下一站江湖Ⅱ - 白玉京工作室
https://store.steampowered.com/app/1606180/II/
各位大侠好,
《下一站江湖Ⅱ》”第三部大型免费资料片《江湖霸图:江湖霸业》第一弹预热片“”暨第54次更新预计8月30日12:00完成(各位大侠退出游戏重启更新即可)。

【江湖霸业资料片将在:8.30号第一弹(预热)、9.6号第二弹(正篇)、9.14号第三弹(完结)全部更新完毕】

先在这里给大家说声抱歉:八月份,由于我们的自身的原因(没经住诱惑),导致原计划八月下旬承诺更新的不少玩法延期!在这里给大家鞠躬致歉:我们会从这周开始加班加点补上!

同时,在这里给大家说一个好消息,经过这四个月的流程磨合、以及小伙伴的扩充。后续每个资料片的更新批次将由原来的5-6弹(5-6周)缩短至2-3弹(2-3周)完成!这意味着在同样的时间里、我们将有更多的时间去优化版本、提供更多的内容;因此,原本年内的给大家承诺的新资料片内容不变的情况下,我们还将继续大幅增加!大家敬请期待!

【重要消息】
这一次,困扰我们长达半年,游戏越玩越卡的问题我们基本解决!问题根源来自于江湖的大世界动态设计:简单来说,游戏时间越长,与之相关的NPC及互动将越来越多甚至高达上万个NPC同期活动!目前我们已针对这块做了重点优化,相信能给游戏体验带来巨大提升!(同时也解决了相关NPC消失、暴毙等问题)。我们观察一段时间没问题后,就将激情投入下一波性能优化:提升远景效果、降低运行中高达数G的无缝地图导航网格内存占用、以及更多美术相关的性能优化等等!大家敬请期待!(这项改动将在周末的本周资料片补充更新里发布)

【“江湖霸图:江湖霸业”第一弹更新内容】
1. 新增武学搭配系统,可在武学—参悟页签查看:所有的武学都将有其作用,每一个大侠马踏江湖之路都将独一无二!
本次新增搭配模式一,参悟:满足指定武功所需条件即可参悟习得对应武学(更多的搭配模式将在后续开放,大家可以关注本周末即将发布的”下一站江湖贰9月-10月更新规划”)

2. 本周新增可搭配武学:(注,部分搭配将在本周末补丁更新中放出)
舞千钧(天阶神功):霸王击(霸王孤枪鸣)+风挑浪(伏明棍法)+杵中日月(释杀千忏)+朝天阙(万道天阙)
金刚不坏神功(金色超一流心法):壮士开山(渡蜀掌)+二郎担山(嵩室棍法)+枯心定禅(参严掌)
长生诀(地阶绝学):无象(无象心法)+周天吐纳功+全真心法(全真先天功)
万径人踪灭(天阶神功):内功搭配五毒心法(蓝,核心)+搭蛤蟆功(金)+蜈蚣气(绿)+金蛇劲(紫),领悟顶级内功奥义;同时装备招式千蛛万毒手(蓝)+灵蛇拳(白),方可装备使用、
罗汉金身(地阶绝学):金钟罩(蓝)+铁布杉(绿)+横练十三太保(白)炼制大成,装备心法金刚不坏神功(金色超一流心法,非招式、非护体)及天赋“不动如山(至某山峰某位置打坐一个月可领悟(红)地阶绝学护体“罗汉金新)”(领悟后,护体金钟罩铁布衫横炼十三太保和金刚不坏神功心法将从技能栏消失。
新增降龙第五招,降龙自带领域BGM增强(依然还是金色,超一流武学,但是每多一招便增强一点领域效果,十八招后大成提升至七彩天阶神功)

3. 新增江湖霸图势力地图(预热)


