about 1 year ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
about 1 year ago - Shamm - Direct link
Week Seventy One is here and we’re introducing our Fruit Care Package, following on from last week’s vegetable-themed one.

This introduces Avocados and Strawberries, with seven recipes between them to craft across a range of benches. These can be earned through SMPL3 quests and come with their own unique buffs.

We also have moved further into the testing phases of Galileo, hooking up the Accolades and Achievements to Steam's backend in our development environment.

Jump in and have a read!



Avocado and Strawberries
Following our Vegetable Care Package, we’re introducing our Fruit Care Package which includes two new resources for you to find as rewards for SMPL3 quests: Avocados and Strawberries.

These come with seven new recipes that can be crafted at the Drying Rack, Cooking Bench, Potbelly Stove, and Biofuel Stove, each with its own buffs and perks. These are:
  • Fruit Muffin
  • Savory Roll
  • Strawberry Jam
  • Pickled Avocado
  • Mixed Berries
  • Stuffed Avocado
  • Dried Avocado
While not able to be found growing in the wild, Avocados and Strawberries can be earned through SMPL3 missions in Open World, so get to ticking off those tasks.



Galileo Progress
Galileo is quickly approaching, and this week saw us connect our Accolade and Achievements features to the Steam backend in our development application.

We also found an issue with the Bestiary in multiplayer, so are working on correcting this so players are granted rewards correctly, and have been testing our fishing mechanics, iterating on the feature and ironing out any bugs that we discover.

For those who might not know what Galileo is, check out our Week Sixty Five blog. We’ve shifted to a new approach that combines regular, smaller weekly updates with larger patches that focus on more detailed features, the first of which is Galileo.



