- Update v2.3.12.143193:
- New Content
- Details
- Unlocked farmer's backpack workshop item
- Added Aquatica Isle Outpost DLC to Outpost menu
- Fixed
- Details
- Add IsValid check for GetOwner in TraceForCave function on BP Building Base
- Fix an exploit with processors and water connections
- Remove historical tooltip from glassworking bench. Remove water brownout modifier from glassworking bench
- Changed texture size for portrait outpost images
- Island outpost now locked behind correct package ID
- Renamed references of Aquaticus to Aquatica
- Updated Quest text for Olympus Agriculture mission to clarify location requirements better. Formatting adjustments.
- Fix CropPlot entries in Retrieve step for Olympus Agriculture mission.
- Increased Inaris Crate albedo to 2k
- Remove (unfinished/unbalanced) Legendary Slug Launcher and Ice Mammoth Sledge Hammer from the FieldGuide
- Fixed Kitchen Stove VFX being enabled by default causing instances used in Prebuilt structures to automatically be enabled
- Fixed issue where distance-based threat calculation (how quickly an AI will detect a perceived hostile threat) wasn't updating to match AI's maximum visual range. This will only affect the few NPCs that had a non-default visual range != 5000
- AI damage perception events now persist for 10s instead of default 3s (AI will 'remember' your current position for 10s after being hurt). This is primarily to fix issue where attacking certain AI from outside their visual range would cause them to abort out of their attacking action 3s after being hurt, this is now 10s
- Extended minimum player ragdoll time to fix regression where dead player body would frequently freeze in mid air
- Crafting queue 'time remaining' now updates when modifiers are added/removed. Previously would only update when next item in queue started crafting
- Future Content
- Details
- Reducing dialogue line when TPS drones are after you when you place the beacon. Also music balance pass
- Another small cre volume adjustment
- Correcting slinker having wrong combat music override causing it to have combat music at a longer distance which didn't make sense for the creature
- Cre flinch and death vocal volume pass
- Adding further delay to second dialogue that plays after landing
- Inventory context menu to fill various items with various resources (first pass)
- Fix incorrect hit VFX playing on LC voxel rocks. Add in logging (Editor only) when incorrect material surface type is detected. Cleaned out unhooked BP logic from 2023
- Small volume adjustment
- Added quick tamer saddle art assets to the project
- adding chew flinch, death and attack vocalisations, event and data table setup. Duplicating animations used that are linked to the horse attack and adding appropriate vocal
- Added a mask material for radiation modifier fill
- Changed the curve radiation bar to change according to when radiation modifier icon changes
- Impassable work
- Added ITM_Sledgehammer_Lithium
- Fix bone DT setup for GasFlyer
- Fix many mismatching FLOD/BP distance field settings. Fixed some collision/lod/texture issues
- Update processor list item time remaining when modifiers are applied
- Sandwyrm Queen - Added IK to animbp
- Resources Pass in Swamp, Orange/Purple Quad, Elysium
- Updated WPO mask range to fix issue for Stump_trunk_02 on Ely tree
- Adding medium and heavy radiation events and modifier setup
- Corrected Recipe row for Raw_Wood_Lamp (was Ramp). Devlocked/Blacklist Impact Grenade, CaveBatTrophy, and BlackwolfRug
- Adding radiation geiger counter sound and new modifier state audio. Adding to all radiation modifiers
- Delete recipes for Carbon Armor (workshop item), large deer carcasses (can't be carried), roat and raccoon carcasses. Added DT validation for detecting recipes that aren't player accessible but are visible in FieldGuide
- Ely - added canvas walls and awning meshes for Eden set dressing
- Removed 'Wood' designation from Rustic Wall Shelf title to match other Rustic items
- Adding modifier state audio row to new modifier. Adjustments to many dialouge events and marking events for redos and touch ups
- Radiation Modifiers - Color changes based on how much radiation you currently have
- Adding air hiss to nuclear reactor to represent updated fan fx
- Updated MA_TRE to fix missing cap when chopped
- Added Radiation Modifier Background
- Adding roach slather audio, event and notify. Adjustments to a lot of other notifies and removing unused click sounds. various other improvements and additions
- Improve jackhammer (item) animation. Wire various particle systems
- Adding Giant Roach roar event to animation. Adding all corrected vocal socket names to ai audio data table to ensure vocals play from correct spot
- Giant roach close vocal idle layers with more mouth movements and layers added to idle vocal event
- Updated BP_SkeletalItem_Lithium_Bow
- Updated D_Meshable
- Added BOW_Lithium with animations
- Fix DF shadow settings on rocks. Improve DT validation
- ELY1: Add 'Scout' Drone variation which is easier to kill. Use in Defend quest. Increase time between spawns 10s-20s and base number of 2 instead of 3
- ELY1: Put map icon setup behind RepNotify so that it works for clients
- Sandworm queen - Fixed circle flying not working as intended and gave a lot of acceleration to its flight and allowed for much faster braking. Fixed animbp tilting in the incorrect direction when turning while flying
- Adding giant roach roar audio and event
- Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
- Ely - fixed various floating rocks, added more fireflies to Tundra, green+yellow quads
- Ely - fixed double voxel in Cave_AC_MED_008_DLC2
- Added VFX for BP_Uranium_Generator
- Updated env radiation VFX
- Various roach stomps and attack movement audio events and notifys
- Update CavePrefab utility array of Cave Prefabs
- Sandworm Queen - Removed testing nodes in Behaviour tree and fixed mission 5 referencing wrong BB variables on queen
- Uranium collection device's dynamic material now replicates correctly for clients
- Adding roach unique footstep audio
- Sandworm Queen - Added flying spit attack
- Created Gfur setup for the tundra monkey
- More impassable work
- Added crash landing animations for the Wyrm Queen
- Ely - added canvas wall static mesh for Eden set dressing
- Updated quick tamer saddle static mesh and material settings
- Updated skinning on the bear hide saddle for the raptor
- Updates to the raptor skinning
- Giant Roach will now only perform it's unique behaviour if target is within 35m
- Fix a BP warning in editor for clients
- Remove logging from chainsaw SFX
- Only play idle SFX for chainsaw when not in use
- Added first pass unique behaviours to Giant Roach
- RunForSafety now supports dynamic subtree override
- Improved Giant Roach's locomotion, anim blending
- Disabled Giant Roach's player-blocking capsule collision
- Actors that touch Giant Roach's tentacles now have a debuff applied
- Permit the set resources cheat to empty contents (if units is 0)
- More stomper audio additions. Jump stomp, bite stomp and various timing improvements based ons ped up animation montages
- Added new modifier type for radiation
- Removing unnecessary blend layer from creature explosion
- More raptor movement layers. Light feather whoosh blend and animation notifys
- Ely - added BP_Fireflies to approved actors list, placement in Tundra around alien rocks, green quad
- Fixed radiation mask not fitting in modifier icon background
- Fix bone DT setup for Reaver
- Fix remaining mismatch between FLOD/BP for foliage shadows. Fixed some LOD/collision issues
- Radiation Modifier - Added progress bar for the 3 phases of radiation
- ELY Eden Station landing pad first pass
- Resources Pass in Swamp, Orange/Purple Quad, Elysium
- Ely - added various T5 kitset meshes for set dressing, mesh placement in Eden, yellow quad
- ELY2: Add new QuickMakeQuestItem function which is a copy of QuickMakeItem but adds the IsInvolvedInQuest tag. Set the Map and Echo device given by Iris to be quest items
- Fixed Dialog subtitles in ELY2 so that they match the audio
- Radiation Modifier - Added priority to radiation modifiers so they stick to the left most portion of the modifiers UI
- More radiation notification adjustments
- More radiation geiger variations. More longer and slower variations. Varying low medium and high radiation more
- Dialogue text adjustments to match VO
- Updated SPR_Lithium
- Updated ITM_Shield_Lithium
- ELY2: Updates to ELY2 quest text
- Decrease delay on Drone navlight flicker for more frequent updates, and increase view distance
- Change Drone muzzle flash VFX to use better Pistol Niagara with lights and smoke
- Resources Pass in Swamp, Orange/Purple/Green Quad, Elysium
- Added mange wolves to irradiated enemy spawn pool
- Added new 'Following' GOAP movement mode that scales movement speed based on distance to target point
- Fixed issue where AI damage perception events (triggered when hurt) wasn't setting target correctly
- When spawning groups of AI (dribbo, mange) followers will now be protective of 'leader' if their GOAP setup supports it
- Added follower behaviour to standard mange wolves
- Improved wolf's locomotion AnimBP to make it less glitchy when slowing down to a halt
- Added default AISpawnConfig/zone for dev maps
- Squad-based follower AI will now share perception events between eachother (attacking one will anger the rest)
- Adding lithium axe event and data table setup
- wip update for new blood FX on hit
- Ely - added more meshes for set dressing tweaks to canvas meshes and material, mesh placement in Eden, yellow quad
- Fixed associated maps for Chew Bestiary
- Gate OEI usage in ELY Eden
- Spawn Eden Station OEI as part of ELY_Story0
- More lithium spear adjustments and additions
- Adding chew distant idle layers. Idle shake adjustments and other tweaks
- Added new Crash_Descent dropship sequence that is triggered when players drop on ELY in a session without the ELY_Story1_FoundEden flag
- Sandwyrm Queen - Added strafing runs to flying attacks
- Updated texture settings for Voxel Lithium
- Remove collision on Uranium Collector bones that spin/move during active animation, causing attached widgets to move erratically and unnecessary physics computation. Remove Collision on liquid SM in BP for same reason
- Adding lithium pickaxe impact event and whoosh, data table entry etc
- ELY Eden Station landing pad swap out mesh, setup lights and transport pod snap points
- Adjustments to volume adn distancing of chew footsteps to better represent its size
- ELY Impassibles
- Adding ELY dropship sequence audio hooks and FMOD parameter additions
- Refine Elysium biome map
- Undo some dialog changes that were marked for change in VO
- Added following movement speed to new drone scout AISetup
- Update v2.3.11.142770:
- New Content
- Details
- Unlocked flat solar panels
- Updated flat solar panel's description to remove mention of roof pieces
- Enabled support for grid angle snapping on flat solar panels
- Fixed
- Details
- Clients no longer attempt to request server-only biome update on BP_Grid_Base BeginPlay
- Changed fishing rod attachment icon
- Nuke from orbit obsolete/WIP content that no longer compiles or gets flagged during validation
- Fix up invalid row handles on several BPs
- Fixed description text mentioning 'Alert Level' for CanTrackAnimalHealthbar stat, when the stat doesn't affect that
- Fixed issue where Rock Golem's jump attack had too big of an attack radius
- Extend gravestone ragdoll time after recent change
- Future Content
- Details
- Changed Frostfall portrait image
- Adding sulfur worm emerge audio events and notify
- Adding Sulfur worm pre spit event and audio. Updatding Attack vocalisation
- Blue quad, I'll no longer lag
- Fix settings on Blood/Paw decal textures
- Exclude RenderTargets from Texture validation
- Fix missing Setting param on Sulfur Worm Spit vocalisation
- Delete random toilet icon with validation issues used in Talents Simulation UI. Replaced used icon
- Added IK control rig for Reaver
- Fixed crash when attempting to perform asset validation on IcarusActorMacroLibrary
- WIP saddle setup and skinning for the raptor mount
- Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
- Fixed queen only slow walking. Added first test of burrowing/peekaboo mechanics. Added Transition/Attack montages
- Added New Outpost portrait Images
- Adding sulfur worm spit audio and events
- DH: Reaver should no longer attack other creatures
- Removed ensureMsgf from AITargetable
- Ely - transition cave between W arctic and NW volcanic, red + green quads
- Finished saddle setup for the chew mount
- Added AXE_Lithium
- Added KNI_Lithium
- Added SPR_Lithium
- Added PIC_Lithium
- Reduce log verbosity for foundation actors
- Added extra validation for BP-based trait component DT rows
- Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
- Fix Jackhammer Idle audio is not triggering
- Adding randomisation to the nailgun fire sounds
- Saddle setup for the raptor mount
- Jack of all hammers routing
- Adding first pass jackhammer loop on and idle loop
- Ely - transition cave between W arctic and NW volcanic, red quad
- Validation fixes for Mesh LOD screensizes
- Adding nailgun fire audio, event, data table setup
- Update WeatherPools DT
- Queen Boss - Added combat phases and better organisation
- Update Slinker loot table. Cleared out duplicate content. Fix Audio on Juvi Slinker. Add DT validation for duplicate ItemRewards rows
- Adjusted UV's for the liquid chamber on the Uranium Collection Device so they work properly with the new shader
- Removed Fireflies, added Rock, Tree Placement and Landscape Pass in Swamp, Orange/Green/Yellow Quad, Elysium
- Increase Fur from Tundra Deer. Decrease Fur from Pygmy Lops
- Add Ely biomes to WeatherEvents DT
- wip VFX options for Mining Laser
- wip FX for BP_Exotic_Uranium_Collector
- Ely - foliage painting and impassable placement in geothermal and NW volcanic, red quad
- Removed CriticalSection var from AuraManagerComponent
- Queen Boss - Fixed spit location and cleanup
- Ely - updated biome heatmap to include arctic-NWvolcanic transition cave inside shattered barrens biome
- Updated T5 Hazmat suit textures and sk mesh
- BP_Fireflies_FX adjusted construction script for exposed controls on the niagara system
- Queen Boss - Added transitions between all states and added diving/spit cycle
- Ely - nav blockers in Geothermal and NW volcanic, persistent level
- Saddle updates for the raptor mount
- Made IAITargetable::IsHostileTowards warning message verbose
- Ely - added voids, volumes and entrances to arctic-volcanic transition cave
- Changed name of new IsDataValid function inside TraitComponent to prevent compiler warnings
- Added_ITM_Sickle_Lithium
- Clean out WIP turret content
- Slightly increased Slinker's peripheral vision angle
- Added a quicker variant of Slinker's pounce attack
- Update flavor text on Cultivar Backpack
- Slinker sniff spacialization tweaks and adjustments
- Slinker idle sniff audio, event and notify
- Adjustments and improvements to slinker vocals balance and footsteps
- v2 of slinker aggro vocals. changed direction slightly. better representation of size and feel of the creature. Less low mid vocal growl
- Adding slinker attack movement audio and events. Fast jump charge and hop type movement. Adding notifys to all appropriate events
- Adding uranium collector deploy audio now that there is a new animation for deploying it
- Volume adjustments to bounder deer
- Fix dialog subtitles for ELY1 so that they match the audio
- Move a bunch of actors into more appropriate folders (mainly Vision/Nav related content), move some meshes out of persistent level into Developer level
- Fix Slinker XP event
- Fix Slinker BP physics setup
