Changelog v1.3.7.113609 - Week 85

Changelog v1.3.7.113609 - Week 85
New Content
* Basic outline for new fishing mission
* Finishing off the Fishing Quest
* Adding Quest Tag to Styx Oasis lake so the fishing spot for the quest can be marked
* Adding prospect difficulty adjustments for number of fish required to catch
* Added Ren/Exotic rewards for completion of fishing mission
* Unlocking Fishing Mission
* Adjusting completion fishing broadcast so it is called after catching the fish and not when hooked on the line, relevant to new mission
* Adding Fishing Mission Images and Modifying Mission Name
* Removing feature lock from feather lures
Fixed
* Updated credits section
* Updated 'additional thanks' section under credits
* Drop ships now atomize overlapping foliage during descent
* Some more timing and logic tweaks on Smoke Grenade
* Improve Smoke Grenade visual effects (converted to Niagara)
* Smoke Grenades will now obstruct creature vision
* Increase Smoke Grenade throwing range
* Decrease Grenade throw charge time 1.5 to 1.25s
* Update Metal Oxite Dissolver to use new V2 mesh
* Hook up custom logic to rotate dials for each oxygen slot and fuel slot (large dial)
* Fixed incorrect Komodo mesh
* Reordered Hyenas above Alpha Hyena to grant credit for Hyena Trophy to Hyena bestiary entry
* Fixed Inverted Left Concrete Roof missing from radial selection menu
Future Content
* Added modifier states for all new weather types, linked to base testing events
* Resaving WeatherPools data table to resolve build error
* Added AXE_IronWood
* Added bestiary text for Arid Striker and Redback
* Setting up quest variables for Daisy to replicate
* Adjusted Dialogue locations for PRO_Story_1
* Adding new Icon for the 'UDA Communicator Upgrade'
* Timer for PRO_STORY_1 now starts AFTER the tomato is planted
* Adjusting V2PromNomadEvent8.7 to have a lower priority than V2PromNomadEvent7 so dialogue interruption does not occur
* Add BoundsMap texture mask for Prometheus visual map to only show north portion of map
* Added 50 second delay before starting objectives in PRO_Story_1 so dialogue can play to completion
* Adjusting dialogue for entering area's Alpha, Beta & Delta so the dialogue plays only once instead of each time you enter the area
* Updating PRO_STORY4 weather forecast, also preventing natural spawns of arctic area's during the phase where you are tracking down an Group 15 agent
* Fixed skinning for heavy obsidian chest armor male and female
* Hooked weather visual effects for all new weather types, tweaked modifier values
* Adding slug spot audio event and notif
* Updated visual map textures for Prometheus, reduced textures size, reset MipGenSettings and Changed texture group to UI
* Importing Desert Striker assets and setup character and carcass + bones assets and relavent DTs
* Adding cave specific river audio to play when in the cave river.Adding event and BP entry
* Add creature threat audio settings to swamp slug so that it triggers combat music correctly
* Adding direction eq and distance eq and reverb to slug movement layers
* Adjusted collision on SM_BLD_Wall_Solid_Stone so that picture frames should no longer clip into the wall
* Adding in slug carcass assets and Lava slug assets + carcass assets, updated character etc and Corpse characters
* Made Sulfur reaction effects more customizable to suit different scenarios
* Repositioned in-world actors
* Adding komodo variant mesh along with carcass state, updated character BP, Corpse BP and D_Meshable entries
* Added new Gas Flyer creature alongside first pass of behaviour set.
* BallisticData now supports Niagara trail particles.
* NPCs can now override GetSightPerceptionOrigin in Blueprint to specify an arbitrary location/rotation for sight traces to originate from.