Changelog v1.2.46.109701
New Content
  • Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
  • Adding Strawberry item icon
  • Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
  • Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
  • Adding Avocado Icon
Fixed
  • Fix workshop layout tree for micromeal is visually wrong
  • BROKEN ARROW: Update dialogue timing
  • Fixed an edge case of the shield still being attached to the player after it's destroyed
  • Fixed a typo in Wooden Buffalo Statue description
  • Added text for fish trophy mount
  • Fixing Inaris Envirosuit pointing to the incorrect helmet
  • Fixed incorrect 'effectiveness multiplier' value for Crit_StrongPoint and Crit_ExtraStrongPoint rows, shouldn't have any gameplay effects but they should be named correctly now
Future Content
  • Add option to configure alternate dialogue in data depending on whether prospect is mission or open world. Dialogue rows can now automatically redirect to another row if a redirect condition is met
  • Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
  • Moved logging to a new function to test if it's working as intended
  • Adding Landmine Icon and texture swaps based on armed state
  • Putting the needler montages in the correct folder
  • Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
  • Meta Spawner - Row Setup Green Quad
  • Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
  • Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
  • Added art assets for Fish07 Colour variants to project
  • Export PNGs of terrain maps for levels
  • Meta Spawner Setup Meta Node Handles on Green/Purple Quad
  • Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
  • PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
  • Fixed a replication bug with the clientside projection widget
  • Removed unnecessary replication on a few variables
  • Added tooltips to most of the variables for readability
  • Shifted functions so the actionable only talks to the rod and the rod to the lure
  • Fix naming scheme on new Prospect images
  • Partial Setup of tameable Bear cub and AI setups for prometheus
  • Add Large and Small Painting Frame deployables
  • Add 44 new canvas materials for painting frames (to be hooked up)
  • Clean up Frame assets
  • Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
  • Adding possible open bestiary UI sound. Not yet implemented
  • Added 2 DCO Tapestry assets to test
  • Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
  • Updating Bestiary Open sound and adding into BP
  • Painted seedling in GL area on Green Quad, DLC Map
  • Adding ITM_Shield_Kite_Platinum for testing
  • Added SPR_Obsidian
  • Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
  • Apply any bestiary stats when unlocked (Galileo feature locked)
  • Disable Trailer setup for VFXTest Level
  • Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
  • Added support for receiving rewards for offline mission completion in prospects with multiple missions
  • Added new error codes for situations where a drop ship position fails to generate when joining a prospect
  • Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
  • Adding Bestiary Unlock Stats and setting up stats in the bestiary data
  • Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
  • Fixing Renamed Stats Causing Build Break
  • Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  • Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
  • Added LookAt Control rig for Swamp Quadruped.
  • Update RigUnit_Accumulate nodes to latest git source version.
  • Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
  • quick pass on dropship sonic boom effects
  • Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
  • Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
  • Painted seedling in GL area on Green Quad, DLC Map
  • Updating Bestiary Widgets to work like concept
  • Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
  • Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
  • Adding bestiary ui click, hover adjustments and UMG input
  • Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
  • General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  • Implemented fish cooking recipes
  • Adding VFX, Lighting and material emissive control to aquarium t3 and 4. Added logic to only have these active when supplied with power and water
  • Added missing virtual stats
  • Wire wolf percention bestiary stat (Galileo feature locked)
  • Predator birds no longer target corpses that are sheltered
  • Adding Audio Row to bestiary enteries so an animal sound can be played
  • Fixes for BP logic on BP_Aquarium
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Adding missing material for new sonic boom VFX
  • Fishing Trap no longer will spoil food
  • Players can not longer place items in the fishing trap
  • Fishing trap will display a fish when a fish is caught
  • Adding first batch of bestiary creatures through device audio events and data table entry
  • Updated names for confirmed DLC creatures
  • Change bestiary percents, make popups aware of new bestiary unlock types, only display a single (the best) unlock popup when processing unlocks (Galileo feature locked)
  • Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
  • Updating Bestiary UI
  • Update all Geode Lamps to be actual lights with emissive texture swaps
  • Remove Flammable from Geode Lamps and change to Light Deployable weight setup
  • Fix Geode Lamps ItemTemplate pointers
  • Remove rotation step from non-facing Geode Lamps
  • Fix random icon assignment to Geode Lamp deployable setups
  • Adding more creatures in for bestiary audio and data table
  • Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
  • Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Updated grasslands and wetlands atmosphere color effects
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
  • Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
  • Added proper DM for DCO_Desk_Lamp_Wood_Carved
  • Swamp Quadruped is no longer scared of player until attacked
  • Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
  • Adding in next batch of creatures sounds for bestiary
  • Adding Fish Recipe Icons
  • Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
  • Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  • Added PM_Tree to all materials for Mega Trees
  • Fixing Geode Lamp Icons
  • Adding Geode Lamp Icons
  • Added flavour text for new lamps
  • Added text for fish recipes
  • Added text for fish ingredients
  • Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
  • Change Editor-side functionality for EnzymeGeyser, Dropship and Respawnship and Meta Deposit actors to add locator beacon meshes as a dynamic component. This fixes the Editor poorly syncing the camera when focusing the actor due to the beacons size when attached as a permanent component. Separate Show/Hide into their own functions so multi-selected actors can sync up
  • Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
  • Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
  • General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  • Updates to volume, max instances and verb amount for all bestiary creatures
  • Added Obsidian Armor Version 2 materials and textures
  • Add button to grab current level in WorldManager tool
  • Folder cleanup on Prometheus world actors
  • Add datatable validation for 'must be outside' (future content)
  • More wiring for Bestiary UI (Galileo feature locked)
  • Fixing issue with Dynamic Drop Pod Fallback cases which would cause issues in quest steps as the variable for location was not being cached correctly
  • Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
  • moved obsidian armor v2 materials to correct folder
  • Added new lava deployable placement type, can no longer place water-based deployables in lava
  • Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
  • Adding Geode and Painting Set Talents and Setup for recipes
  • Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
  • Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
  • Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
  • adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
  • Paintings can now be interacted with and you select a painting from a new DT
  • New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
  • Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
  • Fixing Prometheus mission 4 prebuilt structure and quest location
  • Added missing files from last commit
  • Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
  • Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
  • Removed the search bar from the UMG and removed orphaned code for clarity
  • Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
  • Logic has been unhooked for a long time and the actor now does nothing
  • added obsidian armor mesh pack
  • Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
  • Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  • Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
  • Modified Creature name from PRO mission 4
  • Fixed Dead prospector body highlighting
  • Adjustments to fishing bench and rebuilt banks to fix bench not working
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Added ITM_Shield_Composite
  • Fix dropship relocation using grenade sometimes applying bad audio states to clients due to a non-replicated variable meaning the audio could behave as if the player was IN the dropship. Put a length limit on dropship door open/close FMOD events so they automatically stop if their state change logic fails instead of looping infinitely
  • Updates to quest step locations for dynamic drop pods
  • Adding fishing trap loop audio event and BP imp
  • `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
  • Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
  • Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
  • Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material