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Player Beacons
In last week's update, we reduced Beacons from Tier 4 to Tier 3, and this week we’ve followed on from that update with more balancing and improvements to the item.
The crafting cost has received a rebalance, moving from 25 → 10 Steel Ingots and from 25 → 20 Platinum Sheath.
We have also removed the requirement for sunlight for these to function.
To make Beacons more useful, we’ve also added interactable customization, letting you add icons and specific colors for each Beacon.
This adds many layers of personalization. You can set beacons for caves, waypoints, lakes, particular resources, or directions teammates should take when traversing difficult expanses.
T2 Creature Deterrent
Last week's Creature Deterrents have also received a pass, fixing a couple of minor issues and adding some new UI.
- The Tier 2 Creature Deterrent was accidentally released without a cost to run it. This has now been fixed and it will require spoiled meat or spoiled plants to keep active (spoiled meat lasts 15 minutes, spoiled plants last 10 minutes)
- The Tier 2 and Tier 3 Creature Deterrents have both had their interactions improved, as they are both supposed to operate as automatic machines without the ability to manually turn off (without removing fuel or disconnecting power).
- We have added new UI to the Tier 2, Tier 3 and Tier 4 versions of the Creature Deterrent, so they will display their active status and radius when you interact with them
Additional Fixes
We’ve made a few more small fixes and tweaks this week. Thanks to our community for pointing these out and sharing them with us in Feature Upvote.
- Updated steel tools (Tier 2) to use Iron Nails instead of Steel Screws so they can be crafted correctly at Tier 2 without the machining bench
- 'Cooked Soy Beans Recipe' adds a basic cooking option for soybeans
- Fixed the Yes Chef Achievement
- Adjusted Enzyme item rewards for the Enzyme Geysers so prospectors will receive more enzymes, and they will scale according to difficulty
Next Week Teaser
Next week we have a QoL pass on the workshop coming, which provides a much cleaner way to research and create equipment as well as enabling prospectors (in some cases) to get to some equipment far easier than before.
There will be no new workshop items added next week, but If you look carefully in the image below you may see some future content from New Frontiers that will be available when released.
Changelog v1.3.4.112906
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)
- 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
- 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