Changelog v1.2.42.108807 - Week 67

Changelog v1.2.42.108807 - Week 67
New Content
* Adding 'Heavy Cargo' Inventory to Mounts and Mount Inventory UI
* Adding Heavy Cargo slots to some of the Mount Saddles so mounts can carry 'G'-Slot items
* Mounts no Longer Take Damage From being at Level 3 Thirst, or Level 3 Hunger, meaning they will not die if left alone
* Increased All Mounts Damage Resistance to give them greater surviveability +10%
* Increased the Damage resistance provided by the Saddles that can be equipped to the mounts (+10%, 15%)
* Added an Aura to the Animal Bed which provides creatures with a 'Well Rested' Buff
* Lowered Base time to Tame Creatures 1200 -> 900
* Mounts no longer wander around in their 'Stay' behaviour state, and will return to the location where they were last told to stay after eating/drinking
* Adding Heavy Cargo stats to Saddles
Fixed
* Fixed a few typos picked up by translators
* Fixing communicator T2 having incorrect crafted sound (used masonry when it should use crafting bench)
* ALCAZAR, HIGHRISE: Changed Biofuel Stove quest step to mention Kitchen Stove
* ALCAZAR, HIGHRISE, LIFE LINE: Changed Kitchen Stove quest step to correctly mention Biofuel Stove
* IRONCLAD: Updated name of Metal Plating to Layered Plating to match quest description
Future Content
* Added BLD_Wall_Sngle_Wood for Buildable Rework Investigation
* General clean up of foliage, decals and blended terrain with GL cliffs in Grasslands, Green Quad, DLC
* Updated audio for lava tree sapling and applied sound to joshua trees BP. Better tonal balance and sizing
* Adding Promethus Open World Drop Zone, so open world can be played
* Adding Galileo Feature Level
* Small tonal balance to exotic tinted plant harvest audio
* Fixed Batdog physics asset
* Fixed bug where batdog wouldn't exit out of it's stalking behaviour when damaged
* Added hitreact to Batdog while sitting
* Added New Storm VFX NS, PP and BP
* Setup new Weather VFX on Weatherman Editor Tool
* Adjustments to DLC Trailer Volcanic Shot
* Small adjustment to aspen tree falling audio to make it more appropriate to match the visuals
* Committing Rudimentry Bestiary UI and Data Structures for Iteration
* Added materials and textures for all 4 variants of Fish08, models will follow soon. Upated character/creature shader to allow for subsurface masking and dithering options
* Sulfur Decal - changed alpha, added color variations (mats and FTs)|
* New landscape textures for Grasslands
* Added hemorrhage to Batdog heavy attack
* Added sand layer to grasslands cliff and canyonwall materials for better terrain blending
* Added copy of creature/charater shader with irideacence functionality to Pedro's developer folder to clean up/optimise
* Added Basic Fish Enteries to Bestiary and removed open button from menu, Pressing 'J' will open bestiary for now
* Adding Striker climb out animation with Root Motion for spawning behavior
* Added Aquarium and Advanced Aquarium Icons into datatable
* Added fishing bench, fishing trap and advanced fishing trap icons into datatable
* Fixed Hole In Ice Cave, Added Voxels Swamp Transition Cave & Tundra Transition Cave Blue/Yellow Quad, DLC Map
* WIP Commit of GL_AspenLeaves decal (textures, material, FT)
* PRO_Story_5: Completed location placements, updated objective mesh as placeholder
* Adding Fish Names to Items
* Bestiary UI Update, Data is now pulled from one source
* Polished snow decals in tundra area and blended terrain with tundra cliffs, Blue Quad, DLC
* Added text for various fishing-related items and wire
* Added text descriptions for new fish
* Removed Swamp Cave Blocker and Set Dressed The Transition Cave Between Purple and Red Quad, Prometheus
* Added DM for Scorpion_Hedgehog_Trap_03
* Added DM for DEP_Hedgehog_MED_03
* Flushed Grass on Green Quad, DLC Map
* Added Static Meshes and SKeletal mesh for Fish 08. Added BP for Fish 08
* Starting Promethus mission can now be triggered by interacting with the dropship on an open world
