make them more intense over longer distances
- Updated BTS_MakeInvulnerable, adding the ability to set a hard limit on the % of health that can be damaged while under the effects of the service
- BT_RadBoss can no longer skip phases if it takes too much damage in one instance
- Added valid checks for DisablePlayerFog cheat to prevent nullptr errors when used in levels that don't have an atmo controller
- Update to the skinning of the rad boss male and female chest armour. Increased geometry resolution of the rad boss armour first person hands
- Adding settlement audio for soldier relaxed. Footsteps and gun reloads etc
- Adding npc audio for using the hoe, anim audio for npc settlement fishing, dialogue delay adjustments, notifies and tweaks etc
- Increase in volume of dna serum
- Adjusting figured it out dialogue to be the correct processing
- definitely removed the test actor this time and validated with wb commit tool
- Added support for recording and playing back camera paths within PhotoUI
- Added Solution item icon for mission B2
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Grenade Launcher is now associated with the Malformation Boss
- Adding Mission Art for GH
- Added Radboss Armor set item icons
- Replaced MXC Campfire and Furnace item icons
- Added item icons for mission B2
- Fixed issue where Settler NPCs would re-equip rifle every time they fired
- Added new SpawnReplicatedNiagaraSystemAtLocation function that takes a custom context
- Fixed issue with BTTask_PerformAction_FireNPCWeapon where Niagara particle wasn't spawning correctly
- Adjustments to OM3 mission. Adding thanks when giving culture.Temp file until it can be rendered out for consistency tomorrow
- Small adjustments around the mouth of 2 blendshapes to reduce gaps between lips when SK is at bind pose
- Fixed issue with camera mode where location would snap back and forward at very low acceleration values when colliding with objects
- Added maximum delta rotation to camera mode to prevent issue where camera yaw would flip flop left and right at low acceleration values
- Quest adjustments to dialogue, adding correct items static row for radboss items and adding occlusion to gasfly events. Setting music track condition for eden
- Updated character head normal map
- added smoothing groups to radboss resource meshes
- Added subtitles for GH RAD optional missions
- Deleted bad actor, Also fixed some macros that were stuck in the persistent level
- Fixing issue where the Rad Boss Great Hunt Missions past the first one where not accessible on the GH UI
- Fixed slow movement speed when RadBoss upright
- Adjusted damage source location of RadBoss breath attack
- Fixed some RadBoss upright attacks not waiting for notifies before dealing damage
- Further adjustments to RadBoss emerge positioning
- RAD_O1 - Adding New Modifier to the quest which all players will recieve to allow catching blinky easier
- Adding new capture stats and virtual calculations for fish 17/18/19/20
- Added Money Tree to Jungle, Outpost 11
- Vocal blending adjustments from injured to healed audio
- Adding pained loops and thank yous to C2 mission npc's. Basic setup
- lighting lookdev v2 for char customization
- Added wrinkle maps for char customization
- Updated T022 LayerInfo PMs to match previous level setups
- Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
- RAD_A - Detached lights from light meshes in Colony as it was causing the meshes to not export to generated levels
- Added 2 idle face animations for the character customization demo
- Some tweaks to settlement path blending, RVT, tiling
- Settlement NPCs should now put their lantern away when performing a montage
- head customization updated BP setup, blendshapes and textures
- Added cheat to disable fog (playerFX distance fog + atmosphere controller exponential height fog) for world building purposes
- Fixed a number of typos and grammar issues across item text, quest text, and subtitles
- RAD_A - Added lights to Colony. Sub-foldered the light meshes. LOD tweaks to light meshes
- more impassable work and cliff wip
- Added fishing dock and fishing anims/behaviours to Settlement
- SettlementBuilding CanConstructBuildingAtLocation now takes in a rotation as well as a location for validation
- Copied-pasted a few trace functions into the vanguardfunctionlibrary so that we can pass in custom context objects
- Increased SettlementNPC step up height and walk angle
- Added a new AnimNotify to trigger a montage to play on Settler's currently held item
- Misc Quest text and Dialog fixes for GH missions. Increase crafting time for Mission Laser so that its not instant
- Updated remaining SK meshes for the character customization demo with the latest blendshapes
- Updated mission distillery deployable to activate bunsen burner flames when interacted with. Tweaks to DF/LOD/Collision on associated meshes
- RAD_B2 - Adding additional checks so the quest can be progressed even if the safety checks kick in and a new creature is spawned
- Added Macro, Cliffs and Landscape Sculpting in the Volcanic and Flushed Grass on Yellow/Green/Red Quad
- RAD_B - Resaving the Damaged BP again
- RAD_B - Removing Additional Grating Meshes From the Spawned in blueprint
- RAD_C - Fixing the Confirm Pillars Destruction Step as it was never completing
- UI visual pass on Distiller minigame widget
- Dialogue and quest step adjustments for mission C2 and D
- Skulk Juv - Added first pass implementation
- RAD_B - Adding new Prebuilt Structures, swapping blueprint meshes for the industrial grating out for a prebuilt structure the player can build off
- RAD_B - Adjusting the Radio Tower so it fits with the new Model for the Signal Minigame
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- Lighting lookdev for char customization
- RAD_A - Tidied up the creature spawning during the final quest steps and ensured there was only one Revenant Spawning near the entrance of the colony, the enemies now also will be angered and run at the player
- Adding new Quest Function which will retrieve a random player within a range of a specified object
- Dialogue adjustments and fine tunes for mission b2
- more audible presence to low speed lava rivers. Also dialogue adjustments for mission B
- Added Tusker skins materials and textures, updated D_Mounts
- Added proxy meshes to Settlement stockpile
- Settlement proxy mesh system now supports a single item query for all attached proxies instead of needing to define rules for each mesh on a per-index basis
- Adding dialogue line when bike has been returned in quest b
- Minor pivot adjustment to Colony Radio Tower mini game so arrow isn't off center
- CHAC Assault Rifle/CHAC Submachine Gun - Added initial implementation - dev locked
- Added Spectre, Wraith and Revenant vestige item icons
- More dialogue adjustments and fine tunes. removing delays from reading notes to play instantly to allow the player to focus on reading if they choose to or not. Removing a touch of stroppiness from agent line
- Adjusting dialogue to play at different quest step in mission A. Also shortening and making one dialogue more snappy and to the point
- Updated Settlement farm mesh
- Added Settlement farming animations
- Added proxy crop plot meshes to Settlement farm
- Updated Destructible for BLD_Door_Brick
- RAD_B - Fixed camera when interacting with Broken Hoverframe BP. Fixup mission redirectors
- Added DEP_Trophy_Radboss_Specimen_Tank
- Added new WIP Settlement proxy mesh system in BP
- Updated Settlement logging camp's mesh
- Fixed issues with Settlement woodcutter not navigating to tree correctly, not taking wood back
- Added wood stack proxy meshes to Settlement logging camp building
- Fixed a number of issues related to RadBoss emerge/submerge positioning
- Fixed up patches of navmesh in RadBoss arena
- Added a WIP RadBoss turn BS
- Added point lights to RadBoss
- Added a new curve to RadBoss to boost the emissivity of material temporarily
- Radboss fishing rod mesh hooked up, new stats, and description added. To be balanced
- RAD_B - Changed prop hoverframe emissive materials to black to represent off state. Updated
- Inventory UMG to allow any item.fuel.oil rather than Oil Can specific
- More slinker saddles added to data tables and devlocked for now. Includes Armored, Explorer,
- Bearhide, CrocSkin, DeluxeLeather, Desert Tracker, Racing, and Sandworm
- Fixed inability to disable player movement debug cheat
- Workshop Battery - Implemented, Dev locked and changed focusable on regular powerbank to be 1h instead of invisible canteen
- RAD_O3 - Setting Correct Account Flag so the Serum can be unlocked & crafted at the correct step
- RAD_O3 - Adding in quest step to pass the substrate to the NPC
- RAD_O3 - Mentioning T4 Tech Tree Explicitly in the help text
- RAD_A - Reduced Run Distance in Final Step as it was far too far
- RAD_A - FE-2 Antiserum now only crafts one instead of being based on the fishes weight
- Fixing D_Itemable merge
- Adding in all dialogue audio, events, quest setups for all optional missions
- MXC Oxite Dissolver item icon added
- Added Volcano, Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
- RAD_B - Fixed Site Alpha showing up during mission due to inherited component in quest BP
- Removed RT camera setup for Radio Tower. Updated material swaps to suit new mesh. Updated lighting. Centered dish mesh and uniformly scale it
- Added RadBoss Resource 2 item icon
- Added Radboss resource item icon 1
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- MXC Oxite Dissolver initial check-in for item creation
- RAD_A - Adding new Quest Marker and Tag to Spawn a Trapped Wraith
- RAD_A - Adding Trapped Wraith into the Lab so its easier to gather the virus sample
- RAD_A - Fixing Ordering of Lab Related Quest Objectives so that the player has to find the research logs before attempting to collect a research sample
- RAD_A - Fixed issue where radioactive creatures where taking poison damage when they where not meant to
- RAD_A - Triggering Generic Event when the spawners should activate so that the parent quest can keep their state saved
- RAD_A - Spawners will now only activate when the door is open and players are in range
- T2 Launcher - Rudimentary Stone updated
- RAD_A - Add Lighting and Batteries to the Operations Prebuilt
- RAD_A - Fixing Quest Objective Markup so that Map Icons when mentioned are highlighted and
- Fixed keybind substitution instead of hardcoding keys
- RAD_A - Fixing Colonists Clipping through the ground and adding blood decals to the prebuilt scene
