Changelog v1.2.37.107436 - Week 62

Changelog v1.2.37.107436 - Week 62
New Content
* Adding in pass on landshark tweaks and swapping out thumper mesh for proper version, adding in entries for unique projectile for landshark with modifiers to be hooked up
* Added power connection requirement to thumper. Set up animations and placeholder VFX/Screen Shake on thumper
* Adding audio to the thumper
* Updating Thumper Name and Description
* Adding Talent for Thumper and Unlocking Recipe
* Adjusting Thumper Minimum Time and adding ability for players to Pause the Thumper
* Added Thumper icon to D_Itemable
* Adding back context for Thumper device and hooking up to D_Meshables
* Adjustments to Thumper VFX, add working and final thump NS
* Adding in unique modifier for the landshark spit poison and adding in telegraphing for the dive attacks
* Added new in-world tooltip for Thumper
* Added ability to override default tooltip widget class
* Increased recipe cost of Thumper device
* Increase carry weight of the Thumper Device to do its size justice
* Added retreat death animation to LandShark. Added 'risk level' info to Thumper tooltip that gives an indication of how difficult the process will be. Added Thumper-related UMG text to ST_UMG. Doubled health of LandShark. Thumper now cleans up dead worms
* Thumper device no longer affected by weather
* Fixed bug where regenerated voxels would need to be manually updated by mining them to force their mesh to update to the 'reset' visual state
* Increased initial connection timeouts for all net drivers to 3 minutes to reduce potential connection issues with joining dedicated servers
* Increased initial connection time out to 3 minutes. This should reduce cases of error 61's when trying to join a server
* Fixed bug where a prospector dying in one prospect then beginning a new prospect would cause the prospector to drop in an already dead state
* Updating landshark dive attack audio to be more appropriate for an attack
* Fixing normal issue due to Unreal Computing normals instead of manually importing then with the Skeletal Mesh
* Added a reset to the DBNO logging on death
* Making unique asset for the Landshark death to use correct audio, upped the damage of its projectiles slightly and added in stamina action cost to the poison modifier
* Increase radius on Thumper screenshake effect from 10m to 15m
* Changing the Landshark ranged modifier to be cured with antibbiotics and added a modifier to the dive attack
* Adding unique landshark death movement event to sync up with new death animation. Adding notifier
* Optimize Thumper GroundImpact effect
* Adding heavy metal deploy sound to Thumper
* Added more logging and fixed another case where auto-retry joining was failing during an error 65
* Increased thumper effect radius.
* Added map icon and radius to indicate thumper location & effect radius.
* Thumper tooltip now displays voxel count instead of raw resource count.
* Increased maximum thumper event duration.
* Increased maximum LandShark spawn count per event.
* Fixed bug where LandShark dive attack could a target twice.
* Thumper is now deactivated when it takes 20% total health damage (since last activation)
* Fixed extraction mission progression blocker UI presentation and detection steps.
* Fixed hidden sort UI to not hide title of container.
* LandShark dive now has a chance to apply a new modifier debuff.
* Increased resource count to reach maximum thumper difficulty again, increased maximum number of land sharks at highest difficulty.
* Added new pulse material effect when first placing thumper down
* Added a more suitable specific soundset and event for the landshark dive.
* Adjusted timing of notifiers
* Added a more suitable specific soundset and event for the landshark dive. Adjusted timing of notifiers
* Fixed issue where AI running on behaviour trees (LandShark, ScorpionBoss, SandWorm) weren't correctly removing their attack stats after attack animation finishes
* Land Shark boss melee attack: Fixed blood thinning paste not applying to the debuff duration
* Land Shark boss spit attack: Lowered the movement speed and physical resistance penalties, increased the stamina action cost penalty
* Thumper: Removed glass from recipe cost
* Fixed a typo in the Thumper description
Fixed
* Fixed issue where deployables in pre-built structures wouldn't load in correctly
* Fixing all affliction trigger percent chance stats and affliction triggers so that resistance reduces the chance of getting an affliction instead of increasing it (Cave Dwweller Alteration is now Fixed)
* Adding Cheat for Triggering Afflictions
* Fixes for client-side replication of regenerated voxel rocks. Voxels that have been regenerated into a new resource type now have their new type replicated to clients correctly. Re-enabled support for reinitialisation on mineral voxels
* Fixed bug where venomous fish would continue to be able to attack the player after they had left the water
* Added temporary logging for testing if camera movement is being allowed on death
* Fix an issue where the weather forecast would reset the pattern index if saved, then loaded, then saved, then loaded after the initial forecast, past the first block and save/load/save/load during the same block
Future Content
* Painted Yeast Plant and Reed Flowers in Swamp biome, pt2 Purple Quad, DLC
* Adding Ponga Audio, event and data table entry
* Fixed GeothermalSplines 2nd layer being generated multiple times
* Finished Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
* Small adjustments to lava hunter notify timings
* Tonal adjustments to a few of the lava hunter layers
* Update Prometheus map image textures to reflect world changes and fix missing lava rivers. Texture settings fudged to alleviate dark image output prior to final art pass
* Update Prometheus heightmap image textures to reflect changes to world layout. Ensured settings match Oly/Styx
* Collision, LODs, optimization of SW, TU, GL Cliff meshes and materials
* UnPainted Yeast Plant and Reed Flowers, Added Mushroom on Hollow Trunks Purple Quad, DLC
* Foliage pass on Blue and Green Quads and Added Multiple New PFS Prometheus
* Painted Green Tea in Swamp biome, Wild Tea and Cocoa in Lava biome, pt2 Purple Quad, DLC
* Adding Lava Hunter vomit start sounds, event and notify
* Update GOAPDebugger to output Relationship data
* BatDogs are no longer hostile towards other AI types
* Adding lava hunter vomit loop, event and anim loop notify
* Transition Cave P1-P2 Set Dressing & fixing bugs on purple on Purple Quad, DLC Map
* Foliage pass on Blue and Green Quads, Prometheus
* Remove ProjectionLocation component from Flax BPs
* Correct LOD settings on numerous Prometheus foliage assets to fix meshes from billboarding way too soon
* Adding additional vomit throat gargle layer for lava hunter
* convex hull collision for SW, GL, TU Macro Top meshes
* Painted Beans and Cocoa in Lava biome, pt2 Purple Quad, DLC
* Cleand up and re-painted breakeable Obsedian closer to lava and Scoria more in-land around p2, Purple Quad, DLC
* SW Cliffs - re-imported Cliff_03 (SW, GL, TU) to fix positioning in map
* Initial partial pass for Generated LODs for Prometheus. Still very much WIP
* Fixed fishing trap using an invalid inventory id (none)
* Polish pass on thumper audio
* Added ability to collapse the log window with the Escape key and added Logging to the server lobby window
* convex hull collision for SW, TU, GL macro meshes
* Weather Device VFX Prototype
* Adding Lavahunter Roar sounds, event and data table entry
* Transition Cave P1-P2 Set Dressing & Decal Pass in P1 Area on Purple Quad, DLC Map
* Adding Lava Hunter Attack sounds and data table and anim notifys
* Reduced The Amount of Aloe Vera On the map and Continued With Foliage Pass, Blue and Green Quad, Prometheus
Category:Changelog