Changelog v2.0.1.115492 - Week 91

Changelog v2.0.1.115492 - Week 91
New Content
* Unlocking Wind Turbine and adding new UI to show Turbine State
* Removing DNT from Wind Turbine & Damaged Audio Logs
* Adjusting wind turbine recipe and adding 'clear zone' visualistion which can be seen when highlighted, this zone must be kept clear for the turbine to keep running
* Adding first pass turbine audio and event and BP imp
* Adjustments to the wind turbine audio. Removed unnecessary layers and updated sound and spacial
* Added text for the wind turbine item
* Effects of equippable modifiers are now reduced when stacked (1 = 100%, 2 = 50%, 3 = 25%)
* Adjusted Module Stacking to only apply dimishing returns to specific modules
* Added icon and tooltip text to let player know if modules are affected by diminishing stat values when duplicate modules are stacked together
Fixed
* Fixed issue where some voxels were not receiving their material after they start being mined
* Shifted a voxel log from Error->Warning
* Fixed Larkwell Martinez Piercing Bolt not colliding with enemies.
* Fixed workshop item name typo.
* Celebrity Chef: Fixed mission pod not being cleaned up on mission abandon.
* Reduced the cost and output of the Wind Turbine. This allows the device to be a lower entry cost to power, while massive power output is better suited to other devices (or careful base design).
* Added missing roat bestiary event and corrected some bestiary data table entries that were not allocated the right sound. Added roat specific Audio Data Table entry
* Remove DNT on rain exposure modifier
* Fixed a few typos in ST_UMG
* Adjusting gasfly ballistic travel sound to be appropriate for faster travel speed
* Fixed bug where Swamp Bird didn't have an animation set for use with corpse eating action. Removed debug print from BTTask_RandomFlight
* Adding cooldown to gasfly explosion to stop double up of sound occasionally playing
* Fix possibility of infinite final hits on voxels when using multi-damage pickaxes. If a fully mined voxel resource tries to clean itself up on tick while remaining reinitialisable, explicitly turn tick off again, as cleanup function is not guaranteed to do this, potentially resulting in the final hit event getting spammed each tick. Also add a check to final hit events to only fire if the previous state was not fully mined
* Adjusting Cold Steel Arrows to be on Par with Steel arrow
* Noxious Crust now provides resource when cleaned
* Fixing workshop bolt sets providing the wrong bolts when consumed
* Adjusting Obsidian sickle stat description to mention crops and not just fruit or veges
* Clay brick building piece recipes have been adjusted to account for size
* Ice Borers no longer fall through the terrain when dropped
* Fixed typo in game mode info pop up
* Added a bone blacklist so the killcam doesnt target specific bones that protrude out of the AI mesh and makes the arrow float in mid air
* Enable custom weather for quests
* PRO_Story_3: Removed extra purple search area
* AI Spawned via BP_AISpawner now have their spawn locations offset by half their capsule height to prevent them from spawning inside the ground
* NPCSplineTrailComponent now correctly removes spline points as they are cleaned up
* forgot to add data structure change for blacklist bones
* Resaving AI Setup DT to fix build validation error
* Fixed New-Game Tutorial Popup string not being picked up by localized content generation
* Fixed duplicate spawn map color preventing creatures from spawning in a small area of the grasslands
* Removed Cave_SW_SML_004 as it was a duplicate version of Cave_SW_SML_003 and Swapped all 004 prefab caves to 003, Prometheus
* Added Tool Action helpers to the B.E.A.S.T meta item and all fertilizer items
* Rock Dog's lava spots now apply correct modifier and spawn when hitting landscape, or anything with the landscape collision profile
* Fixed a bug where if you drag the shield out of the utility slot the backpack stays invisible
* Fixed normals on all Shengong Bows and Axes
* Removed debugging text in 'on focus item'
* Rebalanced Miasmic tools to use Refined Wood in addition to Carbon Fiber
* Rebalanced Cold Steel tools to use variable amounts of Refined Wood per piece
* Rebalanced Obsidian tools to use Refined Wood across all pieces, rather than just the sledehammer. Removed Fur from Obsidian Sledgehammer and replaced with Leather
* Fixed various ammo recipes across the new toolsets not using the correct resources
* Fixed item setups for Acidic Glands, Infected Bark, Noxious Crust, Crystalized Miasma and Distilled Miasmic Coating directing to incorrect drop mesh, added representitive placeholders
* PRO_Story_3: Fixed wrong dialogue line being played when collecting recipe at end of mission
* Switched a number of lava cave voxels over to using the correct BPHV foliage type (conifer -> volcanic)
* Replaced Voxels in CAVE_AlienFossil_MED_001 to Pro_Volcanic_Cave_2, Prometheus
* Disabled shadow casting on slug slime trail
* Fixed bug where client was incorrectly applying slug slime modifier as well as server which was resulting in the modifier never disappearing from the list for clients.
