Week Seventy Four brings both a new dynamic mission, SMPL3: Lost, and fixes to the dynamic mission system to clean up some errors that have affected players over the last couple of weeks.
This new quest will have you searching for an abandoned prospector base, a new variation of a dynamic mission we haven’t done before.
We also give an update on Galileo as we move into the internal testing phase, and discuss our upcoming closed public test build for players to give us feedback before launch.
Jump in and have a read.
SMPL3: Lost
Dynamic Missions have been incredibly popular since we introduced them in Week Fifty, so we’re excited to bring you another new option that you can launch from the Short Range Radio in Open World.
SMPL3: Lost is a new dynamic mission where players have to locate an old, abandoned prospector’s base on the surface of Icarus.
Players will need to quickly rebuild the structure while creatures attack your position. Once complete, players can place a beacon down for the UDA to mark its location on the map.
You will also be able to loot the base for old prospector gear when you first arrive, so keep an eye out for what might be lying around.
SMPL3 Mission Cleanups, Fixes and Balances
We’ve made some fixes and tweaks to our SMPL3 missions, looking to clean up some of the issues that have been affecting you.
Triggering a new SMPL3 mission or abandoning previous ones will now trigger and clean up any remaining old map icons, quest objects and landed transport pods that may have encountered an error when trying to clean themselves up in the past
This should remove old map markers, search areas and other mission-related details from players' open worlds
Galileo Progress
Our upcoming content patch, Galileo, is almost ready and is now being internally tested by our entire team.
For those unaware, Galileo is the first of our bigger content patches as part of our new cadence, which you can read about here.
Our Steam Cards, Badges, Profiles and Emotes were all approved by Valve, and are ready to release. These will be revealed when Galileo launches, so check them out in the Steam Workshop very soon.
Fishing is receiving one more iteration, as we make tweaks to the mechanics so it feels more reactive and engaging for players. This will go into testing alongside everything else very soon.
We are also preparing a closed public test build for Galileo and will start some closed testing soon before making it fully public. Joining the Discord is your best way to get any updates on whether we need players to test this in advance of launch.
Changelog v1.2.49.110526
New Content
Updating SMPL3: Lost and enabling Dynamic Quest
Removing Campfire from SMPL3: Lost and added Drying Rack
Updated Orgin Spawn Location of Dynamic_Base_1
Updating Lost Loot quest step to auto complete (its optional and item spawns are % based)
Adding new Images for SMPL3: Lost
Removing t2 Communictor from SMPL3: Lost mission
Reducing SMPL3 frequency as it was high for experiemtnal testing and balancing loot drops
Fixed
Update many UI elements that could not correctly be translated.
Update refrigerator description to no correctly mention that it only greatly slows spoilage.
Update incendiary round description to not mention explosions.
Update fruit salad flavor text to mention that it's a dessert rather than a desert.
WATERFALL: Update mission step to mention supply crate rather than dropship
Fixed material slots on Stone Statue DMs
Fixed a typo in Quests table
Fix Titanium 200, 500, 5000 Accolades all unlock at 1000 mined
Prevent pre-chewed corpses from providing rewards that would otherwise only be available with specific stats
Adding in more quest cleanup logic for dynamic drop pods
Search Areas, Map Icons and dynamic drop pods will now trigger a clean up when a new mission is started, abandoned or ended
Save game variables now trigger onReps upon database load
EQS_FindDynamicQuestLocationBuilding no longer accepts areas close to blocking geometry like rocks and trees.
Replaced expensive nearby dynamic mission beacon test from EQS_FindDynamicQuestLocationTower
Fixed issue where EnvQueryContext_QuestBoardSingle wasn't selecting a quest board within a currently loaded world tile
Adjusting Search Area Colour and Removing Logging from various files
DYN_Drone: Reduced difficulty of standard creatures spawned, allowed additional creatures to be spawned at a single time, increased the frequency of worm spawns at harder difficulties but lowered at easier difficulties. Correctly scaled by quest difficulty rather than prospect difficulty.
Dynamic mission reward pods now spawn slightly further away, mainly to resolve build mission pods dropping directly on the building
Adding Loot to SMPL3: Lost
Increased performance cost of generating dynamic mission spawn locations in worlds where multiple communicator boards had been placed. Reduced maximum spawn distance of supply transport pod in Lost dynamic mission
More quest cleanup fixes, this should fix drones & other quest map markers being staying after quest completion
Increased size of minimum unobstructed area check by 30% when looking for a place to dynamically spawn building in DYN_Lost mission
Future Content
Update fish recipes modifier icons.
