Changelog v2.1.15.119165 - Week 112

Changelog v2.1.15.119165 - Week 112
New Content
* Adjustments to bee audio. Adding volume increase based on very close proximity to add intensity and danger to the feel of the bees
* Audio tweaks and updates to bee BP behavior to play Idle and Aggro states
* Add cave bat nests and wild beehives to caves, DC Caves, LC Caves
* Added 4 new honey consumables, including recipe, modifier and item
* Moved Smoked Bacon icon to consumables folder (source file)
* Adding new stats and modifier for attacks causing a bee swarm, adding stats to bee creature and removing poison damage
* Adding Talents, Recipes and Items related to Beehives, Honeycomb and Honey
* Adding wild bee hive nest audio. Loop and destroy and BP logic to play and stop
* Adding bee hive loop, adjusting PM of bee hive and adding appropriate deploy audiuo to all bee related items
* Added bestiary entry for Bees
* Added text for bee related items
* Setting Bee's to Core and Setting up bestiary and stats for Bees
* Beehive upgrades inventory only accepts specific items based on their slot. If you add an item to the beehive through deployable it auto adds it to inventory. Cant add t4 expansion without t3. Removing t3 while t4 is up will remove t4 too
* Moved logic for adding deployed expansions into the beehive upgrade inventory from the Beehive UMG to the BP itself
* Bees now produce honeycomb into the beehive
* First pass generic turret fire audio. Also adjusting placement of bee hive audio on trees
* Enabled beehive generator and bees can now be used as a fuel
* Add cave bat nests and wild beehives to caves, AC Caves
* Updating Beehive Actionable Behaviour to use real items
* Updating Beehive Honeycomb generation to match the same way the extractor works
* Updating Beehive Inventory Expansions to expand and lock the inventory when the upgrades are added / removed
* Small bee hive loop adjustment
* Added bee bestiary image
* Adding bee make honeycomb audio and event
* Setting up Beehive Upgrade Lock UI and Fixing stat source issue when adding / removing upgrades
* Beehives can now produce honeycomb, the extractor upgrade can split honeycomb into honey & beeswax, the breeding upgrade can produce more bees, adde and adjusted the new UI so its all functional
* Adding make honeycomb audio to bee hive BP
* Adding Worker Bee item and balancing beehive extraction/processing/breeding times, Queens now produce worker bees in the breeding center, and workers or queens can be used to generate honeycomb, queens being far more efficient
* Added additional collider to bee creature to make it easier to hit.
* Cave Bee Hives now last 5 minutes after being destroyed (instead of 5 seconds).
* Wild Tree Beehives now despawn after 5 minutes once the player has moved at least 15m away (previously would immediately despawn at 150m)
* Fixed Beehive crafting sounds
* Adding Missing Code for the new Aura Code
* Fixing issue with Aura's where they could not effects objects as in some cases they where supposed to (this should fix the issue with crafting machines being effected by the lava biome ash debuff when in range of a dehumidifier)
* Adding beehive modifier so crops around the beehive will have increased yield when the beehive is producing honeycomb
* Fixing an issue where the T4 Expansion for the beehive was placeable without the T3
* Fixing issue where the breeding device was unable to be placed without the T3 Expansion upgrade
* Added the ability to feed tamed creatures honey and honeycomb
* Updated Wild Behive description
* Updated Honeycomb description to mention Mortar and Pestle and Beehive Extractor as the method for acquiring Honey and Beeswax
* Fixed recipe for Beehive Extractor
* Unlocking Bestiary Data for Bee and fixing the Honey Mead so it gives a glass bottle and not another bottle of honey mead when consumed
* Adding Bee Nest Spawns to Forest, Desert, Swamp, Lava and Grasslands biomes
* Removing death sound from bee BP and audio adjustments for smoother balance between idle and aggro
* Adding final bee hive audio. Breeding bee
* Added the ability to fuel candles with beeswax
* Adding Multi for bee honeycomb and honey audio playback. Queen bee loop to be reworked in BP tomorrow
* Added text for honey food items
* Committing missing honeycomb bar icon
* Adding Icons for Honey Recipes & setting up some of these new honey based items
* Beer & Wine Glass Bottles are now a single glass bottle
* Adding Reinforced Wood Building Tier - a tier which includes beeswax and craftable from the carpentry bench
* Modifying the way building reinforcement work so its a common stat rather than a specific one, so it can be applied to all building pieces if required without rework
* Adding Alternate Reciepes for candles to use beeswax instead of animal fat
* Beehive Honeycomb splitting now requires an active power connection for the T4 Extraction Upgrade
* Adding audio location for honey conversion, bee extract sound, honey make sound and queen bee attached loop and BP behavior for all
Fixed
* Fixed Rain Reservoir missing fillable UI and hid modifier UI
* Waterfalls and Lavafalls now have collision and correctly add wet modifier / set players on fire respectively
* Change the level so Ice Ore Deposits use the spawner system
* Rain reservoir inventory fillable display now updates on a timer, also fixed issue with spacing in title bar area.