- RAD_A - Delta Spawner will now activate if players are in range
- Adding new quest function library function to check if players are within range of an origin
- RAD_A - Fixing issue where the minigame percentage would not start at zero as it was entering negative values each update if the target wasn't tracked
- RAD_A - Adding MXC Furnace to the Prebuilt so steel can be smelted
- DF settings tweaks for Interior Wood buildables on Simple shadows. Optimized by removing unnecessary collision and LODs
- RAD_B - Fixed typo in Colonist Chris description
- DT resave
- RAD_A -Houses Set Dress, Lighting and Power
- RAD_A - Lab Set Dress
- RAD_A - Greenhouse Set Dress
- Adding Refined Wood and Limestone Curved Pieces to the Upgrade Hammer
- Further improvements to Settler idle anim states
- Settler guards will now hold their lantern out during nighttime, switching to rifle during combat
- T2 Launcher - Second pass on Rudimentary Nails
- Added dialogue entries for GH RAD OPT missions
- Adding dna syringe use item sound
- Fixed issue with BT_Soldier_MoveToVector incorrectly using the non-dynamic fire subtree overrides
- Settlers will now equip a lantern at nighttime
- Added several new AnimStates for Settler NPCs
- Added equip/unequip sequences to Settler combat state machine
- Added map icon to settlements
- Fixed issue with Settlement hub and walls not dirtying navmesh on reload
- Fixed blinky rotation when first caught due to V2 mesh creation and not being updated in all places
- Updated character Head_01, Hair_06, Eyebrow_01, and Eyelashes_01 with 2 addition blendshapes
- Deleted Ely_Rewards_Test prospect row which was picked when playing in PIE and automatically ran a quest which made testing missions in PIE difficult. Now defaults to DEV_Test_Elysium which is correct
- Updating radboss resource items #1 and #2 to their appropriate meshes
- Volume tweaks to chemostat success
- Adding new chemostat success audio. Adding keypad to standard buttons
- Added cheat to destroy all buildings in range of player for prebuilt structure purposes
- Fixed incorrect bone define for shadow geo on concrete trapdoor causing shadow to remain stationary
- Added simple collision to prop signs so that they can be interacted with by transform tool
- RAD_A - Fixed some minor clipping issues with Zeta outpost and added some support beams for balcony area
- Added DEP_Trophy_Radboss_LRG and DEP_Trophy_Radboss_SML
- T2 Launcher - First pass on rudimentary grenade/smoke grenade/nails
- Saved prebuilt json for lost Ely_lava_outpost which had been included in Rad_A zeta outpost data
- Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
- Rad Bomber now has unique explosion VFX
- Added a new BP_PostProcessActor and AnimNotify_TimedPostProcess to perform temporary post process screen effects triggered off montages/sequences
- Updated lighting values for RadBoss arena, it has its own astmos/curve assets now
- Fixed some montage blending between different RadBoss anim states/attacks
- Fixed RadBoss submerge being underneath the ground
- Fixed a couple of RadBoss light attacks not connecting
- Added Tree BPs for 3 of the Bird of Paradise variants, as well as added collisions to several jungle plants
- Adding more appropriate events to the bioreactor buttons
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- RAD_A - Operations Building Set Dress
- Adjusting volume of radiation over time to accommodate for missions where you need to stand in radiation zones for long periods of time. Lowering rad modif notify slightly
- Flare Launcher - First pass on conversion and added makeshift stone ammo
- Fixed Irradiated Mutation (Wraith) head crit area not being aligned correctly. Added WeakPoint crit areas for shoulder mass
- RAD_A - Outside Building Set Dress and Adding new Broken Generator which you can salvage
- Fixed ProStory6 mission spawning LavaBroodlings instead of WorldSpawn version for the 'Leave the Area' quest step
- Shifted Lava Hunter WB spawn from being close to Colony to a nearby lava lake for lava mechanics
- Adding first pass coastal music, event, data table setup and biome setups for new music tracks
- Temporarily disabled phase 1 of RadBoss
- Fixed blending issues between RadBoss rock -> fall -> prone -> submerge
- Settler NPCs can now have stats, currently only queried by their task tick speed
- Different Settler roles can now have different AI setups
- Added proof of concept skills and traits
- Settlers randomly roll two traits on join
- Settlers now gain skill XP while performing relevant tasks, skill level then grants stats based on curve within D_SettlementNPCSkills
- Small balance pass of creature volume that was too loud for too far distance
- NPC friendly dialogue distancing and reverb tweaks
- updated UI for head customization, added checkbox and wip on dropdown menu
- Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
- Cow milk bug - Added dev locked temp logging for later testing
- Adjustments to spatial and volume of all friendly npc's and also the laser
- Update v3.0.16.153192:
- New Content
- Updated name/description for T3 backpack. Added recipe and talent unlock. Removed devlock
- Added initial data/icon for T3 Backpack
- Fixed
- Devlocked new Envirosuits in workshop talent tree to GHEly feature level
- Devlocked DNA_Serum in talent tree to GHEly feature level
- Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
- Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
- Adding more prominent wind layer to speeder bike when at high speeds
- Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
- Texture optimization 4k down to 2k
- Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
- Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
- SpeederBike: Fixed flare and VFX transforms. Removed unused post process component and logic
- Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
- Future Content
- UI Pass on Chemostat Bioreactor
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
- Adding injection audio and event and BP entry for dna serum and virus
- Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
- Adjusted textures for the new heads
- Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
- Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
- Added Prop version of Enzyme unit for set dressing
- Added new DT to define Settler skills
- First pass of player-driven Settler task overrides
- Added ability to temporarily override a specific NPC's tasking for a period of time
- Added a function to SettlementBuilding to retrieve the current status in user-facing text form
- Adding Armor to the Friendly NPC Soldiers
- Removed the duplicate bones from the shotgun/T4 launcher skeleton
- head customization update on UI, skin color and scar controls
- Adjusting laser audio to start immediately instead of building up - to better match the VFX
- Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
- Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
- Settlement repair task will now set target actor's health to 100%
- Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
- Added SpawnBlocker to Settlement
- Settlement wood cutters now topple trees
- Disabled collision on Settlement stockpile mesh
- Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
- Resaving Boss Den location on the Elysium map
- RAD_Final - Setting up Final boss step
- RAD_Final - Setting up Quest
- Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
- Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
- Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- Legend launcher - Removed RMB prediction and adjusted ADS location
- Dialogue adjustments and changes
- First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
- Adjustments to distancing and adding occlusion to weapon reloads for NPCs
- Added NPC synthetic armour art assets
- Added dialogue and subtitles for GH Rad D
- Updated prototype grenade launcher mesh with revised sights
- Launcher - Moved socket and switched which sight is being used
- Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
- ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
- Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
- Settlement task state widgets now obey bDisplayProgressWidgetForTask
- Reducing priority of GH intro so that it can be interrupted
- Resaved SettlementNPCTaskTypes
- Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
- Added in-world Settlement raid mechanic along with on-screen progress widget
- Settlement NPCs will now physically go into a 'downed' state when incapacitated
- Added new D_SettlementRaids for more bespoke Settlement raid configuration
- Settlers with non-guard roles will go into cowering state when raids occur
- HEAL device will now show stability, survival values of Settlement NPCs
- Fixed an issue where Settler clothing wasn't updated when role changed at runtime
- Settlers can now have their role switched to Guard via interaction
- Fixed an AnimBP-related Settler thread crash
- Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
- Fixed issue with Settler held item not being cleared correctly
- Added simple in-world settlement task progress widget
- More blue quad impassable and vista work
- RAD_D - Adding in Spawning of Enemies during the Cutting Stage
- RAD_D - Adding in Extra Hint Text
- RAD_D - Adjusting Prebuilt structure to have required quest objects
- RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
- RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
- RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
- RAD_D - Setting up Friendly NPCs for the Defence
- RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
- RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
- RAD_D - Setting up Laser Progress and ability to complete quest
- Misc GH Rad quest text fixes
- ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
- Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
- Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
- Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
- RAD_A - Adding Laser Blocker Tag to the Colony Rock
- head customization update, added hair and beard swap, added exaggeration of blends
- Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- Adding quest steps to prospect list and quests for c2
- Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
- Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
- Adding all c2 dialogue, events and dialogue data table setup
- RAD_D - Basic Mission Blockout
- Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