Update Larkwell explosive arrow description and info on the arrows set
Update outside deployable tooltip warning type
Updates to batdog collision auduio. removed unneeded sockets
Adding in T3 Fishing rod on the rod rig and reimported bending animations to work properly with the new rig, also added T2 rod textures related to IC-21671
Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
Restored accidentally deleted actors inside purple quad. Added new utility actor for diffing between lists of level actors
Fixed diff actor tool streaming level names not showing correctly
Resubmitting material for ITM_Shield_Composite Tactical
Adjusting Accolade Lists for the new Achievements to include specifics on what needs to be done
Updated textures on Fish01_var4, Fish02_Var4, Fish03_Var3, Fish04_Var1, Fish04_4, Fish05_Var2, Fish06_Var3, Fish08_Var4, Fish09_Var4, and Fish10_Var4 with notes from the big fish review
Decrease break chance for Larkwell Whistling arrow to 50%.
Disable KillCam support for Bait arrow as it is incompatible with 100% break chance.
Disable UnbreakableDuringKillCam for DevFireball and set to Development feature level.
Tweak DataValidation to check first if KillCam is true before checking further compatibility
Adding T3 Fishing Rod Mesh and Item Hookup
Correctly added all fishing rod tier meshables
Setting up Shield Scene and adding new shields
Adding New Fish Variations for 4,5 & 14
Updated texture for fish 13 V3
ENCROACHMENT: Complete mission setup, currently feature locked
Addng in additional animations for te Lava hunter including heavy hit react and jump attack
Fixing Dynamic Quest Lost Spawning Logic and Creature Spawn Triggers
Dynamic Quest Lost now triggers a reward
Adjusting Fish01_Skeleton
Updated textures for fish 12 V2, V3 & V4
Adding in base slug mesh and material and first suite of animations
Updated textures for fish 11 V2
Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
Add all fish entries to spawn zone configs for Oly and Styx
Add basic validation for fishing tables
Update playerfacing data for fish
Add Biome names to heatmap PSDs
Added basic phases to Lava Hunter's combat BT. Lava Hunter now plays additive hit react when single damage instance crosses specifed threshold. Fixed Lava Hunter egg not being replicated
Added drag onto the floatable of the lure to make it move slower.
Added a horizontal and vertical movement speed when reeling in so you can reel slowly and it still reach you at heights.
Added panini to the lure when holding it for inspection.
Adjusted some sockets so the fish looks better on the hooks.
Swapped out the default hook for the rubbery hook because the default hook is imported with a wrong rotation
Added text for T2 and T3 fishing rods
Added text for shields
Added descriptions and names for Prom story missions
Added description text for Prometheus Open World
Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
Lots of new audio layers for the lava hunter. Multi attack, quick ground slam, large jump attack, flinch / fall sound etc
Clients can now play the minigame.
Fixed an infinite loop that occured when removing onrep fish data.
Fixed lure not appearing in clients hands when inspecting
Added cliff landmarks and rock formations, general clean up, polished around manual cave and nav blockers, Blue Quad, DLC
In line with our plan, we have made graphic improvements, added facelifts and zings to your tropical experience! Take a moment away from your treasure hunting and sit by your campfire and enjoy the breathtaking sunsets and sunrises.
Some flowers and bushes may have grown at the island that may cause some of you to relocate! We apologize for any inconvenience.
BEFORE
AFTER
Due to the graphic changes, if some of you experience some stuttering or stickyness, please go into settings menu in the game and change your graphics texture quality settings to "high" or lower.
In most cases, the texture quality setting of "High" will work very well.
Please be advised that we are still testing several things and any changes aren't final just yet.
Bug Fixes:
Fixed an issue that was causing an item description window to not close.
Fixed an issue that was causing the shipwrecks to not target properly when trying to salvage them. You may now click the shipwrecks easily even when standing on your warboat or raft.
Optimization changes:
Optimized some models to speed up rendering.
Optimized reflections
Other:
An item dropped in the ocean might show loot beams from afar.
The online exhibition Ludo Narra Con, which brings together many excellent narrative game works, is about to begin! The demo will be available from now until May 17th! For players who have not experienced our demo yet, don't miss this opportunity!
After trying the demo, we welcome you to share your valuable thoughts and suggestions on the Steam discussion board or in the various communities of Dawn Studio. We look forward to hearing your ideas!