- Improve takeoff sequence for Transport pods. Increase time between ignition and movement, initial movement is now more gradual
- ELY1: Add representative SearchArea to mission which has radius requirements. Increase max radius from 30m to 50m to allow for building on nearby rock. Move Map icons logic to root Beacon mission so they can be toggled on/off based on stage. Reduce Defend quest section by 60s (300 -> 240s). Fix quest description being wrapped in rich text when it was already rich text causing erroneous closing bracket to appear. Stop spawning drones after transmission completes
- Add DF Bias to AlienRock01
- added decal on console for FX when active or not and updated liquid mesh material for BP_Exotic_Uranium_Collector
- Nailgun improvements and adjustments
- Volume pass on drones to pull them back a fraction to accomodate for multiple at once
- Adding nailgun montage and animation for reloading. Adding nailgun reloading audio
- Fix bone DT setup for Drone
- Fix bone DT setup for Bats
- Queen boss - Added First pass flying phase
- Adjustment and imrpovements to Reaver audio timing and volumes and emerges and submerges
- Small volume balance of bounder deer
- Shortening and editing a few dialogue lines for snappier presentation of information
- Add isValid check for Target input for CheckLineOfSight function
- Adding ghost croc vocalisations to data table. Duplicating croc pre attack to use in ghost pre attack montage. Adding ghost pre attack audio etc. Adding delay to dialogue event when landing in eden
- Adding impact event for nailgun ballistic and data table setup
- Added missing ADS Offset for single shot pistol. This brings the nail guna nd all pistols in alignment
- Added ITM_Shield_Lithium
- Adjustments and improvements to the jackhammer
- Update Elysium minimap textures
- wip on Exotic Uranium Collector material and BP
- Add Generated LODs for Elysium
- Fixed Orka control rig, added IK curves
- Remove STL includes/function calls from Unreal components
- T5 Chainsaw's InUse flag is now unset during setup, endplay
- Added item animations to T5 chainsaw
- Adjustments to jackhammer idle start fade in and also adding all bounder deer flinch and death audio events to correct data table ai setup
- Adding correct placement of nailgun in hand by adjusting the offset location. Adding missing ADS offset sockets so that the nailgun and pistols all align the same
- Small dialogue tweak to reduce length slightly and small fix to wrong text input
- Adding Giant roach aggro audio, event and data table setups
- Add Generated LOD data for Elysium
- Added missing collision for audio to wild Avocado and Rhubarb, as well as fixed a few incorrect BP mesh assignements
- Added 3 wild variants of both Avocado and Rhubarb plants, with all meshes, materials, textures, FTs, DMs, BPs and Data Table entries
- Updated skinning on remaining raptor mount saddles
- Add animation to jack hammer item (tip). Fix not using fuel on jackhammer
- Changed outpost images texture size. Fixed outpost background not scaling for Ultrawide
- Wire pull chain animation for Jackhammer
- Adding jackhammer pull chord start audio event and notify
- Created single submerged animation for the Wyrm Queen and shifted the submerge to ground animation to line up with ground idle
- Adding jackhammer impact event and data table setups. Re adding loop audio to montage
- Cleared invalid session flag param on unused GH device BP. Removed some related DT data
- Change Ely starting zone drop image from Desert to Snow to suit Tundra. Fix DNT tag on instance level entry
- Increase Tundra Deer peripheral vision range 115 -> 140deg. Change extra poison damage to extra fire damage
- Jackhammer timing and balance adjustments. Making the pull start audio cue follow the hands so it feels more natural
- Creature routing in FMOD
- Adding storca flinch and death vocalisation events and data table setup. Small timing adjustment to stomper bite vocal
- Removed Slinker's protective motivation. Should stop them from attacking other creatures
- Slinker 'completes' it's hunting motivation after sucessfully pouncing
- Slinker will no longer increase it's hunting motivation if target is close (within 10m)
- Fixed issue where JumpTo_Attack was using a 20m attack radius for all instances of the action
- Update v2.3.10.142613:
- New Content
- Details
- Adjusting Names of the new flags to be International Flags & International Flag Pack
- Updated D_Deployable_Setup
- Fixed angled flag not displaying texture correctly
- Fixed default flag seam texture not fitting to mesh correctly
- Updated flavour text of flag item to be more generic
- Reducing Recipe Cost of International Flags
- Fixed angled flag LOD2's UVs
- Unlocked international flag items, recipes, talent
- Fixed
- Details
- Fix vertical alignment on building counts widget
- Fixed item entry title not wrapping in Field Guide, made some changes to some spacing, fonts and added a divider for entry description and flavour text. Changed animation and hover state for main categories page in Field Guide
- Increase the width on building counts widgets for Deutsch
- Fixed an issue where audiolog dialogue was being stomped by following lines within the New Frontiers Story Missions
- Show whose dropship belongs to who on dropship tooltip
- Fix several WorldObjects with invalid Interactable row handle data. Add EUW for detecting this
- Fixed issue with Glassworking bench where negative crafting speed modifier wasn't being applied to water-based recipes in the event of a brownout. This meant reinforced glass could be crafted without having access to water
- Added craftable international flags
- Potential fix for another aura-related crash on dedicated servers
- Future Content
- Details
- Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
- Increase Ghost Croc albedo to 4k due to its size. Fix SK not using correct PhysicsAsset. Increase accuracy on character BP and SK mesh collision setups
- Ely - decal painting, applied new scale and z offsets to foliage rocks, red quad
- Ely - adjusted scale and Z offsets for LRG,MED,SML foliage rocks, added 1st pass oil spill decal FT and mat
- Adding hornets flying loops and audio event
- Add eyeball crit areas for Reaver, adjust Char BP capsules
- Update Char BP capsule setups for Stompers
- Added extra hover animation to outpost select button, added outpost images to outpost select widget
- Update AI Setup rows for LavaBlueBack, MangeWolfAlpha and WoolyZebra
- Add DT validation (unhooked) for detecting foliage with mismatching DF settings from FT to BP
- Balance pass on creature health: Raptor (1750-4500 -> 750-2500), Stomper (300-700 -> 900-2100), StomperMatriarch (300-700 -> 2000-5000), GhostCroc (600-2200 -> 2250-4500), Buffalo (300-500 -> 600-1000), LavaBlueBack (600-1000 -> 750-2500), Tusker (300-500 -> 800_1600), Tusker Melee Dmg (30-100 -> 50-150), Slinker (750-3000 -> 750-1500), SlinkerJuvi (1750-4500 -> 300-800), Hopper (750-1500 -> 300-600), DeerLarge (300-500 -> 450-750), Chew (600-1000 -> 1500-3500), ChewJuvi (600-1000 -> 300-750), Reaver (750-3000 -> 1250-3500), Orka (375-1500 -> 375-1000). Remove ScorpionSummon curves that were flat. Additional projectile resistance for GhostCroc
- Remove DF from Aspen Saplings. Set Aspen SML trees to use DF lighting in FT
- Updated chainsaw to use the new mesh
- Fix reference to cleaned up interaction row on Aspen SML trees
- Added missing constraints to the ghost croc physics asset
- Remove DF from Tussock meshes
- Adding vocals for flightless tank attack. Audio and event
- Updated BP_MetaDeposit_Uranium_Node and BP_MetaDeposit_Uranium
- Added art assets for the Giant Roach carcass and bones
- Ely - reapplied foliage rock scale and z offset settings, voxel placement and general polish in Tundra, green+yellow quads
- Added DEP_Nuclear_Reactor, with destructible and animation
- Second pass flightless tank attack vocal and footstep notifys etc
- Added Recipe for Flat Solar Panel, Removed DNT from name and description and adjusted talent so that the one solar panel talent unlocks both recipes, feature locked flat solar panel for now
- Updating Farmers Backpack Stats, adjusting price in the workshop and adjusting name to suit its position within the workshop for when it is released
- Adding vocalisations and events for sulfur cave worms. Also small adjustment to flag volume and falloff distance to make sure its not annoying when close to base in a quiet environment
- Don't register/unregister IcarusActors in the AuraManager on clients. Remove some const casts incase there is something suspect compiler side going on
- Fixed geothermal bat's DM material (blue -> yellow)
- Added background to outpost selection screen. Fixed Island Outpost image to correct one
- Adding correct BT to sulfur worms BPs. Adding correct death anim montage to SW BPs ready for audio pass
- Ely - mesh placement tweaks to fix navmesh holes in Tundra, Green quad
- Ely - more nav blockers in Tundra, persistent level
- Ely - fixed navigation and LOD settings on various DLC2 rocks
- Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
- Sulfur caveworm movement adjustments and fine tunes
- Updated chew saddle setup and added first pass skinning of all the saddles for the chew rig
- Adding flying tank wing flutter looped audio, event and all notifys
- Updated text for DH items
- Ely - navblocker placement in NW volcanic, persistent level
- Duplicating BT for Sulfur cave worm. Duplicating all animations and all montages and creating sulfer versions for use. Removing cave worm attack vocalisations ready for new ones. Creating new controller setup for Sulfur
- Gfur pass on the mange wolf and Alpha mange wolf
- UPdating all storca aggro audio events with fine tunes and adjustments
- Raptor/Chew - Added saddles for raptor/Updated chew scale
- Adjustments to storca aggro state levels and footstep balance
- Added SK_Gun_NailGun, including all meshes, materials, and textures, as well as alternate fire and reload animations that better suit this weapon. I also added the gun to the appropriate meshable data table and to the Nailgun BP
- Moved radiation bar to player survival HUD
- Adding storca idle, aggro and attack audio and events and data table setups
- Ely - decal fixes and voxel placement in NW volcanic, red+yellow quads
- Setting SplineActorBase to Spatialize_Dynamic
- Setup on in hand mesh for crude pipe tool
- Setup of Geothermal Bat Creature, Nest Loot and Spawning
- Removing Dev Flag from farmers backpack
- Flat Solar Panels are now no longer feature locked to Dangerous Horizons
- Making the flat solar panels free placement and not snapping
- ELY2 - IRIS no longer duplicates items
- ELY1 - Removed Prebuilt Structure duplication on Reload
- Fixing Radiation Injection so it heals radiation and does not cause it
- Rock Placement and Landscape Pass in Swamp, Green/Orange/Purple Quad, Elysium
- Mission 1 - Added more attacks/montages for wyrm queen boss fight. Boss now correctly attacks at the correct phase
- Added textures and material for the geothermal variant of the bat and bat nest
- Updated physics asset for the irradiated abomination
- Updated tundra monkey fur culling mask texture grouping
- Added tundra monkey Gfur materials and updated physics asset
- Added notes for reveal in ELY5
- Added in idle NPC barks for Mo
- Adding tank aggro state vocal event and movement adjustments and fine tunes
- Added text to ELY3 lab notes once you decrypt them
- Hooked up items for quest notes across ELY1 and ELY2 and flavour notes
- Ely - nav blockers in Geothermal and NW volcanic, persistent level
- Adding lots of tank movement events and notifys etc
- Added SM_ITM_PipeHand_Oil, Handheld mesh for laying oil pipe
- Mission 1 - Changed 'Required Height' for defense mission to 3000 units from 10000
- Ely - nav blockers and voxel placement in Tundra, yellow+green quads
- Adding more tank audio idle vocalisations
- Ely3 - tweaks to reactor and terraform room layouts - round 2, fixing clipping with prebuilt structure
- Updating tank vocal audio socket. Updating attack vocalisations with more low end and weight. Increasing volume of spin attack
- Ely3 - tweaks to reactor and terraform room layouts
- Updated deployable mesh for DEP_Turret_T4_Flamethrower
- Adding Uranium and Lithium Assault Rifle Ammo
- Adding Uranium and Lithium Rifle Shell Ammo
- Adding Uranium and Lithium Shotgun Shell Ammo
- Adding Uranium and Lithium Ammo Talents and Pistol Recipes
- Adding Uranium and Lithium Pistol ammo is now valid in submachine guns
- Adding Uranium and Lithium Pistol Ammo, Recipes, Items, Talents, etc
- Adding Uranium Sickness modifier which can apply to enemies from Uranium Ammo
- ELY3 - Adding new Prebuilt Structure for the Lab
- ELY3 - Making adjustments to the meshes for the underground lab
- Removing Dropship from Eden
- ELY1 - Adding Specific Location in which to place the Makeshift beacon also lowered building to be a requirement of 30m
- Adding new Quest Step to show players current height
- ELY2 - Adjusting Location LAB prebuilt structure
- ELY2 - Adjusting Location Delta prebuilt structure
- Adding Ubis Talent Tree
- Adding nuclear reactor audio loop and Bp imp. Correcting camera being slightly off centre
- Adding Slinker Talent Tree
- Adding Raptor Talent Tree
- Adding Chew Talent Tree
- Adding Storca Tame Talent Tree
- Adding DH Mounts and Tames to Dt for their Talent Trees
- Setting up Orka Base Talent Tree
- Renaming FoundEden Session Flag for better readability
- Adding Session Flag and Triggering when NPC's Spawn
- Adding Uranium Generator Icon and fixing Biofuel Spline Tool Name
- Adjust crude to brown and refined to light grey to fix class and ui readability of oil resources
- Setting up Oil Pipe Mesh and textures correctly
- Shifting Crude Oil Guides for the Pump Jack and Crude Oil Refiner so it looks good withthe pipes
- Fixing Uranium Collection Device by removing all old meshes and cable components
- Fixing Uranium Collection Device so it plays the deploy animation correctly
- Updating Uranium Node Highlightable
- Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
- Mission 5 - Added in basic functionality to sandwyrm queen boss and boss circles area
- Adding flightless tank idle vocals and footstep adjustments, event data table setups
- Added inital setup of tundra monkey art assets
- Wrap stat call in chainsaw in function, so can be override by jackhammer implementation
- Updated Uranium Collection Device, which is now double the original size with a few details adjusted
- Adding flightless tank flinch and death vocalisations, event and data table setups
- Initial import of the irradiated abomination art assets
- Added idle NPC barks for Iris and Theo
- Adding Flightless Tank footstep event and data table setup
- Adding tank attack movements audio and events and notifys
- Ely - nav modifier volumes in Tundra, persistent level
- Ely - changed Alien rock nav settings to NavArea_Null
- Adding flightless slam attacks. Heavy and medium. Anim notifys audio and events
- Increase Jackhammer wear and decrease durability
- Jackhammer first pass implementation
- Adding sulfur worm death vocalisation and notifys
- Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
- Updated fireflies particle spawn on cylinder shape surface and exposed controls
- Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
- DH: World radiation values > 0.1 will now spawn irradiated enemies at location instead of regular spawn table
- Update v2.3.9.142434:
- Contains the Following Fixes
- Fixed issue where new building grid manager wasn't correctly registering/deregistering buildings. Should fix issues with greenhouse effect not being added to crop plots
- Crop plots will not correctly receive the greenhouse buffs and crops grown in the arctic in a greenhouse will now grow again.