- RAD_D - Adding new Prebuilt Structure for the Mission
- RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
- RAD_D - Adding new World Object - Rad Boss Den Blocked
- Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
- More quest dialogue fixes and fine tunes
- Adding launcher audio setup and appropriate fire sound
- Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
- Fixed issue with Settlement gates not getting cleared when regenerating the wall
- Fixed Settler NPCs not getting growth stats when reloaded
- Added new Settler-specific SpitAttack function for firearms
- Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
- Added a cheat to attract settlement visitor instantly
- RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
- Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
- Added DEP_Trophy_Radboss
- Settler NPC now overrides weapon fire BT
- Added audio data row to NPCWeaponData
- Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
- Launcher T4 - first pass implementation on zeroing for launcher
- RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
- RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
- RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
- RAD_O3 - Setting up new scientist NPC for the quest
- RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
- RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
- RAD_O3 - Adding minigame and crafting DNA steps into the quest
- Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
- Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
- Settlers will now look at nearby characters (similar to mounts)
- Settler NPCs now have perception and an AIGrowth with related stats
- Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
- Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad
- Fixed null materials on PHX meshes
- Added placeholder icons for Settlement deployable entries
- Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
- Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
- Adding npc movement audio for call someone
- Updated the radboss armour with a new colour scheme and tweaked the skinning
- Added Macro Rocks to the Volcanic, Red Quad
- RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
- RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion
- gh mission dialogue adjustments and placements
- Added updated mesh for character hair_02
- Adding npc animation audio, hammer down, side and pickaxing
- Added One Chop Money Tree to Map for Testing, Outpost 11
- Updated Settler locomotion anims
- Settlement gates now open and close via a proximity trigger (friendly units only)
- RAD_O3 - Setting up Chemostat Minigame
- Fixed EventDecision UMG compile error
- Fixed Settler pickaxe orientation
- Updated Settler anims for miner, woodcutter
- Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
- Added some temp background stories to show when hiring NPCs
- Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
- Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
- Added Macro Rocks to the Volcanic, Red Quad
- Adding all dialogue for mission C quest steps and adjustments
- Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
- Update to the skulk juvenile skinning
- Added dialogue and subtitles for GH RAD C
- Added Radboss Envirosuit item icon
- Adding new explosion event for the nests in C and also all dialogue and events for C
- ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
- Added some additional 3rd person animations
- Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
- Adding dialogue to quest steps for B2
- Mission Widget minor layout changes and font size changes for better hierarchy
- Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
- Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
- RAD_O3 - Basic Setup of Chemostat Item
- Adding all radboss b2 dialogue audio into data tables
- Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
- RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
- RAD_O3 - Adding Quest Objectives Layout and fixing Faction Missions table
- Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
- Added seeded random deviation for Settlement Event cost/rewards
- Added support for item tag queries in Settlement Event costs/rewards
- Edited a couple of existing Settlement events to ensure they follow the new validation standards
- Added new +% stats for Settlement resource generation
- Heavy Speeder Bike: Fixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
- Added a test scene for the character head customization, as well as updated the head material and SK for the head
- Added Distiller elements and solution mix icon for experiment cage UI
- Adding dialouge and events for b2 mission
- RAD_O2 - Player Stats can now effect the FEV
- RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
- Added dialogue and subtitles for GH RAD B2
- RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
- RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
- Adding updated rian dialogue audio, updating data tables, removing old rian lines
- RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
- Fixed for validation
- Added recorder support to Settlements and related systems/Actors
- Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
- Added WIP Settlement raid mechanics
- Reworked Settlement talent tree, added some temp icons
- Settlers can now become sick, requiring aid at a clinic
- Settlers will now appear randomly based on Settlement's mood level
- Reworked how Settlement building generation is configured via DT
- Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
- Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
- Added new repair task that can be performed on Settlement buildings that are damaged via raids
- Fixed Settlement.cpp compile error
- Extended functionality of existing Settlement event framework
- Added some placeholder test events and a cheat to execute them on demand
- Added a Settlement event manager to trigger and manage events
- Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
- Began shift of Settlement visitors from BP -> C++
- Settlers can now leave the Settlement if mood is low for a long enough time
- Settler sleep is now incremented/decremented via survival tick
- Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
- Head customization blendshape added to UI test
- Update v3.0.15.153056:
- New Content
- Fixed Norex Trader accepting Scorpion instead of Scorpion Boss vestiges
- Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
- Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
- Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
- Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
- Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
- Fixed
- Slightly Adjusting Creature Gestation Periods so in general mounts between 2000-3000, tames around 1500 and small farm animals around 1000
- Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
- Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
- Removed unused static array of images from new widget
- Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
- Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
- Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
- Reduced Meshable DT by 25% (400 rows) by removing redundant rows (duplicates, deployable context only)
- String Translations - Deep ore thumper
- Updated some colors on the Deep Thumper
- Updates to collision tooling
- Fixed build validation
- Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
- Potential memory improvements on build validation job
- Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
- Added new helper functions to fetch static mesh collision geometry primitives
- Added additional logging to collapse_all_datatables.py
- Future Content
- RAD_O1 - Fixing issue where the Antiradiation Recipe Flag was not being granted to players correctly on mission start
- Adding GH pillar rock explode audio event, and BPQ setup
- Added a beard, eyebrow, and hair SK for the character head matrix prototype
- ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
- RAD_C2 - Adding in Malformation Fight at the end of the quest
- Updating RadBoss External Name to Malformation
- RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
- RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
- Updated grenade launcher SK to have movable sights
- Fixed a typo in Styx tooltip text for dlc badges
- Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
- Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
- Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
- Added new Settlement farm which generates carrots
- ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
- Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
- Adding audio to new animations for rad boss. First pass
- Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
- Added more Rad Boss animations
- Added new head SK for blend shape matrix prototype
- Separate Sinew_Standing_Bag_into SM and SK
- Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
- Updated emissive textures for DEP_Crate_Lead_Lined
- Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
- Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
- Added concept of Settlement Building destruction and partial refund of resources
- Added additional Settlement Building info to new radial menu side panel
- Settlement House now requires resources to construct
- DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
- RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
- RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
- Updated stats on Radboss and Colonist envirosuits
- DLC Icons - Switched hover text entry to be FText from FString for localization
- Head customization setup normal blend in BP Head test, now updating with temp UI
- Added female version chest SK and pack assets for the rad boss armour and small update to the textures
- Launchers - Added inaccuracy and prediction circle takes distance into account
- Added art assets for the Skulk juvenile to the project
- WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
- Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
- ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
- Added Hoverframe Key Quest Item icon
- Fixed missing Modifier icons for new items. Removed DHs feature flag
- Hooked up correct animations for lead lined crates and removed incorrect DM references
- Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
- Mission dialog audio, event and quest setups for B