4. 新增江湖霸图研磨武艺(预热):门派出征部分因为AI过于复杂尚未完成,将在9.6号的本资料片第二弹发布

5. 新增千金线大型剧情逃婚之路主线(暗线),女主角在千金线初始剧情回到淮陵城的《秦晋》任务中选择不与娘亲一起逛街即可开启。
6. 我们开启于B站的千金线大型共创活动即将结束,各位大侠请抓住最后的时间参与!我们之后将把大家的故事一一填写到这江湖中来!
7. 丐门新增便携道具"箪食锅",可直接在背包中使用打开烹饪界面;加入丐门后,在丐门贡献堂主(582,402)处对话领取
8. 修复了队友冲灵不生效的问题
9. 修复了队友武学强化属性不生效的问题
10. 修复了解密引导卡住的问题
11. 修复了以武会友,登门踢馆会黑屏的问题
12. 修复了白斩狂支线中白斩狂不变红名的问题(更新后有卡在此任务的玩家和白斩狂交互选择击败白斩狂选项即可)
13. 修复了部分老存档可能没有有千金线第三篇主线任务npc数据的问题。(如果还有遇到这个问题的玩家请联系客服邮箱3681313015@qq.com,帮您单独处~)
14. 修复了打狗棒法队友没有动作的问题
15. 新增BOSS战斗bgm
16. 新增精英敌人战bgm
17. 优化了打狗棍法的招式状态,现在释放招式期间会有霸体
18. 优化了商店购买道具时的获得道具显示,将获得的同类道具合并显示
19. 优化了下马的逻辑,现在可以在奔跑中战斗中下马了
20. 优化了不能装备同模板技能的提示
21. 更新了字体包,补充缺失字体


第三部免费大型资料片《江湖霸业》版本简介:
“江湖霸业”为各位大侠们带来了期待已久的门派混战,并且地图上将标明门派势力划分。届时各位大侠可以在江湖世界中自由体验门派占领,弟子征战,兵种研究,规划队伍出征等骑砍like的大型沙盒玩法。
同样在这版本也将上线武学融合系统,全新的武学搭配体系,丰富了心法的搭配套路,并增加套路效果以及相关表现。
最后,在本版本期间,我们将重构并深入优化大家诟病已久的身份玩法体系:具体内容请大家关注周末发布的“下一站江湖Ⅱ9-10月版本更新计划”

“江湖霸业”第一弹——8月30日
1. 开放全新武学搭配系统
2. 开放江湖霸图势力地图:可在地图中切换,打开势力地图,查看各方势力及其部署。
3. 开放江湖霸图研磨武艺:可在演武室中解锁各种武艺的帮众,供玩家带领出征。
4. 开放大型剧情千金线逃婚之路(暗线)剧情。

“江湖霸业”第二弹——9月6日
1. 开放部队编制:可以在编队界面将帮众编入队伍用于出征。
2. 开放部队出征:可在地图选择攻占其它门派驻地。
3. 开放据点占领、入驻、巡逻等多重体系

“江湖霸业”第三弹——9月12日
1 大幅度优化门派AI逻辑。
2 全新更好玩的身份玩法:
2.1 解除属性与身份的绑定,不需要解锁身份也能将属性培养至顶。
2.2 去除无用且繁琐的身份,我们将会用更有意思的身份体系代替现在身份玩法。
2.3 新身份玩法将各具特色、独有江湖沙盒体验!且与不同的门派大型玩法紧密相联

【当前活动-江湖2科隆参展抽奖活动】
为了庆祝我们以展商身份亮相德国科隆国际游戏展,我特地回馈大侠们,只要关注B站官号既可参与抽奖,奖品有PS5、江湖2本体激活码、官方抱枕周边可以获得。感兴趣的大侠可以前往参与~

白玉京工作室 拜上
Stone Story RPG - MintyFresh
Danger in the Woods Event

A foul wind blows once more from Deadwood Canyon

Within the rotted bark and branches of Xyloalgia, the wicked Poena emerges once more.

From 8/29 to 9/8, the Danger in the Woods Event will be live in Stone Story RPG. Poena brings her terrifying presence to the game as a Phase 2 in the Xyloalgia fight. Crafty adventurers would do well to carefully consider their strategy when facing the Mistress of Punishment.

Be mindful of Poena’s Mirror mechanic: any debuff inflicted upon Poena will be reflected back to its source.

All runs in Deadwood Canyone for the duration of the event will yield 2x loot!



---

-SSRPG Team

Stone Story RPG Twitter

Stone Story RPG Discord
Aug 29, 2024
The Hanged Man - ぽこにゃん
Dear Fans,

Thank you for playing THE HANGED MAN.
The following changes have been made in this patch.