- Update v2.3.9.142406:
- New Content
- Details
- Lowered network replication frequency of Mounts, Buildings, Deployables, Splines
- Moving cursor when hovering over an interactable no longer floods server with updates
- Building and Deployable references have been added to two new octrees, making positional queries much cheaper
- Splines and Building Grids are no longer always network-relevant. They will now unload for clients when far enough away
- Crop Plots and Freezers will no longer all update on the same frame
- Nativised sections of the building tick logic
- Removed numerous sections of UI/FX logic that were being needlessly run on dedicated server
- Reduced number of outdoor shelter traces that deployables perform when framerate is low
- Several Mount/Tame variables now update more slowly if there aren't any nearby players
- Spline placement is now client-authoritative, giving a much smoother experience on servers with bad FPS or ping
- Fixed
- Details
- Fix a BP None warning relating to G slot items
- Spline placement is now client-authorative
- Fixed eyebrows and eyelash passing thru the helmet glass
- Fix angle horse mounts use to determine rear kick attack
- Fix a race condition in the Aura Manager when players leave dedi server
- Fix Tea => Coffee => Tea => Coffee ping pong on an auto processor where all ingredients are present in inventory
- Recipes can now pull liquids from multiple containers when crafting a single item
- Fixed some issues where water containers with existing alterations were incorrectly accepted as inputs for new items
- Fixed issue where drinks couldn't be crafted on a bench if water containers weren't placed in the bench's inventory
- Removed old rep graph policy causing validation error
- Future Content
- Details
- Fix erroneous pixels in Elysium biome map
- Update VoxelTools to retrieve info on voxel pools present in the loaded levels. Update RespawnShipSpawn actor to be green instead of yellow so that it stands apart from DropshipSpawn actors
- Created new UMG for revamped outpost menu, added new outpost images, changed outpost talent tree layout
- More generic solution for scope with auto aim enabled
- Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
- Add more (dev only) checks that Blueprint structs marked as CF_SaveGame are handled types
- Fix changes to scope behaviour broke opening inventory
- Mission 4 - Finished first pass
- Adding giant roach idle close, idle far, all movement notifies and footstep notifies, data table setups etc
- Fixed Polymerizer anims not playing for client
- Added AnimBP for Polymerizer
- Disabled blocking collision on Polymerizer's sliding crate SM
- Polymerizer's item animation no longer plays if item isn't successfully crafted
- When scope being used with toggle aim, prevent inventory from showing when scop is up
- Set correct preview mesh for flamethrower turrets
- Fix 'max items' button does not work for tag based crafting recipes where there is not concrete item or resource input
- First implementation of Slinker hunt behaviour
- Fixed Slinker IK
- Fixed bug where JumpTo behaviour wouldn't return NPC to original movement state
- Fixed bug with JumpTo behaviour where task wouldn't execute if input key was of Actor type
- Split out 'pack hunting' behaviours (batdogs) into it's own GOAP action BP
- BP_Polymerizer update on FX and proxy inventory check
- Reconnect the first 3 quest steps on Ely Story 1
- Prevent creatures from spawning inside Eden on Elysium
- Add DT Validation for AISpawnConfig ensuring GTs match SpawnZone arrays. Fix incorrect entry on MemTest
- Breakable permafrost var1 and var2 setup
- Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
- Elysium, Tundra - foliage scale, voxel distribution and general polish, lake water points and edge splines, added reeds, lily and more yeast
- Adding natural oil refiner audio event air hiss and BP imp
- ELY3 - Mission is now completeable
- ELY3 - Added ability to lock the access card door
- ELY3 - Adding Lab and Defence Prebuild Structures
- Adjusting Snapping Points on the Uranium Deposit
- Adding Icon for Uranium Collection Device
- Setting up Uranium Collection device AnimBp and Deploy Animations
- Adding Animation BP for the Nuclear Centrifuge, Fixing highlighting of meshes and adjusting on / off material swap to use the correct materials
- Adding the Icon for the Nuclear Centrifuge
- Orka: Add Orka Head and Trophy data. Corrected bones/carcass size to medium. Added Arctic suffix to rownames for futureproofing. Fixed itemrewards pointing to Caveworm or Bear loot
- Added FX into BP_Organic_Extractor
- Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
- Moved DEP_Uranium_Collection_Device assets to correct folder, as well as added a DM for the asset
- Add 33 new attachments across all categories. Ensure Nutrition Attachment is properly classed as a Tier1 attachment (was being unlocked by Advanced Atts). Rename Woodsman Felling_X attachments to FellingDamage_X for clarity. Corrected existing Felling_Yield attachments row names to actually be Felling_Damage for clarity
- Ely - decal painting and slope rocks in geothermal, red quad
- Ely - revised block out of mission 3 cave, persistent level
- Updated proxy inventory setup for BP_Polymerizer
- updated hair ang helmet glass material
- Elysium - voxel painting in geothermal and NW volcanic, red quad
- Updated D_Deployable Setup
- Added DEP_Nuclear_Centrifuge, with destructible and animation
- Fixed collision on temp geo in mo's area, Eden base - for real this time
- ELY3 - Adding Laser Tripwire Deployable
- ELY3 - Adding mission Scaffolding. Objectives, Quest Markers, Quest Flags, NPC spawning
- ELY3 - Adding new Access Card and Locked Door Mission items
- ELY3 - Adding new Note items to collect as part of the mission
- Hooking up new meshes for Oil Pipes to the spline system
- Adding National Flag Item Icons
- Fixing National Flags Talent so its not locked behind a DLC Flag
- Fixed Blueprint Recipe Icon / Name lookup to take into account national flags stats
- Updating Organic Extractor to Run off any organic matter and create biofuel the same way the T4 food trough works
- Adding ability to fill / empty jerry cans into organic extractor
- Adding new UI window for organic extractor to reflect its state correctly
- Orka: Halved vision distance and decreased peripheral range, decreased mass and attack radius to better suit size, add projectile damage resistance. Fixed Orka pointing to Bear bestiary. Updated Character/Stats tooling
- Adding bounder deer far idle layers and AI setup data table entry
- Ely - adding lake splines in geothermal, red quad
- Adding bounder deer idle vocalisations and data table setup
- BP_UraniumConverter FX and material adjustment
- Fix drone spotlight being offset to the side
- Remove DF from Kit meshes which are held in-hand, causing FP shadows. LOD settings pass
- Mission 4 - Final quest travel location changed to mission 3 base instead of eden
- If toggle aim is enabled and if aiming when ESC pressed, or FieldGuide opened, then stop aiming
- Adjustments to giant roach attack audio to make it feel a bit more intense with a higher shriek
- Fix some logging in foliage de-duper tool
- Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu
- More roach anim notifys, also adding roach unique whoosh whip audio and swimmiing notifys etc
- Ely - navblocker placement in geothermal
- LC_Cliff_23-25 - changed navigation settings to navarea_null to match similar cliffs
- Made text vars in D_Itemable and D_Dialogue multiline
- Adding Unique roach footstep event. adding to data table. orka footstep adjustments
- Ely - fixed floating cliff mesh and phys materials on landscape in tundra and arctic, green quad
- ELY2 - Full Setup of Prebuilt Structure Communication Station Epsilon
- First pass on some bespoke reaver behaviours and hook-ups for animations
- ELY2 - Adding new Quest Marker so that the Build Up location step is not completed right away
- ELY2 - Adding Map Icon to Iris in EDEN for the first objective
- UE4 Core - Don't return +/- WORLD_MAX as component bounds for an empty spline component with no points
- Fix WT_Lake45 on ELY DEV Orange has 27km bounds
- Update CharStats tooling with minor UX improvements before slight refactor
- Added FX on BP_UraniumConverter
- Slope Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
- Adding giant roach attack vocals, event, data table setup and attack notifys
- Fixed a few typos
- Edited new creatures to show their player-facing names in bestiary data
- Added collectable notes for ELY map and missions, updated ELY map description
- Adding organic extracor to BP. Sound adjustments based on updated FX
- Fix a warning in BP_MetaDeposit_Uranium
- Cleanup on Interactable DT, removing and repathing duplicate entries. Improved verbosity of duplicates validation
- Various DH mixing and balance tweaks. Adjustments to spawn chance of music tracks etc
- BP_Organic_Extractor cleaned up material setup
- BP_Natural_Oil_Refiner fixed on client FX and material emissive on client
- BP_Polymerizer cleaned up material setup
- BP_Crude_Oil_Generator fixed on client FX and material emissive
- BP_Crude_Oil_Refiner fixed on client FX and material emissive
- Add duplicate row detection for Interactables
- Toggle aim off when showing inventory, rather than blocking show inventory when aiming
- Adding uranium collection audio loop, event BP imp and deploy setup
- Add the word degrees to min turrent pitch stat description
- Ely - added nav modifier volumes for geothermal
- Slinker will now prioritise hunting over standard attack behaviour if health >= 75%
- Slinker will now find a hunt location closer to player
- Slinker will now relocate hunt location if hurt (by anything) or seen by target player
- If BTTask_JumpTo's target is a Character, ground location is used intead of actor location
- Change some descriptive text on flame turrets
- D_CollectableNotes text property is now multiline
- Adding audio for nuclear centrifuge. Looped event and BP Imp
- Removed rock and ice rewards from permafrost breakables, should fix issue with chunks breaking off and colliding with each other
- Updated flightless tank carcass and bones and directed to correct anim BP in the carcass BP
- Updated flying tank carcass and bones skinning and physics asset
- Added physicas asset for the T5 chainsaw and updated texture collections
- More giant roach clicks
- Adding giant roach click audio to idle event to make more sense of the name
- Increase Dragonfly mesh scale from 0.1 to 0.2x so its closer to ref, adjust related physics setup to suit
- Where possible (non-shared Char BPs) fix Character BPs that are pointing to the wrong AISetup row in Class Defaults. Add unhooked DT validation to catch cases in future
- Mission 5 - Finished first pass at 'draw' subquests
- wip MetaExotic_Uranium_Node mesh, textures and material
- Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
- WIP Implimentation of the flying tank carcass and bones assets
- Fix up a bunch of broken deprecated logic in test maps and various widgets related to NPCs that was flagged after GOAP base class was recompiled
- Cleared out CriticalHitBones arrays in AISetup DT and added validation for ensuring it is empty. Fixed incorrectly mapped bones on many Creatures for CollisionHitEventBones array
- Add Validate Skeleton function on GOAP base (gated by Editor check) to compare AI Setup data vs actual skeleton to find issues upon spawning
- Fix incorrect material swap logic on Machining Bench after mesh split
- Updates to bounder spacializing
- Adding bounder flinch and death audio events and data table setup
- Added T5 chainsaw art assets to the project
- Oly_Omni_Outpost/BW5 Mission- Fixed mission BP destroying sandworm after 15 seconds. changed it to 5 mins
- Adding all bark lines for DH characters. Audio and events
- Ely - lake splines in geothermal and NW volcanic, red quad
- Updated meshes, textures and materials for Oil Pipes
- Ely - Added nav enabled versions of LC_Cliffs-23-25, swapped out in tundra crevasse to improve navmesh, green+yellow quads
- Fixed missing material on billboard for SM_SW_Mushroom_Tree_Var1 and assingned propper mask texture to M_SW_Mushroom_Tree_Cap_Var3
- Improvements to Reaver behaviours, burrowed state management, AnimBP
- Gave reaver 15% projectile damage resist, increased health
- Fixed issue where Reaver's dive attack wasn't doing damage
- Added option on BTTask_StrikeAttack to auto-enable mesh collision overlaps for duration of montage
- Updating nuclear centrifuge audio based on updated vfx
- Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
- Mission 5 - Created mission bps. added first few missions and new quest specific thumper
- Added art assets for the reaver carcass and bones. Updated BP with the new assets
- Ely - added waterbody to NW volcanic, manual cave setup in Geothermal, red quad
- LC foliage rock analysis in testmap
- Update v2.3.8.141991:
- New Content
- Details
- Adjusted CHAC rifle's iron-sights
- Updated textures for CHAC_Hunting_Rifle
- Adding chac rifle bullet ejected audio to lever event
- Unlocked CHAC workshop rifle
- Unlocked workshop rifle rounds
- Increased CHAC rifle's fire rate and decreased reload time to further differentiate from existing hunting rifle
- Fixed CHAC Rifle's workshop item data being development-locked
- Fixed
- Details
- Add missing Rope recipe (from Fiber) to Textiles benches
- Remove obsolete BetaWeekend Satellite/Faction Corpse content that was causing DT validation errors
- Fix blood splats for drill arrows vs creatures only play on the initial hit, not subsequent
- Display server 'FPS' on escape menu for clients
- Fix crafting checks for recipes that have no item input, but do have a resource input. Fix crafting max count for recipes that have no item input, but do have a resource input
- Fixed a few dialogue and item typos
- Fix modifiers are not removed from mounts sent to space via OEI
- Fix an ensure with player movement audio and empty portable water containers
- Fix some FieldGuide uses are not being displayed
- Fix typo 'Arctic Survial Suit'
- Fix Skinning Bench isn't previewing correct stack numbers for carcass outputs. Fix Furnaces aren't previewing correct number of igot inputs
- Fixed issue where you could queue up more items in a workbench than you had resources for
- Fixed issue where ice in a campfire would be auto-melted for water even if container was full
- Fixed issue where campfire could produce tea/coffee with empty water containers
- Fixed issue with advanced kitchen sink where water containers could be filled without actually connecting the device to a water network
- Future Content
- Details
- Adding loop audio for T5 generator, Animation audio and notifys etc
- Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
- Added Concrete, Glass and Tempered glass curved, advanced beam, diagonal curved wall angles, diagonal, roof curved angles, curved wall icons
- Flying tank - Basic implementation
- Hooked up test dialogue for ELY2 and 3
- Elysium - foliage and decal painting in NW volcanic, red quad
- Added dialogue and subtitles for ELY2 and 3
- Dragonfly - Basic Implementation
- Updated the Slinker Juvie LODs
- Elysium - foliage and voxel placement in NW volcanic, red quad
- Updated lowest LOD to the correct value on the Orka bones skeletal mesh
- Fixed rebellious floating rocks in CAVE_LC_MED_001_DLC2
- more chainsaw balance fine tunes and improvements. Also adding correct skeletal mesh to BP instead of metal axe
- Routing dialogue to correct channels
- Adding oil geyser audio loop with bubbles and splashes to reflect FX. Adding dialouge bark lines, making sure remove spline audio is replicated to clients and adding as a variable
- Permit flame turret to be topped up from biofuel containers in hand (as well as network)
- Add some more DT validation around resource networks with multiple inputs
- Updated vertex flag material to optionally take a mask and a flag texture
- Added new flag texture to test material changes
- changed SM_TEMP_MoZone to complex collision to fix holes in floor
- Added Steel_Barrel
- Adding Organic Extractor Icon
- Added Oil Pipe Node and Section piece
- Updated scale for DEP_Polymerizer_T5 with animation and proxy
- ELY2 - Adjusting new prebuilt structures and making sure the turrets have ammo
- ELY2 - Initial Implementation of Mission including quest markers and prebuilt structure fixes
- Extending functionality of BP_Common_Deliver so NPC's inventoris can be checked
- Updated SM_DEP_Organic_Extractor_T5
- ELY - Mo, Iris, Victor & Theo will only have an interact prompt when they have something to say to you
- ELY - Adding Common base class to spawn EDEN NPC's so they can be present when starting missions in mission mode
- ELY1 & ELY2 - Adjusted missions to have the inclusion of NPC spawning base class
- ELY1 - Making Fixes to NPC dialogue - removing delays and triggering from NPC interact rather than quest complete
- Make Flame Turrets (add associated resource networks) consume Biofuel ammo correctly
- updated material and texture, disabled sRGB
- Implemented Heavy Smoke FX into BP_Pump_Jack
- Updated oil geyser bubling and eruption FX
- Updated the mesh for OilGeyser
- Flying tank - added missing virtual stats
- Update ItemSet cheat to use Contains string rather than StartsWith string to make it more flexible.