- Fixed DF resolution on Lead Crate SMs
- Added dialog and subs for GH RAD B
- Changed background opacity for DLC Badge container, removed title, centered buttons
- DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
- More natural footstep distancing for a creature
- Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
- Adding audio, event and UMG setup for adding rad prosp to chamber
- Added missing rad boss animation audio
- coastal wave tool polish progress
- Head customization material setup and test widget
- Added Inaris tool set color variations
- Updated DEP_Crate_Lead_Lined and LODs
- DLC Icons - DLC Button implementation
- Settlement buildings now clear grass underneath them
- Settlements now clear FLOD foliage within boundary on Begin Play
- Settlement paths now clear grass underneath
- Added new Settlement talent to upgrade boundary size and switch to stone walls
- RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
- Adding new Tags to items so they can ignore the build blocker boundary (for missions)
- Fixing the old Animal Trap which was causing issues with the prebuilt structure system
- RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
- RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
- RAD_C - Now Fully Playable
- Added temporary cobble texture to Settlement road path
- Work on new RadBoss anims, transitions to/from rock and submerge/emerge
- ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
- Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
- Added a basic mount setup for the stomper
- DLC Icons - changed visibility to collapsed and only visible on development for time being
- Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
- Added DLC Badges and Container to Title Screen
- RAD_C - Setting up final operation quest steps quest is now playable
- RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
- RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
- RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
- Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
- Fixed a number of typos, added final text for GH RAD A collectable notes
- Settlement buildings can no longer be deployed if no nearby Settlement is found
- Added DEP_Oxite_Dissolver_MXC with animations
- Added some Settlement resource stats
- Settlement NPCs now walk to residences to sleep during nighttime
- Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
- Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
- Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
- Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
- Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
- Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
- Settlement buildings can now override a new BP function to apply any bespoke building placement rules
- Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
- Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
- RAD_C - Setting up Quest Blockout
- RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
- RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
- Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
- Added Forced Evolution Virus item icon
- Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Added DNA Augmentation Serum item icon
- Removing incorrect dialog quest placement
- Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
- Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
- Added Fish and Mushroom item icon
- Readding b2 dialogue start to quest
- Added Rad Boss item attachment icon
- T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
- Updated the jungle hunter SM default scale from 1.75 to 2.0
- Adding additional rad boss movement after fall audio
- Settlement NPCs now have randomly assigned clothing based on role and random seed
- Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
- Adding rad b chamber audio
- Adding distiller craft audio, distiller place item audio, events and UMG setup
- RAD_A - Fixing Supply Pod Drop Location
- RAD_A - Adding in Boss Spawning and Crawling Animations
- Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
- Adding Rad B intro dialogue, event and quest start audio play
- Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
- Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
- Added Radboss Module icon
- Fixed Settlement spec compile issues
- Added navigation-based Settlement NPC pathing
- Added Settlement NPC names json
- Added LoggingCamp prototype Settlement building/behaviour
- Added BT support for Settlement tasking along with associated montages
- Scaled down settlement meshes to 70% of original
- Added support for events to override an NPC's current activity/schedule slot
- Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
- Added gates to Settlement walls
- Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
- Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
- Adding initial setup for new Legendary Weapon - Grenade Launcher
- Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
- Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Setting up RadBoss Loot Rewards
- Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
- Updated jungle hunter SM to the new default scale
- Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
- Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
- Adding +2 Talent Points to Final Radiation Great Hunt Mission
- Setting up Carbon Fishing Rod, Recipe, Talent Item
- Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
- Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
- Setting up RadBoss Items Attachment and Module
- Setting up Colonist Envirosuit Workshop Item
- Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
- Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
- Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
- Setting up Animal Virus for mutating animal companions
- Setting up DNA Serum for adding a long term buff to players
- Setting up Basic Drone Companion Item
- Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
- T4 Launcher - Fixed error with not being able to find the anim instance when reloading
- Added rad boss fishing rod art assets to the project
- RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
- Adding dialogue rows for GH RAD Mission A
- More rad boss spatialize and volume adjustments
- Rad boss vocal priority adjustments to prioritize roars over flinches
- Added ITM_Backpack_Planetary_T5
- Update v3.0.14.152723:
- New Content
- Setting up Ubis Husbandry, Behaviour and Serums
- Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
- Fixing issue with the Ubis being unable to use the quick tamer saddle
- Fixing issue with the Ubis Enzyme Serum being uncraftable
- Fixed
- Fixing issue where the Norex Trader trades Biomass for Caveworm Scales instead of Sandworm Scales
- Increased vapor condenser DF quality and added additional LOD
- Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
- Added custom collision mesh for Iris' lab in Eden
- Removed DF from IrisLab COLL mesh
- Improved LOD screensize settings on Cave Roots Hanging meshes
- Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
- Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
- STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
- Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
- Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
- Aquariums UX pass: Fixed effects not updating for clients by running through RepNotify. Perform material swap instead of creating dynamic materials. Added distance culling to fish SKs for a substantial optimization on bases with multiple large aquariums. Fixed T3 Aquarium Biofuel setup not working correctly. Fixed incorrect material slot define on T3 Aquarium variation. Fixed incorrect fish drop point on T3 Aquarium variation. Made 'clean' glass material slightly more transparent. Tweaked lighting setup on Scyther aquarium. Added BP for XL Aquarium (no data yet)
- Future Content
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
- T4 Launcher - Launcher now causes all shot projectiles to explode on impact
- Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
- T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
- Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
- Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
- Added ITM_Backpack_Planetary_T4
- Added initial data for EMP Grenade. More WIP on Payload
- T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
- Deleted unused WIP blockout Eden meshes
- Deleted unused foliage COL assets
- Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
- Rad Boss animation FXs
- Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
- Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
- Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
- re rendering rad boss release sound to closer match capture
- Removed orange trim from Elephant Ear plant
- T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
- Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
- Fixing GH_RAD talents so the mission tree works based on the new layout
- Adding and Fixing the Distiller static mesh preview when placing the deployable
- Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
- RadBoss arena - swapped WT_lake for BP_interactable lake
- Correcting rad grenade length to match visuals exactly
- Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
- Radiation area fade length adjustment
- Improvements to rad boss roar and flinch audio. More variation and unique feel
- Resaved D_SettlementNPCTaskTypes
- Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
- Fixed Settlement test talents not being unlockable due to having no rewards
- T4 Launcher - Switched hunting rifle model for prototype version
- Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
- Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
- T4 Launcher - First pass implementation without model
- RAD_B2 - Fixing issue where quest would complete on a partial success
- RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
- Added temp mesh for the prototyping of the T4 grenade launcher
- RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
- Adjustments to distancing of rad boss for better audible experience when moving
- Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
- Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
- RAD_B2 - Distiller now only consumes 1 item and not the entire stack
- RAD_B2 - Cage and Distiller now have UI which reflects the objects states
- RAD_B2 - Cage can now administer and identify successful cures
