Changelog v2.0.0.115212 - Week 90

Changelog v2.0.0.115212 - Week 90
note: This list simply includes the commits from the last week, changes that are part of New Frontiers have not been included.
* Fixing Quest Typo
* Adjusting Miasmic Modifier so it doesn't get added every few seconds
* Fixed T3 Masonry bench not having the T3 Masonry Bench recipe set, preventing crafting of new Brick building sets.
* Fixing up Frozen Ore UI
* Added specific dynamic quest rewards for the unique fruit and vegetables, rather than a single reward for both.
* Fixed Electroshock being 10x as much damage as other elemental effects, due to high tick rate but same damage. Have reduced tick rate and damage to do the same overall dps.
* Fixed water bodies not receiving the correct network settings.
* FAdded validation to rep policy table to warn if policies target classes don't have bReplicates set as it can potentially cause issues with the policy not propagating to child classes.
* Adding Seeker Trailer to Title Screen
* Fixed floating voxels and foliage across purple and green quads and moved floating deep ore deposit, prometheus
* Fixed Obsidian Arm armor being the same as it's chest armor, setup stats for the arm armor.
* Disable custom weather for quests in open world
* Added extra icons to the different 'New Game' buttons and map selection buttons to show what kind of content is available. Added one-time popup when clicking on 'New Game' button that describes new 'Outpost' mechanics introduced in New Frontiers. Added bold text on top right corner of screen making it more obvious if the player is currently selecting 'Open World', 'Missions', or 'Outposts'
* Enabled CPU Access flag on the various SlimeTrail static meshes
* Fix orbital laser strike effects are not correctly replicating to clients
* Swapping Map Icon from mission object to quest, as the icon was being culled due to relvency settings
* PRO_Story_6: Fixed replication on non-deployable cave assets, respawned cave assets that are unable to have replication added easily
* PRO_Story_6: Fixed decal orientation, and decal and light respawning on reload.
* Shifted Story6s cave lights and decals into a separate IcarusActor so it reloads and replicates correctly. Increased lighting intensity values for some of Story6s cave lights so they show up better in the darkness
* Adding RepGraph Policy for Orbital Lazer and setting up replicated variables so the effect plays correctly on clients
* Fixed player reward records not reloading previously received red exotics counts
* Adding Collision to bone armor packaged mesh
* Fixed reloading preventing miasmic debuff not removing on death.
* Reduced the titanium cost of the Encrypted Satellite Communcator, added some electronics to be representitive of the device's tech level.
* Adding fixes for mission 4 & 6 mission blockers, after spawning AI and logging out, missions become uncompleteable
* Rebalanced in-world exotics availability.
* Red exotic collectables have reduced rewards (harvested exotics have the same rewards).
* Reduced chance of red exotics collectables to appear to 20% from 25%.
* Cleaning raw red exotics now grants 2 red exotics. With the above changes this means that harvesting exotics yields twice as many rewards, while other sources provide the same amount.
* Noxious Crust that grants exotics of either kind now grant 5 instead of 10 (universal 5 across all resources per Noxious Crust).
* Increased spawn rate of Purple Exotic voxels, now spawns at 10% chance rather than a flat 10 per mission.
* Doubled yield of Exotics from Purple Exotic voxels.
* Fixed game mode using the wrong value when checking if exotic plants had been spawned on startup. This was causing exotic plants to be duplicated each time the prospect was reloaded.
* Fixed issue where researching new workshop items through the OEI would fail
* Increased Aluminum building tier to match Stone, causing it to only take damage in the same storms as stone buildings.
* Red Exotic Plants suffer from fatigue and their growth rate decreases every harvest by 100%
* Generating Enum based on farming seeds row to use rows in code correctly
* Tomatoes and Beans are no longer rotated so that their stakes are off the ground when planted in Crop Plots. D_FarmingSeeds rows can now specify the kind of random rotation they'd like to apply to visible mesh when planted
* Adding in a plant fatigue for all plants, each harvest will increase the effectiveness of the plant fatigue modifier by 10% for all normal plants and 100% for exotics, the fatigue modifier reduces plant growth and yeild, making it beneficial to replant plants every 4 or so harvests
* Bump the recommended nVidia driver version to 537.13 Game Ready
* Adding in new map images for the Prometheus Map
Category:Changelog