  • Fixed minor bugs.
Thank you for your continued support!
Cornucopia® - Subconscious Games
We'll be at PAX WEST 2024 in Seattle at Booth 1415 🐄 [Aug 30th - Sept 2nd]



If you're attending the event at Arch Expo Hall, be sure to visit us at Booth 1415. We'd love to meet you! 😊

Special Giveaway:
  • Exclusive Temporary Tattoos: The first visitors who take a picture with Kyuri the Kappa and share it on social media will receive a limited edition Cornucopia temporary tattoo! Quantity limited to ~2000.





https://store.steampowered.com/app/1681600/Cornucopia/
Aug 29, 2024
Rivalry warlord Sengoku - StaticOssanGames
Fixed a blurred screen on the Ronin Recruitment screen.

Fixed a problem with popup information on the POW screen.

In the project screen, some projects were not completed even though they had been completed.

When a revolt occurred in one's territory, it is now shown in the log.

Aug 29, 2024
Meta-Ghost: The Breaking Show - noiremo
New Prosthetic: Computational Support

1.Computational Support prosthetics can provide characters with initial drives or relics.
2.Computational Support prosthetics cannot be leveled up, disassembled, or assembled.
3.There is a chance to drop new prosthetics when defeating enemies in matches.
4.Computational Support prosthetic mystery boxes can be purchased in the Circuit Store.
5.Recycling Computational Support prosthetics can accumulate bounty progress.
6.Original Core Implants and Enhanced Implants can also be recycled for a small amount of bounty progress.
7.When bounty progress reaches a certain value, it can be consumed to claim a circuit bounty mission.
8.Completing bounty missions will definitely reward a high-quality Computational Support prosthetic.

Newly Added:

1.New Losse Exclusive Core Implant Sets: Melisma, Sustain, and Legato
2.Two new special gameplay levels added

Bug Fixes:

1.Fixed an issue where Yan's weapon modification Heavy Attack 3-1 would stop firing missiles after continuous use for about 10 seconds.
2.Fixed an issue where Losse's weapon modification Heavy Attack 3-2 would not trigger the additional heavy attack effect when enhanced normal attacks were activated.
3.Fixed an issue where the drive "Privilege of the Strong" caused the cart to be unable to move in the Circuit pushcart level.
4.Fixed an issue where the duration of the weakened space triggered by the drive "Privilege of the Strong" was sometimes very short.
5.Fixed an issue where fully upgraded enhanced prosthetics were not prioritized when equipping prosthetics with one click.
6.Fixed an issue where the difficulty level could not be adjusted in the Circuit in offline mode.
7.Fixed some text errors in the illustrated encyclopedia.
8.Fixed an issue where level indicators were not displayed for level 4 relics in the in-game store.
9.Adjusted the text of the Gale Set effect to better match its actual performance in the game.
Aug 29, 2024
The Crooked Man - ぽこにゃん
Dear Fans,

Thank you for playing THE CROOKED MAN.
The following changes have been made in this patch.

  • Fixed minor bugs.
Thank you for your continued support!
Aug 29, 2024
Eldabyss - extrez
1.11 - MINOR UPDATE

- Game renamed to 'Eldabyss' over 'Eldabyss 2'
- Cell Shot temporarily vaulted, replaced by Bulletstream
- Player can now quick swap weapons by pressing Q
- Minor graphical reworks
- Praxidice redesign
- Subtitle, cutscene, and interaction text now has a translucent black bar behind it for readability
- Camera parallax system reworked
- Minor level redesigns

- Extrez boss fight renamed to "1001 "The Crash"
- The Crash no longer can teleport out of his arena and softlock the player
- Discord and Youtube link buttons upscaled, and no longer have broken rotation
NARAKA: BLADEPOINT - Yeeeeee
Hey Forerunners,
Get ready for the journey of a lifetime! Our favorite hero Matari is stepping into the legendary boots of Lara Croft in an exhilarating crossover event. This adventure sees Matari rocking Lara's trademark gear, poised to conquer the fearsome wilderness of Perdoria.
https://www.youtube.com/watch?v=Vo9S8naffd8
But it's not just about the look—this crossover truly captures the spirit of Tomb Raider. Matari's gear gets some incredible updates, taking cues from Lara's arsenal. Experience the thrill of wielding the [Tomb Raider·Compound Bow] skin and taking on foes with the newly themed [Tomb Raider·Climbing Axe] skin for the Dual Blades. Each piece meticulously mirrors the design and resilience of Lara Croft's original equipment, perfect for facing any challenge head-on.
And that's not all—this event transcends simple cosmetic changes, offering a deeply immersive Tomb Raider experience with a vast array of themed items that fans will absolutely love.