- Fixed an issue where Settlement talent changes weren't being synced to storage properly
- Added missing blockout buildings for Settlement prototype
- Settlement building placer radial menu options are now correctly locked behind required talents
- Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
- Constructing buildings can now provide experience to Settlement when construction finishes
- Added validation to ensure correct naming of Settlement Building deployable setup rows
- RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
- RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
- Adding radboss flinch vocals, event and data table events
- Updated D_Armour and weightpaints for radboss envirosuit
- Re fixing radiation grenade lifetime of radius that didn't save
- Adding audio for all new rad boss animations
- RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
- RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
- Added SK_CHA_FEM_Envirosuit_RadbossV1
- Added a proper foliage mesh for the XL Aquarium
- Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
- Added next batch of Rad Boss animations to the project
- Added modifications to support a 2.5m buffer zone around settlement building placement
- Settlement buildings now apply an obstacle nav modifier
- Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
- RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
- RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
- RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
- RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
- RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
- RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
- Adding radiation location based loop when entering radiation sphere for rad grenade
- Setting radiation sphere FX to last as long as the radiation rather than end immediately
- Added initial data for Radboss Envirosuit
- Settlement Hub now has a working talent tree, controller, model, view
- Added some temp talents to test the new Settlement talent tree
- Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
- Removed DF from Heavy Speeder backpack mesh
- Update v3.0.13.152513:
- New Content
- Reducing Range of Deep Cycler as it was too large
- Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
- Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
- Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
- Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
- Deep Thumper UI Pass
- Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
- Fixing Blueprint Recipe for Deep Cycler
- Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
- Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
- Setting up Deep Thumper BP
- Adding Deep Thumper Basic Setup, Recipe and Tech Tree
- Fixed
- Adjusting Sandworm Thumpers Colours and adding new icon
- Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
- Fixed placement helper transforms on basic beams across all building sets so that they render correctly
- Juveniles - Added ability to hitch them to posts
- Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
- Ely - removed buried deep ore node in Tundra
- Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
- FT audio occlusion
- Fixed spelling of Stronger in Armor flavour text
- Adding occlusion to flying tank wing flying audio and also to ground slam
- Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
- Adjusted Resource Network Inspector so text doesn't clip with each other
- Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
- Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
- Added UI Projection Location widget to Lava Hunter Throne
- Mission board will now correctly show details for dynamic missions
- String Translations - Field guide title and oxite tooltip now work with other languages
- Adjustments to mission syringe and serum weights to match other small items
- Reduced Kiwi Fruit Billboard textures to 512px
- Added collision to Kiwi Fruit Var3 mesh for audio
- Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
- Dynamic missions - Now displays the correct seed name instead of just 'seed'
- Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
- Future Content
- Deleted Tundra Monkey GFur test assets
- Cleaned up more PHX assets
- Added LODs to additional PHX SK meshes
- Added LODs to PHX SK meshes
- Added ITM_Backpack_Planetary_T3
- Work on talent support for Settlements
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Added material, textures, and SM for the jungle hunter creature to the project
- Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
- Added a 5th variant for the Elderberry plant
- Added sockets to all ramps for railing placement
- Added Caves, Set Dressing and Working on Coastal, Outpost 11
- Began implementation of WIP settlement gameplay
- Added first pass textures and materials for the rad boss armour
- Adjustments to coastal ambience event audio
- Added and updated first pass 1ST sk mesh for radboss envirosuit
- Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
- Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
- Added Cave, Set Dressing and Working on Coastal, Outpost 11
- ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
- Lots of updates and improvements to rad boss audio events, spatializing and notifys
- Coastal wave material update from SLW to Translucent
- Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
- Adding deep ores to my test level
- Added override material param to AddSplineMeshData function
- Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
- WT_WaterWave Tool update
- Set Dressing and Working on Jungle Lite, Outpost 11
- Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
- DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
- Added temp blockout meshes for volcano on DLC3 map
- Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
- Adding hoverframe start audio when pressing on start vehicle in the damaged UI
- Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
- Adjustments to npc rians injured and healed dialogue
- Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
- Added DEP_Elysium_Radio_Tower
- Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
- Tweaked Radiation Grenade payload. Fade in/out sphere. Remove physics impulse
- Set Dressing and Working on Jungle Lite, Outpost 11
- Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
- Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
- Resaving Deployable Setup Datatable
- Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
- Update v3.0.12.152317:
- New Content
- Tweaked LOD, collision and DF settings on new Curved Railing pieces
- Added Curved Railing Item icons to Deployable Setup Data Table
- Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
- Adding Barbed wire Stairs and Curved Railing Variants
- Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
- Added curved and ramp versions of BLD_Railing_BarbedWire
- Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
- Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
- Komodo/Lava Komodo - Added carry animations and skinning bench recipes
- Added Reinforced Wood Curved Railing
- Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
- Added Interior wood curve floor variant icon
- Adding Variation B of Refined Wood Building Pieces
- Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
- Added curved interior wood floor item icon
- Added information to Modifier descriptions regarding modifiers that persist after death
- Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
- Adding Refined Wood Curved Pieces
- Fixed
- Item Popup - Reverted the moving of stat afflictions in the item popup from stats to outside the pop up on their own. - now is back to how it was
- Fixed missing 'Sawblades' in valid ammo types description
- Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
- Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
- Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
- Removing truffle sounding like bushes when passing through them
- Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
- BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
- Added PhysicsCore to VanguardBPLibrary build cs
- Added PhysicalMaterial.h include
- Exposed GetSimplePhysicalMaterial via BP function library
- Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
- IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
- Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
- Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
- Fixed deployable section recipe hover not working
- Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
- Resaving misc niagara effects for build log errors
- Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
- Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
- Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
- Removing print string from testing
- Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
- Fixed incorrect description text on Draven's Water Retention talent
- Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
- Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats
- Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
- Waterfall cave prefab actors should now properly inherit custom waterfall data
- Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
- Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
- Future Content
- Adding laptop audio to note used in Rad_A to help the player locate it easier
- Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
- Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
- RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
- RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
- Further fine tunes to searching mini game to make sure some elements aren't too loud
- Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
- RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
- RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
- Adjusting Irradiated creatures and mutations so they have high posion resistance
- RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
- Inspection tool now traces 2km instead of 200m
- Meshes added for all aquariums with the glass separated into it's own SM
- Made incorrect VanguardBPFunctionLibrary function static
- Irradiated Mutation - Added running/sprint animations and fixed foot sliding
- Dummy change to try fix banks
- Added updated static meshes in Rad Colony on Yellow Quad, Elysium
- Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
- Added colony building static mesh blockouts for design to start prototyping
