We also give an update on Galileo, with progress made on the Bestiary and Achievements as we move into the latter phases of their development.
Jump in and have a read.
Stone Statues Set
We’ve added seven large Stone Statues to the crafting menu in-game, along with a couple of new smaller Wooden and Bronze Statues which can be crafted at the Rustic Bench.
These statues are a part of our larger decorations and furnishing work, as we look to add more character and personality options for your bases.
We’re always open to suggestions for different decorations or furnishings that players might like to see in-game to decorate their abodes. Leave us a feature upvote ticket with what you would like to see added.
Galileo Update
Bestiary and Achievements have made massive strides this week in our upcoming ‘Galileo’ update.
The Achievement List has been finalized, and we’ve now started on the hooks and events that are required in-game to trigger these achievements to be granted in Steam. Following this, we’ll look to test these achievements out and make any adjustments or tweaks needed for balancing or accuracy.
Bestiary Rewards have also been finalized for each creature, and we’re now adding the final Bestiary concept into the game and hooking it up to the data tables to accurately record your kills and rewards. This will also now move into the testing and balancing phase.
Changelog v1.2.45.109278
New Content
- Adding Stone and Wood Statues for Various Creatures
- Adding a new Talent for the stone statues
- Adding Stone and Wood Recipes for the new Creature Statues
- Fix new Statue recipes pointing to wrong outputs
- Removed 'Decoration' from naming scheme for Statues as its unnecessary and has already caused duplicates
- Add icons for Statues
- Standardized naming scheme for Alpha Sandworm Statue
- Fixed SnowLeopard Statue BP pointing to wrong mesh
- Adding Descriptions and Lore for Stone Statues
- Added destructible mesh assets to stone statues
- Fix an issue where the cosmetic visiual 'frost effect' would stay on screen if the modifier expires when the player is seated or dead
- Prevent the cold/heat modifiers from being recreated/reapplied everytime the temperature changes
- Prevent the cold/heat modifiers from being recreated/reapplied everytime the temperature change
- Create drop bag for cart items when full cart is unequipped from mount
- Fixed rain and snow coming through building pieces when highlighting with repair hammer
- IRONCLAD: Fixed snap points not being set up correctly after spawning
- Fixed bug where mounts weren't correctly using the desired movement/behaviour after player dismounted, should no longer need to un-toggle and re-toggle to re-apply desired behaviours. Significantly improved jelly legs issue that could occur if the game hitched while riding a mount
- Added SM's for all fishing lures
- Polish in swap biome, around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
- Adding correct PM to succulent trees and double checking harvest sound is correct
- Rendered Out New 2D Map For Prometheus, DLC
- Adjustments to transport pod levels and spacializing
- Adding Fishing Lure Meshes & Recipes
- PRO Missions: Various dialogue fixes, specifically additional audio lines played in 3-6 when selecting or landing on a mission
- added fish11 static meshes
- LC_MAC_02A - added static mesh with convex hull collision
- Added Static Meshs, materials, and textures for Fish09 with 4 texture variants
- Adding Fish Names to Fishing Stats
- Copied Fish01 into a new folder called Fish00 as a backup
- Adding Kumera, Rhubarb, Avocado & Strawberries to dynamic mission rewards, dev locked out for now
- Added BPs and voxel caches for LC,GL,SW,TU cave blockers (BP_VR_CaveWall_xx_01)
- Added Skeletal mesh, anim BP, control rig, and BP for Fish09
- Updated Skeletal mesh of Fish08 with root and origin at centre of fish
- Updates and improvements to transprort pod. Changed reward transport pod to play the correct flare sound and added cave EQ to events
- Rough Bestiary UI Update
- Adding metalic whistle to transport pod
- Added Skeletal Mesh, BP, AnimBP, and CtrlRig for Fish11 to the project
- PRO_Story_5: Update creature stats and AI. Add activation failsafes
- PRO_Story_2: Added dialogue delay
