Changelog v1.3.8.113865 - Week 86

Changelog v1.3.8.113865 - Week 86
New Content
* Adding in ability for players to equip shields in the 'G' Slot and show on their back
* Added the ability to block damage while the shield is unequipped on your utility slot
* Fixed a bug where if you had a shield in your utility slot and equipped it, it would be both on your arm and on your back. It now correctly removes itself from the players back
Fixed
* Adjusting Fishing Quest Starting Location & Fixing Progression blocker for mission
* 1.4.0 Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors, Red, Green and Quads, Styx
* Removed duplicate wolf entry from Gotta Catch Them All accolade
* Fixing issue where carved wood bed was not providing as much of a buff as was intended, it now provides a better sleeping bonus than rustic wood beds, wood beds and bed rolls
* Fixed kill experience event for Komodo to correctly grant Komodo kill experience
* Linked translated text to inventory armor slots, as they were unable to be translated
Future Content
* Polish pass on NS_OrbitalTracking Niagra System
* Added KNI_IronWood
* WIP polish pass across orbital strike VFX. Decal and lighting pass. Still more work to do
* Added ARR_IronWood
* Added BLT_IronWood
* Added new weather events to light weather pool ready for use on Prometheus missions
* Fixing Desync of Transport Pods on Clients, Fixing Desync od prebuilt structures on Clients
* Fixing Map Icons for Prebuild Structures not appearing on clients, enabling questmovement replication and transportpod movement replication
* Added new creature skinning bench recipes, and updated rewards on a few creatures
* General balance and adjustments to gas flyer
* Fixing Missing Search Area on Clients in PRO_Story_1
* Removed restriction on swapping roof corner type without the recipe, if you already have a crafted roof corner piece
* Fixed new Scoria Brick trap door unlock requirement
* Adding bestiary audio for new creatures gasfly and slug
* Fixing Obsidian & Cold Steel Knife Ballistics assets so they use the correct collision when thrown
* Adding IronWood Meshes to DT and Setting up Item Icons and Ballisitic Assets
* Fixing Roat Skinned Mesh and Bones
* Adjustments to slug footstep audio and other small tweaks. Added water to footstep surface layer
* Removed biome filter on sulfur weather event, this currently has no impact as weather is across the entire biome
* Adding Iron Wood Ammo Icons
* Updated bulbous flax and swamp flax destructable meshs with soft normals to remove hard edges when harvesting
* Adding collision event to gas flyer in data table
* Fix predator bird continuing to make wing flap sounds during death ragdoll by bypassing pose evaluation in anim BP if in ragdoll state
* Added Weather event icons
* Added SPR_IronWood
* Fixed bad merge of weather actions datatable
* Rasied landscape along rivers to prevent small seams, Green Quad, Prometheus
* Small adjustments to the hail weather event
* Updating PRO_STORY_6 quest steps and structure spawn locations, adjusted awol quest steps
* Added animation when the weather forecast changes due to new mission selection
* Small delay and adjustment to timing of VO when daisy is murdered so it doesn't play immediately
* Lots of audio tweaks to the hail on buildings. Added all missing audio components for windows and roofs and floors to play the correct audio
* Added miasmatic item icon
* Small Adjustment to dialogue timing
* Added PRP_Alien_Hovel_A and PRP_Alien_Hovel_B for testing on CAVE_AlienFossil_MED_002
* Updated SM's, destructibles and APEX for Brick tier Roof assets
* WIP orbital strike Impact VFX. Proof of concept, more work required. Hooked up system to event BP
* Added missing IsServer check to previous landmine on-killed explosion fix
* Fixed bug where landmine wouldn't explode when damaged if that first instance of damage was enough to destroy the mine
* Fixed Striker foot sliding when walking
* Updating Story 6 to include new creatures and a new scanner
* Updating Travel quests to not have their colliders effect creature navigation
* Added an industrial round dining table, currently feature locked
* Reducing the ducking for the acid rain sizzle sounds in the rain
* Fixing repeated line in Mission 1 in DLC. Also added distant creature call to later on VO line to make more sense
* Added new Character and Corpse BPs for Komodo variant
* Landscape changes to prevent seams in cliffs and removed foliage sticking out from tops of cliffs, Purple and Green Quad, Prometheus
* Minor grammar fix in dialogue
* Fixed Striker corpse setups
* Added recipies for all the rugs on the rustic decoration bench, Feature locked out for now
* Added new weather names and descriptions
* Added new weather modifier names, descriptions and icons
* Fixed some weather icons which were out of order after merge
* Adding hail to all building weather sheltered events and fixed some glass pieces using incorrect weather shelter roof event
* Updating PRO_STORY_1 Farming steps so it is clearer what needs to be done and added additional quest steps, any tomoato will now work as long as it was grown by the prospector
* Fixed an issue preventing weather modifiers of different effectiveness being applied to players
* Replaced cliff actors and Added new cliff in Lava Crater to prevent collision issues, Purple and Green Quad, Prometheus