Grab your gear and prepare to leave your mark on the world alongside Matari in this awe-inspiring crossover.
Are you ready to explore the unknown? 🌍✨
ICARUS - Shamm
Welcome to week 143

This week, we introduce a new growable plant: Sugarcane, which can be purchased as Seeds in the Orbital Workshop. Fully grown Sugarcane can be ground down in the Mortar and Pestle to make the newest ingredient on Icarus, Sugar.

With the addition of sugar comes new recipes and Candy, a new food group that doesn’t count towards the total active food buffs but provides small situational buffs for escaping dangerous situations.

We’ve also got a quick snapshot of what’s to come next week, and where you’ll find it nesting.

Jump in and have a read.

Notable Improvements
  • Aluminum buildables have received a LOD pass, meaning there are no more black lines that ascend when viewed from a distance
  • Added a new master glass material and reworked all the current glass BLD materials, to reduce the excessive amounts of fog that could be seen through the glass
  • Adjusted the weight and curve of throwing a grenade to a more accurate motion. We’ve also balanced this against other throwables for cohesion and synced it better with the audio speed
  • Turrets will no longer attempt to shoot a target if they don't have a line of sight (e.g. behind solid walls)
  • Upped the stack size of kiwifruit to 100 to match most other harvested small fruits/veggies


This Week: Sugar & Sugarcane

Sugarcane seed packets can now be purchased from the Orbital Workshop, and subsequently grown on the surface of Icarus. Fully matured sugarcane can then be harvested and ground into sugar using your Mortar and Pestle.

Sugar allows us to expand our food choices in the game, providing different alternatives with new buffs that facilitate new ways to play, just as the previous addition of salt did.

The beauty of adding Sugar is that it also allows us to explore other chemical applications and how food groups behave with this compound. The obvious area we may experiment with in the future is fermentation.



This Week: Cookies & Candy - New Recipes

We have added a few new sugar-based recipes: an Energy Bar crafted on the player, Salted Caramel Pastry and Caramel berry Tarts craftable on the Biofuel Stove, and Chocolate Chip and Coconut Cookies craftable on the Electric Stove.

All of these sugar-based recipes provide a boost to the charge speed of bows and the reload speed of guns, making them an excellent choice for enhancing ranged combat.

We’ve also added two new recipes for Strawberry Hard Candy and Watermelon Lollipops, which give you a short buff to movement speed and penalty reduction for being over-encumbered, respectively.

Candy won’t take up any food buff slots, allowing them to be used on top of other foods, countered obviously by the shorter window of effectiveness. Think of them as a get-out-of-jail-free card for those sticky situations when you need to hot-foot it.



Coming Soon: NullSector

As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.

We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.

This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.

If you are interested in reading about what we plan to do with missions in the future, click here.



Next Week: New Creature - Arctic Vesper

Next week, we plan to introduce a new creature that emerges from nests in Arctic zones. This creature will come with its own trophy, bestiary entry, and new resource type that will offer an alternative to some existing recipes.




Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.2.18.126568

New Content
[expand type=details expanded=false]
  • Unlocking Sugar Recipe
  • Unlocking Sugar Cane Seeds, Workshop Packs and Sugar Items
  • Sugar now requires a blueprint and is craftable on the marble kitchen bench
  • Adding new sugar food recipes and Item setup
  • Sugar is not only craftbale on the mortar & pestle and material processor
  • Fixed Sugar Cane crops having too low seed drop chance
  • Fixed Sugar Cane seed rewards
  • Added Sugar Cane seeds to dynamic quests rewards list
  • Increase the water requirements for cookies and candies, working around a bug with processors turning off at low water requested
  • Adding crunch default food to crunchy new edible candys instead of soft sounding chewing
[/expand]