- Adding settlement music location
- Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
- Outlined Biolab Stats text and changed the text colour
- Adding settlement ambient music track, event and data table setup
- RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
- Added DEP_Aquarium_T4_XL
- Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
- Adding mutation unique footstep event to sound heavier than standard rad prosp
- Adding mini game end positive audio. Also adjustments to success and negative range audio
- RAD_B - Fixing Build Break caused by an unsaved item static
- RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
- RAD_B - Adding Quest Items to the Prebuilt Structure
- RAD_B - Adding Logic to convert broken speeder into rideable speeder
- RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
- Coastal wave spline tool and material update
- Added IK ControlRig for radboss
- Disabled IK for a number of rock-related anims
- Added new AnimModifier asset to batch disable IK
- Adjustments to coastal to sound less beachy. Slightly less bright vibe
- RAD_B - You can now take key from Rian and continue
- RAD_B - Adding new supports to allow players to build across the lava in the quest area
- RAD_B - Adding New Destroyed Prebuilt Structure for the quest
- Added DLC3 test map with WIP landscape
- Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
- Adding mission rad 1 injection syringe audio, event and playback setup
- Radboss web attack will now trap players and spawn cosmetic web strands on legs
- Tweaks to Radboss web and spit attack projectiles
- More adjustments and fine tunes to mini game audio
- RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
- Lots of adjustments to mini game audio and the way it plays
- Added SK for the slinker sandworm saddle
- Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
- Updated meshes for DEP_Fireplace_ClayBrick_Red
- Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
- Further radboss combat loop additions
- Placeholder actor, modifier, and projectile for radboss web spit attack
- Adding more mini game assets and adjustments to sounds and the way its played
- Update NPCPlacer tool to work with Mount variation data structure change
- Armor stand t4 - added open/close interact and added collision to outer case
- Armor stand t4 - Implementation
- Updated SK_DEP_Armor_Stand_T4_Dummy
- RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
- RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
- RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
- Setting up rad radio mini game audio and FMOD param in event
- Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
- Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Adding coastal ambient audio setup. Adding new audio event to setup
- Adding coastal ambient audio event and coastal waves and balance pass
- Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
- RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
- RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
- RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
- Bald Eagle - First Pass implementation
- Added Hovercraft Map Icons
- Radiation grenade VFX wip
- RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
- RAD_B - Setting up mission objective blockout for full quest
- RAD_B - Setting up Prepare quest steps for gathering items / equipment
- RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
- RAD_B - Adding new Prebuilt structure for the Radio Tower
- Edits to radboss arena collision, navigation
- Added optional emerge animation to irradiated prospector
- Started work on new adds spawn system for radboss
- Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
- Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
- RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
- Added a skeletal mesh for the slinker desert and racing saddles
- wip on water waves effect
- Updated Outpost011 biome texture
- Resaved ItemsStatic to fix Meshable row define
- Resaving item static to fix the build error
- Adding lots more radboss sounds and animation notifys
- Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
- Adding second potential music track. either for jungle or another more dangerous biome
- Added new Rad Boss animations
- Update vHotfix Version 3.0.11.152253:
- Fixes for the Ability to refuel Hoverframes and Damged Hoverframes in Missions
- Contains the Following Fixes
- Fixed interactable which was preventing from hoverframes and damaged hoverframes from being able to be filled with refined oil
- Update vHotfix Version 3.0.11.152237:
- Urgent Fixes to Fix a Memory Leak which Degrades Performance
- Contains the Following Fixes
- Fixed culling performance leak on Gas Flyer VFX by setting effects to Kill instead of Sleep, this was causing a lot of performance degradation in the swamp and volcanic biomes
- Tweaks to Biolab pin positions on Timber Extraction Unit
- Update v3.0.11.152126:
- New Content
- Tweaks to Biolab pin positions on Timber Extraction Unit
- Adding Ability to Draw and fill from Oil Barrels when they are deployed
- Adding Talent and Recipe for crafting Sawblades on planet
- Removing feature lock from Legendary Chainsaw Alterations
- Fixing damage visibility on workshop sawblade pack
- Unlocking Legendary Chainsaw and Fixing Biolab Shop so it can be purchased
- Adding Sawblade Workshop Pack and Raw art for the Saw Blade Item
- Mission Board's Mission Available pop up now has Mission details on it
- Added ITM_Banana, with SM, textures and material
- Prospectors can now hold bananas in their hands
- Uranium set dressing nodes now have a highlightable that updates based on their active state
- Fixed
- Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree. Various grammar fixes
- Fixing issue so you can correctly pickup oil barrels
- Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
- Decreased Wood Yield on chainsaws by around 30% to balance them out more
- Fixing Camera Preview and Pin Positions in the Biolab for the Legendary Chainsaw
- Fixing layout of biolab so all legendary weapons can be seen
- Fixed a bug where placing a stacking item back into the transport pod would dupe the item and could split indefinitely
- Fixed MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings. Added missing local source files for icons
- Re-did Buffalo and Wolf serum icons so the head isn't floating. Re-organized serum recipes so their variations are grouped together properly. Adjusted grammar on serum descriptions
- Enable weakpoint damage on Sawblades so that projectile shots can still crit
- Misc LOD and DF fixes for various meshes
- Fixed niagara effects erroring in build log
- Fixed Natural Oil Refiner toggling visual effects when power is connected but not yet actually running. Added Distance Culling on Niagara component
- Updated Nuclear Reactor materials
- Added supporting light to Nuclear Reactor console. Added ProjectionLocation component. Setup material swap logic for console. Disable animation when not running
- Fixed issue where radiation nests where not damageable as they where failing the valid hit query, they are now correctly tagged as world objects
- SM Projectile bug - Fixed a bug where projectiles would get stuck in clients when projectiles were either too big or too slow
- Moved dlc and heavy item type icon from title bar pop up to main pop up window
- Fish20 blink animation is now additive, so no longer blocks standard control rig simulation
- Added a new version of the blinky blink anim using the FIsh01 skeleton. Updated the blinky specfic parts of the fish hold BP to use the V2 blinky assets, Updated Meshable DT to reference V2 blinky skeletal mesh
- Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects. Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water. Added cheat to reveal oil geysers on the map. Changed uranium deposits map icon to be unique from meta deposits
- UI/String Translations - Changed 'required resource' box to be slightly larger for readability and also changed format of the string to include a tab so when the numbers get large it doesnt get very small
- Fixed two invalid DT rows
- Fixed a few typos
- Future Content
- Added Rad_House_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
- Adding rad boss spit audio, event and notify
- Added Radboss den entrance (BP_GH_DenEntrance_RadiationBoss)
- RAD_A - Fixing Quest Logic so the quest can be started from the start and not mid way through
- Added Apex destructible mesh for Interior Wood Curved Floor (APEX_BLD_Floor_Curved_Wood_INT)
- Updated Outpost11 biome map. Added first pass of Jungle Light atmosphere
- Setting up Jungle into Beach, Set Dressing Jungle Lite and 2nd Jungle, Outpost 11
- Added Mission Virus Sample, Medical Grade Syringe and AntiSerum item icons
- Added (devlocked) serums for Orka and Storca in future update.
- Adding music v1 version of jungle theme, audio and event
- Assembled basic structure of Radboss BT combat loop
- Created a number of montages, both placeholder and final
- Added a number of particle/screenshake effects to Radboss attack montages
- Added new SelectInOrder BT composite node which sequentially picks each child node one by one each time the selector is entered
- RAD_A - Added Missing Quest Queries
- RAD_A - Increased time between spawns on the radiaiton spawner from 15 -> 30 seconds
- RAD_A - Setting up final spawning and quest markers for the last quest steps
- RAD_A - Adding in Pillar, Quest Markers and Quests Steps
- RAD_A - Adding Serum and Virus Delivery Steps
- RAD_A - Adding Quest Objects to the Lab Prebuilt Structure
- RAD_A - Setting up new Syringe and Wraith Corpse interactions to collect and Item and Creating quest steps
- RAD_A - Adding Quest Objects to the Greenhouse Prebuilt Structure
- RAD_A - Setting up quest flag for Serum recipe and setting it when the combine step is started
- Work on radboss movement/ctrl rig/leaning on rock pillar
- Added Radboss ctrl rig for upright RockA state (and possibly other upright states)
- Temporarily clearing Radboss mesh rotation upon entering upright state to fix alignment on rock
- Reworking Swamp into Beach, Added Jungle Lite and Added 2nd Jungle, Outpost 11
- RAD_A - Adding Quest Objects to the Operations Prebuilt Structure
- RAD_A - More Quest Markers for Specific travestal points within the colony and fixing travel distances for the sites inside the colony
- Adding new Common Quest Base Travel Tiny