* Slime trail particles are now properly cleaned up when their owning segment is removed.
* Slime trail particles are no longer spawned for dedicated server
* More datatable validation on FLOD Descriptions
* Added additional logic forcing Grasslands Crocodiles to spawn only near water
* Intersecting the slugs slime trail will now only cause a reaction if overlapping actor is a valid AI target
* Slightly increase melee distance of sickle, make some brambles simple collision
* Fixed seams between cliff actors and the landscape, moved deep ore deposit and fixed streched textures on a macro cliff, Purple and Green Quad, Prometheus
* Added new cheat function and dedi server command 'PrintAIDebug' to print useful debug information regarding currently active AI and relevant spawn blockers
* PRO_Story_3: Fixed base pieces being on low durability / destroyed state on reload
* Prometheus: Added descriptions for exploration missions
* Fixing iron window playing the closing animation for opening and closing the windows. Also added more surfaces to my test level
* Match the hit behaviour of new elemental pickaxes to that of existing pickaxes
* Submitting Bear Cub carcass mesh and textures
* Fixed Miasmic Ammo set being named Iron Wood Ammo
* Clamping att resistances to 99%
* Fixed new workshop crossbow bolts having incorrect collision
* Fixed new workshop crossbow bolt break chance to match workshop arrows at 100%
* Reordered workshop crossbow bolts, allowing the advanced bolt options to be unlocked in any order
* Tweaked placement of many workshop items for visual consistency between groups
* Swapped the item name, description, icon and mesh of workshop pickaxes, axes, spears and arrows that did not match their color scheme to their damage type
* Fix an issue where buildings cannot be damaged by weapons (due to prior commit)
* Updating my test level to include more buildable pieces for quick testing
* Addin Roat head shake audio to animation
* General polish pass across Drifter VFX, Effects will now be an appropriate color depending on biome. This fixes VFX for the swamp drifter
* Fixed floating tree in Grasslands & fixed hole in Swamp cave on Green/Yellow Quad, Prometheus
* Reset static mesh locations for geothermal pools and fixed some cliff seams in Red Quad and Purple Quad, Prometheus
* Drifter VFX polish
* Changed IMP Meshes & Removed Sea Grass on Land on Green/Yellow Quad, Prometheus
* Macro Cliff pass, Landscape Sculpting pass and Lava Lake placement, Red Quad and Purple Quad, Prometheus
* Fix issues with the fish finder scanning forever
* Removed all vehicle related code and dependant assets to free up linker library items
* Removed IcarusPhysXVehicle plugin to free up linker library items
* Made a number of assets static
* Made spawn point helper mesh components all editor only so they will be deleted from cooked builds
* Removed overlap checks from environment spline meshes
* Removed actor gathering from actor recorders that aren't using the gathered list
* Optionally removed transform reloads from recorders that don't need them
* Added recorder fast path for actor path names and guids (currently disabled)
* Time sliced shelter modifier initialisation
* Time sliced voxel initialisation
* Multiple tweaks to voxels to get their start up time (when a map tile streams in) as low as possible to reduce hitching
* Enabled async lazy navmesh rebuilds to reduce hitches
* Disabled garbage collection during level streaming to minimise hitches
* Offline processed voxels to reduce the amount of operations they perform on startup
* Disabled pre-loading of quests. This should reduce RAM usage by about 1 gb in some cases
* Added async loading of quests during missions
* Added proper PMs to Mangrove Roots and Fallen trunks
* fixed hands for shengong suit 3rd person
* Fixing snow wolf carcass and bones by creating a snow wolf carcass mat and overriding the relavent functions in the Corpse BP to match the other carcass flow
* Fixed missing materials for brick beams
* Re-enabled GC after main map tiles stream out. Not having this on was causing some bugs due to old actors being reused if the tile was streamed back in before they could be properly deleted. This will cause some hitches, but has been changed from original behaviour to only occur after main map tiles stream out, not just any map tiles streaming out. So it should still be significantly better
* Re-enabled fast actor path name lookups for voxel reloading. This reduces the time for voxels to find and load their data when they stream in. This behaviour is now only disabled for FLOD based voxels (i.e. stone)
* Removed context menu from loadout screen in OEI as it could be used to drop items on the ground directly from the inventory instead of putting them in a dropship for request. This would cause them to not be checked out in a loadout
* Fixed being able to start Prometheus missions /open worlds using the UI on dedicated servers if the launching player doesn't own the New Frontiers DLC
* Fixed Prometheus not appearing at all on the mission / open world screens if the DLC isn't owned (should show up as locked)
* Fixed Redback being unable to be crit and not having an armoured shell
* Slightly increased head crit area on Blueback and Redback
* Prometheus Shadow Geo - fixed mesh in D4 (arctic) to correct shadows
* Fixed walls not being able to be upgraded to Scoria Brick
* Removing streaming setting from some SFX, and adjusting preferences auto streaming setting
* Fixed Ice-Borer not attaching to super cooled ice nodes
* Fixed Scoria Brick wall angle right inverted from being unable to be upgraded to using the hammer
* Added additional validation to building piece lookup table
* Removed spawn overrides from outpost prospects
* Updated Everbark difficulty to use Forest outpost difficulty settings
* Prebuilt structures now save and load their spawned actor references so they can be referenced and interacted with after the first spawn
* Fixing repair hammer not making sound on fortifications. Also adding cooldown to mission update UI sound
* Change Cold Steel frozen ore reward behaviour (roll chance => percent of rewards paid)
* Remove resupply quest start dialogue which caused incorrect dialogue replay on PRO_Story_3 quest reload
* Improved Batdog physics asset.