- Can now do things like 'ItemSet Beams' to get all Beams which wasn't possible when it was just prefix input
- Adding oil geyser loop adjustments to sound more appropriate for oil, and also new burst audio and end loop audio, event and BP entry
- Elysium - foliage and decal painting in NW volcanic, red quad
- Adding polymerizer gate open, close, and crate move audio, events and anim notifys
- Flightless tank - Added grounded tank montages
- Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined (ye old not saved in editor)
- Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined
- Added 29 flags from around the world for the Flag Pole assets, including all textures and materials
- Flightless Tank - Basic Implementation. Flying tank - added animbp
- Adding orka aggro vocals, event and data table setup
- Adjustments and improvements to the oil powered generator. Simplifying some setup and balancing with original layers. Removing unneeded notifys etc
- Elysium - foliage and decal painting in NW volcanic, red quad
- Dangerous Horizons feature level lock in world resource network icons for biofuel, refined oil and crude oil networks on the Flow Meter tool
- Reposition Refined Oil connector on the flow meter for Dangerous Horizons
- Drill arrows and mining laser now look for nearby existing items in world to merge their resources into before spawning a new actor in-world
- Removed the proxy mesh driving the cape simulation
- Add refined oil and crude oil networks to the Flow Meter tool for Dangerous Horizons
- Added helmet glass material with increased mask opacity
- Hooked up dialogue for testing on ELY4, 5, and 6
- Adding organic extractor audio, event. Not currently hooked up to BP
- Added bark lines for Victor NPC
- Added dialogue and subtitles for ELY4, 5, and 6
- Adjusted refraction FX for OilGeyser to fix aliasing
- wip natural oil effects and material update
- Sandwyrm Queen - Basic implementation
- Adding camera to polymerizer and crude oil refiner so the view is focussed correctly when pressing F on the devices
- Adding chew footstep and vocalisation adjustments. Adding correct ai setup row
- Adding barrel audio item audio row and items static row entry
- Adding oil refiner audio to natural refiner. Also correcting fuel spline not having correct plugin to other spline audio
- Enabled two-sided rendering in the dls cha 001 master material
- Adding chainsaw negative and positive looped 1 shots that trigger based on if the impact events are success or not. adding FMod surface to the ruby surface etc
- Fix flow meter does not need to know about refined oil
- Adding correct deploy audio event for T5 deployables. Adding camera to natural oil refiner so the view is corrected when interracting
- Adding National Flag Blueprint to T2 Tech tree
- Adding National Flag Recipes
- Fixing Recipe element and recipe tooltip so it displays itemable overrides
- Adding New National Flags Table, stat, itemables and setup 29 new National Flag items
- Adding Steel Barrel Icon and Back Mesh Setup
- Updated T5 Jackhammer skeletal mesh skinning
- Updated texture for the T5 Jackhammer
- Mission 4 - Added stabalize mission for iris and temp return to eden instead of underground facility
- Added FX when processing for BP_Polymerizer
- Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
- Hide refined oil from the list of deployable modifiers
- Fix new processor recipes with pure resource inputs take no resource and provide no output
- Mission 4 - Outpost submissions
- Updated NPC Iris sk mesh and material
- Added T5 Jackhammer with WIP textures
- Elysium - landscape sculpting and general polish in Geothermal, red quad
- Upping Geyser audio count limit to account for multiple in a grouped cluster
- Deploy audio for homestead chimneys
- Adjustments to homestead small brick chimney fireplace
- Replaced missing voice lines with placeholder dialogue audio for ELY missions
- Fixed Elysium Arctic_2 being used twice in AISpawnConfig, replaced with Swamp_2 which was unused. Re-colored SW Swamp area to be green instead of blue for clarity. Add new Tundra_1 setup that is surrounding the starting area, with easier creatures. Fixed erroneous pixels for AISpawnMap and corrected filename to match
- Add BPHV asset for Tundra Gorge
- Remove Metals from Tundra voxel pool, add Sulfur and Silica. Add new Tundra_Gorge pool with typical cave resources to be used in the Gorge/Quarry area
- Fixing replication issues with weapon rack not playing audio for clients. Adding to homestead weapon rack
- Adding placeholder dialogue event
- Add CullDist volume for Elysium
- Mission 4 - Finished first pass on half the submissions, empty blueprints/structure for the rest
- implemented VFX into BP_Natural_Oil_Refiner
- Fix Prospect Reward Talent Tool Tip Is Not Translated
- Elysium - foliage, decals, impassables, landscape sculpting in NW volcanic, red+yellow quads
- Reimported national flag SM and updated base material to support directly assigning flag textures
- Fixed issue where national flag texture wouldn't update for clients on late-join
- Removed separate material assets for national flags, replaced with Texture2D that is dynamically assigned
- Fixed national flag SM LODs
- Update v2.3.7.141824:
- New Content
- Details
- Added UI icon that displays when game is saving (for host)
- Default auto-save frequency is now 10 mintues (increased from 1 minute)
- Escape menu's 'time since last save' is now displayed in minutes if greater than 120s
- Added gameplay setting (and dedicated server config) to control frequency of auto-saves
- Fixed
- Details
- Added ExtractorDrillSpeed_+% to virtual stats
- Fixed bug where flamethrowers could break the sledgehammer rocks
- Fix display of health for 'Healthy Maverick' and 'Robust Explorer'
- Put some more object lifecycle checks around AuraManager and child UModifierComponent objects
- Fix spelling of Hemorrhage on Stats tooltip text
- Fixed swimming in cave and seeing cave worm
- Genercize 'CarcassDrop' to 'UtilitySlotDrop' and duplicate Carcass equippable row as StasisBag row and assign accordingly, allowing for better filtering of Animal Carcasses
- Remove animal carcass entries from ItemTemplate that don't need to be there
- Remove obsolete Prime Meat data that was largely replaced by Giant Steak data
- Fix stage 2 display value of Robust Explorer talent
- Fix typo 'weakesses' => 'weaknesses'
- Change stat for FallDamageResistance to display as 'Fall Damage Resistance', not 'Fall Resistance'
- Tweak the gravestone ragdolling for when player corpse are kicked from instanced level and CPU high during load
- Remove some extraneous logs from BP_Gravestone
- Fix an issue where items with linked inventories saved in instanced levels would be orphaned (alterations missing). Eject player grave stone (as well as corpse) from instanced levels when last player leaves the instanced level
- Add carcass carry setup validation for ItemsStatic
- Corrected Dog hitable rewards to match update
- Remove duplicated Focusable rows for Boar, Spider and BatDog. Set Spider to not be carryable (gross). Set Tame Dogs to be carryable (sad) and fix up busted Deployable data. Remove erroneous Meshable data. Fixed carcass rows not pointing to Carcass audio row. Change Cow and Calf to be skinnable with T1 knives
- Fix Broadcast node in HarvestBones function for GOAP Corpse not being fed Item data, causing errors on PlayerTracker when harvesting bones
- Reoriganised Sleep Screen UI
- Future Content
- Details
- Updated out-of-bounds texture for Outpost_012
- Enable one-file-per-actor support for Outpost_012
- Adding Polymerizer running and deploy audio. Not currently fully set up so will need to implement once it is
- Outpost_012 - added new cave entrance BP with correct materials and replaced in map to fix wrong material in generated sublevels
- Outpost_012 - replaced static mesh cave entrances with BP versions (this is why the cave scanner wasn't working)
- Outpost_012 - decal and landscap smoothing fixes, applied far shadows to macros and impassable meshes
- Added mehses, materials and textures for chopped versions of all 4 variants of GT_Dead_Tree, as well as the burnt IM mehses, materials and textures. Still need to add chopped versions of the burnt trees, as well as add proper Data Table setup
- Fixed issue which caused log spam when chopping down tree segments with item rewards that weren't guaranteed (palms for example)
- Remove testing instance level content from Outpost009
- Fix streaming distance settings on Outpost009
- Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
- Adding chainsaw start idle start etc layers and events etc
- Stomper - Fixed GFur, Added corpse animbp, added control rigs, fixed physics asset, added jump montage
- Adding first assets for chainsaw. Rev up, rev down, loop, crunch, impact etc
- Add unique AISpawnMap for Outpost012. Remove unrelated SpawnRules from Outpost012 setup. Updated DecalProjection tooling to auto pull landscape size settings
- Added out-of-bounds texture for Outpost012
- Fixed issue where invalid map bounds would cause player to load in at 0,0,0
- Temporarily set rough bounds values for WIP maps
- Added validation to prevent minimap bounds values from being invalid
- Outpost_012 - polished cave placement and entrances to fix switchbacks, fixed floating rocks
- Remove Item.Plant tag on Banana Bread and featurelocked ItemsStatic row. Change Plants category in FieldGuide to be standard width instead of narrow
- Add Flat Solar panels for Homestead. Setup SolarPanel as a base class. Add sockets for roof pieces (except Thatch, not supported)
- Elysium - decal painting and landscape sculpting in NW volcanic, red quad
- Stomper Matriarch - Implementation
- Fixed fade on the DM materials for GT_Stick_Tree variants
- Fix DT level bounds for Terrain_021 and Outpost_12
- Update BaseInstancedMapInspector to include checks for world bounds that are not set. Add Actor to Outpost_012
- Finalized GT_Dead_Tree variants will all meshes, including burnt versions, and added all assets to the FLOD Data Table
- Updated NPC sk meshes and BPs
- Added VFX to BP_Crude_Oil_Refiner
- Adding polymerizer audio to BP.To be worked on and fine tuned
- Added 3 wild variants of the KiwiFruit plant, with all SMs, DMs, materials, textures, FTs, BPs and Data Table entries
- Adding stomper footstep, attack notifys and other adjustments and notifys
- Removed Nav Blocker, Orange Quad, Elysium
- ELY2 - Adding new Quest Markers
- Setup for ELY6
- Setup for ELY5
- Setup of ELY4
- ELY2 - Adding 3 new prebuilt structures (Epsilon, Delta, Lab)
- ELY2 - Adding 4 new quest items (Notes Epsilon, Delta, Laptop, Swamp Map)
- ELY2 - Added Quest Markers & Tags to Elysium and Setup Session Flags for NPC's
- Adding Quest & Talent Setup for ELY3
- Fixing inworld tooltip placement for the natural oil refiner
- Setting up Natural Oil Refiner Icon and Deployable Setup
- Adding Polymeriser Icon
- Shifting Nuclear Centrifuge and Generator to T5
- Adjusting names for Nucelar Reactor & Centrifuge
- Adding Icon and Deployable Setup for Crude Oil Power Generator, also setting up running animation
- Hooking up Fan animation for the crude oil refiner when the device is active
- Checkover of crude oil refiner, added preview mesh and icon, also fixed in world ui interaction location
- Setting up Pump Jack AnimBP, Taking new Icon and Fixing Deployable Setup
- Add or update icons for over 40 items. Add Fireplace IconEditor scene. Remove dummy entries hiding icon work still remaining to be done. Several corrections to Feature Level or tags for FieldGuide purposes
- Added DEP_Natural_Oil_Refiner_T5 with destructible and populated BP
- Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
- Adding stomper attack WIP audio, event and data table setup
- Added new recipe classification icons
- Fixed a typo in biome name for ELY
- Updated Sand scuttle physics asset and physical material
- Raptor Juvenile - Checklist fixes
- Added descriptive flavour text for Frostfall and Aquaticus outposts
- Added first-pass mining laser implementation
- Elysium - foliage painting in NW volcanic, red quad
- Improved Ghost Croc skinning and physics asset
- Ghost Croc - Increased scale to 2.0 and fixed movement mapping and added new attack montage with faster attacks so he could hit
- Stomper move light audio, move fast audio, events and notifys on all actions
- Fixes for new 'tag based crafting'. Fix 'No Icon' for frozen ore when crafting. Fix various 'tea/coffee' icons show the thermos with a question mark rather than ingredients. Fix refresh issue with stack output count when recipe processing is interrupted