- RAD_A - Implementing Quest Steps for Searching through the colony houses
- Added buffalo double saddle skeletal mesh for testing
- Updated Outpost11 configuration and data. Initial creature spawn setup, prospect data, updated Biome from Swamp to Beach, and weather data
- Added SMs, DMs, Texture and Material for BLD_Floor_Curved_Wood_INT. Apex DM still needs to be made, as well as BP and DT entries
- Attempt to fix niagara build log warnings take 2
- RAD_A - Adding new Quest Markers for the Ops, Greenhouse and Lab
- RAD_A - Adding new Items for the Virus, Serum and Syringe
- RAD_A - Adjusted Colony BP so that the Boss is hidden until it is needed
- Added Radboss Saddle icon
- RAD_A - Fixing Nest Locations and Entry Quest Marker Locations
- RAD_A - Spawning Nests and Mutations before the colony door is opened so they don't pop in, remove manually spawning od the door as it is now in world
- RAD_A - Adding the security door to the map, and shifting set dressed items up to the correct locaction
- Setup skin variations for Skulk
- Edits to radboss animbp/spire connection
- Updated texture for DEP_Natural_Oil_Refiner
- Updated mesh and material for DEP_Nuclear_Reactor
- Added MTK_Drone_Companion
- Fixed compilation error on Bat Kill Niagara effect
- Reworking Swamp into Beach, Outpost 11
- Removed .p4config example file now that latest version of P4 doesn't allow modifying of files named .p4config, breaking build steps (see P4_SYSTEMIGNORE since 2025.2/2907753)
- Rad Saddle - Added missing creatures (Arctic Moa/Standard Horse)
- RAD_A - Adding new Quest Steps for Searching Lab / Greenhouse / Ops and Living Areas
- RAD_A - Adding new Collectable Notes for the Lab, Greenhouse and Ops
- Adding new common quests for the for arrival with subquests so they don't require a map icon to trigger
- Lead lined box - template now no longer dev locked
- Added initial BT/BB for RadBoss
- Updated atmosphere/biome for RadBoss Arena
- Converted RadBoss spire to BP, replaced in arena map
- Adding jungle first pass ambient audio base layers and over 200 scatter ambient creature sounds. Data table setup
- T3 Generic Bag Added
- Reworking Swamp on Outpost 11
- Added some initial files and DT rows for RadBoss
- Increased displayed resolution of RadBoss material textures
- RAD_A - Adding new quest markers for radiation nests and spawning them in during the colony step
- RAD_A - Removing unused Prebuilt Structure from files
- Added Wall for Rad Colony on Yellow Quad, Elysium
- Update v3.0.10.151870:
- New Content
- Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
- Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
- Adding tundra monkey juvi footstep event and data table setup
- Juvenile Gribblers now have their correct experience events setup and have their own AIGrowth row
- Juvenile Gribblers can now be picked up and attached to the hip and simulate physics correctly
- Adding tundra monkey audio row to ai setup
- Adding Gribbler Serumn and Juvenile Gribber Carcass Item Icons
- Setting up Gribbler Husbandry behavious so the male walks to the female when trying to inpregnate and the female rests while gestating
- Fixing internal name for gribbler fertility serumns so they match in the datatable
- Adding juvi monkey idle vocal event and audio row setup
- Setting up Gribbler Fertality Serumns and Recipes
- Resource Inspector fixed spacing / scaling for other languages
- Setting up Juvenile Tundra Monkey, its corpse, loot and basic behaviours
- Fixed
- Ram now grows wool and can be shorn
- Added trimmed down concrete fortification wall for colony gate (SM_RadBoss_Colony_GateWall)
- Fixed waterfall mesh type and displacement/texture settings in Cave_TU_SML_001_DLC2
- Fixing Build Error where the incorrect name was used for gribbler serumns
- UI/String Translations - Changed Char to be Lvl for better readability
- Added a version 2 of the blinky SK that uses the fish01 rig and updated the blinky physics assets
- Increased Icon size and added padding to text in Delete Character text box
- Unhiding Fuel spline tool, Sulfur Vesper trophy, and Checkered Flags from Fieldguide. Added some additional DT validation for checking Blacklisted items that are actually craftable. False positives so gated behind increased verbosity checks
- Fixed floating rock & player gets snagged on landscape, Blue Quad, Elysium
- Increased box size and font of 'delete character' box
- Added Field Guide sets for Fireplaces
- Fixed misc Niagara effects producing errors on build log
- Fixed engine folder material references in several DMs
- Fixed engine folder material references in several DMs
- Update Cave Spotlight meshes to be slightly larger. Added emissive material swap for supporting VFX. Fixed LOD setups. Added DeployableSetup names for variations. Delete obsolete meshes
- Fixed Environment Buildup meshes coming through underside of Iron buildables. Fixed DF setup on TrapdoorFloor mesh
- Updated Prometheus map texture resolution from 256px to 512px to bring it inline with other maps
- Gates static mesh for shadow added and applied in blueprint
- Fixed incorrect equip montage being used on Legendary Bow
- Adjustments to the build blocker subsystem to take into account the build blockers rotation as it was performing AABB not OBB resulting in bad checks and results in false positives when checking if deployables or buildings can be placed within certain 'locked out' map regions
- Updated ape boss rug RMA to to better match the roughness to the ape boss Gfur
- Optimization pass over Animal Beds and Rugs, including texture sizes, LOD setups, collision, DF setups, shadow setups, Gfur setups, tweaked materials to reduce difference between Gfur and non-Gfur visuals
- Fixed missing texture file reference for M_CRE_Slinker_Fur
- Fixing bad Generic action interface call which needed to be recompiled to fix the build break
- Fixed Transfer resource widget displaying unformatted rich text when multiple objects can be refilled (only auto-selects if there's a single entry) by adding new default string guiding players to select an item to fill
- Adding blinky eyes blink audio, event and notify
- Fixed creature eye shader artifacts and added emissive
- Resaved DMs with material errors to try and resolve
- Removed DNT from CropGrowth modifiers for Pig Talents. Remove other DNTs doing nothing and Missing icon defines
- Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects by adding PlayFireFX logic in DoFire override for FillableAmmo actionable. Change AttachPoint data for Laser Sidearm to be Muzzle as Trigger1 is not on this mesh/skeleton
- Future Content
- Added icons for Lead lined crates
- Adding Blueprint for the Radiation Boss Den Entrance
- Refreshed LegendarySaw FireController BP to fix error
- RAD_A - Added Correct Cleanup and Setting Unobtainable of all spawned prebuilts
- RAD_A - Ajusting Prebuilt Spawn Locations so that they are loaded at various times throughout the quests rather than all at once
- RAD_A - The Colony Radio Tower now can only trigger the minigame where powered and on
- RAD_A - Adjusted Perimeter Station to have base ingredients to create and fuel a portable generator, and adjusted objective text to reflect the intended task
- RAD_A -Adding the quests steps to locate, unlock and enter the colony door, with new quest markers and tags
- Rad Spawner now spawns creatures slower and can be damaged by melee, projectile and explosive
- RAD_A - Increased Radius of Deltas Trigger Location
- RAD_A - Adding Spawn Blocker to Colony Location
- Sawblade projectiles and weapon have their blade mesh match currently active upgrade
- Added bHABPreviewOnly boolean to living item mesh customisations to prevent them from being automatically shown in-prospect
- Lead lined box - Changed feature flag to new great hunts from development
- Adjustments to sawblade reload timing now that its slowed down. Moving arm cloth sounds and blade reload
- Crafting tooltip expansion - Added 'crafted from' and 'workshop item' sections that pulls the same as the field guide. Dev locked for now
- Removed DNT from SWQ chainsaw sawblade
- Fixed a number of animation issues with SWQ chainsaw
- Added 3rd person animations to SWQ chainsaw
- Fixed SWQ sawblade not disappearing when unloading ammo
- Removed duplicate logic inside SWQ chainsaw BPs
- Fixed focused montages not playing for SWQ chainsaw
- SWQ chainsaw blades now correctly use the preview item logic shared by bows and crossbows
- Removed redundant config from SWQ chainsaw D_Actions row
- 'No Ammo' no longer spams if you left click while reloading SWQ chainsaw
- SWQ chainsaw blades are now fired from socket on item instead of from player eyes
- You can no longer cut down a tree with SWQ chainsaw if it has no blade attached
- RAD_A -Adding Spawn Blocker to Delta
- RAD_A - Adding Location Zeta and Echo Device Location
- RAD_A - Adding new Prebuilt structure and dead colonists at Zeta Base
- RAD_A - Setting up quest steps to ECHO to Zeta, then search area to base, then searching of base to find the second half of the door code
- RAD_A - Colony Search Area now only displays at the correct step and cleans itself up afterwards
- RAD_A - Removing Duplicated Search area that was spawning as part of the CODE subquest
- Blocked Out Wall for Rad Colony on Yellow Quad, Elysium
- Added additional rad boss animations
- Updated Jungle Lite, Set Dressing and Working, Outpost 11
- Reworking legendary chainsaw audio behavior to start the engine on the blade insert rather than blade insert then pull invisible chord. Removing anim hookups
- RAD_A - Setting up new Blueprints and Items for the Dead Colonists - also adding new mateirals for chest and legs so they have a bespoke outfit
- RAD_A - Setting up Lottable Prebuilt Structure at Location Delta with Dead Colonists
- RAD_A - Setting up Location Delta with spawner, epic creature and bodies to loot
- UI pass on Satellite Alignment Mini Game
- RAD_A - Adding new quest markers for location zeta and delta
- RAD_A - Adding and setting up collectable notes to allow entry into the the colony via the security door
- RAD_A - Adding new quest steps for locating an ECHO device and searching for the zeta and delta locations
- Added slinker croc skin and delux leather saddle skeletal meshs
- Audio setup, adjustments and removing explosion impact audiuo from BP payload radiation grenade. Adding correct explosion to radiation ballistic impact audio row. Spacialisation adjustments and improvements
- Adjustment to sawblade impact to reduce spamming on multi hits. Adding cooldown and limits.