- Fixed Floating Impassable over the top of template cave and Moved some cliffs poking through caves on Blue and Green Quad, Prometheus
- Blended brakable resources with terrain in lava biome, polished around megatree manual cave, foliage, resources and decals, Purple Quad, DLC
- Making transport pod whistle down effect more seamless with the metal groan for better realism
- Adding in Bestiary UI shell and resizing widgets to fit
- Visual changes to bestiary fish page
- Added voxel blockers to BPs for LC,GL,SW,TU cave entrances (BP_CaveEntrance_xx_SML_0x)
- Adding in Bestiary UI shell and resizing widgets to fit
- Added Iridecent MF to MA_Cha
- added fish12 textures, materials and static meshes
- Updating Fish and Beast Page Sizes to Fit in the new bestiary size
- PRO_Story_5: Updating Mo Data Device
- LC Rocks - new textures and material tweaks for dolerite MF, adjusted texture scale for macros and cliffs
- Added Fishing lure icons into D_itemable
- Remove individual audio emitters from geothermal terrace actors. Ambient audio emitters will be added to represent groups of terraces
- Add bestiary tracking (feature locked to Galileo outside dev builds)
- Fix lava river RVT issues by reinitializing dynamic material instance in lava flow point actors at runtime
- PRO_Story_5: Configure final step area and detection method. Reduce power requirements
- Updated all existing fish to the same rig setup and updated anim BPs, control rigs and blueprints
- Adding unique transport pod ascend audio and distancing
- Adding Alterations and Stats to fishing Lures
- Adjusting speed in which the transport pods ascend so the audio doesn't sound as frantic - and so it also looks smoother. Renaming incorrect labelling of Blueprint
- Adding the Item Setup for Fish09
- Adding the Lure Icons to the Lure pack talents
- Adding a minimum scale value for fish
- PRO_Story_5: Removed extra collider, added health cap and quest step tracking
- Added text for fishing lures
- replaced a Macro mesh with variant (for better collision), added extra flow points to some lava rivers for more variation(WiP) - Purple Quad, Prometheus
- Added art assets for Fish16 and created animBP and ControlRig
- Fixed General Issues in template caves on Blue and Green Quad, Prometheus
- Adding unique transport pod land audio
- Replace SM Cave Entrances with BP Cave Entrances version in all Pro Cave Prefabs
- More visual changes to bestiary and fish page
- Edited all underwater rocks material and LOD in desert biome with updated texture, Green and Blue Quad, Oly
- Adding small adjustment to transport pod sonic boom
- Changed Bestiary button hover visuals on side bar
- Added skeletal mesh, anim BP, and control rig for Fish12
- Replaced main grass type in GL biome in order to disable terrain blending
- Adding damage and impulse to BP_Transport_Pod_Base.uasset on take off event
- Adding crafted sound to exotic cleaning device data table
- Adding Prometheus Mission 0
- Fixing Prometheus Mission 3 Recipe Collect Step
- Adjusting Prometheus Mission Talent Layout
- Dropship no longer gives Prometheus mission 1, now the t2 communicator does
- Added ITM_Rhubarb, including an in-hand version, as well as added alll HRB_Rhubarb textures to their proper texture LOD groups
- Adding the anchorerd behaviour to the bat dog
- Fixing up Dialogue Ordering in Prometheus Mission 1
- Added mesh, textures, materials and Voxel BP for Ice cave blocker
- Setup Medium Tree rewards for a number of mid sized tree resource nodes
- Adding unique crafted sound for the exotic processor
- Adding Fish 11 & 16 Meshes
- Added new button material for bestiary.
- Changed thickness of button border animation and added animated pattern background to bestiary
- Updated rock dog vomit audio with better tonal characteristics for in game
- PRO_Story_5: Fix quest step and dialogue, add speed to animal. - Allowed configuration on animal swarm focus
- Quick pass of bestiary tags
- Quick setup of remanining bestiary creatures
- Lots of in actual map / mission transport pod spacializer adjustments and eq fine tuning
- Added SM_Wall_Win_DBL_Wood_R, Added T_Wall_Win_DBL_Wood_R_AO, Added M_Wall_Win_DBL_Wood_R_Kit_A & M_Wall_Win_DBL_Wood_R_Kit_B
- Fixed General Issues in template caves on Blue and Green Quad, Prometheus
- Added Needler spike item and ranged attack.
