Changelog v2.1.16.119362 - Week 113

Changelog v2.1.16.119362 - Week 113
New Content
* Unlocking Buffalo & Thin Weave Rugs
QoL or Fixed
* Allow multiple players to sit on 2 or 3 seater couches at the same time
* Fixed a bug where the hiding of backpacks/shields on back would stop working when you used an empty quickbar slot
* Fixed a bug causing many stockpile missions on easy or hard to instantly complete
* Added difficulty scaling to each stockpile mission, requiring less resources on easy and more on hard
* Curtains and windows can now be placed on window frames and can no longer infinitely stack
* Adding Suit Slot Inventory UI to player inventory and processors so it can be seen when interacting with devices
* Added 'Carrying miasmic item' to the raw iron wood item (crystalized miasma) so it damages the player over time
* Fixed Door socket placement on concrete doorway, replace your doors to fix the small gap
* Fixed a bug with the shield where if you equip the shield in the secondary slot and then drag it off it can double up the shield on your back and your arm
* Fixed Barbeque Carrot granting +50% food modifier duration
* Fixed Honey craft on Mortar and Pestle and Material Processor granting both honey AND beeswax
* Fixed Bee granting Predator Bird XP
* Added Projectile Immunity strength to Bee Bestiary
* Shifitng Reinforced Wood from T4 -> T2 and level locking at 20, making it essentially T3
* Increased Bee's collider making them easier to hit with melee attacks
* Lowered Bee Health so it only requires 1 melee swing to dissapate swarm
* Removed Bee Knockback on attacks
* Slightly reduced bee attack damage
* Adjusting and balancing number of Beehive Spawns in caves
Future Content
* Adding better deploy audio for sandworm trophy and adjustments to audio location
* Update diagonal half angle pieces and beams to allow placement within the same tile
* Fixed Angled Walls and Beams being unable to be placed in the same location
* Fixed Horizontal Cross-Beam rotation mesh rotation within Blueprint
* Updated Roof Peak Connector blueprints to allow placement of roof pieces in same location when already placed
* Simplified turret BP setup for Audio
* Update Stone Pillar asset to use new KIT building assets
* Log version when running dedi server
* Log version when running dedi server
* Fixed Gorse crops collision overlapping other objects
* Adding turret powered audio, power off audio, aim audio, and BP imp to play sounds
* Added art assets for farmhouse stove asset
* Fixed typo in Field Guide category
* Knobble stuck movement sentry logging for now
* Adding Stationeers bobble heads and materials plus some assembled blueprits
* Rotated BLD_Beam_Curved_Down_Diagonal_Stone_R and BLD_Beam_Curved_Up_Diagonal_Stone_R 180 degrees
* Added curved walls and setup rules for curved walls and beams placement in the same tile
* Added diagonal curved cross beams to gameplay blueprints for testing
* Setting up Stationeers Trophy Items, recipes and feature flags
* Setting Up Icarus Logo, recipes and feature flags and adding to unreleased DLC
* Setting up package flags for upcoming DLC's (Creature Comforts & Homestead)
* Adding new Icons for Stationeers Trophies, Icarus Logo and 5 Sandworm Trophies / Braziers
* Fixed placement rules on curved building walls
* Updated name of curved walls piece
* Added string table entries for all resources and added them to the recipetooltip for localization
* Updating Sugar Recipe, Sugar Cane Framing Reward Row and the Sugar Cane Seed Placement Mesh
* Knobble connection timeouts sentry logging for now
* Removed dev logging used for debugging backpack visibility
* Adding water purifier T2 audio, and replacing SM with correct mesh for water purifier. removing unnecessary Audio BP behavior
* Generated mesh LODs for half of yellow quad, Prometheus
* Reorganize Field Guide categories
* Added text for stationeers and winged trophies
* Generated mesh LODs for X7_Y7, X7_Y6, Prometheus
* Added text for Sugar Cane items
* Added DEP_Silo
* Added in base setup for the Slug reskin, in engine as Hammerhead slug until we have an ingame name for it, currently using same slug goap setup until we implement boss behavior and boss entries
* Adding hammerhead slug aggro, idle, death audio and events and data table entry
* Generated mesh LODs for X4_Y3, Prometheus
* Generated mesh LODs for remainder of yellow quad, Prometheus
* Generated heightmap LODs for red and yellow quads and fixed a bunch of others that had garbage meshes/textures, Prometheus
* Adding hammerhead spot / warcry vocalisation audio and event
* Generated mesh LODs for remainder of red quad, Prometheus
* Generated mesh LODs for half of red quad, Prometheus
* Adding Item Setup for Bear Hide, Deluxe Leather, Croc, Sandworm, Desert, Armored, Explorer and Racing Saddles. Also setup for Seed / Water / Harvesting Carts
* Adding Mange wolf attack audio, event and data table setup
* Setup placement rules for curved roof
* Adding mange wolf flinch audio and wolf howl event. Fixing animation being in wrong folder
* Initial addition of Roof CurvedAngle pieces
* Added ITM_Shovel_Tactical
* Adding sugar cane audio harvest and plant sounds. Also duplicating slug animations to be used for hammer slug montages for unique sounds
* Updated shadow geo for Prometheus
* Added BLD_Roof_CurvedAngle_Up_Stone and BLD_Roof_CurvedAngle_Up_Stone, with Inverted and L and R versions
* Submitting Mange Wolf Alpha, Base, carcasses and textures
Category:Changelog