Fixed
[expand type=details expanded=false]
  • Added second batch of aluminium buildables with improved LOD pass
  • New master glass material, rework of all glass BLD materials
  • Railings place with less of the railing underneath the floor when snapped, and some of the railing buried when not snapped. This looks more natural and has railings appear as a more similar height on stone floors particularly
  • Fixed a typo in quest step for heal device
  • Fixed a typo in item flavour text
  • LOD and material fixes for various windows and doors, art deco and stone fireplace meshes
  • Fine tuned the throwable curves to be in line with each other so the grenades dont fall right on the floor at a light tap.
  • Adjusted weight and curve to feel like a grenade. Balanced against other throwables for cohesion and synced better with the speed of the audio
  • Turrets will no longer attempt to shoot a target if they don't have a line-of-sight (e.g. behind solid walls).
  • Did an optimisation pass on Turrets to reduce the cost of their target selection and status/material updating
  • Fixed texture errors on glass door, added tempered glass variant materials for window and door, added texture tiling controls to MA_GLS_BLD to adjust scale of reinforcing
  • Shields durability now reduce based on total damage rather than mitigated damage
  • Increased shield durability maximums to reflect damage intake change, higher tier shields will have the same or higher durability
  • Fixed issue where beehive upgrades would collide with player even if they weren't visible or attached to hive. Added additional inventory slots to Larkwell meta backpack (shotgun), previously gave none. Upped stack size of kiwifruit to 100 to match most other harvested small fruits/veggies
  • Fix character talent weapons are not repairable at bench. Add a validator to pick this up in future
  • Fixed incorrect material assignment on scoria trap door floor
  • Fix typo in IDs on dynamic collection mission
  • Slightly offset refined wood halfpiece floors so they line up correctly
  • Adjusting smoke grenades bounce audio from feeling like its bouncing on the spot. Adjusted friction to prevent continuous sliding of grenade triggering constant annoying audio
  • Adding grenade bounce impact event for spacial awareness of grenade proximity. Setting up for new boss grenades etc
  • Added additonal aluminium buildable LOD Improvments
  • Added batch of aluminium buildables with LOD pass done
[/expand]

