Changelog v1.2.41.108522 - Week 66

Changelog v1.2.41.108522 - Week 66
New Content
* IRONCLAD: Initial mission setup
* IRONCLAD: Update mission steps, recipe requirements and objective locations. - Added old quest markers to vision folder
* IRONCLAD: Added dialogue events and increased rewards
* IRONCLAD: Added quest text when a new pod drop zone has been marked on the map
* IRONCLAD: Fixed spawn locations selection
* IRONCLAD: Fixed save progress
* IRONCLAD: Fixed pod spawn locations.
* IRONCLAD: Fixed snap point visuals on reload
* IRONCLAD: Fixed mission completion dropping placed plating and not removing map icon.
* IRONCLAD: Fixed pod deployment for clients
* IRONCLAD: Added and updated mission art
* IRONCLAD: Fixed spawn timings
* IRONCLAD: Rewrote spawning logic.
* IRONCLAD: Updated layered plating drop mesh
* IRONCLAD: Improved visual feedback when completing a location
* IRONCLAD: Fixed search area not being cleaned up resulting in pod spawning repeatedly
* IRONCLAD: Add additional objective complete feedback to sides bravo and charlie
Fixed
* DEP_Hedgehog - added 3x damage state meshes (SM_DEP_Hedgehog_MED_01-03)
* Scorpion Hedgehog Trap - added 3x damage state meshes (SM_ITM_Scorpion_Hedgehog_Trap_01-03)
* Fixed a number of typos
* Fixed a bug preventing dynamic mission rewards that don't scale to only ever give 1 of the item. - Tweaked some dynamic mission rewards with fixed scaling in mind
* Fixing geyser reverb being too loud when inside a cave with a geyser near by
* Fixed grenade effect not cleaning up properly after detonation
* Added ability for collection steps to complete on partial collection, setup AGRICULTURE: Hydroponics to complete collect step on partial collection
* DYN: Cache, fixed a bug allowing abandoning the mission to grant XP
* Permit Use Of Unstuck Button When Mounted
* Added ability to rerequest exotic transport pods
* Fixing up Plating placement in the quest step and reimporting deployable to have the correct facing to match and correct import scale
* Fixed collection logic to work again with individual collection.
* Added SPELUNKING to list of prospects that allow partial collection to complete their quest step
* Reduced cooldown between exotic transport pod redelivery to 30s from 300s, added slight delay before new pod comes down after sending off current one
Future Content
* Fixed an issue with the UI where the caption 'LMB to catch fish' would appear on both clients and servers
* Fixed a bug where if a player switched item right as a lure caught a fish, the UI element 'click to catch fish' would linger on the owner
* Updated Mo's Cave Prefab, River Spline Pass and Transition Cave Between Purple and Red Quad, Prometheus
* Polish Green Tundra, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
* Updated Striker animations, added LookAt Control Rig
* Expanded Striker Melee Behaviour Tree to call each attack specifically, instead of relying on random GOAP montage selection
* Polished around resources and spline points in Green Quad, and placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
* Add audio volumes which set audio behaviour related to MegaTrees:
* MegaTreeAudioVolume actor, a trigger box which calculates and sets dedicated FMOD parameters for mega trees
* Set up related global FMOD params
* Set up all required prefab functions to get working with world generation
* Added audio volume instances to existing mega tree maps and updated the prefab assets, extents may require tweaking
* Added some missing forward declarations from prefab code
* Striker now turns to face target after performing combat dodges. Lowered striker max attack radius and gave some specific attacks damage source location overrides
* Adding Stats for Catching Different types, quailty and rarity of Fish
* Adding Stats for Fish Descriptors and assigning to fish upon capture, adding fish descriptors to FishData table
* Adjustments to how the exotic cleaning device fmod event plays back to stop weirdness with stop starting
* Update SetAudioComponentPlayState function to automatically release the audio component event instance on stop, preventing a subsequent play call from abruptly restarting the existing event instance. Partly fixes a bug where processor audio sometimes cuts out when the processor stops, instead of fading nicely
* Adding lava broodling attack vocal and all footstep notifiers and attack notifiers
* Added mesh, textures, materials for Gold and Copper Wire (ITM_Wire_Gold/Copper)
* Added meshes (SM+DM), material, AO map for Carved Wood Sitting Bench (DCO_SittingBench_Wood_Carved)
* Adding Lava broodling death vocalisations and event and data table entry
* Removed Bad Actors in Mo's Cave and Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
* Added Nav Mesh Bocker, Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
* Added several more assets for Buildable Rework Investigation
* Added ability for Striker to dodge incoming projectiles. Increased Striker damage/health.