* Improved Swamp Slug's slime trail material and spline generation
* Updating PRO_STORY4 body3 search area, as the body was outside the area
* Adding Caught Fishing Notifiers and FishingNotification Subsystem
* Added new weather events, tiers and modifiers. Still requires additional tweaking of exposure rates, and tierified visual effects
* New entries added to Bestiary Data for lore text entry
* Update swamp wind modifier to communicate that it makes creatures see you easier
* Update temperature modifiers of weather events to offset new weather modifiers
* Update many weather events visual communication, fixing many linked curves and values
* Scaled AcidFog damage to reasonable levels
* Resaved WeatherPools to resolve build issue, again
* Adding slug flinch audio, event and data table entry
* Adding grasslands track Icarus_25 to Music data
* Adding music asset for grasslands
* Adding slug attack vocals and adjustments to notifier timings
* Added Lava Slug variant setup to AI Setup and Item static for the corpse
* Added translatable entry for the mount following indicator
* Added lore text for remaining creatures in the bestiary
* Update ModifierCosmetic BP to support new approach for SulfurGas (missing from 113273)
* Optimized existing Sulfur effect
* Added Missing Source Files for adjustments to the Aura component manager and fishing functionlibrary
* Removed debug print from PerformAction_SpitAttack
* Adding Aura distance overrides on modifiers so the sulfur actor pools can spawn their effects and aura's dynamically and to the correct size
* NPCs using the 'Spit Attack' BTTask can now specify a delay in seconds when spawning multiple projectiles to spread out construction cost over time, default delay is a single frame
* Added roat carcass sk mesh, material and textures
* Added swamp bird bones skeletal mesh and textures. Updated Swamp bird corpse BP to include the new bone asset
* Added noise and additional blending to slug trail material. NPCTrailComponent can now be given a socket to use as origin when generating new spline points
* Added validation for new weather types, fixed some bugs found due to this
* Fixed ticking modifier scaling effectiveness which caused damage over time effects to do no damage (dev only)
* Adding slug death audio and small adjustments to embers storm based on new length and speed
* PRO_A_Stockpile: Updated to remove the return to dropship objective
* Adjustments and improvements to the gas flyer
* Rasied terrain to prevent gaps between landscape and cliffs, Purple Quad, Prometheus
* Adding gas flyer horn audio, shoot ballistic audio and BP logic to play explosive sound when corpse blows up
* Updated building damage tag effect for storms to not completely destroy buildings, instead leaving the building fully stripped like other storm damage
* Reduced AcidRain damage
* Added smoke effects to acid fog storms, to emphasise the increased fog
* Scaled player item damage of the toxic gasses storms
* Increased exposure for Prometheus lower tier storms
* Creature images added
* Creature images added
* Creature images added
* Creature images added
* Creature images added
* Creature images added
* Adding sounds to all new slug animations
* Added additional weather action validation and scaled temperature effects by weather tier
* Add Weapons Utility widget which shows damage output
* Flushed Grass on Blue & Yellow Quad, DLC Map
* Lots of adjustments and improvements to the gas flyer projectile sounds
* Daisy Death Dialogue no longer players when escort is complete in PRO_STORY_1
* Flushed Grass to fix grass patches, Green Quad and Purple Quad, Prometheus
* Fixing up bestiary & AI setup for the lava slug so it has different behaviours, stats, growth, loot tables from that of the swamp slug
* Added music timing hooks and validation to new weather events, minor fixes to timing for other weather events
* Fixing dialogue timing PromOffender5. Added 4 second start delay
* Add swamp minimap material for generating LODs/minimaps
* Added PIC_IronWood
* Removed damage from new weather events that have damage within the modifier
* Added debug CVar to disable shelter traces for performance testing
* Adding gas flyer audio events and data table entrys for the ballistics
* Reduced damage of Swamp Slug.
* Dampened Swamp Slug's Physics Asset. Swamp Slug's trail now lasts 40s
* Adding outstanding slug animations, eat, sleep and a few extra attacks
* Added randomised spawn scale to gas flyers
* When performing weather tagged damage, add a basic two trace shelter check for building pieces as these have no shelter component
* Added footstep particles to Lava Hunter.
* Lava Hunter now creates small patches of fire when walking during it's powered up state.
* UE4 PlayMontage function now gives reference to AnimNotify asset when triggered along with the usual Name.
* Added new AnimNotify which can be used to specify an override damage source location.
* Fixed missing 'CanFinish' node build validation error
* Added Macro cliffs to prevent lighting issues and fixed a hole in the roof of AC_MED_008, Blue Quad, Prometheus
* Adding dialogue fix for Prometheus Story 5 Event 9, Adjusting quest events to reflect dialogue timer reference
* Fix forprometheus mission 1 smpl3 dialogue, replaced phrase spoken incorrectly
* Adding decal showing AOE for orbital laser event
* Setting up Remaining 2.0.0 bestiary setup / images / etc
* Setting up Roat Skinned State and Corpse description
* Reworking elements of Story Mission 6 so it supports reloading, adding in new prebuilt structures as well as ajusting quest steps
* Added ITM_Sickle_IronWood
* Proof of concept pass of decal showing AOE for orbital laser event - currently not connected
* Added SK_ITM_Sledgehammer_IronWood
* Fixed Lava Flyers not damaging players on detonation
* Updated needler bones skeletal mesh with new model and added new textures
* Updates to the gas flyer. Adding floating movement audio and general tweaks and adjustments
* Adjustment to gas flyer shoot sound
* Additional attack slam for the slug.
* Not currently hooked up.
* Adjustments and improvements to gas flyer.
* Also lowered predator bird attack sounds and spacialiser slightly. was a bit intense before
* Fixing decal opacity for Orbital laser event
* Removing extra projectile resistance from Bloodclaw in fishing mission & fixing carcass text
* Added swamp roat bones sk mesh, material and textures
* Adding moew prebuilt structure jsons
* More work on Story Mission 6, now playable up to Group15 camp
* Fixed Scoria Brick missing skin in BuildingPieces Datatable
* Adding new prebuild structures for Story Mission 6
* Expanded floating foliage checker tool
* Exotics Checker tool expansion
* Added swamp bird carcass assets to project. Updated swamp bird corpse blueprint with these new assets
Category:Changelog