- Remove Slinker GFur setup from Reaver BP
- Storca - Updated feet sliding and collider sizes
- Adding stomper howl audio, event and anim notif
- Updated Yeti physics asset and removed extra unused physics assets
- Updated slinker skeleton with new bones for the storca ears
- Updated Storca physicas asset and updated the creature materials in the BP
- Fixing Non-interactive recipe elements so it works correctly with tag based crafting elements
- Add icons for Stomper carcass
- Fixed 'Advanced Supplemental Filtration Attachment' pointing to wrong Itemable row (non-advanced version). Fixed spelling of Helmet in ItemsStatic
- Remove broken ItemTemplate data from TagBasedCrafting merge
- Minor adjustment on smoke opacity for Ruby hit VFX
- Radiation FX lessen emissive intensity at night time
- Swamp Hopping Creature - Added carcass
- Updated Storca LODs
- Hopping Creature - Added proper carcass mesh on death
- Merged TagBasedCrafting dev stream into trunk
- Hopping Creature - Added hopping creature ragdoll
- Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
- Adding stomper jump audio event and notifications
- Adding stomper stomps audio, event and animation notifys
- Elysium - foliage painting in NW volcanic, red quad
- Added all SMs, materials and textures for 6 variants of SM_SW_Mushroom_Tree, as well as 4 trunk variants
- Updated NPC Mo sk mesh - added clothing data
- Storca - Implementation
- Fix redirectors for Irratiated Prospector assets
- Adding stomper footstep notifies
- Adding stomper idle close and far audio, event and data table setup
- Added hopping creature bones and carcass art assets
- Added new Ruby voxel physical material, enabled new NS hit VFX
- Slinker Juvenile - Implementation
- Move LavaLakeLights to Persistent level as they're not currently setup for build generated level process
- Added first pass NPC Mo sk mesh, materials and textures, updated BP_Mission_NPC_DH_Mo
- Added LODs for the Stroca and it's bones. Created carcass SK
- Fix cave light settings on OP009. Fixed Lava lakes/rivers not having Lava Lights enabled. Folder organization
- Fixed issue with wood rings material for the GT_Dead_Trees, where the matrial wasn't affected by the wind. Also fixed collision presets on the trees FTs
- Submitting initial texture and SM files for the Mushroom Tree migration from PHX
- Added DEP_Crude_Oil_Generator_T5, with destructible and animation, also populated BP
- Ruby voxel hit FX
- Added Storca art assets to the project
- Cliff, Landscape Pass in Swamp and respawn pods, Orange Quad, Elysium
- Updated ELY mission descriptions
- Updated outpost description text to better reflect their experience
- Raptor - Fixed feet sliding on all raptors. Also added proper carcass row to giant roach
- Corrected spelling of Focusing Barrel. Remove whitespace after Rending Rail
- Adjustments to pump jack volumes and spacializer settings. Adding spline audio sounds for oil to BP
- Elysium - swapped caves for DLC2 variants, foliage painting in NW volcanic, red quad
- Completed slinker juvie Gfur setup
- Ely LC caves (DLC2 variants) - fixed switchback on MED_004, adjusted voxel positions in MED_006 and SML_002
- WIP on oil geyser VFX to transfer to pump jack
- Added LC variant material for Cliff_002, Added duplicate LC caves + prefabs for Ely
- General stats DT cleanup. Remove redundant/incorrect Meta Notes. Formatting fixes. Category fixes. Name corrections on creatures
- Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
- Giant Roach - Added missing corpse animbp
- Added VFX and material emissive intensity when activated to BP_Crude_Oil_Power_Generator
- Added WIP Gfur groom for slinker juvie
- Giant Roach - Added relevant montages
- Adding pump jack audio loop, 1shot end sounds, 1 shot groan, deploy audio, On and Off
- Updated the Pygmy Lop with the correct carcass textures and fur mask from the new snow variant
- Added art assets for the Snow Pygmy Lop. Updated BP Gfur Settings
- Giant Roach - Base implementation (no montages)
- Correcting polymerizer audio to play multicast for clients and adjustments to deploy audio and adding seamless loop
- Animation layer for T5 oil powered generator. Audio events and notify
- Fixed issue where chainsaw idle SFX were playing while walking when out of fuel
- Added the jump, swim, and eat animations for the Reaver
- Better transitional chainsaw start point loops. Adjustments to chainsaw events and volumes, adding all footstep notifiers etc
- Added DEP_Organic_Extractor_T5 with destructible and populated BP
- Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
- Various updates on LODs, texture settings, and physical materials across the Dangerous Horizons creatures
- Stomper idle audiuo general movements audio, events and notifys
- Updated slinker LODs and physical materials
- Elysium - added mission 03 cave to Geothermal, on persistent level for now
- Adding stomper death, flinch and footstep adjustments and various improvements
- Update FocusedItemInfo UMG after CarcassDrop was renamed to UtilitySlotDrop
- Giant Roach - Updated AnimBP. Added lean/turn locomotion
- Updated Stomper physical materials. Added all new creature meshs and textures to the correct texture collections
- Mining laser now overheats
- Mining laser no longer adds mined resources to player's inventory
- Mining laser and drill arrows now apply mining efficiency stat(s) appropriately
- Mining laser and drill arrows now spawn dropped resources near the hit location instead of above voxel
- Halved mining radius of mining laser
- Setting up oil geyser node materials and FX
- Updated Sand Wyrn Queen LODs and physical material
- Adding oil refiner audio loop, event and BP Imp
- Updated Stomper and Stomper matriach LODs. Assigned the correct meshs to the Stomper Matriach carcass BP
- Update v2.3.6.141490:
- New Content
- Details
- Number of water pipes and electrical wires are now shown in the escape menu
- Changed spline placement logic to allow more than two colors for spline ghost holograms
- Added ability for spline nodes to use multiple colored ghosts
- Added new enum to define spline placement feedback rules
- Added ability for spline tool mode to be changed to place straight lines instead of curved
- Fixed a wire disconnect case which wasn't calling audio feedback
- Added text to show which placement mode a spline is in
- Fixed issue where Reload key prompt was visible on spline tools
- Adding 2d audio event to play when adjusting the splines curve
- Fixed
- Details
- Add several missing BurntFLODEntry references. Add some unhooked DT validation for checking asset usage
- Fixed a few typos in dialogue and quest text
- Update new CavewormScale durable entry to use Caveworm_Scale item
- Fix Caveworm armor requiring Sandworm scale to repair. Made Durable row more verbose so they don't get mixed up again
- Fixed spelling of Cocoa on workshop seed packet
- Added setter functions for PointLightComponent MaxDrawDistance and DistanceFadeRange
- Prospects now only accept names with up to 25 characters. For existing prospects with >25 chars, truncate but add full string display on hover
- Fixed rain droplet / lightning post process effects not showing correctly
- Decrease River Lava Lights draw distance on lower Effects Quality settings
- Future Content
- Details
- Update BP_PlayerEffectsComponent to support new DH PP effects
- Updated radiation post process effects material
- Radiation VFX should now correctly blend in and out
- Small volume balance for beach amb
- Reduce albedo on picnic table from 4k to 2k
- Added first pass NPC Iris SK mesh, textures, materials and updated BP_Mission_NPC_DH_Iris
- Update Picnic table to support sitting for 2 people
- Adding more appropriate hopping creature audio row until full audio setup is complete
- Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad. Removed temp red quad nav blockers from persistent level
- Adding variation combat music track for DH to give a little variation
- Arctic Orka - Checking off checklist. Added basic attack/idle montages. added control rigs. fixed default rows being incorrect. gave extra range to make attacks work better
- Added item text for new recipes
- Added test dialogue for ELY0 and ELY1
- Touch ups to DH music cues and combat music transition points
- Generating edge splines for rivers in Island outpost to ensure that river audio works
- Reaver - Added ctrl rig for LookAt
- More variation additions to DH combat music
- Updated raptor desert textures
- Lots of improvements to DH combat music to make it work seamlessly with the correct quantized fade outs according to the songs tempo. Curve adjustments etc
- Added raptor carcass asset and updated the raptor dead BP
- Fixed log spam coming from invalid radiation manager
- Bounder/TundraDeer/HoppingCreature/Raptor/Chew - Duplicated montages for reskin creatures so we can have new audio on them
- Voxel Pass and Resource Spawning in Arctic, Green Quad, Elysium
- Balance adjustment to uranium rod pickup
- Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
- Stomper - Most of implementation
- Elysium - cliff placement, landscape sculpting and decal painting in NW volcanic, red quad
- Adding truffle harvest audio event and data table setup and BP row
- Added Flightless tank carcass and bones art assets, Updated skinning on base mesh
- Adding hopping cre attack whoosh and bite audio events and anim notifies. Removing references to rock golem audio in animations that are shared between both
- Increased horizontal currency box in Biolab to fit currency
- Updated meshes and textures for GT_Dead_Tree variants
- Adding hopper flinch, death and aggro state audio, events and data table setups
- Replaced Deep Ore Deposit Spawn, Orange Quad, Elysium
- Elysium - added exotic, deep ore, enzyme and respawn spawn locations for red quad
- Adding new Biome Map with Region Names for Elysium
- Setting up new Weather groups for new Elysium Biomes
- Adding Hazmat Suit Icons & Talent image
- Adding Animation to Manufacturer
- Adding Description to Manufacturer
- Disable collision on OilPump geyser mesh at it is causing errors for 0 scaling. Remove unused/unreferenced variable and Niagara emitter
- Update CavePrefab to reject non-zero X/Y rotations on Terrain_021
- Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
- Timing adjustments for hopping cre audio
- Desert Raptor - Implementation
- Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
- Adding duplicates of hopping creature eating anims for the duplicated anim montage
- Updated flaying tank LODs, material, and physics asset
- Adding hopper juvie insert idle duplicates to montage. Removing audio from other creature. Adjustments to music curves etc
- Hopping creature - added swamp variant and spawn/damage/resistance stats for a few creatures that were missed
- Adding Uranium Exotic node audio, event and BP addition
- Hooked up more test dialogue for ELY0 and ELY1, added placeholder subtitles for yet-to-be-recorded material
- Added Slinker Juvenile art assets to the project
- Added first pass NPC Theo SK mesh, decal textures and materials. Also updated BP's for Iris and Victor - changed the idle animation
- Added DEP_Pump_Jack_T5 with destructible, rig and animation, also populated BP
- Updating BP for DEP_Polymerizer_T5
- Added DEP_Polymerizer_T5, with destructible and populated BP
- Added DEP_Crude_Oil_Refiner, with destructible, animation and populated BP
- Add Haybale deployables for Homestead
- NS_AOE_Radiation update on material and amount of particles
- Updated Voxel_Ruby materials
- Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
- More DH music additions and updates and fine tunes
- Chew Juvenile - Implementation
- Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
- Adding hopping creature attack vocalizations, event and data table setup. Duplicating animations to be added in to duplicated montages. Removing golem audio that was in animations. Hopper footstep setup, AI audio setup
- Adding Meta Resource Spawning, Exotic/Deep Ore Deposit/Geyser in Arctic, Green Quad, Elysium
- Chew - Added mount variant
- Updated Orka BP with the retargeted anim montages
- Retargeted additional animations and montages from the bear to the Orka
- Update v2.3.5.141257:
- New Content
- Details
- Unlocking Composite Sign, Talent and Recipe
- Fixed composite wall sign clipping into walls when placed
- Fixed
- Details