* Fixed FLOD Mesh Issue,Red Quad, Olympus
* Gas Flyers now perform an overlap check before spawning around an existing flyer, should prevent issue with flyers spawning inside rocks
* Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors and Prevented the ability for players to become submerged when in the back of a cave in E3, Red, Green and Yellow Quads, Olympus
* Fixed batdog fur not being cleaned up correctly when skinning the corpse
* Added validation for deployable navigation affect setting
* Updated deployable navigation effect on very small or very large deployables, notably the drying rack, dehumidifiers and bronze statues
* Update player modifier audio and vocalisation systems to handle weather exposure modifiers being scaled using modifier effectiveness rather than discrete modifiers for different intensities. Now have the option to either set a modifier effectiveness parameter on modifier audio loops, or to specify an effectiveness threshold below which exposure vocalisations won't be applied. Has some issues with modifier replication which I'll follow up on
* Adding unique lava biome acid rain and additional acid rain layer for wetlands
* NPC Trail Components can now randomly select a different Static Mesh asset for each new spline mesh segment. NPC Trail Components can now report touch events when overlapped by a player. Added new BP-accessible ReportTouchEvent function to AISense_Touch
* Adjusted AI target location of G15 Mission Device. Increased attack radius of both Lava Broodling and Lava Bomber from 150->250
* Added lava blueblack statue stone static mesh, material and textures
* Adjustments to acid rain weather event. More filtering based on sheltered amount, and adjusting so sizzle is not audible when sheltered
* Adding appropriate Iron Wood Tools audio data table setup
* More rework of story 6
* Deleting old profilers. Adjusting hail for open windows and doors and minor hail overall balance
* Update ModifierStateComponent to broadcast event when replicated modifier effectiveness value is updated. Audio systems using exposure modifiers now bind to this event on modifiers that they care about, and can update audio behaviour correctly when the effectiveness value is initialised late or dynamically updated
* Orbital Strike vfx iteration
* Lots of adjustments and improvements to the hail and weather audio while inside / outside. Also added missing occlusion ticks for all creatures eating so they aren't too loud when player is inside during storm etc
* Adding in rabbit variant meshes and textures, setup relevant DT entries in Meshable and Itemable along with Corpse setup
* Removed Development-only feature flag from Fiber Itemable
* Plugged holes in CAVE_DC_SML_001
* Adding Icons for Alien Fossils and Pottery
* Adding in IronWood Spear, Javilin and Icons, setting up ballistic physics assets where needed
* Adding new Story 6 prebuild structure and adding nav modifiers around + adjusting macro static mesh to allow for proper AI navigation
* Orbital Strike vfx iteration. Adding post beam decal and adding buildup particles
* Adjustments and improvements to lava acid rain event
* Adding lots of additional roat idle audio sounds and replacing death sound. Adding footstep notifiers to Roat and adjusting distancing and EQ of footsteps
* Committing .PSD for weather cards
* Adding in New Weather Card Images for Swamp, Volcanic and Grasslands Biomes
* Orbital Strike vfx iteration. Removed debris and damage hooks from BigBoom until vanguard pass
* Cleaning up the ending of story mission 6
* Added Sleeping and Eating, and Drinking behaviours to Slug.
* Slugs now perceive touch events.
* Actors implementing IAITargetable can now manually override whether or not a normally Neutral target is considered Hostile.
* Slightly adjusted timing of Slug's poison cloud attack
* Adjustment to mission dialogue delay. Also changing hedgehog PM to tree instead of wood to play a more appropriate footstep sound if walked on
* Updated Outpost_008, Updated and Resimulated PFS, Added TU Bushes, Driftwood and Landscape Painting
* Adjusting iron wood ballistic damage event
* Delaying dialogue that comes in after defeating the boss so it doesn't overlap with the death animation and gives some breathing room
* Updated Outpost_007, Added Geysers, Manual Cave Setup, Fish Volumes & Organized Folders
* Adding descriptions and flavor text for all prometheus creatures, small bestiary adjustments to match
* Added missing file from last commit, the Deveolper file, Purple Quad
* Submitting Needler Statue - Stone mesh and textures
* Added completed rework of Story Mission 6 cave, including replacing the prefab on Prometheus, Purple Quad
* Small tweak to dialogue timing
* Lots of updates and additions for the hail and acid rain weather audio. Adding both to open windows and doors and inside all buildables to play correct rain on roof sounds etc. Updated all missing glass buidlable PM's to be correct
* Setting up outposts #4 #6 #7 #8, spawn configs, weather, talents, flag locks etc
* Updated Outpost_006, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage, Fish Volumes & NavBlockers
* Updated Outpost_004, Added Geysers, Voxel Pass, Manual Cave Setup, Foliage and Fish Volumes
* Adding Claybrick Trapdoor hatch item / recipe / talent etc
Category:Changelog