- Added first pass Needler behaviour set
- Add some cheat functions to bestiary tracking (internal only)
- Add bestiary fishing tracking (feature locked to Galileo outside dev builds)
- Added cliffs on all macros' base in Grasslands and Tundra, Green Quad, DLC
- tweaks to material for GL_AspenLeaves decal
- More micro adjustments to eq balance and distancing of transport pods. Sitting about right now. May separate hydraulic layer to only be audible close up
- Adding spolights to BP_Transport_Pod_Base.uasset, adding material for faux lightsource
- Fixing light position on Pod_Base Child actor BP_Exotic_Transport_Pod.uasset
- More fine tuning to transport pod. Better distance eqing for the start up ascend etc. Also adjusted start position of audio on flares
- Adding unique transport pod alarm audio event and BP implementation
- Collision and LOD pass for all existing fish assets. Updated texture groups on all fish textures. Updated the name of the static mesh for fish 4,5, and 6 from SK to SM
- Adding camera shake to BP_Transport_Pod_Base.uasset ascend event
- PRO_Story_2 and 3: Fixed starting dialogue.
- PRO_Story_5: Optimized end step, fixed creature detection
- Fixing timeline on BP_Transport_Pod_Base.uasset
- PRO_Story_5: Minor tweaks, audio dialogue priority fixes
- Updated importance of creature death audio
- Added fallen leaves decal under aspen trees (WIP) - Green Quad, Prometheus
- Adding unique transport pod alarm start and simulating speaker for long alarm
- Added cliffs Around Inner Macro Cliffs in the Blue Quad, Prometheus
- Added Hammer_Obsidian, Axe_Obsidian and Knife_Obsidian
- Added cliffs on all macros' base in Grasslands and Tundra, Green and Yellow Quad, DLC
- Added Kumara, Avocado, Rhubarb and Strawberry recipes for future patches
- Adding needler shoot spike audio, spike fly event and spike impact event
- Added fallen leaves decal under aspen trees - Green Quad, Prometheus
- Adding trail effect to BP_Transport_Pod_Base.uasset on descend
- Adjustments to transprort pod distancing and TP alarm distancing
- Added title, changed button borders in Bestiary
- Adjustments and addition to the lava river audio based on visual updates
- Added cliffs on macros base in Swamp & Volcanic, Green & Purple Quad, DLC
- Added cliffs Around Inner Macro Cliffs and Voxels in the Blue Quad, Prometheus
- Potentially fixed issue with prebuilt structures not loading correctly in non-editor play sessions
- Adding Carved Wood Decoration Set of Items, setup of Items, Meshes, Recipes and feature locked out
- Add a very basic popup for bestiary tracking in XP bar- Killed Group N of M (Galileo feature locked)
- Delay Lichen billboard switch
- Increase FlattenFadeInstance so billboard transition is less abrupt
- Edited all underwater rocks material and LOD in desert biome with updated texture, Red and Yellow Quad, Styx
- Added most of the creature images to bestiary data table
- Adding dialogue to transport pod ascend
- Adjusting and adding to lava river, and also adjusted rockdog vomit audio volume and spacial
- Updated the naming of the Fish05 and Fish06 control rigs to have the correct fish number
- Update weight and stacks for new recipes.
- Update Salt meshable to use salt mesh rather than wood mesh
- Update waterfall generation to allow for lava waterfalls, and slight refactor of waterfall BPs for sanity
- Lava waterfall audio implementation - SFX still to come
- Small reduction in volume to transport pod descend based on proximity
- Improving dialogue on transport pod ascend
- Tweaked Needler retreat behaviours.
- Needler now aborts persuit if enough damage is taken.
- Added LookAt Control Rig for Needler/Croc.
- Added support for blending out creature LookAt alpha using anim curves.
- Reduced Needler turn speed during combat
- Added aditional fishing mechanics, UI has been replaced by a projection widget, added ability to switch between lures that effect the stats of your fish, removed the ability to instantly reel in the fish to catch it (now resets the game and destroys the fish)
- Updating to new Creature Bestiary Page Layout
- Updating Bestiary UI and Modifying Data Structure, splitting widgets out into seperate ones to reduce complexity
- Needlers now take into account target velocity and distance when firing their projectiles
- Added cliffs on macros base in Swamp & Volcanic, Purple Quad, DLC
- Adding Lava waterfall bottom / splash audio event and BP imp
- Added cliffs on macros base in Swamp Biome, Blue Quad, DLC
- Made Needler projectile spread more horizontal and less vertical, increased projectile count per ranged attack, increased projectile inaccuracy
- Add bestiary progress tracking with weighted scores for kill, kill boss, killed by, skin, skin with trophy knife (feature locked to Galileo outside dev builds)
- Improved Needler physics asset