- Fix several UX issues with Editor Weatherman. Now supports narrow vertical layout without overlapping elements. Remove unhooked/obsolete logic. Default to Forest atmo. Tidied BP
- Flip requirements to unlock Wood Wall and Wood Gate fortifications on Blueprint tech tree as they were backwards
- Fix Orange/Black cat trophy setups being incorrect
- Removing Incorrect Item Icons
- Fixed issue where player could be left with a permanent wet/slow debuff if they logged off while standing in swamp water
- Did a pass on all modifier states, turning of saving for many that were permanent
- Added some extra DT validation to prevent further cases of permanent modifiers not being removed
- Fix erroneous pixels in Prometheus Biome texture creating unmapped GT data. Fix BiomeName texture to reflect current biomes. Fix Fishing setup to account for Ashlands and IceSheet masked areas but was never updated in the DT. Fix DT validation being manual array number defines rather than looking up the actual data from the GT asset and comparing properly
- Fixed an issue where some hostile creatures weren't attempting to break through buildings to get to their targets
- Added inverted meshes for the left and right angled Glass Wall pieces, with correct placement of crossframes
- Reverted change that made the maximum health stat visible on item tooltips
- Added fix for world boss respawn timers showing negative values on Open World prospects
- Added extra debug logging to track down issue with negative value boss respawn timers
- Fixed Issue where spline could previously be connected, but lose logical connection, if the connection point was positioned immediately before a spline mesh segment which was deleted
- Fixed several cases where spline nodes would inappropriately stay at 0,0 when connecting to an existing spline which had a node at the location
- Spline hologram placement now shows spline node position correctly, instead of leaving it at 0,0
- Only newly placed splines will benefit from these fixes
- Future Content
- Details
- Fixed orientation of APEX meshes for Curved Angled Concrete Walls, tested and fixed DM material assignments in various curved/diagonal BPs
- Irradiated prospector death and flinch adjustments and other tweaks
- Added hazmat suit armor set textures, materials and first pass sk meshes
- Added the skeletal meshs for the additional tail variations of the sulfur worms. Updated the Club tail varation to use the cave worm rig instead of the sciorpion tail
- Cobalt breakable var 1 and 2 textures and materials
- Adding New Truffle Recipe Icons
- Adding New Garlic Recipe Icons
- Adding New Prickly Pear Recipe Icons
- Adding New Agave Recipe Icons
- Adding New Onion Recipe Icons
- Adding new MissionNPC Data table
- Adding new MissionNPC Recorder Component to store Mission NPC Setup
- Updating all previous NPC's to have correct storage for the new recorder component
- Fixing Redirectors in Missions and NPC Folders
- Update misc tooling, mainly to fix compiles after exposed pin structure was updated
- Enabled root montion on the Reaver locomation animations
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
- updated textures for hazmat suit armor and fixed up redirectors
- Swapped to the correct textures in the sulfur worm pincer tail material
- Added first pass 1st person sk mesh for hazmat suit armor
- Saving a second time to fix the build error
- Adjusting Text on SM_Meta_Uranium as the proper material is missing
- Adding Nailgun Recipe for Crafting and Testing
- Brief Setup of Nailgun
- Setting up Manafacturer with Item Icon, fixed highlighting so it highlights the entire mesh, fixed Processing so it requires electricity and fixed deployable preview mesh
- Adding Uranium as a spawn option for meta deposits
- Added dialogue entries for DH story mission 0 and 1
- Cliff, Landscape and Voxel Pass in Arctic, Green Quad, Elysium
- Added first implementation of chainsaw
- FocusableBehaviour now has functions that can be used to override idle/focus animations at runtime
- Fixed two instances where client was attempting to add stats to BP_TreeBase
- Fixed issue where CF_TimeScale could crash game if added to cheats toml
- Fixed formatting of some new creatures stats in VirtualStats.cpp
- Adding new curves for DH combat music to be more suitable. Adjustments to DH combat music timing etc
- Added materials and textures for a desert colour variant of the raptor
- Retargeted the bear attack animations to the Orka rig
- Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
- Elysium - test placement of uranium and oil nodes in desert and NW volcanic
- Statify flame damage radius for flame throwers. Change the way flame state is replicated to clients for turrets
- WIP Radiation postprocess and Niagara FX for testing on character
- Adding slinker idle audio, event and data table setup
- Added new health/melee damage curves for new DH creatures
- updated BP_Mission_NPC_DH_Victor (removed unnecessary references)
- Added idle/attack montages for reaver. Increased attack range. Removed debugging circles from the chew jump. Fixed raptor physics asset from limbs falling into itself
- Add splines to pause screen info counts (gameplayconfig hides if recommended is zero)
- Added first pass NPC victor sk meshes, materials and textures and updated BP_Mission_NPC_DH_Victor
- Added icon for Bull trophy. Fixed Meshable data (cannot use 'generic' rows for deployables that require icons, the IconEditor doesn't support this)
- Added ability for tesla to damage creatures in its path and ignores anything behind obstructions
- Fix 'Robust Explorer' talent shows no stat info. Fix beacons with no name show 'None' in all languages (map popup and name UI)
- Disabled collision on mission markers in ELY
- Elysium - cliff and macro placement, landscape sculpting in NW volcanic, yellow quad
- Updating Mission Selection so that Elysium Operations can be selected both on and off planet
- ELY2 - Setting up Talents / Rewards / Preview Objectives / Briefing etc
- ELY2 - Adding Quest Steps & Objectives to Implement
- ELY1 - Adding Icon for Map Item
- ELY1 - Fixing makeshift radio amplifier edge cases and allowing rerunning of placement quests
- ELY1 - Cleaning of objective text to use proper units and display more verbose errors
- ELY1 - Fixed Drone Spawning during Defense Event
- Adding Flamethrower Turret Icon
- Adding Banana Bread Item / Modifier Icon
- First pass for Tesla coil gameplay. Single target + VFX
- Hooking up new food icons to the modifiers table
- ELY1 - Fixing Parent Quest so full quest can now be played instead of just the second half
- Reveting Cheats.toml script as it effects everyone when playing in editor
- Wire visuals, sounds and damage for flamethrower turrent. Ammo inventory/consumption not yet implemented
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Turn off collision on the flame thrower turret muzzle (only) so wovles etc. don't go for a ride
- Uranium Pickup audio and data table setup
- Added Stomper and Stomper Matriarch art assets
- DH Creatures - Added spawn/damage/resistance stats and applied them to the relevant DTs. Added Raptor Corpse
- Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
- Changed Refined Oil Recipe Icon Colour
- Small balance adjustments made to charging station to accomodate for multiple wall charging stations
- Adding t5 manufacturing unit crafted audio. Crafting audio data setup and processor recipes audio tags added
- Removed temp anims from root content directory
- Added first pass nailgun behaviour implementation
- Added proper inverted Glass_Wall_Angle meshes, with trim removed. Also created proper shadow geo for numerous glass buildables, as well as removed unessessary LODs from the shadow geo assets
- Updated Hazmat suit armor set sk meshes and D_Armour
- Fixed material bug for MetaDeposit_Uranium
- Added Radiation Protection Module Icon
- Updated meshes for BLD_RoofPeak_CapEnd to remove trim piece
- Slinker flinch and death audio events and setup
- Added altenative materials and textures for the swamp variant of the hopping creature. Updated existing hopping creature material to use subsurface scattering
- Quick Setup of Correct regions for the voxel distribution on Elysium
- ELY1 - NPC Speech based on session flags now setup correctly
- ELY1 - NPC replication now occuring correctly on clients
- ELY1 - Mo / Theo / Victor / Iris have had thier locations adjusted and are now different colours with correct setup / hightlight / names etc
- ELY1 - Adding Last missions steps so mission is now completeable
- ELY1 - Mo / Theo / Victor / Iris now spawn at eden and can be talked to
- ELY1 - Removed Mission steps for returning equipment as it seemed unnessessary
- Added common quest for checking for a quest flag
- ELY1 - Adding Mo, Victor, Theo & Iris BPs
- ELY1 - Setting up new NPC Speakers and Initial lines for various stats of mission in ELY1
- ELY1 - Adding new session flags to persist between missions
- Adding New Module to the Workshop for Radiation Protection
- Setting up Basic AI Spawn Maps for the Elysum Map
- Reaver implementation - Added all rows/bps/basic anim bp/movement matching
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Added GT_Stick_Tree DMs and set up BPs and FLOD Data Table entries
- Added Stomper materials and textures to the project
- Tonal adjustments and fine tunes to slinker events
- Lots of first pass layers for the slinker. Aggro states, attack and spot. Audio, events and data tabel setups. Anim notifys etc
- Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
- Added new Crude and Refined Oil Resource and Recipe Icons
- updated hazmat suit armor set sk meshes and D_Armour
- Sulfur worm basic implementation with 4 types (currently acts as teenage worm)
- Added Chew juvie art assets. Created initial BP and gfur
- Updated chew fur material to reduce AO and lengthened Gfur settings in the BP
- Added Stick and Stones to Tundra, Green/Yellow Quad, Elysium
- Changed new Oil connection component material to be purple instead of orange. Zeroed out Electricity component transform on ManualToggleBase BP
- Finished import of reaver assets. Tweaked the LODs, set up the physicas asset, and tweaked the material
- Fix weather biome DT warnings. Improve UX readability of Weather Forecast cheat
- Adding tundra deer idle and flee audio and setup. Adding distant idle layers. Adding Orca idle setup and distant layers. Adding raptor distant idle layers etc
- Voxel Pass in Arctic, Green Quad, Elysium
- Added the art assets for the giant roach creature to the project
- Added Homestead Weapon Rack Icon
- Reaver - Checking off checklist. Added turn/lean blendspace. Made heavy attack faster so it can hit moving targets. Decreased acceleration
- Changed Resource type colours on data table and materials
- Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
- Added Homestead Lamp Post and Wall lamp icons
- Added Homestead - Small Brick Chimney icons
- Fixing raptor according to checklist
- Ignore [DNT] entries for AICreatureType DT validation. More verbose error reporting
- Adding correct audio to DH dialogue event
- Added custom LODs for the stomper and stomper matriarch as well as the carcass and bone meshs. Reduced subsurface scattering on the feather materials
- Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
- Quickening music end for DH combat
- Speeding ending of DH combat music up to avoid overlaps
- More DH music adjustments fine tunes and balancing. Fade adjustments etc
- Added Homestead Item Icons
- More balance tweaks to DH combat music
- Fixing music transition points and fine tuning piece
- Tesla Coil - Removed debug lines and added comments
- Adding more DH music layers and adjustments
- Update v2.3.3.140683:
- New Content
- Details
- Unlocking and Enabling the Arctic Survival Saddle
- Fixed
- Details
- Fixed an issue where resource network spline splits could have incorrect visuals going to both world 0, and spline local 0
- Hammerhead Slug - Removed ability to stealth crit the boss
- Field guide should no longer include hidden items in the processor list for recipes
- Add proper base class setup for Fireplaces instead of inheriting from Stone Fireplace.
- Use iterated scene components to drive bespoke FX.
- Quality pass on lighting and VFX.
- Fix Gas Stove offsetting the mesh after playing an animation as they were imported incorrectly with an offset.
- Add new VFX for gas stove.
- Remove fire VFX from Electric fireplace.
- Increase DF resolution on Electric Fireplace so the windows are cut out.