* Adjusted drop location of Batdog corpse when placed on skinning bench.
* Added new ISlotableItem interface that can be implemented to adjust the actor spawn location when placed in a slot.
* Added an extra ragdoll-blocking collider to skinning bench to prevent corpses falling off right side
* Adding footsteps for mount on lava and slime
* Fixed animals not spawning on three new outpost maps
* Predator birds no longer target alive players/creatures/mounts within active spawn blocker/deterrent radius
* Slightly lowered armor paperdoll so it does not overlap build number
* Fixed visibility bugs with the shield and the backpack being invisible or both visible at the same time
* Missions 2,3,4,5,6 prebuilt structures are now destoryed when you abandon the quest
* Ensure unstuck respects out of bounds checks in Prometheus
* Fix abandoning a quest causing multiple quest dialogues to play. Dialogue trigger suppression is now applied during quest cleanup in all scenarios (previously it was only scoped to end-of-mission cleanup)
* Arctic Outposts: Added Deer to allow easy difficulty more sources of fur
* Desert Outposts: Added Scorpions, added spawn difficulty rules
* Prometheus: Increased likelyhood of Ashen Drake spawns in their areas
* Fixed stone voxels not reloading their mined state correctly
* Weather effects are now correctly attached to camera when sitting on mounts/other seats. Fixed screen damage post process effect overriding weather effect particle visibility when pulsed
* T4 Anvil Bench - adjusted position of output proxies in blueprint to line up correctly with the rack
* Reimport of swamp bird base mesh to fix bind pose with mouth open
* Changed frozen ore processor recipe to output 'Unknown Ore' rather than 'Metal Ore' so it shows the ore is random
* Fixed bug where wind/rain/other weather effects were appearing in caves
* Fixed broken deployable debris not cleaning up correctly
* Updated credits
* Created DMs for Bramble_A bushes in preparation for fixing this bug where brable bushes DMs are incorrect model
* Added proper Bramble DMs to Bramble BPs
* Fix quest dialogue replaying when resuming a prospect. Quest start dialogue entries defined in quest DT are now not played if the quest was reloaded
* Fixed issue where voxels receiving a resource type when loading in could fail
* Fixed Frozen Ore granting Aluminium Ingot instead Aluminium Ore
* PRO_Story_5: Updated tech level required to correctly mention Tier 4
* Adjusting Bounds Mask for Prometheus to Fix out of Bounds Zones
* Fixed the IRD showing an unsheltered warning when placed in a prospect you would never be able to accept a mission from it anyway
* Improved the effectiveness of elemental weapon effects on most creatures, notably Prometheus creatures.
* Arctic creatures typically take double damge from Poison, half damage from Frost. Swamp creatures typically take double damage from Fire, half damage from Poison.
* Lava creatures typically take double damage from Frost, half damage from Fire.
* Desert creatures typically take double damage from Frost.
* Some creatures have additional resistances, or slightly different resistances than the rest of their biome counterparts
* Removed the ability for the Electroshock modifier to stack
* Adjusting tree sap and expoxy item icons so they are visually distinct
* Being wet now increases Electric and Frost damage taken by 50%
* Increased the frequency that swamp water checks to infest you with parasites
* Reverted previous change due to metal ore not being able to be randomized. Added an itemable rowhandle to the processor recipes for when there are random outputs to use as an image
* Fixed Hail weather events incorrectly not filling water reservoir or watering crops
* Switched mobility of cave weather blocking volumes from Static->Stationary to ensure they render correctly onto RT_Shelter
* Pieces of destroyed deployables and buildings now fade out instead of popping when actor is destroyed
* Updated the building upgrade radial menu to show the New Frontiers icon on applicable building tiers
* Joining a Styx/Prometheus prospect will now show the difficulty warning popup and level boost option (was previously only shown when creating a prospect)
* Prometheus: Lava boss now takes +200% damage from Frost, -40% damage from Fire
* Added new higher resolution image for the random ore image
* Changed processorrecipes to take in itemdata to use as an image rather than the outputted item for when we want random outputs
* Frozen ore now shows 'Unknown Ore' when placed in a heat source
Category:Changelog