Changelog v1.3.4.112906 - Week 82

Changelog v1.3.4.112906 - Week 82
New Content
* Added option to customise Portable Beacon icon and colour.
* Added temporary icon and colour selections to BP_Portable_Beacon Portable Beacons no longer require solar power to run, but must still be un-sheltered.
* FLinearColour now supported by AIcarusActor SaveGame flag in BP.
* MapIconComponents can now be deactiavted/activated to hide/show icons on map/compass.
* ServerPushClientDynamicWidget can now request that camera focus doesn't switch to actor we're interacting with
* Added map beacon icons
* Beacons now do not require light to work and have an internal battery that lasts indefinatly
* Beacons can now be interacted with and prospectors can now select from a list of icons and colours which the beacon which will be displated on the map & compass
* T2 Spawn blockers (creature deterrents) now require spoiled meat or spoiled vegetables to operate, they are no longer completely free for their operation
* Adding in scaling for the enzyme geysers (base reward is now 5-10, this scales based on selected prospect difficulty)
Fixed
* Fix typo in Rustic Decoration Bench recipe set name
* Add translatable strings to crop plot water status
* Adjusting T3 Blueprint Tree Layout
* Updated 'loading...' loading screen text to be translatable.
* Update end mission prompt on dropship to be translatable
* Fixed a bug that allowed animal fat to be placed in fuel slots that are unable to use animal fat as a fuel source.
* Added a Item.Fuel.Combustible tag to better label fiber, sticks, wood, coal etc
* Fix a bug allowing you to remove your envirosuit while on planet.
* Added a camera component to Portable Beacons to prevent clipping through the floor when editing their color and icon
* Adjusting Spawnblockers so they have a new widget which shows active status
* Updating Spawnblocker interactables so they no longer turn it on and off with no feedback, they are all supposed to be auto-activate, removing their resources to turn off
* Fixed bug where Landshark and Sandworm kill accolades weren't triggering
* Fixed crash that occured when RollChanceStat was called without a valid StatContainer
Future Content
* Adding lava hunter pained / flee state vocalisations and event and data table entry. Currently not hooked up in BP
* Added SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Wall_Angle_Wood_INT_L, SM_BLD_Stairs_Wood_INT, SM_BLD_RoofPeak_CapEnd_Wood_INT, DM Meashes, AO Masks & Set Up Materials for Buildable Rework Investigation
* Replaced the 'IsColdChilledItem_?' stat to a new % based stat 'HarvestChilledChance_%''
* Wire MiningSmeltChance stat for obsidian pickaxe (future content)
* Fixed Floating Deep Ore Deposits and Floating Obsidion Ore, Green Quad and Purple Quad, Prometheus
* Updating lava hunter wounded with different move sound that's more appropriate
* Changed cold steel sickle to use the new % stat rather than the boolean stat and applied the new stat to the sickle
* DEV: Added proof of concept highlighting to blueprint tree. Currently unhooked.
* Setting up new Stats for the New Frontiers Bestiary Creatures
* Adding the loot reward row for the Stonejaw and setting in the AISetup Table
* Adding Creature Spawning and attacking of 'Daisy' in PRO Story 1
* Wire ShatterSmeltChance stat for obsidian sledgehammer (future content)
* Added additional translatable strings to mission end screen
* Increased 'Daisys' Health to 1500 for PRO_Story_1
* Added optimised solid wall, floor and roof thatch buildables
* Fixed routing of fmod event
* Moved Prefab Cave Away from Lava Lake to prevent player being killed by lava, Purple Quad, Prometheus
* Setting up FMOD acid rain event and BP acid rain implimentation. Also adding to WL and GL rain and wind events
* Adding Heavy Obsidian Armor Items, Recipes, Talents, Setup
* Adding Obsidian Armor, Items, Recipes, Talents, Setup
* Bone Armor Fixes & Stat Assignment and Set Bonus Assignment
* Adding new Stat for being present in Lava as well as FireResistanceWhileInLava_% and setting on lava modifier so the stat can be applied correctly while the player is in lava
* Adding acid rain param and rain adjustments to WL
* Wire FellingScorchChance and FellingScorchConversion to Obsidian Axe (future content)
* Added scraping tool to collect cave BPs that are not spawned via default templates.
* PRO_Story_6: Linked cave content spawning to blocker removal, to ensure cave contents are spawned if the mission has been complete, once per prospect
* Adding Obsidian Armor Meshes for the Obsidian Armor
* Fixing the Heavy Obsidian Armor Set Bonus
* Adding hail audio and adjusting rain for new biomes
* Fixed a bug where when adding a alteration that increases an items spoil time it would not update the current spoil time to match the maximum resulting in items looking like they are half way to spoiling
* Raised terrain to prevent the edge of a lake plane being seen above ground, Green Quad, Prometheus
* Added fish 17 art assets project with Variant 1 textures and material
* Swapping over Stone Buildings to use new Stone Kitset
* Setting up Scoria Building Skin for Stone Kitset
* Setting up new Scoria Building Pieces, Items, Blueprints, Recipes
* Committing missing D_Stats.json file which would break the build
* Added SKs, textures, materials for Cold Steel Knife (SK_KNI_ColdSteel)
* Adding obsidian armor data table change and adjustments to acid rain event to make it more intense
* Fixing a texture issue with Scoria_Ramp_Half building pieces which was causing the textures to be placed in incorrect slots
* Fixing a texture issue with Scoria_Right_Half_Pitch building pieces which was causing the textures to be placed in incorrect slots
* Added Scoria Brick building tier, talents, items, recipes etc
* Adding Scoria brick item, recipes and icon
* Adding obsidian armor event parameter, 1 shot audio and loop
* Assinged correct textures for the Scoria materials for BLD_Wall_Windowframe_Stone, as well as assigned the correct Physical Material for materials for all the Stone Buildable pieces
* Provide datatable editing tools and sanitization step to prevent JSON corruption due to use of non-ASCII characters in text fields
* PRO_Story_6: Added craftable versions of cave assets, unlocked upon completion of the mission
* Obsidian armor pitch adjustments that changes based on velocity
* PRO_Story_6: Fix persistant blocker to correctly hide the mesh and remove collision when accepting the mission
* Update conch position, add small conch, remove conch interact
* Added multiple new FLOD debug tools and exposed FLOD streaming values to allow for future performance tuning of FLOD streaming
* Added colour variants 2, 3, and 4 for fish 17. Duplicated static mesh and skeletal mesh for each variant
* Adding obsidian armour audio and leg events and data table entries
* Added new Value Scaling Subsystem and Function Library to consistently scale floats, ints, and stats by defined scaling rulesets (D_ScalingRules)
* Adding arctic blueback bones proper mesh and rigged asset as well as placeholder in destress anim BP for custom behavior
* Oreantation reimport of Blueback Bones to match source
* Re-enable tick on BP_Seat_Mount to fix broken cart audio and other mount saddle tick functions which had been unintentionally disabled
* Updates and adjustements to the obsidian armour sounds. balance changes to legs and arms
* Prevent obsidian tool buffs from potentially crafting disabled recipies (future content)
* Adding in missing mission steps for PRO_STORY_1
* Fixing T2 Commnicator to show the start of the prometheus mission chain correctly when placed outside
* Added inital setup for stockpile faction mission, Prometheus
* Adding new Item Entries for new Inaris, Shengong and Larkwell Workshop Items
* Adjusted joshua trees to not use bush foliage sounds
* Creating new parameter for volcanic embers to be used to adjust the audio
Category:Changelog