- Resave DMs in attempts to fix engine materials warnings
- Added variant assets for Stone Fireplace to bring it in line visually with the stone buildables
- Fix Biomore (medic) backpack is granting aura to all NPC in range (not just friendly)
- Fix text on medical scanner is not being translated
- Fix 'Outcomes' heading not translated in GH campaign board
- Fix a problem with multiple aura instances affecting a single actor
- Fixed an issue where specific deployables that spawn other deployables (e.g. fishing bench/bunk bed) were spawning the other deployable and then reseting its foundation actor to null so in the fishing benches case never deleted the filleting station
- Adjusted wind settings for both the HRB_CocoPalm and HRB_Sugar_Cane assets
- Fixed Still Not Lost achievement not triggering after biome row was renamed but not updated in Tracker BP
- Add missing ColdSteel Spear to valid ammo types. Add some unhooked DTvalidation logic to find incorrect setups
- Fix What is this place (FractureCave) Accolade
- Retroactively apply 'Soft Landing' (FirstDropPromStory) accolade as description isn't clear (and in this case we have the requisite info)
- Volume pass on scorp rifle bullet eject
- Fix display issue with 'Colossus Collapse' (AllGarganutanMissionsDone) Accolade - wrong mission name 'Pursuit' -> 'Blood Thirst'
- Remove all player/meteor distance based checks, for Starstruck/ViewMeteor achievement (players complaining 'seen and not awarded')
- Fixing kinetic rifle playing incorrect bullet eject sound. Added metal bullet drop instead of just shotgun shell
- Fix Biomore (medic) backpack is granting aura to bosses (not just friendly)
- Fix Viscid slug den eggs using busted material (decal that is not transparent domain), create new bespoke material
- Fixed a few typos in quest and item text
- Fixed 'Not Lost' and 'Still Not Lost' achievements not triggering on steam
- Changed weather card back to have text and added the text string
- Fixed the Deer Corpse BP which had the incorrect mesh assigned to the gfur node. It is now the correct mesh
- Reimported Exotic Licence Icon
- Lowered the Survvial Stats Provided by the Carbonweave backpack as the stats where too high and providing and imbalanced player experience
- Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
- Fixing issue where the Boss information was not correctly displayed in world with the Norex Boss Upgrade Module when slotted into the Contact Device
- Giving the Lava Hunter a Large Fall Damage Resistance
- Fixed issue with Mission Paths where not correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
- Updated accolade trackers to use new steam stats
- Fur card material adjustment for albedo
- Remedy some very misleading 'dev only' logs in the AccoladeSubsystem
- Add explicit goal counts for AllSixStoryMissionsProm and EndAbyss accolades
- Add a datatable validator for Steam achievements that are not one off and don't have a SteamStatId
- Future Content
- Details
- Outpost_012 - added deep mining, meta and enyzyme deposits
- Added nav blockers to areas of ice mammoth arena where he was likely to get stuck e.g. pillars/protruding ice chunks
- Adding raptor attack vocalisation, event audio and data table setups
- Resaving AI Setup to fix build
- Slinker - Fixed feet sliding
- Added frst pass bones and carcass sk mesh, materials and textures for CRE_Chew
- Outpost_012 - general polish, placement of lake audio splines and water points
- Fixed a bug where the slinker was walking with his right side on tippy toes. Changed comp_lean blendspace neutral animation to a more natural neutral anim
- Adding second DH music geo track. WIP to improve and evolve over time
- Add some more (editor only) logging around IcarusStateRecorders
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Added custom LODs for the slinker. Updated the slinker bones texture to match the base model
- Fixed dynamic movement of Bounder ears, as well as gfur settings for the corpse BP
- Outpost_012 - foliage and landscape texture polish based on design feedback, added pumpkin and watermelon
- Small tweak to DH music track
- Adding raptor spot, duplicates of anim montages, anims and BT and data table setups to separate from other creatures
- Fix Streaming Distance settings on Outpost012 (was 50k now 500k units to match other Outposts)
- Outpost_012 - added to to AI_SpawnConfig, placed BP_AISpawner in map
- Exotic Uranium Nodes are now Radioactive
- Quick Pass on Radiation Protection Armor adding in Radiation Protection Stats
- Adding Radioactive waste as a byproduct of Uranium Conversion
- Adding Radioactive Waste Item
- Removed Decay from Radioactive items
- Adding Anti Radiation Transfusion Item which slowly heals radiation exposure for 5 minutes
- Adding Anti Radiation Injection Item which will instantly heal a small portion of Radiation Exposure - Workshop item
- Adding Cheat to quickly add / remove radiation exposure from the player
- Adding RadiationTolerance_+, RadiationResistance_% and AttacksCauseRadiationBurn_%
- Adding new Radiation Burn Modifier and Icon
- Adjusted Radiation Accumulation Caluculation to include Resistance
- Adjusted Max Radiation Value to take into account Radiation Tolerance
- Adjusted Radiation Accumulation Modifier so partial units can be kept / stored and accumulated so we don't lose data if there is high resistance
- Radiation Accumulation at a base will take approx 5 minutes to progress from 0 -> 100% going through the 3 different stages
- Adding a base Radiation Tolerence of 1000 to players starting stats
- Adding new Stone Fireplace Variation
- Adding Truffle Images for Item, Seed Packet and Seed
- Ruby texture for Voxel_01 and 02., applied materials to D_VoxelMaterialMap
- Adding garlic plant audio
- Adding onion plant audiuo
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Adding audio for agave plants harvest
- Outpost_012 - cliff and foliage polish
- Adding CHEW cre idle vocalisations, event and data table setup
- Outpost_012 - decal and foliage polish, added variant of SandVariance decal and swapped with original, tweaked macro and cliff material settings
- Outpost_012 - mesh and decal polish, set up in D_Outposts, D_ProspectList, D_Talents to enable access in dev build
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Outpost_012 - corrected phys materials in landscape layerinfos
- Adding setup for coastal ambience within new outpost
- Added missing textures for DLC2 snow slopes decal
- Adding radiation survival variables, replication, events and save/load
- Adding 3 levels of radiation debuffs that are reiggered by survival triggers
- Adding ability to accumulate radiation over time via modifier
- Adding icons for radiation levels
- Adding Radiation Display bar which appears when radiation is gained
- Remove unhooked logic from TreeV2 master. Clean out dud references to NoOldWind param. Delete some unused MI's. Repath incorrect material on Pine01 mesh
- Swapping Irradiated Modifier to use count instea of longest duration
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Outpost_012 - mesh and foliage polish, added more navblockers
- Bounder Implementation - Added isvalid check on IcarusNPCGoapCharacter to stop error spam on creature death
- Lithium textures for Voxel_02 and 05, assigned to voxel material and distribution data table
- Adding Orka footstep, death, idle audio events and data table setups
- Outpost_012 - Added biome heatmap GT + source files, data table setup for new atmosphere and biomes
- Added tundra deer bones and carcass assets to the project. Small update to the Gfur
- Lithium texture for Rock_Gen_Voxel_01
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Slinker - Added/hooked up montages for eat/idle/attack
- Fixed 'look at' ctrl rig not working
- Fixed Attack range and attacks playing too slow to hit a moving player
- Fixed name badge being on the ground instead of above head
- Fixed anims not having root motion and causing stuttering/being rotated
- Fixed Slinker losing sight of the player at seemingly random moments
- Outpost_012 - drop+respawn ship spawns, mesh and foliage polish, added flowpoints to ocean
- Added new animations for the sand wyrm queen
- Adding raptor death vocalisation, audio event and data table setup. Music adjustments and fine tunes
- Imported art assets for the tundra deer. Created character BP and did a first pass on the Gfur groom
- Adding Raptor flinch audio, event and data table setup
- Adjustments to DH combat music
- Updating Geo Music track 2. Setting combat music for ELY new biomes, volume adjustments and tweaks to music
- Fixed material for Agave billboards
- Replaced Radiation Icons
- Elysium - cliff placement and decal painting in NW volcanic, red quad
- Tundra Deer Implementation
- Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
- Adding raptor idle vocals, footstep adjustments, duplicate of dodge BTS and updating anims so the striker is not referenced. AI audio setup etc
- Outpost_012 - minor foliage polish, adjusted tile size settings in new ocean water mat
- Added DEP_Tesla_Coil
- Outpost012 - Put Coastal atmosphere back to CF fog settings. Add extra row of ocean tiles to blend horizon better. Add new ocean material shader and water setup and apply to Outpost012 water tiles. Organize outliner folders
- Fix SteamStatIds for RedExoticsEarned (Cha-Ching!), CreaturesTamed (Easy Tiger & Ring Leader), BlockedDamage (Damage Resisted By Shield), ResourcePack (Gimme Gimme Gimme)
- Ruby ore texture for Voxel_05 and applied to D_VoxelMaterialMap
- Added groundwork for additional armour stand backpack toggle and swap button
- Added armour stand calls into network proxy so players can call RPCs from the UI
- Added capability for armour stand to interact with different arrays of inventory slots
- Added new string table entries for armour stand UMG
- Outpost_012 - generated in-game map
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Update v2.3.2.140630:
- Contains the Following Fixes:
- Fixing the Widgets in the Habitat so they correctly show the Legendary Biomass Currency on various locations in the Main Menu and Workshop Screens as it was accidently hidden in a previous commit this week.
- Update v2.3.2.140487:
- New Content
- Details
- Unlocking Electric Fireplace, Extensions and Cap
- Fixed
- Details
- Adding unique generic footstep event for generic - default surfaces to avoid it sounding too specific when PMs are not added or surface is default
- Fix Hardcore Mission, Difficulty and Modifiers text being untranslated on some mission selection UIs
- Fix Custom Highlightable setups for Fireplace
- Fix DeployableSetup DT validation not working because assets weren't being block-loaded first. Fix remaining entries that didn't have their nav setup correctly. Add some more entries such as beds and traps to the ignore list
- Fixed a number of typos and inconsistencies in quest and item text
- Fixed mismatched materials between the SMs and DMs of a few Stone Buildables
- Fixed a typo and edited text on cement mixer recipe for clarity
- Fix the 'Discover The Cave' achievement (FractureCave). Dialog queues changed since tested
- Merge setup/config params in BP_ResourceNodeBase to avoid things not being setup because its hidden further down in the scroll bar
- Misc DT warnings fixes: Remove Focusable/Actionable for Flamethrower fireball. Add Icons for StoneBrick small signs. Add dummy items for objects that can't go into players inventory (mission corpses, etc)
- Achievement 'Barking up the Right Tree' - Fixed achievement not working on existing mounts/pets in space
- Added scalebox to legendary weapon text in Biolab UI to allow other longer text in other languages
- Commit missing item data table
- Add translatable text to mission outcomes
- Fix achievement 'Not The Bees' (UpgradedBeehive) so that it will trigger when beehive pieces are placed either directly in world, or upgraded via the beehive inventory UI
- Achivement 'Fur Baby' and 'Mountie' - Fixed achievements not being granted on existing max level mounts/pets. will now attempt to grant the achievement when interacting with the existing mounts inventory
- Fix Flesh and Circuitry achievement (Extract1000Biomass). Was previously tested during development when there were multiple different types of biomass
- Add a data table validator for stat replication (currently unpinned)
- Change UMG_RecipeElementNonInteractive to do validated gets to prevent error spam when opening Fireplace. Tidied BP function layout
- Change to Custom Highlightable setup on Crop Base so crops highlight alongside base plot mesh
- Clean out original Farming system data that was made obsolete by V2 system in 2023
- Adjusted the horse's proportions to fix bad positioning of joints, especially in the legs and neck, and redid weight painting, improving overall quality of creature animation and movement
- Fixed a typo in experiment instruction text
- Removing Explosive Sniper Round from the Workshop & Adding Firedamage+% which now scales Fire DOT to the Sniper Incendiary Round
- Achievement 'Snow Problem' - Adding 'arctic set' tag to both polarbear armor and arctic survival armor
- Fixed bloom brightness of buckshot hit FX on iron buildables
- Updated color of emerge FX in Desert area
- Achievement 'Snow Problem' - Swapped 'arctic set' tags to be on polar bear 'arctic armor' instead of the new 'arctic survival armor'
- Achievement 'Not The Bees' - Fixed bug where achievement wouldn't trigger
- Fixed a few typos in quest text
- Updated emerge vfx for caveworms
- Future Content
- Details
- Added proper collision to aspen saplings and small trees
- DH Geo music setup to play in correct biome. Volume pass
- Adjustments and additions - fine tunes to DH Geo music cue
- Added custom LOD3 for all truffle plants to bring polycount closer to all other foliage
- Outpost012 - rivers and foliage
- Add PMs for T021 LayerInfo assets
- Added missing collision to full size Aspen tree imposters
- Updated slinker textures back to the more saturated blue and red. Changed the eyes to use the new eye shader
- Add Agave, PricklyPear and Garlic farming and seed setups. Fixed collision setups. Optimized textures
- Fix missing collision on Onion meshes. Fix Onion FTs not using DF lighting. Optimized Onion textures. Add seed and farming setup
- Added crude oil refiner blockout mesh to the project
- Added organic extractor blockout mesh to the project
- Added natural oil refiner blockout mesh to the project
- Fix Slinker XP event setup based on the errors output by DT validation
- Added T5 polymerizer deployable blockout mesh to the project
- Added T5 pump jack model to the project
- Added T5 manufacturing unit model to the project
- Created irradiated prospector carcass meshable entry. Fixed broken reference in item static data table
- work in progress setup for the Irradiated prospector creature
- Adding very WIP music 2 tundra DH music piece to FMOD project
- Elysium - Macro and cliff placement in NW volcanic, red quad
- Add Truffle FLOD, item, seed and farming setup. Fix Truffle PM being flesh. Improved LOD screensizes. Increased normals resolution and removed _Dead variation. Improve collision from Box to 26DOP. Change Meshable entries to Generic_Food as none of the items look great in-hand
- Outpost_012 - river tweaks and polish, navblockers, added parameters to BP_waterfallbase for controlling size
- Add implementation of homestead and brick chimneys, pending recipes
- Remove LOD Bias graphics setting
- Fix destructible material overrides on many glass curved building blueprints
- Fix FieldGuide items now stay highlighted in left panel in some contexts
- Adding DH music 2 cue into its own event and setting to correct data table
- Updated the slinker look at control rig
- Second pass at Tundra DH biome music 2
- Adjusted billboard LOD distances for the Agave plant assets so that the billboard doesn't pop in too early
- Adding secondary DH tundra biome music track WIP
- Adjusting Location of Falloff Distance Initalisation
- First Implementation of Radiation, specific flagged items in inventories and dropped on the ground will become emitters and push out radiation, this can be queried via the radiation manager - currently tagged items include Raw Uranium and Uranium Rods
- Adding Radiation Falloff to GameplayConfig
- Adding Aura's and Aura Effects for Radioactive and Irradiated
- Adding Radiation Protection Armor (T5) Item Setup, Blueprint, Recipes
- Basic Setup of Hazmat Suit, Recipe, Blueprints, Items
- Adding Lithium Crossbow, Recipe, Blueprint
- Adding Lithium Shield, Recipe, Blueprint
- Adding Lithium Bow, Recipe, Blueprint
- Remove DNT from Prickly Pear text
- Updated slinker anim setup. Still WIP
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Outpost_012 - foliage and decal painting, set map to use external actors, added blocker volumes around edge of map