Future Content
[expand type=details expanded=false]
  • Ice Mammoth Arena - biome overide added
  • Fixed bug where exotic infused creatures weren't getting their particle systems initialised with the correct colour.
  • Fixed bug where exotic infused creature particle systems would reset when switching from NPC -> corpse on death
  • Re-added Itemable row that was lost in DT merge
  • Remove (editor only) AtmosphereController_Spawner as is causing a crash for world builders edit time
  • Fixed dev transform tool not working on actors with static mobility
  • Altered text for living weapons as they are tbc
  • Added item text for ape, cat, and hornet boss drops
  • Added text to lava hunter boss drops
  • Added text for Slug boss items
  • Added text to Rock Golem items
  • Fixed issue where opening bunker medical cabinet in-game rotated it
  • changing light source to be a warm light, range and intensity of the lantern
  • changing cone angle and alighnment of spotlight for the flashlight
  • STRANDED: ASHLANDS - The timer has been increased by 1 hour on each difficulty, added another optional step for food & water
  • changing intensity and range of the flashlight
  • Ice Mammoth Arena - additional lighting at ice falls
  • Ice Mammoth Arena - placed initial lighting under ice as night time lighting
  • Added new developer tool to fine-tune actor transforms in-game
  • Adjusted ice shader for armor/items sss base opacity
  • Added text for Marrowraith items
  • Removed emissive and replaced the shader for the ice crystals with ice mammoth icicle shader for the ice mammoth shield
  • Added text for new boss vestiges and trophies
  • Added text for boss biomass items
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. WITH_EDITOR gates
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod (WITH_ENGINE gates)
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller. Engine divergence mod
  • Deal with (internal editor/tools) issues with instanced levels and the atmosphere controller
  • Added Ice Breaker Footstep Decals Prototype
  • Added cheat to temporarily disable deployable placement collision / stacking rules
  • Adding New Function for retrieving utility item data so it can be queried from different places in the code base
  • Added SK_GUN_Rock_Golem
  • Add viewport blocker for instanced levels (for the player that is entering + loading)
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Changed flicker to prevent escessive flickering
  • Added meshes, materials, mask textures for Inverted Concrete Ramp and Floor
  • Teleport mounts to instanced level exit when instanced level is being torn down
  • Adding hornets throwing knives audio and data table setups. Fixed flying audio sounding a bit fake
  • Added and replaced ice crystal material for the ice shield
  • Added a tag water.NoShow to disable an objects mesh from being displayed when slotted into a water purifier.
  • Added the tag to water jerry can and t3 water can to fix mesh clipping into the purifier
  • Add implementation of inverted concrete floor and ramp
  • Setting up player audio component and FMOD parameter to play audio when container is full VS empty
  • Adjustment to medical scanner audio. Shortened it since the UI is instant. Also adjusted truck in same mission PM to be metal since its metal. Was set to plastic which we dont have footstep layers for
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Adding blueprint information and FMOD event volume adjustments to adjust the audio balance of emtpy container vs water sloshing dpending on water fill state
  • Fixed BP material overrides for inverted concrete floor and ramp pieces
  • Adding deploy audio for swamp ape trophy
  • Added on animation and emissive for DEP_Cooler_T4
  • Adding hornet wing pickup audio and event and data table
  • Fix Ape trophy preview mesh
  • Adjusted LOD distances for Portable Generator
  • Trunk Merge
  • Enabling ASHLANDS: RESCUE, adding quest markers and adding Small Mission Fixes
  • Enabling ASHLANDS: RESCUE, Fixing mission flow - fixing mission markers, fixing mission droppod so it actually drops at the correct location
  • Adding Action Promp to Empty Stasis Bag when focused
  • Empty Stasis bags are now consumed when you use them on injured NPC's
  • RESCUE: ASHLANDS - adding new mission, adding new recipe, quest flag and new items for stasis bags, adding new NPCs for the quest, adding new medevac ship, adding full quest steps and tag queries
  • Making adjustments to quest objective enteries so that we can display 'info' quest information
  • Adding new Prospector map marker
  • Adding new Rich text style for quests
  • Adding new modifier for near death
  • Adding new Prospect Row & Talent for RESCUE: ASHLANDS
  • Added some subtle spine rotation in new NPC lookat ctrlrig. All attached skeletal components are now correctly highlighted on mission NPCs
  • BP_Mission_NPC_Base::ShouldLookAt is now replicated
  • Added first pass AnimBP for mission NPCs and simple LookAt control rig
  • Adding unique cave mission audio, event and scatter ambient rocks
  • Adding in NPC Skeletal mesh and Anim states to use for NullSec mission
  • Added textures and materials for first kit of the Wood Beeswax building tier
  • Updated skinning on ITM_Backpack_FoodPrep_or_Chef
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Fixed Scyther bolt recipe output
  • Outpost_012 - rivers, riverbank and cliff placement, terrain adjustments
  • Added dev tool cheats to the Field Guide UI
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Demoved dev-lock on transform tool so it works on test builds
  • Enabled skeletal component update rate optimisations on deployables
  • Blockout Split of the Volcanic/Arctic Outpost
  • Tag items for Field Guide placement
  • Add Husbandry category to Field Guide
  • Adding appropriate ice mammoth audio setups
  • Added inverted concrete ramp and floor icon image
  • Splitting quests up [CRISIS: ASHLANDS] - Finding Location and Healing the Crew, [STRANDED: ASHLANDS] - Helping the Crew Resupply, [RESCUE: ASHLANDS] - Saving the 2 crew members who where off scouting
  • Adding concept for persistent mission actors that are spawned as part of missions but can exist and be retrieved outside of missions if required
  • Adjusted logic for CRISIS, STRANDED and RESCUE to retrieve persistent actors rather than spawn and delete every time
  • Fixing issue with RESCUE where the stasis bags did not mention where they where crafted
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • Adding deploy sandworm wood building tier audio and data table setup
  • Added remaining textures and materials for the Wood Beeswax building tier, including adjusting data table entries for the skinning, as well as tested each piece
  • Fix Rimetusk head trophy mesh
  • Added Sandworm frame/pillar to beams set
  • Additional checks and logging for Foliage Instance Actors in WorldGeneration job
  • Added line to dry atmosphere modifier that the temperature will fluctuate throughout the day
  • Adjustment to sandworm wood deploy audio volume and fixing workshop grenade not having correct trigger audio setting for impact event
  • Cliff Placement Pass and Riverbank Pass, Outpost 11
  • inital lighting pass, adding far shadows
  • Added implementation of reinforced glass doors and windows
  • Lowered the price of glass window types
  • STRANDED: Dev locked mission as this is not yet available
[/expand]
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