Changelog v1.2.47.109887 - Week 72

Changelog v1.2.47.109887 - Week 72
New Content
* Upping Grenade Damage
* Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
* Added new stat for explosive damage radius which controls the spread of the explosion
* Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
* Adjusting damage function library to take into account the new functionality of the explosive damage type
* Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
* Payloads are now passed the projectiles damage stat container for any required cosmetic effects
* Add Explosive Shotgun Shells, ballistic setups and icons
* Add Slug Shotgun Shells, ballistic setups and icons
* Add Pistol Incendiary Rounds, ballistic setups and icons
* Add Pistol Explosive Rounds, ballistic setups and icons
* Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
* Add partial implementation of Armor Piercing Pistol and Rifle rounds
* Add additional supporting effects for new ammo types
* Update icons for existing ammo types for consistency and readability
* Fixed LOD and collision setups on some ammo meshes
* Fixing Ammo Casing Recipe Values
* Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
* Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
* Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
* Added new stat for explosive damage radius which controls the spread of the explosion
* Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
* Adjusting damage function library to take into account the new functionality of the explosive damage type
* Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
* Payloads are now passed the projectiles damage stat container for any required cosmetic effects
* Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it's hardened armor state
* Updated Payload logic and spawn timings so stats can be retrieved
* Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
* Upping Grenade Damage
* Converting Larkwell Explosive Arrow to be correctly stat driven
* Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
* Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it's hardened state.
* Reduced damage on Explosive Shells from 60 to 50 explosive.
* Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
* Increased stack size of frag and smoke grenades to 5.
* Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
* Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot
Fixed
* Update Warm and Cozy description to match current effects
* Fixup redirectors and delete unused VFX assets
* Decreased opacity and count of Motes effect in Forest slightly based on community feedback
* Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
* Added low.ms to the server provider list
* Fix for crash caused by accolades/trackers that are locked behind content flags
* Fixed reloading a completed mission causing mission to restart
Future Content
* Enabled outside tooltip, disabled outside requirement on existing deployables until ready
* Re-merged outside tooltip to ensure it is not shown in the current build
* Adding destruction sounds for vases. Event and data table entrys
* Small increase in volume to vase destruction and adding missing collision to vases without it
* Update SMPL references to correctly mention SMPL3 in dynamic mission selection
* Replaced frozen river mesh in order to use complex collision for accurate spline collision
* Added missing cache files for VR_CaveWall_Ice
* Adding first pass delay zones mapping for Prom. To be adjusted
* Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
* Update brambles to show the required sickle icon when attempting to harvest
* Added a transparent icon to the search area that only becomes visible on the compass UI
* Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
* Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
* Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
* First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
* Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
* Also changed PM to use thatch instead of wood for better audio choice
* Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
* Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
* Added art asstes for the large version of the T4 Aquarium
* PRO_Story_6: Initial pass at first few mission steps
* Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
* Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
* Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
* Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
* First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
* Resubmitting kitchen bench audio
* Adding inital pass of bloom curve control to AtmosphereController and biome curve assets - currently unconnected and needs review
* Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
* Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
* Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
* Added roots to cave & general cleanup swamp Purple Quad, DLC Map
* Updates and additions to the deer variant audio
* Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
* PRO_Story_6: Setup next quest step
* Added support for controller triggers to speed up and slow down cinematic camera speed
* Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
* Setting bloom curves to default settings - adjusting bloom 'off' to default settings. Still WIP
* Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
* Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
* Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
* Adding example settings to GL curve in preparation for testing
* Adding Basic Logic for new 'Lost' Dynamic Quest
* Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
* Adding deer vari bestiary audio
* Carbon Fiber Shield - SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
* Adding Large Aquarium Model and Item Setup
* Updates to terrain delay audio zones map
* Made FoliagePicker button pretty
* Fixing Dynamic Mission Paths
* Adding lore entires to D_BestiaryData. More to come
* Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
* Adding lore entires to D_BestiaryData. More to come
* Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
* The lure now resets automatically after throwing it onto land initially
* Changed values to make it better for remote testing
* Added montages for once youve caught the fish but not implemented yet
* Added a new test map for me to test fishing
* Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
* Adjustments to the unlock creature bestiary level and low end and start pan
* More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
* Fix the build (conditional headers)
* Updated player tracker json for validation
* Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
* Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
* Added validation to detect incorrectly set Shared XP setups
* Corrected various naming, spelling, and reference issues
* Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
* Added missing XPevents for DLC creatures
* Updates to Bestiary data for naming consistency
* Removed references to incorrect icons so that content progress is not muddied
* Added support for new types of accolades (one-offs, task lists, and whole talent trees)
* Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC's
* Added more hooks for pushing accolades to steam
* Added a large range of new accolades for Galileo
* Adding Fishing Minigame Widget
* Refactored fishing minigame blueprints to be easier to read/understand
* Fixed a bug where the model of the fish would change after appearing on your line
* Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
* Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
* First lot of wooly zebra idle audio, event and data table setups
* Add Tooling for checking Creature name data
* Updated in-game names for predator bird and rockdog
Category:Changelog