* Updating Dropship and Mission Communicator widgets so they correctly select the Mission Talent tree associated with the terrain
* Fixed Landscape Gap & Fixed Cave Surface showing on Red/Green/Blue Qaud, OLY
* Updating Dropship and Mission Communicator so the second and subsuqent promethus missions can be trigger from open world
* added fish11 textures and materials
* PRO_Story_5: Tweak areas, dialogue pacing, power requirements
* adjusted saturation for fish11
* Additional Setup of the bestiary, adding additional information to the fist data table for classification and setup the data to be displayed in the Fish Page and Entry
* Add a distance to player hook for designers when using animal swarms in quests
* First pass of GL_AspenLeaves decal
* Fixing Issue with Promethus Missions where the Droppods where not dropping at the correct locations which was preventing various quests steps from being complete
* Cleaned Up Bad & Leaning Foilage on Green Quad, DLC Map
* Pass on RockDog combat behaviours
* Added special fire effects while enraged
* Added ability for NPC footstep notifies to specify left or right
* General clean up in swap biome, added more megatree roots and polished blending of cliffs, Purple Quad, DLC
* Updating mask texture for M_BLD_Wall_Angle_Wood, as well as renaming several textures
* Adding in an animation to use as the spit attack for the Rock Dog to pull it away from the Roar
* Visual changes made to Prospector FieldGuide. (Bestiary Category, creature button, creature entry, bestiary creatures, fish button, fish entry, fish page, bestiary.)
* Removed Character Flag requirement from T3 Communication device as it is now a mission device
* Fixing Promethus Missions 2/3 as the load order of the prebuilt structures has changes and prevented finding of the containers to fill for the quests
* Updating Aquariums for the new Fish Models
* Added support for accolades to trigger steam achievements (disabled until achievements have been setup)
* Fish now scale based on their length stat when placed in aquariums
* Improve animal swarm spawner customization, allowing updating the spawn target on the fly
* Increasing volume of grasslands ambience base layer within Pro Tools so no less increase needs to be done in FMOD
* Decal painting and general polish of Purple quad, prometheus
* D_LC_ErosionRockBlend - adjusted saturation to better match LC rocks
* Added ITM Lures, Basic Iron Lure, Prospector tag lure, Rubbery, Higher Tier Wood, Basic Wooden, Bone, Iron, Blue Reed, Yeast, Rotten Meat and Poison Sack
* Polish in swap biome, added more megatree roots and polished tunnels in Megatree manual cave, Purple Quad, DLC
* Removing Quest Step from Promethus story 2 as it doesnt make sense
* Added ITM_Lures, Scorpion Tail, White Jelly, Painted Feather, Fiber, Bark Bug
* Centered pivot on Fish08 static meshes
* Adjusting fish positions in the aquariums to account for the new pivoit point
* Setting up base logic for the fish wall mounts, including widgets displaying stats and the mesh
* Further improved customization on swarm creature spawning
* Decal painting and general polish of Purple quad, prometheus
* Fixed MapCreatorUtility not applying MaterialOverride to Lakes or Rivers correctly
* Added new minimap-friendly lava material
* Lava-type WaterSetups now use lava material override when using MapCreatorUtility's 'Apply Override Materials' button
* First layers of unique transport pod audio
* Visual Updates on Bestiary UI
* Fixed Up Cave_GL_MED_001 & CAVE_GL_MED_002 , DLC Map
* Added SM_Wall_Win_DBL_Wood_L, Added T_Wall_Win_DBL_Wood_L_AO, Added M_Wall_Win_DBL_Wood_L_Kit_A & M_Wall_Win_DBL_Wood_L_Kit_B
* Added art assets for a Dirty variant the T3 and T4 aquariums
* Added HRB_Rhubarb with all growth stages
* Fixed RockDog spit not working
* Fixed RockDog enrage effects beginning too early sometimes
* PRO_Story_5: Fix marked areas, update timer
Category:Changelog