* Removed unnecessary divider on NPC carcass's tooltip modifier list
* Removed debug collider on Desert Striker
* Shifted Striker critical hit location to be attached to head. Improved Striker physics asset - is less noodle-like now
* Blended cave with the terrain on Outpost, Cactus
* Reduced the cost of glass building pieces, most peices now use 2 Iron Ingots instead of 6, and 6 Epoxy instead of 12. This is to allow easier access to glass, while reinforced/hardened glass still requires a water connection (so has a higher starting cost)
* Fixed Plain Jerky modifier description
Future Content
* Added DEP_Turret_T4_Pistol, Rifle, Shotgun
* Added ITM_Hay_Bale
* Added Chicken color variations, bones and carcass materials, textures, and static meshes
* Manual Cave Polish Pass, Ashlands, Prometheus
* Added text for Limestone and building pieces
* Further tagging on Field Guide items to ensure dev only items aren't shown
* Updated tags on Clay, Obsidian and Scoria to now be Item.Ore (belefitting from Ore weight reduction)
* Added BLD_Beam_Curved_Horizontal_Diagonal
* Added BLD_Beam_Curved_Diagonal_Stone, with all variants
* Added BLD_Beam_Angle_Stone, with all variants
* Added BLD_Beam_Horizontal_Diagonal_Stone
* Added BLD_Beam_Diagonal_Angle_Stone
* Added BLD_Roof_Peak_Pyramid_Stone
* Added Voxels to Northen Part of Green Quad and Some Landscape Painting, Styx
* Added extra validation to AIcarusNPCCharacter::GetSightPerceptionOrigin
* Slightly reduced forward movement speed when mounted and turning sharply.
* Improved Zebra's locomotion blendspace.
* Added new function GetRotationInput to fetch current frame's pending rotation input (IcarusPlayerController)
* FieldGuide - fix DT inventory attachments for bows
* New Lavafall_02 mesh is now correctly set up inside WT_Waterfall / BP_WaterfallFunctionLibrary using mesh type index 01
* Added art assets for the exotic item
* Added materials and textures for exotic voxels 1-5
* Improvements to NPCCreator wizard. Added new DT entries for Sheep
* Small balance tweak to sandworm crossbow and added cave context to missing ambience creatures with reverb
* Updates to the sandworm crossbow audio. Improved fire audio
* Manual Cave Polish Pass and Swapped Lavafall Meshes, Red Quad, Ashlands, Prometheus
* Updating Purple Exotic Mesh and Item Icon
* Added updated BLD_Frame_Pillar_Stone
* Adding Turret Meshes for each Turret, adding blueprints, recipes, and item setup
* Added DEP_Trophy_Sandworm_Brazier, Hanging and Big Brazier
* Reduced the cost of the Reinforced Glass Window and Glass Door, this allows easier access to more cosmetic options
* Adding shotgun and rifle turret audio and events and data table
* FieldGuide - fix attachment query for workshop ranged weapons
* Adding add ammo out of ammo audio for turrets. BP behavior to play different sounds based on having ammo vs removing running out. Creating bullet impact events for turrets, not currently used
* Make slomo cheats work on dediserver (internal dev)
* Setting up cross diagonal beam blueprints
* General Polish Pass on bat nests and wild beehives on Template Caves
* Added two items with two variants. Sandworm trophy braziers and sandworm trophies
* Lots of updates and improvements to the turrets audio
* Turret Prototype fire multiple projectiles depending on ammo type (eg. shotgun shell)
* Added Roof Peak Pyramid and Roof Peak Connector to their blueprints
* Fixed cave void not covering cave
* Turret prototype - require power to operate
* Added curved diagonal beams
* Fixed redirectors in building folders
* Added icons for item procurement in the Field Guide
* Added text for sandworm trophy
* Added text for turret items
* Added HRB_Sugar_Cane with 5 growth stages and dead stade, as well as added them to the Data Table
* First pass weighting of chicken and subsequent meshes, tidy up of wings and legs to come
* Polished Lavafall blend with lakes and manual cave polish pass, Ashlands, Prometheus
* Added text for sandworm brazier
* Fixed cave void not covering cave
* Fixed rotation for BLD_Roof_Peak_Connector_Stone
* Fixed rotation of BLD_Beam_Horizontal_Diagonal_Stone
* ADJUSTING sound associated with the sandworm trophy brazier to be more appropriate. Adjusting ignite location
* Removed duplicate curved angle beams
* Turret Prototype - show yaw that turrent can turn to during highlight
* Adding sandworm trophy deploy audio and location
* Fixed curved beam orientation
* Updates to turret audio. Deploy turret tweaks, adding audio data to data table and small chicken volume adjustments
* Moved Reinforced Wood Basic and Advanced talents from Tier 2 to Tier 4, recipes are now crafted only at Electric Carpentry Bench
Category:Changelog