- Add recipes for glass, reinforced glass, clay brick, stone brick, scoria brick and concrete curved building pieces
- Further work on the irradiated prosperctor anim setup
- Fixed rotation on all Wall_CurvedAngle Glass buildables, as they were rotated 90 degrees from their correct orientation
- Add curved brick items and template setups
- Add initial implementation of brick curve pieces
- Fixed rotation on all Wall_CurvedAngle Concrete buildables, as they were rotated 90 degrees from their correct orientation
- Elysium - Cliff placement in NW volcanic, red quad
- Setting up Uranium generator which runs on Uranium Rods, Blueprint, Recipe, Item
- Basic Setup of Radiation Tracker, Item, Blueprint, Recipe
- Added Blueprints and Recipes for the Lithium tool set
- Setting up Mining Laser Item, Recipe, Blueprint
- Setting up Chainsaw / Jackhammer biofuel and blueprint fixes
- Setting up Chainsaw / Jackhammer items, recipes, blueprints
- Adding Shaped Ruby item and recipe to craft
- Adding Refined Lithium item and recipe to craft
- Adding Cobalt ingot item and setting up recipe to craft
- Lithium Tools Durable Data Setup
- Basic Item Setup of Lithium Tool Set (Axe, Pickaxe, Knife, Spear, Sickle, Sledgehammer)
- Adding Icons for Agave, Garlic, Onion, Prickly Pears - their seeds and farming packets
- Item icons for Agave, Garlic, Onion and Prickly Pear
- Setup of Permafrost breakable rock
- Setting up Cobalt Breakable Rock
- Setup of Lithium & Ruby Voxels
- Setup of Lithium & Ruby Deep Ore Deposits
- Adding Item Setup Ruby Ore & Noxious Crust
- Adding Item Setup Lithium Ore & Noxious Crust
- Adding Item Setup Cobalt Ore & Noxious Crust
- Remove referenced assets from developer levels. Update TextureTools display formatting. Misc CheatRegister fixups
- Added implementation of glass, reinforced glass and concrete curved/diagonal sets
- Work on the slinker animation setup
- Cliff and Landscape Pass in Arctic, Green Quad, Elysium
- Elysium - cliff placement, decal and rock painting in NW volcanic, red quad
- Fixed DF settings on new FTs. Add missing Highlightable. Add Onions to FLOD DT. Update ResourceNode BPs with new data
- Update v2.3.1.140342:
- New Content
- Details
- Enable 2-sided DF generation on IMP_Mountain_02_CaveHole mesh used in M7 (Styx) cave as it was suffering heavy shadow artifacts without it
- LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
- Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
- Adding DT Setup, Item, Recipe, Blueprint Etc for Advanced Arctic Saddle
- Swapping T3 Cleaner dropped mesh to use the machining bench kit
- Hooking up optional water connection processing speed to Biofuel Cleaner
- Added the art assets for the arctic survival saddle with 5 skeletal meshs for the 5 different mount shapes
- Adding Arctic Survival Saddle Item Icons
- Sparkle FX for collectibles
- Add UseRainDroplets shader functionality to held items. This adds a wet look to items during rain. Improve tooling to pick up on this better and retain consistency across items
- Fixed
- Details
- Fix buildings and deployables placed in instanced levels are not being registered to the correct biome in the weather controller
- Remove DF from Weapon meshes. Fix LODs on Legendary SMs
- Fixed a bug where the hover tooltip wouldnt display the correct weight. Changed carry weight stats to be replicated to fix this
- Fixing armor rack audio being able to play 6 armor swaps at once when swapping all armor instead of individually by adding a short cooldown to the event
- More reductions to overly long audio events
- Reducing event length that was far too long for when chopping a whole tree down in one hit
- Update sleep screen well rested buff duration to display in minutes instead of seconds
- Added and applied no RVT material variants to SM_SW_Mangrove_ApeCageVar
- Adding short cooldown to UI event that was triggering multiple UI instances at once causing the sound to be overly loud
- UI Fixes for prospect outcomes so at various scaling and zoom levels the outcome text does not overlap
- Added XP Events to the sledgehammer breaking clay/scoria/obsidian
- Removing Glow from SMPL3 Mission Cards
- UMG_ModifierStateContainer can no longer refresh layout multiple times per frame
- Incorrect Item Weight Bug - Changed base stats to not replicate and added replicated virtual stats in their place
- Grant Bestiary XP for shearing sheep
- New dropships are now spawned 50cm lower to reduce occurrences of floating dropship legs
- Fix MeteorShower master after fur texture type changed
- Fix spelling of Electric on ElementalDamage stat description
- Reducing bloat from dialogue lines causing it to play for far too long
- Fixed Frostbreaker not using stamina when blocking
- Allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
- Adding correct dialogue line to play at the end of Ape C2
- Fix Caveworm and Fish poisons being unaffected by resist stats
- Updated Sustenence tonic to also increase food buff duration for the duration of the tonic
- Fixed tooltip referencing [DNT] Snipers and changed to Sniper Rifles
- Remove reference to .50 cal and fix spelling of Materiel
- Ape_A: Fix base cleanup to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
- Fixing NPC dialogue not playing at the end of Ape B due to the Bool default value being set to Played
- Adding hover and click to GH mission upgrade area
- 10ft Extractor - Replaced and deleted old versions of textures with bad source paths, replaced references in materials
- Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes which results in loss of items
- Adjusting Blueprint node for pouches in the tech tree to display all recipes and not just the base pouch
- Fix Panini Shader error logging not being fed the item value
- Fix untranslatable Operations and Upgrades text on C0NT4CT device
- Adjusting GH DLC Package Data Icon to match the in-game one on items
- Added additional logging to help track down missing client Account Flag rewards
- Hammerhead Slug - Added missing server checks to prevent client from spawning a second slug manager and from allowing the client to determine cocoon state
- Fix boss respawn tracking upgrade showing time since last spawn, instead of time until respawn
- Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
- T3 Cleaner -Fixed a bug where the water spline was connected about a meter away from the mesh - Moved spline location to be within the mesh bounds
- Updating Great Hunts Info Text in the Biolab
- Fixing Gauntlet Image on GH Selection Buttons
- Removing GH Module Item Tags as they where marked as meta items when they are not
- Adding Ability for DOT modifiers Damage to be scaled by causer stats
- Adding virtual stats for Fire/Frost/Poison/Electric Damage
- Fire Burning Damage DOT's are now scaled by FireDamage_+%
- Fix typo in Burning modifier description
- Fixed legendary bow with fortified grip not using stamina on secondary click hold
- Fix Composition quest spelling Chemistry
- CharStats tooling improvements for comparing multiple creatures. Now properly supports toggling between either Character or AI stats
- Medical items such as Pastes and Pills are now visible in the players hand. Remove unncessary SK BPs
- Stats cleanup: Fixed StatTitle UMG having '+25 per minute' as default text masking a bunch of stats that didn't have descriptions setup correctly.
- Improved logic to have fallbacks for missing stat text.
- Fixed StaminaRegenPerMinute stat value displaying incorrectly as it was being divided by 1000 instead of 60.
- Put various Stats into correct categories, added Tames/Pets and Turret categories and retired (and marked via MetaData) several smaller categories that suited elsewhere.
- Fixed stats with missing description text causing the stat text to not update and display correctly.
- Improve performance when full stats window is open by not updating on tick
- IM Arena - Removed collision on many of the lower hanging waterfall icicles to fix boss running into them and not being able to reach his location to regen armor
- Fixed a bug where armor stand wont show items when low fps and dragging items in quickly. Added an extra check to make sure the item has already been loaded before we attach it to the stand
- Fixed edge case which could cause an invalid player loadout to be generated, preventing orbial exchange interface from working
- Fixed bug where sometimes the medium slug wouldnt spawn small slugs on dedi server because of animation interuption. Switched death behaviour from animation 'on complete' to 'on blend out' and have a case for if its interupted
- Output velocity on MA_GLS shader so it doesn't blur when turning with motion blur enabled
- Fixed issue with in-world boss respawn timers counting incorrectly (on upgraded Contact device)
- Disabled auto-wrap on UMG_Boss_Button's name text to prevent flickering
- Fixed issue where boss respawn widgets weren't using the correct property to check for dead boss count
- Fixed boss respawn widgets going into negative values on prospects that didn't support boss respawning
- Added IsValid check to BP_PlayerTrackerListenter
- Fixed issue where legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
- Adding a legendary weapon upgrade now invalidates the cached item stat container
- Fix water containers >100L not fully emptying when using the context menu Empty Container function. Tidied BP
- Hide Blueprint and Solo refresh buttons, as these are no longer required
- Increase storm tier of Sandworm building to match Stone
- Add translation entries for biolab return to store button and mission select screen button
- Rehooked up Operations selection button translation on C0NT4CT device
- Removing Galileo Feature Level Lock on achievements - may have been preventing unlocking achievements in steam for anything introduced in Copernicus
- Removing Double XP Weekend Stats and Banner
- Fixed a case where Mounts could be destroyed if player was riding one while they crashed or were kicked
- Update SM asset validator to detect LODs with a screensize value of 0.0 and flag as invalid
- Fix meshes with LOD screensize values of 0.0, meaning they will never be selected
- Cave AI are now given IsCaveCreature boolean stat on spawn
- wip on updating the Niagara Dynamic Script for Caveworm Emerge VFX
- Removed unused/old control to reload legendary flamethrower
- Added opacity switch for M_Creature and updated MA_EyeShader Sclera
- Tidied up a number of Payloads that weren't using IsServer calls correctly and made sure their physics impulses weren't triggering every frame
- Removed a number of unused payload BPs
- Radial force component on explosive round payload no longer activates every frame
- Updated NPC stabilization quests to also complete when the NPC is no longer valid, to ensure that if they're collected the quest is complete
- Fixed issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
- Remove SlowTick event for UMG StatsWindow optimization which unintentionally caused a background hitch. Delay off tick instead so hitch is gone once UI is closed
- Resave operations button title update
- Added name and description for Glaci spawner/den
- 'Loot Retrieval' button in escape menu now checks for loot bags and corpses around world origin
- Loot Retrieval now works at a distance of 15m instead of 4m
- Loot Retrieval no longer places loot bag halfway into the ground if player is crouching while they use it
- Dead mounts with items in their inventory now persist between game reloads
- Fixed bug with certain mounts that prevented their items from being added to their corpse on death. Affects Terranus, Zebra, Shaggy Zebra
- Added DT validation to prevent new mounts from being added with incorrect configuration
- Future Content
- Details
- Added cheat to grant XP to Mounts for testing. Disable GrantXPDebt cheat as that system is obsolete
- Outpost012 - cliffs, rivers, decals, foliage
- Added 'Illumination' Payload round for Sniper Rifle, still WIP not unlocked
- ELY: Remove duplicate Atmosphere Controller and RVTs from Vista sub-level
- Added LODs for Ely Heightmaps
- Outpost012 - cliffs, rivers, decals, foliage
- Fix CycleBiome cheat to actually work (delete now-obsolete logic from AtmoController as its handled in Player ActorState instead). Add unhooked method of updating cubemap on AtmoController for debugging as its currently only triggered via biome transition
- Remove or update redundant or incorrect description text for Cheat Functions
- Updated caveworm emerge VFX
- Add an optional per-recipe text row so there is not an extra 0 value that will never be defined
- Outpost012 - cliffs, rivers, decals, foliage
- Unhook Feature Level check and hard gate WIP ProxyMesh system until its ready so that it doesn't spam Dev builds
- Set Illumination Round to be Field Guide blacklisted
- Add DNT to Illumination round
- Update collision on DC_Macro meshes to be more accurate
- Update collision on DC_Macro_03 to be more accurate
- Outpost012 - cliffs, rivers, decals, foliage
- Outpost012 - cliffs, macros, decals, foliage. Added saturation control to IMP_Slopes material, adjustments to Slopes_Conifer mat instance
- Fix DangerLevel array size error not accounting for new Elysium skull danger level
- Added the art assets for the irradiated prospector creature including a skeletal mesh skinned to the UE4 mannequin
- Creating audio event for Geothermal base ambience. Adding in light insect loops, base 1 amb, base 2 amb and data table setups
- Fixed issue where some caves incorrectly had entrance meshes spawned even though bUseEntrance was set to false
- Adding DH tundra biome audio, adding night and day insects, day birds, data table setup etc
- dh ambience audio adjustments and fine tunes
- Added first pass Chew Creature SK meshes, materials and textures
- Adjustments to DH ambience events. Removing Crevasse audio from crevasse itself since its already playing within each ambience layer. Adjustments to crevasse audio per biome for more appropriate sounds
- Added Wyrm Queen art assets to the project
- Fixing Build Validation
- Add DH feature level Icon
- Made Changes to the Crafting System to Allow for Resource Only Crafting (Allowing recipes to be crafted without an item and resources only)
- Setting up Oil Geyser and Pump Jack for Crude Oil Extraction
- Setting up Crude Oil Refiner (Crude Oil -> Refined Oil)
- Adding new Resource Type Refined Oil and associated images
- Setting up ability to have CrudeOil Networks and Refined Oil Flows
- Setup Natural Oil Processor (Biofuel -> Refined Oil)
- Setup Biofuel Networks and Icon Images
- Setup Organic Extractor (Plants -> Biofuel)
- Setup Polymerizer with outputs of Epoxy, Plastic, Synthetics and Compounds
- Setup Crude Oil Power Generator
- Adding potential dh music track for tundra biome.WIP test
- Outpost012 - cliffs, decals, foliage
- Added slinker bones asset and first pass on Gfur. Updated slinker textures
- Updating the DH music piece with V2 with fine tunes and additions
- Implementation of the Uranium Converter Item (Raw Uranium -> Rods & Inert Ingots)
- Setting up Raw Uranium, Uranium Rods and Inert Uranium Items
- Setup Uranium Collection Device Item & Uranium Node for the World
- Update to DH music 1
- Outpost012 - cliffs, rivers, decals, foliage
- work on Implimenting the slinker creature and added carcass assets
- Update to DH music
- Adding moog layers to DH music biome 1 music piece. Adjustments to mastering to ensure more consistent volume etc
- Added new animations for the Wyrm Queen. Updated shader to use opactiy an map for the wing cutouts
- Updated Slinker anim BP assets. Set up skinning states and corpse BP. Added initial data table entries for the Slinker
- Volume pass on DH music 1
- Outpost012 - cliffs, rivers, decals, foliage
- Adding DH Geothermal biome music very WIP
- Adjustments to DH geothermal ambience cravasse audio and various other balances. Music volume adjust to match other tracks
- Adding beach assets, ambience and creatures ready for use within island outpost map
- Add Impact Frag Grenade which explodes on impact with a surface. Currently Disabled/Hidden
- InspectionTool: Output mesh scale, don't get meshes for LandscapeStreamingProxy as its junk data
- Add Explosive and Incendiary 12.7 rounds to workshop
- Add icons for 12.7 Incendiary and Explosive rounds
- Add 12.7 Incendiary rounds to workshop. Update 12.7 round workshop icons
- Update v2.3.0.140148:
- Contains the Following Fixes:
- Fixing issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST making the fight require fire/explosive damage instead of just regular ammo and melee, this has now been corrected
- Fixes allowing for the client to properly communicate with steam to check off achievements in steam, any existing achievements that players have gained will sync up and be granted on steam on login
- Update v2.3.0.140125:
- Contains the Following Fixes:
- Fixed an issue in the Rimetusk Campaign: 'Field Work' - where there mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed.