Changelog v1.2.49.110526 - Week 74

Changelog v1.2.49.110526 - Week 74
New Content
* Updating SMPL3: Lost and enabling Dynamic Quest
* Removing Campfire from SMPL3: Lost and added Drying Rack
* Updated Orgin Spawn Location of Dynamic_Base_1
* Updating Lost Loot quest step to auto complete (its optional and item spawns are % based)
* Adding new Images for SMPL3: Lost
* Removing t2 Communictor from SMPL3: Lost mission
* Reducing SMPL3 frequency as it was high for experiemtnal testing and balancing loot drops
Fixed
* Update many UI elements that could not correctly be translated.
* Update refrigerator description to no correctly mention that it only greatly slows spoilage.
* Update incendiary round description to not mention explosions.
* Update fruit salad flavor text to mention that it's a dessert rather than a desert.
* WATERFALL: Update mission step to mention supply crate rather than dropship
* Fixed material slots on Stone Statue DMs
* Fixed a typo in Quests table
* Fix Titanium 200, 500, 5000 Accolades all unlock at 1000 mined
* Prevent pre-chewed corpses from providing rewards that would otherwise only be available with specific stats
* Adding in more quest cleanup logic for dynamic drop pods
* Search Areas, Map Icons and dynamic drop pods will now trigger a clean up when a new mission is started, abandoned or ended
* Save game variables now trigger onReps upon database load
* EQS_FindDynamicQuestLocationBuilding no longer accepts areas close to blocking geometry like rocks and trees.
* Replaced expensive nearby dynamic mission beacon test from EQS_FindDynamicQuestLocationTower
* Fixed issue where EnvQueryContext_QuestBoardSingle wasn't selecting a quest board within a currently loaded world tile
* Adjusting Search Area Colour and Removing Logging from various files
* DYN_Drone: Reduced difficulty of standard creatures spawned, allowed additional creatures to be spawned at a single time, increased the frequency of worm spawns at harder difficulties but lowered at easier difficulties. Correctly scaled by quest difficulty rather than prospect difficulty.
* Dynamic mission reward pods now spawn slightly further away, mainly to resolve build mission pods dropping directly on the building
* Adding Loot to SMPL3: Lost
* Increased performance cost of generating dynamic mission spawn locations in worlds where multiple communicator boards had been placed. Reduced maximum spawn distance of supply transport pod in Lost dynamic mission
* More quest cleanup fixes, this should fix drones & other quest map markers being staying after quest completion
* Increased size of minimum unobstructed area check by 30% when looking for a place to dynamically spawn building in DYN_Lost mission
Future Content
* Update fish recipes modifier icons.
* Update Larkwell explosive arrow description and info on the arrows set
* Update outside deployable tooltip warning type
* Updates to batdog collision auduio. removed unneeded sockets
* Adding in T3 Fishing rod on the rod rig and reimported bending animations to work properly with the new rig, also added T2 rod textures related to IC-21671
* Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
* Restored accidentally deleted actors inside purple quad. Added new utility actor for diffing between lists of level actors
* Fixed diff actor tool streaming level names not showing correctly
* Resubmitting material for ITM_Shield_Composite Tactical
* Adjusting Accolade Lists for the new Achievements to include specifics on what needs to be done
* Updated textures on Fish01_var4, Fish02_Var4, Fish03_Var3, Fish04_Var1, Fish04_4, Fish05_Var2, Fish06_Var3, Fish08_Var4, Fish09_Var4, and Fish10_Var4 with notes from the big fish review
* Decrease break chance for Larkwell Whistling arrow to 50%.
* Disable KillCam support for Bait arrow as it is incompatible with 100% break chance.
* Disable UnbreakableDuringKillCam for DevFireball and set to Development feature level.
* Tweak DataValidation to check first if KillCam is true before checking further compatibility
* Adding T3 Fishing Rod Mesh and Item Hookup
* Correctly added all fishing rod tier meshables
* Setting up Shield Scene and adding new shields
* Adding New Fish Variations for 4,5 & 14
* Updated texture for fish 13 V3
* ENCROACHMENT: Complete mission setup, currently feature locked
* Addng in additional animations for te Lava hunter including heavy hit react and jump attack
* Fixing Dynamic Quest Lost Spawning Logic and Creature Spawn Triggers
* Dynamic Quest Lost now triggers a reward
* Adjusting Fish01_Skeleton
* Updated textures for fish 12 V2, V3 & V4
* Adding in base slug mesh and material and first suite of animations
* Updated textures for fish 11 V2
* Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
* Add all fish entries to spawn zone configs for Oly and Styx
* Add basic validation for fishing tables
* Update playerfacing data for fish
* Add Biome names to heatmap PSDs
* Added basic phases to Lava Hunter's combat BT. Lava Hunter now plays additive hit react when single damage instance crosses specifed threshold. Fixed Lava Hunter egg not being replicated
* Added drag onto the floatable of the lure to make it move slower.
* Added a horizontal and vertical movement speed when reeling in so you can reel slowly and it still reach you at heights.
* Added panini to the lure when holding it for inspection.
* Adjusted some sockets so the fish looks better on the hooks.
* Swapped out the default hook for the rubbery hook because the default hook is imported with a wrong rotation
* Added text for T2 and T3 fishing rods
* Added text for shields
* Added descriptions and names for Prom story missions
* Added description text for Prometheus Open World
* Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
* Lots of new audio layers for the lava hunter. Multi attack, quick ground slam, large jump attack, flinch / fall sound etc
* Clients can now play the minigame.
* Fixed an infinite loop that occured when removing onrep fish data.
* Fixed lure not appearing in clients hands when inspecting
* Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC
Category:Changelog