* Added new BallisticSubsystem that can be used to retrieve a player's most recently fired projectile data
* Make save/load aware of dynamic forecast changes (for upcoming dynamic mission hooks)
* When capturing fish, ChanceToCatch stats are now taken into account
* Adding in Fishing Bench Mesh and hooking up to Item
* Adding Fishing Lure Items, Adding Fishing Lure Recipes
* Renamed conflicting NavModifierVolume actors
* Polished around resources, placed navmesh volumes around the swap cliffs in Purple Quad ,DLC
* Adjustments to snow striker animation notifier timings
* Added text for fishing bench
* Setting up meshes and BP's for fishing higher tier fishing rods, assigning basic stats and recipes
* Resaving Datatable
* Landscape Painting & Worked on Tundra Transition Cave, Green/Yellow Quad, DLC Map
* Added RVT switch to LC Terraces and Geothermal
* DLC Trailer Levels and Sequencers
* Adding lava broodling general move event, sounds and all notifiers. More movement events to follow
* Adding Images to the FishData datatable
* Adding Basic Bestiary Datatable Setup, and associating creatures to the Bestiary Categories
* Adding in striker head dodges, blendspace and block animations
* Fixed a source of Failed to parse FGameplayTagQuery log spam
* Adding broodling attack whoosh event, sounds and notifiers
* LC Terraces - disabled RVT in blueprint
* Added Nav Mesh Blockers to Cliffs in Blue Quad, Prometheus
* Polish Swamp Transition Cave & Tundra Transition Cave, Yellow Quad, DLC Map
* Adding broodling light slam and heavy slam sounds events and anim notifys
* Added DEP_Fishing_Trap_T2
* Added DEP_Fishing_Trap_T3
* General clean up of rivers and polished splines, riverbanks, decals and underwater terrain in Green Quad, DLC
* Adding lava hunter and lava broodling swoosh audio and event and notifiers
* Fix transform math error in mega tree audio volume prefab deserialization
* Fixed accidental log spam, log now only shows whether the function 'showing static widget' returns true or not
* Implementing Both Fishing Traps, incoperating Lure slots, custom UI and individual stats for both the basic and advanced
* Updating Fishing Trap Talents and Adding an Advanced Lure Pack
* Basic Setup for T3 / T4 Aquariums, Recipes, Talents, Item and Models
* More additions to broodling animation notifers
* cliff adjustment and decal placement polish pass - grasslands, Green Quad
* Flushed grass, Green quad
* Polish Swamp Transition Cave & Tundra Transition Cave, Flushing Grass on Green/Blue/Yellow Quad, DLC Map
* Transition Cave Between Purple and Red Quad, Prometheus
* Fish Placed into Aquariums are now shown and bob up and down
* Added power and water requirements to Aquariums, When Aquariums are powered the fish placed in side will not expire
* General clean up around lava biome, on cliffs, resources and geothermal pools, Purple Quad, DLC
* Adjusted and reimported DEP_Bench_Seat_Wood, DEP_Bench_Seat_Wood_INT to match DCO bench heights (for sitting anim)
* Adding Gold and Copper Wire Items / Recipes / Talents
* Fixed Super Cool Ice Deposit using incorrect deep ore material and displaying wrong name on tooltip.
* Fixed Ice Borer attaching to deep ore deposits instead of super cooled ice. Added collision to super cooled ice deposit mesh
* Adjustments to the play / stop behavior of the ice borer to stop the end sound playing when the borer is deployed. other deployables could benefit from this change too
* Adding Striker Dodge vocalisation, data table entry and animation notifiers
* Small adjustment to lower footstep land sizzle and small adjustments to lava river flow min vs max speeds for a better balance
* Fixed Floating Deep Ore in GL Cave & Polish Swamp Transition Cave /Yellow Quad, DLC Map
* Transition Cave Between Purple and Red Quad, Prometheus
* Adding in layered plating mesh and material pass, icon to follow
* Adding in layered plating Icon and hooking up to D_Itemable
Category:Changelog