- Adjustments to speed of flying blade to better reflect its real speed and whoosh audio
- Deleted old unused Prospect map images
- Added WIP Radiation Grenade setup, new payload, ground decal, icon, tweaked LOD settings
- Updated Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- Initial migration of character prototypes from PHX to ICARUS, including all current assets to work with prototype facial rig
- Added jungle monkey creature materials and textures
- DLC3 map - added new material instance for landscape with 3 new texture sets for the jungle (replacing swamp)
- RAD_A - Fixed Power Radio Tower Quest Steps as it was looking at the colony BP and not the Radio Tower
- RAD_A - Added new Quest steps for aligning the radio tower to the colonist signals & Adjusted Minigame UI to be consistent with quest steps
- RAD_A - Updating Radio Tower Prebuilt to include the new tower item
- RAD_A - Adding new Generic Action interfact function in which ints can be passed as an argument
- RAD_A - Made Mini-game networked and Client Authoritive as we don't want to flood the network with client -> server update requests
- Added Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- RAD_A - Setting up and iterating on aligning satellite minigame
- Update LODs on Radiation Broodling trophy. Fixed Skin XP event pointing to Kill event. Fixed XP values. Set Radiation Broodlings Bestiary to be Unknown biome to fix BG image. Fixed row defines in
- Char BPs. Remove Radiation Bomber skinning setup. Setup Radiation Broodling Trophy data, recipes, icons, etc. Added carcass icons. Uniformed row naming schemes. Fixed Carcass durability for Radiation Broodling
- Adding more rad boss audio. Heavy impacts, heavy steps, missing whoosh etc
- Added plant boss, elite, vine, spore, and needle variants' art assets to the project
- Adding new stat for disabling weakpoint critical damage
- RAD_A - Starting word on mini-game for alignining satellite and adding new satellite item
- More fine tunes to lower speed flying sawblade audio reducing in volume even more
- Adding movement cloth sounds to chainsaw events to help the reload and pull chord feel more realistic
- Adjusting sawblade flying audio to reduce in volume at lower speeds now that it can bounce. adjusting impact audio to be less loud the more times it impacts to help with the multiple bounce impacts
- Legendary Chainsaw: Blade projectiles now bounce instead of attaching on hit and tweaked ballistic weight/bounce setup. 25% less durability and fuel use for alt fire. Doubled durability to 50k and reduced Basic chainsaw to 33% durability (60k) for balance. Reduced shake multiplier stat to 100%. Increased skinning speed by +50%. Doubled fuel bonus for HandleC upgrade. Increased fuel consumption on both chainsaws from 20 to 30/s. Updated itemable description. Added SK version of saw blade projectile to work around issue with clients. Updated description/titles for chainsaw related stats. Added debug buckshot mesh with emissive for testing SM projectile issue
- Adding radiation storm audio to project
- Set Dressing Rad Colony on Yellow Quad, Elysium
- Rad boss audio timing adjustment
- Added armoured saddle SK for the slinker
- Added all fish BPs and FishSetup data. Added light to 06 Angler fish BP (High Effects only)
- Updated SK_BOW_Crossbow_Radboss
- Updating the Fish Editor Utility Widget
- Polish of giant tree roots - fixed vines hanging too low, redo of leaf sim, edits to base mesh to improve collision so they are walkable and generate navmesh
- Ely - fixed floating impassable mesh on yellow and cave entrance landscape on x5_y6
- Fixing Data table Validation
- Added dev-locked Drop All inventory function to drop all items of matching type from context menu, for testing
- RAD_A - Adding new Quest Markers for Mission Introduction
- RAD_A - Adding new quest steps for searching for and locating colony
- RAD_A - Setting up new Colony Radio Tower for players to find and interact with
- Fixed Legendary Chainsaw Handle RMA texture compression preset being HDR
- Set Dressing Rad Colony on Yellow Quad, Elysium
- Added skinning bench recipe for Juvenile Boar. Corrected inconsistent Itemable row handle
- Adding radiation grenade explode audio and event
- Adding missing prebuilt structures for GH_RAD_A
- Adding audio event to correct bank
- Added Cave, Set Dressing and Working on Jungle Entrance Types, Outpost 11
- Adjustments to LargeRoot_01, fixed materials to properly use UVs instead of triplanar texturing
- Added SK for slinker bearhide saddle
- Update v3.0.9.151750:
- New Content
- Copied Blinky rotation and anim setup to Fishing Rod Lure BP so that behavior matches when caught fish is first held up, versus hotbar focused
- Fixed client nullptr for ThrashingVFX when fish is snagged. Wait for NS to be initalized before attempting to set rotation
- Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
- Fixing Fish15_2, 16_2, 17_2 Feature Locks so they are accessible
- Fixing Fish20 Feature Lock so its accessible
- Setup unique lake areas for Elysium fishing map with differing fish quality. Added DT validation to ensure fish groups only have fish of the same type (Saltwater vs Freshwater). Updated Water tooling to ping Generated actors instead of Developer so that its more flexible (and includes extracted Caves)
- Adding Fish_20 (Blinky) to the new Elysium Fish Spawn Map
- Swapping Over Elysium to use the new Fish Spawn Map
- Making Blinky the Fish Blink Slowly when held in your hand
- Fixing issue where Blinkys eyes where not in Blinkys head when held in your hand
- Changed recipe list category orientation
- Tweaked Elysium fishing map. Added more zones and refined existing. Updated tooling to support locating Lakes and Rivers with custom colors. Tweaks to fish quality
- Fixed
- Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
- Fixing issue where EDEN_CHEF BP was duplicating by adding DoNotRecordForPrebuilt_? Stat
- Fixing issue where the EDEN_CHEF was part of the EDEN_AUDIO Prebuilt Structure (resulting in duplication)
- Fixing old prospects which have multiple duplicated EDEN_CHEF BPs (removing additional ones)
- Added expanded tooltip section for Recipes
- Adding Fish20 Item Icon
- Adjusting Fish20 hold animation so it holds it at a different angle so the eye blinks can be seen in first person
- Cleanup of Fish20 data s its releasing next week
- Lead Lined Box - Renamed 'PreventRadiation_?' to 'PreventRadiationSpread_?' for clarity
- Adding heavy hit react audio, event, notifys
- Alteration Bench UI layout change and new icon for alteration tool or weapon slot
- Force Resave of Faction Missions Datatable
- Optimized Knife textures, saving around 104MB. Fixes for mesh LOD setups
- Adjusted Mesh tooling to be able to check SKs. Simplified expanding logic for Material params
- Simplified/improved physics setups on several spears making their behavior when dropped less erraticchecking
- Optimize Ammo, Arrow, Bolt and Grenade textures saving around 134MB. Optimize Materials by removing unneccessary shader instruction options. Optimize SKs by removing unncessary additional submat slots on SKs and improving LOD setups. Removed DF from SMs
- Added supporting lights for Natural Oil Refiner 'on' state. Moved Fuel network connection point. Removed Emissive texture setup from 'off' material
- Mount Inventories - Switched 'laika' variant dogs to have a saddle slot so they can equip the laika vest
- Hammerhead Slug - Fixed a bug where if a cocoon is broken, the temporarily deleted slug is spawned with its health cached and then its children spawn in with that health. Now all split slugs spawn at max health
- Future Content
- Removed Radboss Crossbow emissive texture and repathed to Default albedo texture with color tinting applied
- RAD_A - Fixing Prebuilt Strcutures for the Mission
- RAD_A - Adding Spawning of Colony for quest
- Removed Scope row define from Legendary Chainsaw
- Lead Lined Box - swapped accidental stat on medium box. now back to 'PrevenRadiationSpread'
- First pass adding ivy to large jungle roots
- Updated Molotov data to be ready for release. Dedicated SKItem with lighting and VFX. Ballistics tweaks. Added icon and itemable setup. Added unique stacking modifier to apply DOT instead of Flammable system. Added recipe. Reorganized grenade section on T3 tech tree to accomodate. Added smoke trail effect and tweak existing effects
- Adding Prebuilt Structures for Elysium Colony
- Lead lined box - Added 'PreventsRadiation_?' bool to lead lined boxes that stops radiation leaking
- Added New Tree Birds of Paridise, Updating Cliff, Added Cave and Set Dressing Jungle, Outpost 11
- Removed emmisive from Giant Bamboo materials
- Lead lined box - added dev locked items without the radiation preventing functionality
- Added FTs for the 3 SML variants of the Banyan tree. Chopped versions will still need to be made
- Adding audio to all new rad boss animations. Movement sounds and vocalisations
- Added small variants of the choppable banyan trees
- Added BOW_Crossbow_Radboss with animations
- Added more Rad Boss animations to the project
- Added New Large Root to Jungle, Tested Bamboo Forest and Set Dressing Jungle, Outpost 11
- ore fine tunes to the rad boss arena audio
- Updated Banyan tree textures and materials with some colour changes and adjustments
- Legendary Chainsaw - Fixed audio not turning off when losing ammo
- Legendary Chainsaw - Fixed bug where spamming attack will play 2 clicks. Removed unused debug logging
- Added FTs for the three tall variants of the Giant Bamboo
- Legendary Chainsaw - Increased the amount of time the saw will spin after attacking
- Legendary Chainsaw - Fixed item owner invalid errors. Fixed Audio not playing when 'running out' of fuel (wasnt running out, just seemed like it). Fixed chainsaw being able to 'pull cord' twice in certain scenarios when attacking as you reload
- Adding rad boss attack whoosh, audio, event and notify
- Added large root meshes 01-05, plus collision meshes and materials
- Added SK for the slinker arctic explorer saddle
- Adding call to parent on BP for logic when rad spawner is destroyed to trigger audio
- Adding rad boss spawner loop audio and destruction audio and event and BP imp
- Added Rad broodling trophy SM and bestiary image
- Updated rad brooding carcass textures and added the carcass assets into the corpse BP
- Clean up of ArtTest map
- Made additional edits to RockFormation_003. Also created umap file for RockFormation_004
- Added 3 tall variants of the Giant Bamboo
- Blocking out Jungle, Adding Roots and Adding Decals, Outpost 11
- Legendary Chainsaw - Changed 'Bouncing Blade' to be 'Piercing Blade' and Removed unused variables from chainsaw blueprint
- Updated the terrinus, moa, buffalo, and slinker Rad Boss saddle SKs to have a larger back section
- Legend Chainsaw - added isvalid to fix error
- Fixed Contact device collision not upgrading correctly for Skeletal Mesh components
- Adding rad boss arena data table setup, adjustments to arena audio balance and biome override to correct row
- Added the carcass art assets for the Rad Boss Broodling
- Doubled playback rate of Legendary Chainsaw anim. Increased Refined Wood yield/chance for Drive upgrade. Added Screenshake reduction for Handle upgrade
- Added art assets for the damaged heavy speeder and heavy speeder backpack
- Adding a bunch more radboss idle vocalisations